Fuerte Mix ups/ Spicy tips!

these are some mix ups that I use frequently and would like to share them with everyone. I will be constantly be adding on when I discover new things and useful mix ups.:coffee: Note:I am not listing every possible combo and that these are a bit advanced.
**
Fuerte Mix ups:**

**[RSFx3 xx Tortilla propeller]

[RSFx3 xx cr.mk xx Tortilla propeller]

[RSFx4 xx cr.mk xx Tortilla propeller]

[J.Fierce xx RSFx3 xx cr.mk xx shower kick xx cr.lk xx cr.mkx2 xx tostada press]

[St.Fierce xx runstop xx St. Strong xx runstop xx cr.mk xx (follow up of choice)]

[Shower kick xx St.jab xx cr.mkx2 xx shower kick xx St.jab xx cr.mk xx Tortilla]

[St.jab xx cr.lk xx cr.mk xx habanero backdash xx stop] wait for jump and punish.
**

Spicy Tips!:

Safe Tortilla: after a successful tortilla when you land; immediately do three foward dashes and then do another tortilla propeller. (You should always run back as far as possible when performing the habanero backdash>Tortilla.) If done properly you will end up beating the move they do, or end up behind them. (depending on which character it is)

Light Kick Tortilla Reset: ** This takes alot of practice to master, its a cool thing to know but I dont usually use it that much. I’ll usually use it when I want to just f* with someone. but nonetheless its a good reset. The key is to hit them while they are hitting the floor I found that usually you’ll get it when they are still in the animation of spinning on their stomachs. Note: this is character specific! heres the list copied and pasted from paper’s “cookbook” I had tried it on all the charcters already just didnt feel like retyping it:
**Ryu
Ken
Gouki
Cammy
Chun-Li
Dhalsim
Rufus
Dan
El Fuerte
Gen
Sakura
Makoto
Ibuki
Dudley
Guy
Cody
Juri
Adon
Rose
Seth **

Ultra off whiffed (safe) tortilla: you can punish an opponent with an ultra off a whiffed safe tortilla. so if you whiff the tortilla and they jump away you can activate ultra 1 or 2 as soon as you hit the ground. You’ll hit them if you time it properly.

I guess it doesn’t hurt to have a thread about it. Might as well start sharing what I know.

For the past months, I pretty much always do RSFx4 (or more) xx cr.mk xx tortilla propeller in matches after any crumple or opening. I can’t remember the last time I actually ended a rsf with the more traditional slide. It feels like a wasted opportunity these days. Every cr.mk is a mixup opportunity that gives you just as many good options as a knockdown, and it’s far more effective because it doesn’t give the opponent a chance to think about what to do.

It’s worth adding, that these start to become very character oriented. When I play zangief, I usually cancel rsf into a run stop neutral jump, because most of the time they’re churning butter. Which lets you come back down right back into a new combo.

Characters without strong reversals I usually just RSF into a constant cr.mk blockstring. Any button they press will be punished, and if they’re content to block, you start mixing in either tortilla (low risk, low reward) or shower kick (higher risk, high reward).

Shower kick’s tiny frame advantage and positioning makes it great as a psuedo tic-throw. If you don’t feel good about linking, mash throw. If you’re good with links, you can also link it to jab, jab, throw (low risk, low reward option). Or jab, lk, cr.mk (higher difficulty, high reward). This starts the whole process over again by putting you back in cr.mk position which can be run cancelled into cr.mk pressure again, or cancelled into tortilla (optionally tostada, make sure it’s run back tostada, never use run forward tostada on anything). This type of stuff leads to a stun in no time.

Mastering this means any crumple you get or other RSF opening, will let you kill any person in a matter of 3 or 4 properly guessed mixups or resets. The first or second mixup leads to stun, this will allow you to restart RSF at a very low combo counter. This means, you should have taken off 800 or more damage by now,depending on if you can do 3 rsfs or more. 1 or 2 more resets will kill any character.

Oh, additionally, knowing when to simply stop your pressure and bait with block (usually against DP or ultra ready characters) or neutral jump is the best mix up.

It took me awhile to get the muscle memory down to cancel run stop pressure into tortilla, that was the most annoying part, because you get used to buffering your quarter circles in the direction you’re RSFing or cr.mk looping.

Training mode best practice is
RSFx3 xx Run stop cr.mk(x2 or x3) xx tortilla.

Once you get used to switching back and forth between moves, you should have no problem doing any mixup.

Question: How long till our opponents stop falling for the RSF to c.mk/s.lk tortilla/splash/throw ect.?

I would like to think I play with some very smart players and I’m not the easiest player to read. The day after I show a new trick most of them have a counter to it or simply learn to block/avoid it. So how long 'til majority of the community knows all of our tricks and does that make them useless or do better mindgames always win?

Then you murder them.

Just kidding. But if they can easily recognize something you might be repeating it too often, MIX UPS SOLVE THIS LOL. Just kidding sort of. I mean if you get into a pattern of RSF shenanigans then you do need to fix that and get unpredictable. What I do sometimes and put myself in their shoes. It sounds stupid but works sometime…not always because I’m the stupidest fuerte here. But I don’t think that, even if the community knows all of our tricks, they would become useless. I lost my train of thought but I’m taking the last line of your post “better mindgames always win”…Except if they lose to bullshit.

Then you murder them.

Just kidding. But if they can easily recognize something you might be repeating it too often, MIX UPS SOLVE THIS LOL. Just kidding sort of. I mean if you get into a pattern of RSF shenanigans then you do need to fix that and get unpredictable. What I do sometimes and put myself in their shoes. It sounds stupid but works sometime…not always because I’m the stupidest fuerte here. But I don’t think that, even if the community knows all of our tricks, they would become useless. I lost my train of thought but I’m taking the last line of your post “better mindgames always win”…Except if they lose to bullshit.

Just after I posted that I though, “Balrog’s still do the empty upper to throw and it seems to work.” So I guess I answered my own question. -_-

That’s when it’s time for shenanigans.

I find this thread ironic. for the past month I’ve been practicing the whole rsf > crmk > showerkick resets and yeah after doing them so much ending into a slide feels like a huge waist of potential. Its come to the point that RSF feels like the actual start of our true mix up. What with the crazy pressure and resets that elf can do from one blocked standing feirce I tend to always look for a block hit just to go into run stop pressure for mix ups. It also tends to be a lot more fun

question time btw

does standing jab link into cr mk? because I’ve thought for the longest time that it doesn’t so I’ve been linking all my jabs into either standing light kick or crouching lk to combo the cr mk for more mixup potential.

Also as an other awesome tidbit of info Showerkick really is an amazing move you can link crlk, standing lk, and jab from the showerkick so if you keep your links on point you can go for some crazy resets/pressure games
was always afraid to use it because it looked like the move was long and took forever to hit but its just deceptive like that.

also @sinx: Why use only back run tosdada from crmk loop? why not use foward? I find if I use back the risk is higher that I don’t cross up and Tosdada’s can be easilly focused for mad punishment if I don’t cross up

Sup man. st.jab I’m almost certain doesnt link into cr.mk. your right shower kick is great, from landing shower kick you could def go into cr.lk xx cr.mkx2 xx super or tortilla,press, etc.oh yeah but you can go st.lk xx cr.mk I believe. I do know for a FACT that you can go St.fierce xx runstop xx st.lk xx runstop xx cr.mk. :coffee:

Don’t get me wrong, you should still cross them up. Tostada press comes out right after the dash starts, position wise, it shouldn’t affect your ability to crossup. There’s two reasons to never forward dash:

  1. The best reason by far, Tostada off of back run has 4 frames faster recovery than Tostada off of forward run. Huge difference right there.

  2. You don’t want to do anything to give people something to react to, consistency in the start of the mixup gives them less time to think.

Also, you can’t link jab to cr.mk, it requires 6 frames of startup. Jab is +5 on hit. Lk and c.LK are both +6.

Pilgrim: You can’t learn to not fall for it, a proper mixup is a guessing game. Like wakeup pressure. They can improve their odds by knowing what to expect, but there is no full defense.

Aquafis

I think it really comes down to who you are playing and what the situation is. If you are fighting a scrub there’s no point doing a mixup during RSF, you should slide and knock’em down, or stop and block/backstep or Ex Guac.

as far as mixups I get a kick out of going for shower kick to close fierce.

but thanks for pointing out that stLP doesnt go to crMK so I guess I should stLP to crLK THEN CRMK?

yeah densuo or you could just go cr.lk xx cr.mkx2 xx splash my personal favorite :slight_smile: [media=youtube]0yn-pjfQtlw&p=F76E1377AA3C3633&playnext=1&index=1[/media] haha :coffee:

^ yeah Densuo that would totally work

And yeah your right it is situational/depends on the opponent if I know the guy is going to mash out shoryuken or I’m fighting zangief there is no way I’m going to attempt a showerkick reset

Its really all about how you train your opponent and what information you have observed from them. EX: did he dash on wake up or did he try to shoryuken if so can I bait it? all that kind of stuff
And as you said what character is being played.

Yeah, good luck though, I still can’t pull off that 3 hit consistently at all.

For the record, this is how I play when I fight scrubs, it doesn’t even matter: [media=youtube]JF-Y2_ZBBZU#t=0m28s]YouTube - [SSF4[/media]

Did you know a good human reaction speed is around 12 frames? The closer your mixup is to being under that, the closer it is to being a pure guessing game for your opponent. All overheads in the game are more than 12 frames for this reason.

I’m sure there are good uses for this data.

^ so wait what just happened and why did akuma eat so many counter hit cr mks? was watching that video going… Why is akuma still getting hit ? stubborness = death it seems …

whats also funny is I have that akuma on my friends list

I have started to stray from cr mk xx run xx splash and have opted more for run stop qbomb or other shenanigans

which is exactly why I turtle hard the first round unless I know who I’m playing / what I can get away with per character

I keep it simple. I’m ok with less damage so long as I deal it consistently so shower kick crmk xx whatever is what I do.

A proper frame trap usually confuses people because they try to jump out of it, but there aren’t enough frames to jump, just enough to let you get hit. So, anytime it hit was because he was trying to jump away, anytime it counter hit was because he pressed a button and tried to get an attack out.

If a character doesn’t have a move with invincibility on startup (usually just EX moves), there is no way to get out of a cr.mk blockstring loop. You can run out the clock simply making them block if you wanted. It’s the most disgusting blockstring in the game.

far lp links into cr. mk.

HHHOOOOLLLYYYY !@$!@$ O____________O are you serious??? man if I knew that… … just head exploded wow so when your using it as a block string it doesn’t always have to combo as if its blocked right? as long as its faster then a person jumping so like 3 frame leeway?

That it does just did it in training. its very hard to be in that range and also be in range of cr mk though

If you do it fast enough to combo, you lose too much ground to keep it consistent. It’s like 1 or 2 frames slower than a combo. It does combo on counter hits, of course.

If you want to try it out, go into training, set the cpu to “Jump” and then just cr.mk loop when he comes down. If you’re doing it right, none of the hits will combo but he’ll just be standing on the ground getting hit repeatedly.