These are moves done by inputting a motion on the stick and then pressing the appropiate button, or in one move’s case, holding down the button for a certain amount of time then releasing it.
Spoiler
Habanero Dash
Motion :qcf: :p: / EX :qcf :2p:
Description: El Fuerte runs forward for about 2 full seconds. depending on which button is pressed he will execute a different move.
Frames(active):
Special Properties: EX Habanero Dash has Two hit of Hyper Armor
from skisonic
This was something that bugged me for a while too, and when I went into training mode and tested it I got the same results as Dingerhoot. After discussing it (complaining about it) here and there to a few different people, Jinrai mentioned that it might not be negative-edgeable. He knew this right offhand because Seth’s teleport is the same way. I soon found that’s exactly the case.
El fuertes ex run can’t be negative edged. That coupled with the fact you can’t mash it make comparatively hard as a reversal imo. What you see on the input display doesn’t tell the whole story, but what it boils down to is when the reversal is a run, the move was input as a negative edge. An attempt negative edge EX Run (performed with 2 or 3 punches), unfortunately results in normal Hab Dash. To confirm, go into training mode and try to get the EX run without ever letting go of the punch button. This should eliminate the normal run, and you’ll wake up with either nothing or EX Dash. I’ll go post the same on the youtube vid.
The following are his actions when you press the appropriate button during his Habanero Dash
Sudden Stop
Motion: During Habanero Dash input :lp:
Description: Fuerte Stops his run immediatley.
Frames(active):
Uses: Limitless Really. Fakes, Shenanigans, 1/3 of RSF, 1/3 of Run Stop Pressure.
Tostada Press (AKA Splash Mountain)
Motion: During Habanero Dash input Medium Punch :mp:
Description: Fuerte Jumps quickly and splashes on his opponent. Regardless of where Fuerte Lands he will always roll AWAY from the opponent
Damage: 100 (125)
Stun: 100 (125)
Block Damage 25
Frames(active):
Frames on Hit:
Frames on Block:
Uses: general punish, mixups
Special Properties: Has invincibility on the way up. Distance can be controlled by holding forward or back on the stick. done properly, it can cross up. An opponent that is hit out of the air by this move can be tech out and stand quickly, when on the floor it results in untechable knockdown. This move most be blocked standing.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Run Specials/fwdRunTostada1.png
Fajita Buster
Motion: During Habanero Dash input :hp:
Description: Looks like Tostada Press, But Fuerte instead grabs them, flipping around the opponent and Pile Driving them. Regardless of where Fuerte Lands he will always roll AWAY from the opponent
Damage: 150
Stun: 150
Frames(active):
Frames on Hit:
Uses: Punish focus happy opponents. Mix ups.
Special Properties: Has BRIEF invincibility on way up, but nowhere near as good as Tostada. This is a Grab, it can not be blocked. You will switch sides with the opponent.
Note: There is no Counter Hit for Fajita Buster. Does not grab crouchers or anyone considered to be in the air.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Run Specials/RunFajitaFrame1.png
Back Step
Motion: During Habanero Dash input :lk:
Description: Fuerte Back Dashes 2 times farther then a normal back dash
Frames(active):
Uses: Feints, shenanigans. you can buffer Focus/ special/super/ultra moves during this.
Notes: I do not think Back Step has Invincibility or Air Frames like his normal back dash.
Gordita Sobat
Motion: During Habanero Dash input :mk:
Description: while Running, Fuerte does a close MK that moves him forward.
Damage: 80 (100)
Stun: 100 (125)
Block Damage: 20
Cancels to: El Fuerte Dynamite, FADC, crLP (deep hit, strict link)
Frames(active):
Frames on Hit:
Frames on Block:
Uses: after a Grab gets tech’d. Punish for excessive back dashers.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Run Specials/GorditaSobatFrame1.png
Calamari Slide
Motion: During Habanero Dash input :hk:
Description: Fuerte Does a Crouching HK
Damage: 100 (125)
Stun: 200(250) <— DELICIOUS
Block Damage: 25
Frames(active):
Frames on Hit:
Frames on Block:
Uses: Punishes. Excellent RSF Ender. Do not use this very often by itself. Use Crouch Hard Kick by itself instead.
Special Properties: Untechable Knockdown
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Run Specials/CalamariSlideFrame1.png
Habanero Back Dash
Motion :qcb: :p: / EX :qcb: :2p:
Description: El Fuerte runs away from opponent. depending on which button is pressed during the run he will execute a different move. If he hits the wall, the run will become a Habanero Dash, changing input actions. EX Back Dash has 2 hits of Hyper Armor which will reset when it becomes a forward run, allowing up to 4 hits. Do not confuse this, if you take one hit during Back Dash, and then your run becomes Habanero Dash, YOU CAN ONLY TAKE TWO MORE FOR A TOTAL OF THREE.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/exbackrunframe1.png
BEWARE OF DEAD INPUT ZONE THAT SOMETIMES HAPPENS WHEN SWITCHING FROM BACK TO FORWARD DASH. It’s still in Arcade Edition =\
from skisonic
This was something that bugged me for a while too, and when I went into training mode and tested it I got the same results as Dingerhoot. After discussing it (complaining about it) here and there to a few different people, Jinrai mentioned that it might not be negative-edgeable. He knew this right offhand because Seth’s teleport is the same way. I soon found that’s exactly the case.
El fuertes ex run can’t be negative edged. That coupled with the fact you can’t mash it make comparatively hard as a reversal imo. What you see on the input display doesn’t tell the whole story, but what it boils down to is when the reversal is a run, the move was input as a negative edge. An attempt negative edge EX Run (performed with 2 or 3 punches), unfortunately results in normal Hab Dash. To confirm, go into training mode and try to get the EX run without ever letting go of the punch button. This should eliminate the normal run, and you’ll wake up with either nothing or EX Dash. I’ll go post the same on the youtube vid.
Following moves can be done off back run:
Sudden Stop
Motion: During Habanero Back Dash input :lp:
Description: Fuerte Stops his run immediately.
Frames(active):
Uses:Limitless really. Fakes, Shenanigans, 1/3 of RSF, 1/3 of Run Stop Pressure.
**Tostada Press **
Motion: During Habanero Back Dash, Press Medium Punch :mp:
Description: Fuerte Jumps quickly and splashes on his opponent. Regardless of where Fuerte Lands he will always roll AWAY from the opponent
Damage: 100 (125)
Stun: 100 (125)
Block Damage 25
Frames(active):
Frames on Hit:
Frames on Block:
Uses: general punish, mixups
Special Properties: Has invincibility on the way up. Distance can be controlled by holding forward or back on the stick. done properly, it can cross up. An opponent that is hit out of the air by this move can be tech out and stand quickly, when on the floor it results in untechable knockdown. This move most be blocked standing.
Note: Apparently recovers faster then Habanero Dash Tostada
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Run Specials/Backtostadaframe1.png
Propeller Tortilla
Motion: During Habanero Back Dash input :hp:
Description: El Fuerte jumps backwards, using his hand to balance he locks opponent head between leg and spins them into the air, sending them flying as he does a Degeneration X Taunt.
Damage: 132
Stun: 150
Combo: 6 Hits
Frames(active):
Uses: A good anti air with Proper Spacing. Safe Tortilla setups
Special Properties: Untechable Knockdown. Reset possible in the corner with stand LK.
Notes: BEWARE during it’s initial start-up, Ultra Grabs will grab you out of it!!
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Run Specials/TortillaFrame1.png
Old Tortilla Reset Vid
[media=youtube]3gKIdXpBUWM[/media]
How to Tortilla Reset:
Tortilla Corner Reset can be done on: Ryu
Picadillo Jump
Motion: During Habanero Back Dash input any :k:
Description: El Fuerte Leaps into the air, pretty fast.
Frames(active):
Uses: escapes, feints.
Special Properties: You cannot attack during this jump. But you CAN wall jump. after said wall jump you can attack normally.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Run Specials/Picadilloframe1.png
Guacamole Leg Throw (AKA Guac)
Motion: :dp: :k: / :dp: :2k:
Description: Fuerte flies up into the air catching his opponent between his legs and spiraling them down into the ground.
Damage: 120/130/140/180 (lk,mk,hk,ex)
Stun: 100/100/100/200
Frames(active):
Frames on Hit:
Uses: Light Guac for Anti-Air, Hard Guac for Damage after clHK. EX Guac Beats pretty much everything in the air.
Note: Counter Hit does not alter Damage or Stun.
Arcade Edition Changes: Recovery has been increased across the board, not advisable for escapes anymore. EX Can escape, but not as good as in Super.
AE 2012 Changes: Recovery was adjusted. It is not as bad as AE, but not as good as Super/Vanilla. EX is a more reliable escape, but still. Do not abuse. Recover upon landing is now 13 for EX and 11 for non EX Guacs
LK Guac: http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Guacamole/LKGuacframe1.png
MK Guac: http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Guacamole/MKGuacFrame1.png
HK Guac: http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Guacamole/HKGuacframe1.png
EX Guac: http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Guacamole/EXGuacFrame1.png
DO NOT USE NORMAL GUACAMOLE on the following people:
Sakura’s jHK,
Ken/Ryu/Akuma jHK
Blanka jHK
Quesadilla Bomb
Motion: Charge :k: for 2-6 seconds /EX Motion: Charge :2k: for 8 seconds
Full rundown here
Description: El Fuerte runs forward, chest out and rams into the opponent. Bad start-up, even worse recovery. Three levels of charge depending on length of time button is held. Good hit box to beat out horizontal attacks. You CAN NOT control the distance this move goes. Length of time button is held determines strength and distance.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Qbomb1frame1.png
Level 1 and 2:
Charge any Kick for 2 and 4 seconds, respectively
Damage: 50 (63) / 100 (125)
Stun: 100 (125) / 150 (188)
Block Damage: 12 / 25
Level 1 Distance: Goes about the length of a Shower Kick
Level 2 Distance: Goes about the length of a Hard Kick Guacamole
Cancels to: El Fuerte Dynamite, FADC
Frames(active):
Frames on Hit:
Frames on Block:
Special Properties: Armor Breaker, Level 2 Knocks down, but opponent can quick get up (Technical)
Level 3:
Charge any Kick for 6 Seconds
Damage: 150 (188)
Stun: 200 (250)
Block Damage: 37
Distance: Goes slightly less then Light Kick Super
Cancels to: El Fuerte Dynamite (HK ONLY. any version in corner), FADC
Frames(active):
Frames on Hit:
Frames on Block:
Special Properties: Armor Breaker, Knocks down, but opponent can quick get up (Technical)
EX Quesadilla Bomb
Motion: Charge 2 Kicks 6 Seconds
Distance: Goes a touch farther then level 3 qbomb
Damage: 200 (250)
Stun: 300 (375)
Block Damage: 50
Cancels to: El Fuerte Dynamite (lol), FADC
Frames(active):
Frames on Hit:
Frames on Block:
Special Properties: Armor Breaker, Knocks down, sending opponent flying, but opponent can quick get up (Technical)
Notes: Maybe it’s the yellow flash but it seems faster than the other three.
Overall Uses: Extremely Situational Once in a blue moon move. Chip damage at the end of a fight vs a crippled opponent. In cases of extreme turtling. Against idiots doing full screen rush punches and Hurricane kicks.
Note: You can start a charge while throwing out another move.
Note 2: Charging before round starts does NOT work.
Note 3: You can give up the charge by using negative edge (Input Guacamole, release kick button.) or by just jumping and letting go of the button, or while in block stun.
Arcade Edition 2012 Changes: EX Bomb charges in 6 seconds. EX Q Bomb on Counter hit causes a wall bounce. Level 3 and EX recovers faster on hit.