The Master Cook Book: Combos, Match-ups, and FAQs (Updated: Ultra SF4)

Here’s something: you can’t punish lk scissors kick with ultra spark.

you are making it too difficult imo, st.lp into cr.lk almost never works for me (well, i do not plink or doubletap anything with fuerte). i would suggest the following:
shower kick, cr.lk x2 (or just x1), cr.mk xx super
or even without the cr.mk by canceling the 2nd or 3rd cr.lk into super.

or to be flashy and you know your next shower kick will hit: shower kick linked into lk-super :wink:

I find it pretty easy to do standing close jab > lk > c.lk > c.mk xx mixup/super after a shower kick. Going from standing close jab to c.lk or c.mk is a much tighter link. It also looks pretty cool when you link the 4 different normals into mixup/super. :tup:

Great that you can do it. But I seem to constantly biff shower to cl lp. I’ll stick to shower to crlk.

Kiss. Keep it simple stupid. :slight_smile:

Mexiwont, ggs online it got very laggy after the first match though.

– Do you really think you’re better at Bust-a-move (aka puzzle bobble)? We had a bust-a-move tourney at denjin the other day, 30+ entrants.

We take PB seriously. [media=youtube]iEJFzaAokQc"[/media]

Lol hey here’s a little trick I do, use taunt 7 (i think) the one that has fuerte do a stretch and say “fighting while sleepwalking” while or before someone throws a fireball (depending on speed and whatnot) then theyll walk up and try to do a jump it and you can lk guac them before the taunt ends. I hit it all the time and it’s pretty funny.

I’m just trying to point out that the links are much easier between close lp and lk, then between lk and c.lk, then between c.lk and c.mk than any other combination of them. I also find it much easier to land a close jab after a shower kick than anything else, but maybe that’s just me…

Back when I first got into fighters and used to get beat down in 3s by Calm Warrior and Flash Metroid and the rest of the (then) Florida players that used to be my response after some of my matches. I haven’t played it in forever (the last time I saw it at an arcade was in 2007) but I used to be really good at it and could probably still beast after some warm-up. :tup:

help with fei long he runs like a bitch with life lead everytime on wakeup he uses his lil c.lk to rekka combo or grab or tenshin or overhead but usually the combo i can stop him at close range

How is he escaping??? If he wont use dragón kick on wake up and ALWAYS attacks neutral jump and rape him for free.

You getting caught by tenshin And overhead on HIS wakeup means you’re doing something horribly wrong…

No no, my bad, not his wakeup my wakeup. On his wakeup I usually rape him until he gets a lucky/psychic/lag rekka or FA then he does this long ass combo and does that (on my) wakeup bullshit with c. lk I always block it but somehow he can pressure me until he gets a kd and starts all over.

Providing you have at least 1 bar of ex and you know bison will Ultra 2 on wake up, jump before he does it. If he does it and you’re at the peak of your jump you can beat it with J. RH, if he does it late and it might hit you, airthrow before you hit the ground and it will pause you from hitting the ground for a second, if you can land before he hits the ground then you can EX guacamole out.

Or you can always block it. :looney:

Rose, Guy, And Bison’s slides beats cr hk. We shouldn’t be doing run slide naked so there’s no point in testing that. Guy’s Run slide also beats cr hk.

I find it annoying getting in on Rose with out meter. A bud mixes up f+hk with slide and soul spiral. Sometime I take a chance and FA here and there. Q-Bomb’s a bad idea against her. I find it best to stay at that sweet spot range, and force a guess from Rose. All her moves from there can be reacted to, with all but spiral being focusable, and light spiral I THINK it doesn’t reach but is still something that can be reactioned to when FAing. Really, Fuerte’s short as hell backdash is a blessing in disguise.

Fireball speed/recovery mix up is another easy trick to disassemble, if you’re gonna splash do it early. Just because it looks slow is no excuse to splash at last second for invincible framing through the fireball. You’ll get soul throw’d for free.

Paying attention for the frame traps is another key thing. But if I’m not mistaken her basic combo into soul spiral is not as safe as lots of Rose players think.

Baiting ultra 2 is important. But I feel it’s actually pretty easy to get it out of Rose. People use it in two ways, as a get off me move. And as a way to try to scare you when your life is low.

Getting in her face to stop and block the two orbs is the best way to go about it. This way you MAKE her Waste it instead of LETTING her use it how she wants. Just take the chip and the “I might as well Do something” block string that will follow, it’s lead me to a reversal ultra 2 on a few occasions.

Gonna check on Cody and Dhalsim’s slides in the morning.

I be gettin grabbed out of meaty slide sometimes as well it’s a bit confusing.

Kinda random: st far hk goes over Cody and you switch sides. Not sure on frame advantage.

Fuerte beats cody’s slide at max range clean. But if Cody does it at close range he will counter hit fuerte. If Cody does it after Fuerte in close-ish range Cody will get counterhit.

But all in all these situations probably won’t present themselves much.

Dhalsim slides:

Trades with lk, mk at max. Lk slide can stuff our slide at close range on reaction.
beats hk at max range.

You can punish all of them clean with drop kick.

In regards to rose, i have heard that a meaty throw will beat her U2. I have personally tortilla’d her outta it once or twice dunno if it was a fluke

I did some more experimenting with this recently…

I too have landed this several times but there are 2 things Rose can do to escape this escape being thrown out of U2 activation from safe tortilla, backdash and jump. I tried every special that Rose has after U2 activation to try to escape/punish otherwise but the tortilla still landed on everything (drill, soul throw, super, reflect, EX specials, etc). I also tried to combo anything I could after each, granted I’m not the best Rose player out there but I couldn’t find any way to combo anything after a jump forward/away/neutral or after a backdash. What ends up happening in both situations is that you get hit with one orb and then you’re out of reach for Rose to do anything. I’ll play with this some more and post results when I get a chance.

Her standing mk is throw immune, so that might also get her out of it.

Just a note on soul satellite. Watch where the satellites are as they orbit Rose, because if you get the timing right, you can just stick a long range attack in between them and make them disappear. Standing HK is fun, but run HK slide works pretty well too. The hit box on those satellites isn’t as great as you think. Many Rose players get overconfident with the soul satellite and forget you can hit them out of it with the right timing.

However, it’s of course safer to just block it and get ready to tech.

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So can anyone give me some guidelines on how to fight Gen? I don’t have much experience with the guy since he’s as rare as Fuerte himself and he does the reverse on me with his mind games.

Update on the Rose U2 activation vs safe tortilla:

-Was able to escape tortilla using backdash and jumps 100% of the time. Was able to continue the combo depending on where Fuerte was after backdash (sometimes he had already landed, other times he was still in the air…I guess it depends on what frames you activate since safe tortilla has a little bit of a window)
-Was able to escape tortilla using EX Drill, soul throws (all versions), c.mp, cf.mk (slide) about 50% of the time. Once again, I’m guessing this had something to do with what frame of the tortilla I activated Rose’s U2 on.

This all seems to point to some kind of really weird property for the U2: If you jump or backdash right away then your fine but if you try to do somethinge else then you can get thrown for about 1-2 frames after activation? Or perhaps the input window after U2 activation for Rose is super strict and not the same leniant system SSF4 uses? I don’t know, it’s weird…

My conclusion is that it’s not reliable and risk vs reward is probably not in Fuerte’s favor, but as long as the Rose player doesn’t know that you can back dash or jump for free then you have a 50/50 shot at killing her U2 right off the bat. If someone else has time to play with this please do and post results. I’ll try again when I have free time.