I don’t think he was designed around it much at all. The loop is like the “great white buffalo” . aka fuerte sux with no loop or run stop. Fuerte has quite a few loops as well. I’d rephrase the question to “why is fuerte designed around run stop?” with the simple answer being that it is awesome.
Well, I suppose the loop is better than having to do run stop to combo into various normals. Still, I feel the loop shouldn’t be necessary if things were done right.
I’m well aware of RSF not being his main source of damage. If you look back on this thread I’ve gone so far as to say some people rely too much on it.
But the main thing I took away from landing it in a match is that when the opportunity comes I’m not thinking of “damn I coulda RSF’d” to executing it when needed.
It’s not his main damage. But every damn time there’s an opening for it you need to reverse backhand some fools.
I should rephrase what I meant earlier. What I meant was that I would’ve liked to see Fuerte less dependent on a vortex (as much as I love annoying people with it) and a punishing loop (if you can even get the opening). We all know his stuff is high risk : low reward, why not allow some of his mixup tools be combo starters? This way, the infamous vortex exists and you present the option of going for the damage or an untechable knockdown.
Basically what Dawgtanian said to me on twitter. I was saying I’d like Fuerte to have more health or deal more stun. Dawg said Fuerte needs more safe pressure.
IMO, higher health and stun wouldn’t do a whole lot. Aside from an RSF opening (let’s say it’s tossed out), it’s just a safe way to continue your vortex.
Then there’s Dawg’s idea. How do you go about giving him safe pressure that isn’t a ridiculously hard looping of normals? Anyway, this is off topic, let’s discuss this more in PMs.
That’s what I was saying a few weeks ago in the general thread. Run Stop is a fun mechanic, but it’s alot of risk and even harder to setup properly. I was saying then that Fuerte would be a better/respectable character if he had (as also recently stated) some normal, non-runstop based combos. He needs safe pressure, as all of his moves are all or nothing, and are pretty easy to react to/punish. I felt that being able to chain cr.lp was a good start as it was actually a tool we could pressure people with.
I find myself doing alot better when I stick mostly with normals, and I see other (much better) Fuerte’s do better when they combine normals with run-stop pressure as if it was a block string target combo. Most players expect you to either jump/splash them, or slide, because honestly that’s really what Fuerte does for pressure if you don’t have run stop mastered. It’s a ton of work to effectively do what any other character can in 3-4 not even well timed buttons.
I love Fuerte, and I would hope to see him in the next reiteration of SF, and hopefully get more love. He is a fun, and wacky character with an interesting playstyle. He’s one of the hardest working fighters in the game, but it doesn’t pay off as he still lacks alot of tools to make him comparable to other characters, especially for the amount of work you need to put into him.
I’ve been itching to step up my Fuerte play, but I just can’t do that online. Every fraction of lag throws screw me up or it’s genuinely much too laggy to truly play well and learn from the result whether its a win or loss. Bleh, how did this turn into a rant.
I agree with D.Fox. The RSF not fundamental to his success, it is only a punishing tool, and against a competant player, you will not be dropping your RSF on them often, if at all.
(The following segment of my post is now MY opinion.)
Likewise, I’d say that the crouching forward or “Cr.mk loop” is very important to Elf’s success.
Fuerte is fuerte, a gimmicky, fun character…and they could make as many changes to him as they want…He will still be an inconsistent character unless they changed him on a fundamental level, and then he wouldn’t be fuerte anymore, he’d be someone else.
If you guys want a good character, learn someone else, because the only way capcom can remedy your problem, is to ultimately make you PLAY someone else.
RSF you say well i been dropping rsf so bad that now on the PC version I’m going for Fierce into run into splash.
I don’t have any video’s to show you my attempts at RSF, but I see the input. Can anyone explain my failures to me?
- Fierce, RS Splash
- Fierce, RS (Fierce input, but no fierce)
- Fierce, RS whiff
- Fierce, RSF, RS Far Fierce
- More of a general input issue. If per say I Fierce, then run slide, elf keeps running. The input shows HK, but no slide comes out. This happens sometimes even when I want to run and splash. I run and splash maybe 4 steps after I press the input.
I have been listening and looking at techniques. The best I get is Fierce, RSF, slide, so its a three hit combo.
Thanks guys and girls!
If I had to guess you are trying to input it too fast, and are practicing against a character with odd reeling animation which requires a slightly different RSF timing on reel animations. Start off slow, then speed it up, if the character blocks that’s okay keep going until you hit far fierce just to get a rhythm developed. Build that muscle memory, take a deep breath, and relax while you practice. Make miniscule adjustments to help fine tune your RSF as you practice. If you can do two, alwys try to do three, if you can do three, always try for four, so on and so fourth. Find a comfort zone and end with slide.
I’ll be as precise as I can be given your examples:
Spash means execution was too sloppy, trying to hit buttons too fast most likely.
Fierce not coming out means you hit fierce probably while still in stop frames (too fast)
Whiff means input too fast/too soon (especially if its a reel animation char)
Far Fierce also means you stopped too soon
Once again hitting attacks too soon.
Well. Recoil is being fixed. No one truly has any excuses left.
Evil Ryu’s recoil is so ridiculous in AE I can’t even RSF him from standing position, only works off a jump in or Focus Attack. XD
im having problems getting past the 2nd hit of the rsf loop sometimes i can get the 3rd hit to land but its very inconsistent. i can keep doing loop but its still blocked due to the 3rd hit not connecting.
Get deeper on the second rep.
and i do that by running longer? then on the 3rd hit would i want to stop a bit shorter than the 2nd rep?
This is why Pilgrim’s always got the ladies screaming in bed, yo. Pud goes INNNNNNNNNN
And my balls are the best in the world.
Shameless plug, aye.
I like to practice my reps with Ryu, you know you are close to the “true-ish” timing when you can get 6+ and Fuerte’s shoulder is still touching Ryu’s face when your fierce connects.
Look at the positioning of fuerte’s arm, and go from there. Also, noticed Will’s comment about the fear factor of a longer RSF and I completely agree. If you know you might drop it, follow Pilgrim’s advice up top and end if there is a slight chance it’ll miss.
That said, I like to tell my opponent that I will keep doing them, getting 8+ consistently, and if I have established that they like to mash out of pressure, I’ll leave a gap toward the end of the string. If they mashed, I block, but if they didn’t I do a delayed cr.mk > rs mixup.