El Fuerte General Discussion Thread

rush downrush down AKA AAKurtzJoined: Posts: 1,019
*Edited with updates*

So recently I got a chance to play some El Fuerte at the local arcade. He's already predicted to land somewhere in the worse half of the tier listing, but I had a lot of fun with him and even managed a few victories.

First off, disclaimer about following text. Its only my personal experiences while playing around with the character. I went into the game totally blind, knowing nothing about the character or system direction.

I would describe El Fuerte's game play to be a strange mix between Alex and Guy. Very fast and agile character, armed with change up sprints and wall jumps. Also has an anti-air grab and stun gun head butt.

Moves run down
QCF+P: starts ELF running toward the opponent at a pretty fast speed. While running, any of the 6 buttons will stop running to do an attack. My memory is kinda foggy as to what all these options were. Its pretty much just a rock paper scissor style guessing game. It seemed it was easy to avoid this whole thing all together with a shoryuken type attack or just jump away and kick. Range can be adjusted with the stick. The most success I had with this move was running and jumping over fireballs, then grabbing their face and putting it into the ground. I was able to do this on reaction pretty frequently. I don't think this is a very good move just to throw out there as it leaves the ELF very open. In high end ELF play, I predict this move will be used more as a zoning tool for the the speed of the run alone (LP ends the run).

Side note, running and then canceling, dashing back and then running and canceling again results in a running spasm like animation.

QCB+P: Same move as above only he runs back and then forward. Don't know much about its properties. Needs to be explored more.

Hold 2 or more kicks: I have to admit I don't know much about this move. ELF does some kinda horizontal slam attack. I think it breaks block, but I'm not sure really. Sorry.

DP+K: ELF jumps into the air feet first and grabs at ya. Does pretty minimal damage. Imagine Alex's anti-air grab.

Wall dive: His wall jump/dive has interesting properties. I think I did it by holding away from the wall and hitting strong punch (fierce). I was able to do throws like from the run (QCF+P), only from the wall.

Super: Pretty decent damage and fast start up. I really like it. Very close range though. Used this on wake up a few times with great success.

Ultra: Once you figure out that this is the stun-gun-headbutt, its a lot easier to use. I was getting at least one or two of these a round and if you land it, it's a chunk. Maybe 30%? You can pick the range using the joystick. I was landing these pretty frequently by baiting a jumping in enemy and then starting the super before they land. Landing on their shoulders just as they hit the ground. If you do this while they are on the ground, it can very easily be avoided/punished with a anti-air or jump attack. Next time I go to the arcade I wanna play around with using the run command to line up ultras on enemies who are jumping back or straight up.

Random notes
-Forward+MK is an overhead with decent range. I was having success landing these and then going into universal throw. In fact, those who play 3s a lot will have an easy time learning the timing and general nature of the universal throw.
-Had strange success with doing point blank, LK anti-air grabs on opponent wake up. If they did a normal I jumped over it, if they jumped, I grabbed them, and if they threw, they swifted. When I landed I would go into universal throw. This fake out worked much better than I though it would.


Sorry if this is vague, but I noticed there was nothing on El Fuerte and felt he needed a little love. Let me know if you had any questions.

Oh, and El Fuerte has the most epic/hilarious winning animation in the game.
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Comments

  • clue2025clue2025 Brazilian Jiu-jitsu player Joined: Posts: 2,805
    Alex + Guy? Oh shit, I know who im pickin now :woot:
    Sorry I am standing so far away...I don't want any of your game rubbing off on me
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  • CFAYCFAY Joined: Posts: 378
    Alex + Guy? Oh shit, I know who im pickin now :woot:

    alex and guy? throw maki in there too...
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  • rush downrush down AKA AAKurtz Joined: Posts: 1,019
    alex and guy? throw maki in there too...

    I never played much Maki, but its very possible that she is similar to El Fuerte.
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  • CFAYCFAY Joined: Posts: 378
    I never played much Maki, but its very possible that she is similar to El Fuerte.

    all that running, screaming, wrestler outift/moves, jumping on walls, lol yes
    SEEET DEH! SHOT A BUSS!
  • RenoReno ↑ Maggy Joined: Posts: 854 mod
    - c.fp is his best anti-air normal. It has the same angle has Rufus' c.mp and s.fierce so you can use it the same way. Priority is pretty good and a lot of times it works better than his anti-air throw.

    - unlike Chun and Vega, when Fuerte does his wall rebound he actually gains speed. Against Sagat, Ryu and Ken this is really good at full screen. If they throw a fireball at you, jump back and try to rebound from the wall as low as possible and go in with a j.fierce. You can do this on reaction and be in a good position.

    -s.mp is a good, fast poke but with limited range. c.mk has range but is a little slower... s.fierce is also a good poke that is fast. I know that s.mp can 2in1 to the bodycheck... speaking of which.

    -bodycheck (hold K or KK) is like Raiden's drop kick in CvS2. You must hold down the button for at least three seconds it seems before it comes out. The longer you hold the button, the more damage and the higher the dizzy damage. I don't know what the maximum is, but holding down K for 10 - 15 seconds does A LOT more damage than holding it for the mimimum 3 seconds.

    -j.fierce is a GREAT attack overall. It stuffs a lot of anti-airs for whatever reason and crosses up very well. For air-to-air I find that j.mk is really good, and it also makes for a good jump-in/cross-up

    I made a comment on Fuerte in the bigger discussion thread, but Fuerte cannot be played the same as Guy. In A2 and A3, Guy had some very good chains and pressure attacks to complement his running game. Problem with Fuerte is that he doesn't have those kind of chains. If his bodycheck was a qcf+K move, for example, he'd be much better imo but since he can't bust that out on command it's hard for Fuerte to keep someone on lockdown with just run. Eventually people will start using dp'ing him, or in claw's case, backflipping away without a lot of trouble.
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  • rush downrush down AKA AAKurtz Joined: Posts: 1,019
    Yeah, that jumping fierce really was good. I was able to hit gief out of lariat.
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  • RenoReno ↑ Maggy Joined: Posts: 854 mod
    Fuerte's alternate costume...
    http://www.capcom-fc.com/sf4/2008/07/post_47.html

    ......oh man, I am so glad I'm maining this fucker lololol
    Twitter: https://twitter.com/itsumobasho
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  • MAGUS1234MAGUS1234 walk forward Joined: Posts: 3,993
    R mika, maki, alex, guy? Is that a fair comparison?
    I came to Keystone II and all I got was DP'd.
  • TizocTizoc Joined: Posts: 11,406
    Fuerte's alternate costume...
    http://www.capcom-fc.com/sf4/2008/07/post_47.html

    ......oh man, I am so glad I'm maining this fucker lololol

    I'm loving it even tho it was "Predictable!" (Geese quote):woot:
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  • rush downrush down AKA AAKurtz Joined: Posts: 1,019
    His winning animation of him running while holding his fist up and grabbing his muscle is fucking great. The freeze frame on the dive is epic as well.
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  • PENETRATORPENETRATOR Short Swing Bro. Joined: Posts: 194
    His winning animation of him running while holding his fist up and grabbing his muscle is fucking great.

    I like to think that it's this: http://en.wikipedia.org/wiki/Image:Kozakiewicz_gesture.jpg
    Short Swing Bro.
  • SN3SSN3S Scraggly Rogue Joined: Posts: 342

    Oh shi-

    :rock:

    Man, can't wait to give el fuerte a spin.

    El fuerte es mas muerta!

    /horrible spanglish :lol: (Yes, I did butcher the grammar/wording for that phrase, lol)
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  • DentronDentron THUG LIFE Joined: Posts: 2,300
    can someone please post more about what each of his running attacks do?
  • deadfrogdeadfrog Joined: Joined: Posts: 6,787
    El Fuerte can run and is Mexican: looks like Capcom is still trying to win over SNK fans like it's the 90's again. :wgrin:
  • RenoReno ↑ Maggy Joined: Posts: 854 mod
    Fuerte's running attacks

    jab: Stop
    strong: body splash
    fierce: hit throw

    short: stop and reverse run
    medium: mid-kick (same as his s.mk)
    roundhouse: slide (same as his c.roundhouse)
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  • RenoReno ↑ Maggy Joined: Posts: 854 mod
    should also mention that j.lk is probably his best air-to-air attack since the angle is about 45 upwards. Had a lot of success with this in keeping Vega and Rufus out during walljumps/jump-ins.
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  • rush downrush down AKA AAKurtz Joined: Posts: 1,019
    I know this is an hold Capcom complaint, but why does a Mexican need to yell "BAKANAAA!!" when he loses? He could have said so many other funny things. I really wish he would scream " AYE WAYY!!"
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  • SammuraibladeSammuraiblade Lacking Training Joined: Posts: 232
    I know this is an hold Capcom complaint, but why does a Mexican need to yell "BAKANAAA!!" when he loses? He could have said so many other funny things. I really wish he would scream " AYE WAYY!!"
    wait for the english dub

    El Fuerte>El blaze
    In the name of Harman....
  • n0thingmann0thingman Nothin Joined: Posts: 608
    ok, i want to expand on el fuerte's running special, cause i dont think reno covered it so well. i've been playing the game pretty frequently at my arcade here in fukuoka

    qcf+any punch will make you run forwards, qcb+any punch will make you run backwards until you hit the edge of the screen and then you turn around and run forwards. at any point you can imput the command for running the other way to change direction

    it is VERY fast, and if you do an EX version, he has super armor for i believe 1 hit. the super armor is only gained during the run, and not during the jumping part of attacks

    while running forward


    lp: stops your run
    mp: does a body splash, can go over projectiles
    hp: does a jump into a throw, also can go over projectiles
    lk: stops your run and does a quick dash backwards
    mk: same as standing mk, just a quick jumping kick in place (not sure if its overhead)
    hk: sliding kick, same as crouching hk except it comes out faster (one of the more useful running attacks)

    while running backwards
    lp: stops your run
    mp: does a bodysplash towards your opponent (opposite of your run)
    hp: does the jumping throw towards your opponent, this throw has a different animation then the one that comes out of forward run, also different damage i think (opposite of your run)
    any kick: jumps towards the far wall, im assuming so you can follow with a wall jump (this wont come out if you're already too close to the opposite wall)

    VERY IMPORTANT NOTE MOST PEOPLE FAIL TO MENTION
    if you do any of the jumping attacks out of the run (body splash or jumping throw) you can control the range with the joystick, that is move it to control the horizontal range, it took me a while to realize this, but once i did, it helped ALOT. since it seemed random to me before i found this out. you can actually make the jumping moves go about half screen i would say max range.
    Edit: you can also control the range of his jumping ultra like this

    a useful tactic i would use on opponents who are waking up while i was next to them is to do an EX backwards run (ex because most people try a wake up attack so i can take the hit) and then do the jumping throw backwards onto them. this way you land the throw if they attack or block, only jumping will get them out of it

    i've been trying to main fuerte, but i honestly believe he is just way too weak, he seems so much worse than the rest of the games cast. i win much more often when i pick honda, and way way more often as gief. you have to run around so much (which is pretty risky) and the attacks that come out of it just dont do enough damage. if your opponent spams pokes on you while you're trying to work your running game, they'll usually land more damage than you are, and you're doing alot more work

    one of my biggest complaints is that he doesnt have a command grab, he only has the jumping grab out of a run. its a good grab, but it requires set up, you cant just pull it off on the spot like a SPD or something. his universal throw does absolutely no damage
    nothing is eternal.
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  • deadfrogdeadfrog Joined: Joined: Posts: 6,787
    Fuerte's running attacks

    jab: Stop
    strong: body splash
    fierce: hit throw

    short: stop and reverse run
    medium: mid-kick (same as his s.mk)
    roundhouse: slide (same as his c.roundhouse)

    On paper it sound crazy, maybe even nuttier than Abel's COD. I'm sure in practice it's not as bad but just written like that it screams ez-mode mixup, haha.

    Both characters seem like they'll be a blast to play, though. :smile:
  • DivemanDiveman Loli-zoning Joined: Posts: 2,657
    Fuerte's alternate costume...
    http://www.capcom-fc.com/sf4/2008/07/post_47.html

    ......oh man, I am so glad I'm maining this fucker lololol

    damn! hahaha

    nice nice, Im maining him too along with Rufus boy
  • RenoReno ↑ Maggy Joined: Posts: 854 mod
    On paper it sound crazy, maybe even nuttier than Abel's COD. I'm sure in practice it's not as bad but just written like that it screams ez-mode mixup, haha.

    Both characters seem like they'll be a blast to play, though. :smile:

    yes, it's cool until you realize how little damage you do, and one fuck up = you're done.

    n0thingman: I mentioned a lot of that stuff in the loketest threads earlier but I didn't bother repeating it here. I didn't know you could control the range of his attacks with the joystick though! That makes things much more interesting now, so I'll give it a shot and see how things turn out. I still think he's low tier because he has no way of pressuring opponents and really has to rely on just his run to do damage.

    Are there any solid BnB combos with this guy? The only thing I've found was j.fierce, close s.roundhouse into either bodysplash or air throw. It does decent damage but I haven't found anything else.
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  • deadfrogdeadfrog Joined: Joined: Posts: 6,787
    yes, it's cool until you realize how little damage you do, and one fuck up = you're done.

    I see, I see. Yeah, I definitely expected some heavy countermeasures to it, whether it was nerftastic startup/recov or giving other characters heavy counter-measure options, or whatever.

    Like you could just start closing distance fast and then you could hit high or hit low or hit overhead (goes over fireballs?) or throw or stop cold to bait a counter or just plain retreat... and I'm sure some of the attacks knock down. I trusted the devs would find reasonable play balance, and it just sounded a little too awesome to be thrown into a SF2-base carelessly.
  • Rioting SoulRioting Soul Joined: Posts: 4,787 ✭✭✭✭✭ OG
    Does running build meter?

    Can the crossup body splash be made safe on block by directing his body to land farther away from the opponent but still hit?

    Also, does anyone think that Fuerte could excel if you play runaway? I mean, looking at his tools, it looks like an opponent would have a terrible time of catching Fuerte and keeping him pinned down. He can run backwards and jump to the other side of the screen if the opponent gets too close.
  • n0thingmann0thingman Nothin Joined: Posts: 608
    Does running build meter?

    Can the crossup body splash be made safe on block by directing his body to land farther away from the opponent but still hit?

    Also, does anyone think that Fuerte could excel if you play runaway? I mean, looking at his tools, it looks like an opponent would have a terrible time of catching Fuerte and keeping him pinned down. He can run backwards and jump to the other side of the screen if the opponent gets too close.

    you can use the splash to cross up the oponent if you are good at controlling the range (its quite hard to do since the splash is so fast)
    i havent gotten good enough yet to reliably cross up when i want to, much less space it to be safe, so im not sure

    i doubt you can play keep away well. i mean, he definetly can stay away from his opponent (his run is way fast and no one will ever keep up with his wall jump). you're right, no one can keep him pinned down, but he wont ever win if he does that. he just doesnt have enough ranged moves like say dhalsim, or even sagat or claw. he really does the most damage running towards his opponent like an idiot. unfortunately, you only need to eat 2 shoryukens to undo all that work

    edit: simply running does not build meter
    nothing is eternal.
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  • n0thingmann0thingman Nothin Joined: Posts: 608
    Are there any solid BnB combos with this guy? The only thing I've found was j.fierce, close s.roundhouse into either bodysplash or air throw. It does decent damage but I haven't found anything else.

    jumping deep hk ---> foward+standing hk (knee that knocks the opponent up) ---> (EX)AA throw is the one that i use most, but thats basically the exact same combo you mentioned.

    i havent found anything either, but i still suck as the guy, hopefully people will find something good
    nothing is eternal.
    i am nothing.
  • Rioting SoulRioting Soul Joined: Posts: 4,787 ✭✭✭✭✭ OG
    So, if Fuerte can consistently escape the opponent, couldn't a strong gameplan of his be to get a lead in damage and then runaway for a time up? After getting a lead, the rest of the damage would come from you tagging opponents on your way out(he can EX off of walls right?). It looks like it's either going to be this way or by risking it with his rushdown.
  • n0thingmann0thingman Nothin Joined: Posts: 608
    So, if Fuerte can consistently escape the opponent, couldn't a strong gameplan of his be to get a lead in damage and then runaway for a time up? After getting a lead, the rest of the damage would come from you tagging opponents on your way out(he can EX off of walls right?). It looks like it's either going to be this way or by risking it with his rushdown.

    yeah that might work out all right, thats the complete polar opposite of how i usually play SF, so i havent really tried it out, but its an interesting plan.

    his rushdown is definetly lacking some tools though. its hard to keep the pressure going to set up your run mix ups. all the opponent has to do is be overly aggressive and he can stuff the run pretty easily. early lead to run away might work out well

    you cant ex off the wall, its just a wall jump, not a special move. and he doesnt have any mid air specials either. but the wall jump is extremely fast and sends you clear across the screen
    nothing is eternal.
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  • RenoReno ↑ Maggy Joined: Posts: 854 mod
    n0thingman: you don't need to tap forward for s.hk it seems... I've been doing it without that and just hitting HK and the knee still comes out. Yeah, kind of trivial thing but that's what I found out yesterday. I too thought you had to tap forward until last night lol
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  • rush downrush down AKA AAKurtz Joined: Posts: 1,019
    Does running build meter?

    Can the crossup body splash be made safe on block by directing his body to land farther away from the opponent but still hit?

    Also, does anyone think that Fuerte could excel if you play runaway? I mean, looking at his tools, it looks like an opponent would have a terrible time of catching Fuerte and keeping him pinned down. He can run backwards and jump to the other side of the screen if the opponent gets too close.

    When I was playing I found that zoning and baiting were my best friends. So yes, I think playing keep away and luring/baiting is probably how he will turn out.
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  • DentronDentron THUG LIFE Joined: Posts: 2,300
    does anyone know which of his normals are special cancellable?

    can you combo like s.fierce > run >hk slide?
  • RenoReno ↑ Maggy Joined: Posts: 854 mod
    everything except for s.fp, s.mk, s.hk, c.hk seems cancellable. I'll confirm on Friday when I play again.
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  • n0thingmann0thingman Nothin Joined: Posts: 608
    played some more today, i found he has a move that i didnt know of before

    after a wall jump, imediately after he leaves the wall, if you hit FP, instead of doing his midair fierce, he'll go into a flying throw instead, it only hits standing or crouching opponents. it will not grab anyone from midair, and it doesnt quite go full screen, probably about 3/4 of the screen. the animation is exactly the same as the forward running FP throw. if you wait too long to press FP after the wall jump (i mean like a fraction of a second) his regular air attack will come out and not the throw

    its very useful against anyone spamming fireballs from midscreen
    nothing is eternal.
    i am nothing.
  • rush downrush down AKA AAKurtz Joined: Posts: 1,019
    played some more today, i found he has a move that i didnt know of before

    after a wall jump, imediately after he leaves the wall, if you hit FP, instead of doing his midair fierce, he'll go into a flying throw instead, it only hits standing or crouching opponents. it will not grab anyone from midair, and it doesnt quite go full screen, probably about 3/4 of the screen. the animation is exactly the same as the forward running FP throw. if you wait too long to press FP after the wall jump (i mean like a fraction of a second) his regular air attack will come out and not the throw

    its very useful against anyone spamming fireballs from midscreen

    "Wall dive: His wall jump/dive has interesting properties. I think I did it by holding away from the wall and hitting strong punch (fierce). I was able to do throws like from the run (QCF+P), only from the wall."

    First post.
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  • Footsy BebopFootsy Bebop Joined: Posts: 326
    How do you do his wall dive?
    Is it a charge down and up move like vega?
    Is it fireball motion like rolento?
    Or do you just jump against it and fireball like maki?
    Or just jump towards and hold away like chun li?
  • Arkayne17Arkayne17 Stop it meg. Joined: Posts: 2,857
    Does Fuerte have any serious advantages or disadvantages?

    That are obvious?
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  • n0thingmann0thingman Nothin Joined: Posts: 608
    to do his wall dive you just jump towards the wall then hit away from it like chun li

    sorry rushdown, i guess i either missed it or didnt realize what i read at the time

    serious advantages/disadvantages

    advantages:
    he is extremely fast, moves around very very fast

    his ultra is very useful, and you can land it quite easily after you know about controlling the range

    his run has some interesting mix-ups

    his wall jump can punish fireball spammers

    disadvantages:
    low damage (too low in my opinion)

    not many easy to land combos (as far as i can tell)

    he doesnt have a plain forward moving offensive special you can quickly pull off (think giefs palm, or abels rekkas, sagats knee, or a projectile or something)
    (the run requires set up and running space, the bodycheck requires 3 seconds of charging which takes up 1 kick button, and the AA grab only hits airborne apponents. he just doesnt have a special he can throw in simple combos)

    and lastly, maybe he doesnt need it, but i think it would be nice if he had a command grab
    nothing is eternal.
    i am nothing.
  • rush downrush down AKA AAKurtz Joined: Posts: 1,019
    ^^ agreed. He doesn't have a safe "just throw it out there" move. All his moves are really specific and situational.
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  • RobustRobust Joined: Posts: 2,925
    Viva mexico
    game is the game
  • UltraDavidUltraDavid commenta..ttorney?? Joined: Posts: 6,053
    I don't really agree about his ultra being useful. I mean, the opponent can just jump out of it. You have to use it when you think the opponent is going to do some laggy move or when he's landing from a jump or something.

    Knockdown into run-overhead flop/grab mixups seems to be his best way of dealing damage, opponent just has to guess which way to block, crossup or non-crossup, or whether to block at all.

    Also, normal xx ex antiair grab is a reasonable ground combo.
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  • n0thingmann0thingman Nothin Joined: Posts: 608
    yes, his ultra isnt useful if you use it against an opponent who is standing there doing nothing
    i think thats the case with everyone though

    the opponents move doesnt have to be laggy, if he does any kind of attack at the same time as the ultra goes off, hes getting ultra'd

    i land it pretty consistenty, alot more than his super anyway
    nothing is eternal.
    i am nothing.
  • rush downrush down AKA AAKurtz Joined: Posts: 1,019
    At first I thought the ultra was crap. But after a bit of play, I found it to be really good. You can use it as a threat to ground your opponent or generally limit their options. Personally I like it.
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  • Arkayne17Arkayne17 Stop it meg. Joined: Posts: 2,857
    to do his wall dive you just jump towards the wall then hit away from it like chun li

    sorry rushdown, i guess i either missed it or didnt realize what i read at the time

    serious advantages/disadvantages

    advantages:
    he is extremely fast, moves around very very fast

    his ultra is very useful, and you can land it quite easily after you know about controlling the range

    his run has some interesting mix-ups

    his wall jump can punish fireball spammers

    disadvantages:
    low damage (too low in my opinion)

    not many easy to land combos (as far as i can tell)

    he doesnt have a plain forward moving offensive special you can quickly pull off (think giefs palm, or abels rekkas, sagats knee, or a projectile or something)
    (the run requires set up and running space, the bodycheck requires 3 seconds of charging which takes up 1 kick button, and the AA grab only hits airborne apponents. he just doesnt have a special he can throw in simple combos)

    and lastly, maybe he doesnt need it, but i think it would be nice if he had a command grab


    oh boo no command grab... >__>

    ewwww no offensive momentum.. Im sure their something to suffice for that.

    Ive watched some matches.. and lets say out of 10 Ive seen his *edit* Ultra hit like 7 out 10 times. I dont know if their sucky player or what... But his super does seem very very useful.
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  • UltraDavidUltraDavid commenta..ttorney?? Joined: Posts: 6,053
    Cool, I guess I'll have try out his ultra more then. And yeah, you're right about a lot of ultras being jumpable.
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  • AlcaTraz644AlcaTraz644 Sadatay & feel OK Joined: Posts: 158
    i watched a couple matches of El fuerte he's real fast i guess that'll have to be a must when playing as him using his speed and mixup to confuse opponents. there are a couple good vids posted by gostunv on youtube here's one of m favorites:



  • n0thingmann0thingman Nothin Joined: Posts: 608
    the first round of that second vid shows just how little damage he does

    did you see how many body splashes he actually landed and still didnt get the round
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  • AlcaTraz644AlcaTraz644 Sadatay & feel OK Joined: Posts: 158
    yeah that's true, but that guy was spamming and it got real predictable that why i think he lost.

    that just goes to show that ur really gonna need to have a serious mixup game and no when to just back off sometimes when playing el fuerte.
  • RenoReno ↑ Maggy Joined: Posts: 854 mod
    the first round of that second vid shows just how little damage he does

    did you see how many body splashes he actually landed and still didnt get the round

    Second vid also shows how bad that Rufus player is. He could've peaced out Fuerte many, many times in that match but didn't take advantage, or didn't know his combos yet.

    I found something out about Fuerte's run moves... like the splash and throw, it seems that the slide and midkick can also be controlled with the joystick. I guess someone else will have to try it out? I tried f+Roundhouse then b+Roundhouse and the range definitely seems different to me.
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  • rush downrush down AKA AAKurtz Joined: Posts: 1,019
    I'm watching these videos... maybe its just me, but it seems like hes missing chance after chance to use his ultra. They aren't even trying to use it. This seems like really shoty play.
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  • UltraDavidUltraDavid commenta..ttorney?? Joined: Posts: 6,053
    Question: can you run into super/ultra? Or do you have to stop the run before you use super/ultra?
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