Disclaimer: This is not my work, nor am I taking credit for it. All of this is because of all of you. I’m simply condensing all the info.
Notes: Please PM me or something for additions or corrections. Just gimme some time to put everything down.
I am using US names.
Updating the Expanding your Game + Tricks section. Gimme input guys and gals
**The Run Down **
Normals UNDERLINED means they cancel into run
I’m missing some info here for some moves, PM me descriptions I’m missing / Corrections please.
s f = Standing Far
s cl= Standing Close
cr = Crouching
j = Jumping
~s f LP a poking chop
~s cl LP A vertical wrasslin’ chop. Great for block strings.
~crLP a quick poke, less range then standing.
~jLP a useless looking Judo Chop
*~sMP Fuerte slaps at you. Good priority, a bit slow.
~s cl MP a Muay Tahi Looking Elbow. LOOKS like an overhead, but its not.
~crMP Fuerte pumps a forearm sort of hit. startup ruins abuseability, good priority, cancels into run.
*~jMP a downward chop Good air to air?
~s f Fierce - Fuerte winds up and and throws a straight punch. Really Slow.
~s cl Fierce Inverted Slap (like one of my custom pimp slaps ) this is the move you’ll be using for RSF. cancels into run, good speed.
~ crFP His Best Anti-Air Normal. Cancels into run(?)
~j FP The Macho Man Elbow. Crosses Up. ( I can’t do it well though.)
sLK a low kick, pretty basic
crLK a poking kick. LOWERS YOUR HITBOX for Tiger Knee
jLK a front kick that aims high, good air to air?
s f MK Generic front kick
s cl MK Sobat kick. does not hit over head
crMK a quick kick, farther reach the crLK, one of his better normals crMK has it’s own pseudo RSF [media=youtube]x77ibJ9Kk5w[/media] courtesy of our Vietnamazing Luchador, Buktooth Good run cancel, combos to super
jMK a knee move, not much reach.
~ Standing far HK (Dropkick). Two hits. One normal hitting, second hits overhead. normally it only hits once, but against Focus:
s cl HK Knee move, pops up opponent, perfect for Guacamole. crouchers will avoid(?) slow, only use for basic punishes.
crHK Slides, done at correct distance leads to free block string. don’t over use.
j HK El Fuerte Ass. use it with neutral jump to beat Bison’s Headstomps
MK > MK Target Combo - Shit’s useless, forget it’s even there.
f + MK (Shower Kick) - useful for hoping over downed opponents. Kills back charge for charge characters, can be followed up with a Throw or a LP block string.
Wall Jump - Best Wall jump in the game. Bar none. Fuerte has the only one that makes him ACCELERATE and CONTROL it’s distance. you can do it at anytime you jump towards the wall (it doesn’t have to be at the highest of your jump/ when going up) You can Airthrow, do normal moves and use Tostada / Fajita off it. It doesn’t go full screen so don’t even think about it.
Do not over use it. also, don’t forget, you dont have to use the tostada on it as an attack, use it as a getaway attempt.
GUACAMOLE PRESS!!!..Or some shit… whatever he says…
~ Air Throw Amazing priority. Frustrates noobs. Just see this, yes, it’s Guile, but the same thing applies. [media=youtube]tR53cbBRq9k[/media]
Habanero Dash ( aka Hab Dash, Run) :qcf: :p:
Fuerte Runs forward quickly. The run is not infinte, he’ll stop after x amount of time. Each button press after the run does something different. You can cancel into Habanero Back Dash at anytime.
EX Hab Dash :qcf: :2p: is the same except he flashes yellow, he can take TWO NON ARMOR BREAKER hits DURING the run, executing any of his options ends the Super Armor.
The following are his actions when you press the appropriate button during his Hab Dash
:lp: Sudden Stop. Fuerte stops on a dime. good for baiting or doing something else (hint hint).
:mp: Tostada Press Splash Mountain right here. Fuerte quickly jumps forward and flops onto the opponent, this knocks down, can crossup easily AND has invincibility on the way up( see Matchup Video featuring Akuma for perfect example.) This attack must be blocked High and can be focused or dashed out of. Holding forward or back on the stick can alter how far Fuerte goes with this, allowing even a crossup opportunity. Fuerte always rolls away from his opponent after landing regardless of direction.
:hp: Fajita Buster Fuerte jumps forward just like Tostada Press, however, it does NOT have the same invincibility on the way up as Tostada Press, but it can go a touch farther IMO, this is a Grab move therefore it can not be blocked. An opponent can escape with a well placed dash (that has in-air frames), Jumping, crouching, or DPing. This also knocks down. More damage then tostada. Use this against FA-happy opponents, during reset mixups or when you know it’s a sure thing (well timed vs fireball). Holding forward or back on the stick can alter how far Fuerte goes with this. Fuerte always rolls away from his opponent after landing regardless of direction.
:lk: Back Dash Fuerte stops the run and does a back dash. Not a half bad bait. This back dash goes WAY farther then normal back dash. Be Aware, there is a bit of recovery attached to this, unlike conventional backdash and sudden stop (recovery for sudden stop is totally minimal though) It also doesnt seem to have the standard Backdash’s invincibility.
:mk: Gordita Sobat El Fuerte hops forward and kicks similar to his cl MK. This move is FADC’able and can combo into Super.
:hk: Caramale Slide Same as his crHK, knocks down. Try not to use it by itself (aka naked) or overuse it, stick to specific matchup situations (IE Blocked forward Blanka Ball) as this can be focused, and recovers FAR slower then normal crHK
**Habanero Back Dash (Back Run) :qcb: :p: / :2p: ** Same properties as Hab Dash, if Fuerte hits a wall he will automatically do a forward Hab Dash (thus changing his followup inputs.) **For the EX version IT ALSO RESETS HIS SUPER ARMOR. Which means you can take up to four hits, the hits do not stack, it resets. You must understand this. BEWARE OF DEAD INPUT ZONE THAT SOMETIMES HAPPENS WHEN SWITCHING FROM BACK TO FORWARD DASH **
:lp: Sudden Stop. Same as above
:mp: Tostada Press Same as above
:hp: Propeller Tortilla Fuerte jumps backwards and then grabs, spins, and knocks down the opponent, the most damaging of all his Run based moves. Grabs Standing AND crouching opponents. Holding forward or back on the stick can alter how far Fuerte goes with this. The move recovers faster then you think, as in, before Fuerte even goes back to neutral stance. Take advantage of this, and buffer EX Guac, Jump back, Ultra, etc. More info about this move as follows:
NOTE: I respectfully request a write up explaing the naunces of the Safe tortilla
~Safe Tortilla Exceptions
Safe Tortilla Interrupt’s: Ryu’s Normal DP, Akuma’s Normal DP, Ken’s Super
Confirming: Ken’s Ultra
:k: Picadillo Jump Fuerte leaps into the air quickly great for escapes. you can not attack during this jump, but you can wall jump and turn the tables. a good escape move.
Guacamole Leg Throw :dp: :k: / :dp: :2k:
Fuerte flys up at an angle catching his opponent in the air and bringing them down to earth :k: strength determines height and length traveled. lk version is great for hoping over fireballs, escapes, and meter building. Do not use versus Beefy moves.
EX has GREAT invincibility frames, does EXCELLENT damage and owns just about every DP in the game.
DO NOT USE NORMAL GUACAMOLE on the following people:
Quesadilla Bomb (Q-Bomb) Charge :k: / Charge :2k: for 8 seconds
Full rundown here
2 seconds:k: = lvl 1 DO NOT USE, your opponent has frame advantage on HIT
4 seconds :k: = lvl 2
6 seconds :k: = lvl 3 knocks down
8 seconds :2k: = ex version. knocks down, massive stun on counter hit
Fuerte runs forward chest out and rams into the opponent. It beats a lot of horizontal based attacks (like Hurricane Kick), loses to low and air attacks. Holding forward or back on the stick can alter how far Fuerte goes with this.. Be mindful of it’s startup, this move is extremely unsafe on block. Can be canceled into super. Level 3 requires Wall / HK super to land, FADC’able.
El Fuerte Dynamite :qcf: :qcf: :k:
Fuerte does several forward Cartwheels, runs up into the air using his opponent like a stairmaster, then flops on him.
:k: strength Determines distance. :lk: for wakeup, :mk: as close anti-air(?) :hk: for juggles. IMO not worth using unless you have been totally destroying your opponent. Meter is more important for EX Run or EX Guac
The Star of Death is Shining for you…FLYINGGGG GIGA BUSTERRRRR!
:qcf: :qcf: :3k:
Think Alex’s (SF3) Stun Gun Headbutt. Fuerte jumps in the air and if done right he lands on your opponents head, your opponent is too busy lookking up and being confused about what’s going on before being teabaged, reverse hurricanrana’d , then somehow leaps into the air, opponent still between his legs flicking his opponents legs behind him and grabbing them, then somersaulting forward slamming his opponent face/chest first into the floor. it’s only 2 hits so not much damage scaling here. Shit hurts.
Used mainly as a counter towards an opponent’s sloppy jump in. beware of mid-air altering moves (Shoto tatsu, Cammy’s Cannon Strike, Rufus’ dive kick).
Distance can be controlled with stick too. as shown here: [media=youtube]XKFDnZxfBRU[/media]
Just like pretty much anyone else, you can combo into it off a Focus Crumple
DO NOT DO IT TOO FAST, IF YOU DO IT FAST YOU WILL EX GUAC AND WASTE METER AS WELL AS AN OPPORTUNITY
Now for some words of Wisdom about Fuerte’s Ultra:
(:f: + :mk: / Max distance Crouching :hk: can lead off here) :lp: block String (Throw / crMK xx Run -> Mixup)
Pretty much his only block string.
These Three Combos should only be used in situations where the match is laggy, or if you are simply owning the opponent, the combos after these three are are better. or as Skisonic put it:
Jumping :hp: Close :hp: xx release :k:
Jumping :hp: Close :hp: xx release :k: :qcf: :qcf: :lk:
Close :hp: xx release :k: (It knocks opponent down) :qcf: :qcf: :hk: wall only
far :hk:, :qcf: :qcf: :hk: Very hard to time. Pretty tricky
far :hk:, :dp: :k: / :2k: Very hard to time. Pretty tricky
close :hk: wait till they start dropping :qcf: :qcf: :hk: Pretty easy actually.
Note: notice I put :hk: you MUST use HK or else it wont complete.
The good stuff
Close :hk: xx :dp: :k: a basic punish, perfect when the opponent is still in mid-air, recovering from something. (Blanka Up Ball)
Close :hk: xx :dp: :2k: same as above, far better damage.
Quick Super Combos
close :lp: xx :qcf: :qcf: :k:
close :lk: xx :qcf: :qcf: :k:
crouching :lp: xx :qcf: :qcf: :k:
crouching :mp: xx :qcf: :qcf: :k:
crouching :lk: xx :qcf: :qcf: :k:
crouching :mk: xx :qcf: :qcf: :k:
close :hp: xx :qcf: :qcf: :k:
:qcf: :p: xx :mk: xx :qcf: qcf: :k: I think this is PERFECT vs an FA Happy opponent, right when they FA the Gordita Super’s startup invincibility should make’em pay
Close :hp: xx :qcf: :p: xx :mk: xx :qcf: qcf: :k: Quite possibly the easiest hit confirmable to super in the game. (thanks skisonic)
Close :hp: xx :qcf: xx :hk: The precursor to RSF and what you should end RSF with. can be done after a crossup Jumping :hp: or Focus attack.
~RSF Learn it. See the RSF Thread for Discussions and Full Details.
Combos that must be verified:
~ vs all Charge Characters:
~ Jump = no down charge
~ Forward movement = no back charge
~ Never go forward too long or you’ll risk eating back charge move
~Tostada press has invincible frames
~Ex run takes 2 hits. perfect vs ex balls
~ vs Akuma fire ball, you can take 2 and tostada through the third
On playing Keep Away:
Missions, Confirmations, and Challenges:
This Week’s Subject: TURTLING AND KILLING THE CLOCK
Your mission, luchadores:
For at least five rounds on your next day playing (doesn’t have to be consecutive) Get the life lead… then turtle the shit out of them. IF they screw up royally, punish them and if you feel the win coming by all means, go for it, but the challenge here is to focus on turtling, or rather, killing the clock and running away then being the aggresor.
Opponent: (Example, Ryu)
Jot down the time of KO if it is a KO, win or lose and by what (example Won round 2 via Airthrow).
If by time out see the difference in life
Try to mention what was done, and what you focused on, what mistakes if any you did
See if the opponent exhibited any patterns or did anything in particular, any glaring mistakes that you capitalized on
Bonus points is opponent Rage Quits
2x bonus points if you get rage mail