PLEASE READ THESE BEFORE YOU MAKE A POST ASKING A QUESTION. JUST SKIM THE QUESTIONS, I EVEN PUT THE SIMPLE QUESTIONS AT THE TOP
A: In order from best to worst, this is how you punish:
[list]RSF. His fierce loop. See the thread about it if you don’t know what it is.
s.hp, run, slide
[*]s.hk xx guacamole air throw (dp+k/dragon punch motion with kick)[/list]
S.hk is a very slow normal, so I put it at the bottom. You’re not gonna catch someone spamming shoryuken’s with this normal.
Yes, you can. As SOON as you are walljumping, press forward + MP for splash, HP for fajita buster. It can be u/f, f or d/f as long as it’s a forward direction and you’re pressing that and the button the moment you’re leaping from the wall. If you’re getting a punch move you’re not pressing it fast enough. It’s a good design so you don’t accidentally get fajity buster when you want wall jump HP.
[list]Tostada Splash (MP while in a run, or off a wall jump)
Fajita Buster/Propeller Throw (HP while in a run, or off a wall jump)
wall jumps themselves have two distances (holding back and not holding back)
A: No it’s not. The one use I have for it, is punishing things that recover low/crouching. For example, Cammy’s blocked cannon drill. It’s too slow to be useful really, and RSF is better in every way. No reliable way to combo into it outside of a stupid-deep jump-in (where you should fierce anyway, whether you can RSF or not) or a focus attack (where you should also fierce).
A: Yes. It’s very good. The only normal you want to use as an anti-air. (Other anti-airs are guacamole air throw, regular air throw, and run back propeller throw (hp).)
A: His FA has a lot of range - use this to your advantage to scare your opponent. Play around with it at max range, like a max range sweep or even a little further (you’ll learn the range). When it’s blocked you can dash in and do some f.lp pressure if they’re not an SRK-spammer. Or you can backdash and use the blockstun to try to run and splash or do a mixup or something. It totally depends on your opponent.
Notable times to use it:[list]
When you land a propeller throw (run back hp), dash once and charge FA to level 3. It’s great timing for a level 3 focus attack.
When Ken lands from a whiffed ultra, he will be crouching and a s.hp will whiff. But he recovers for so long you can charge a level 2 focus attack to get him to crumple, then do your fierce loop or fierce into slide.
[*]When you block Guile’s sweep, use it on the second hit. Either smack him with it into whatever, or dash cancel into throw. I cringe every time I see people block both hits of Guile’s sweep with ANYONE.[/list]
A: You have the timing wrong. If you let go of kick in hit or blockstun, it will not release. It’s just like TAP with balrog, you never lose the charge without releasing the buttons. Also, an EX quesadilla bomb requires holding two kick buttons for 8 seconds. If you feel the need to use it, charge it during Ultra.
A: Take advantage of the fact that a lot of their anti-airs are moves where they have to be charging down ( you can tell if they have the charge - don’t randomly tostada press during this time). By this I mean they’re low blocking. Advance bit by bit with habanero dash cancels, and use more tostada press/grabs than slides, until they’ve been trained to try to block high more often than low. Corpse hop them with f.mk when they’re knocked down so they lose their horizontal charge. Every time you land a guacamole air throw, hop over them at least once with f.mk.
A: It takes a lot of practice to get used to him. You gotta start real basic, and especially on Live, assume someone is going to wakeup shoryuken EVERY time. Because they more than likely will. I would learn how to steer his tostada splashes on wakeup so that they crossup and land meaty, thus beating out or at least trading with shoryuken. Get one knockdown, and one tostada press. From here, most scrubs will mash shoryuken. Do a lot of dash stops with lp just to make Fuerte yell “huh!” and it will scare them into throwing a DP out. Punish with s.hp xx run-slide. Or anything with a knockdown. Try walljumps where you hold back right after you wall-jump - they’ll think you’ll fly into their shoryuken when really you’ll land short and get a free knockdown as well.
For blanka, habanero dash backwards and use hp, that throw (tortilla propeller?) beats out electricity. A lot of mid/low skilled blankas spam electricity this’ll beat it every time.
Runaway akuma - if it’s a lot of jump back air fireballs, a well timed wall jump into j.hp will break him of this habit, or rape him all match. If you land it while he’s on the ground, go for a knockdown. Also expect a LOT of shoryuken spam, akumas on Live do it even more than the Kens because they’re extra scared of taking damage. Try baiting with focus attacks that you just backdash cancel without throwing out. Fuerte has scary range on his FA, try to use it to your advantage.
For Guile, I’d say crossup tostada splashes are pretty good. His flashkick is not very good against crossups. If he’s spamming sweeps and you can’t get out, block the first hit, charge a focus to absorb the second hit, then instantly dash cancel and throw him. Free knockdown. Be careful of the damage you’re “absorbing” though, don’t let him hit you afterwards. Runaway if you have to, because if you see him throw a sonic boom and you wall jump, he won’t have charge for a flash kick.
Bison is a bitch, took me a long time to get used to this matchup when I started fuerte. I find personally that his run (backwards) into hp throw is pretty useful on bison. When he starts to get scared it is likely he’ll jump, so try to bait the jump and air throw him.
All in all, I would say learn to…
combo into knockdowns, which is essential to fuerte. The simplest ones are s.hp xx qcf+lp~hk (run xx slide) and s.hk xx dp+kick (guacamole air throw).
crossup and fake crossup tostada splash (mp while running, steer with back, forward, or leave neutral) running forward point blank splash with no steering will crossup, so will running backwards and using the splash steered forward about a character length away (sweep range-ish).
when using his throw out of dash (forget the name, but hp while in the habanero dash), use it while running BACKWARDS, it’s far superior. typically want to steer it forward for the right range.
A: Dhalsim v Fuerte is really nasty matchup. Fuerte mirrors and Fuerte v Dhalsim are just ridiculous. All the Dhalsims abuse jumping back hp. You can get through his pokes like this with EX habanero dashes. You have to have an appropriate punish in mind or you’re just going to eat extra damage though. Same with his fireballs.
If you are EX dashing through j.hp or other pokes:
if you can get close enough to hit lp and stop the dash, jump up and air throw him, that puts you in a good spot (dhalsim knocked down).
you can also tostada press if you learn the spacing, but an airborne opponent can quick stand after being hit with the press
[*]stop the dash and EX guacamole air throw (dp+kick)
If you know he’s gonna throw a fireball, EX dash into slide. There’s another knockdown.
Dealing with teleports:
wait for his teleport and throw out
guacamole air throw (dragon punch+kick)
air throw if he’s doing it high up in the air, not too likely hopefully, but if you see him jump backwards and he’s not doing anything, he may try this
s.lp if he’s very close to the ground and you just need a quick normal to tap him out of the air (not something I’ve used)
[*]a quick j.hp from a walljump (for backwards teleports - and if he did teleport forward, you’ve reset the position by flying across the screen to the other side so he won’t hit you)
when you get more used to the matchup, you shouldn’t necessarily be “waiting” for a teleport. don’t do a lot of “waiting” with fuerte or you’re not as scary. at least fake like you’re approaching or could wall jump at any minute. gotta keep sim on his toes…
If you don’t have meter, and you’re not knocked down and he’s throwing fireballs, habanero dash up close to the fireball, and tostada press over it while steering forward.
In this match, if you have to, runaway for a bit and maybe (optional, kinda risky) build some meter with lk guacamole air throw and fake dashes (:qcf: lp~lp) - frustrate the Dhalsim into approaching you or getting predictable with fireballs. This is where the various punishes I mentioned come in, which ideally will lead to a knockdown.
What do you do when Sim is knocked down? Meaty slide is great in this matchup. He doesn’t have a dragon punch (you know, reversal super might mess you up, but his f.mk overhead might recover in time to block it & it’s not safe on block) so it puts you in a good position, as you recover before he does if you time it right. I use more f.mk and meaty slide mixups than I do tostada presses or tortilla propeller throws. You have to show him that he can’t just jump backward on wakeup and be safe with a j.hp.
I need to fight more “good” Dhalsims with Fuerte experience to give really good knowledge - all the ones I fight are scared of me and jump back so damn much I air throw them about 8 times a match.
Anyway, after a meaty slide that is blocked:
[*] I wouldn’t go for a throw very often, because the Dhalsim player is probably going to try to throw you.
 s.lp is your friend. Throw out several - it’ll combo if it hits, and if it’s blocked it’s a good blockstring (don’t just mash it though, learn the timing). You can cancel it into habanero dash, which I recommend more against Sim than doing a couple s.lp, then c.mk into dash. Either dash forward and splash if you suspect a jump, dash back and do a propeller throw if you think they’ll block… You gotta feel your opponent out - in your case the Sim is probably not scared of you (yet! :woot:) so there’s a chance he’ll just jump away or block, so maybe try starting out with habanero dash back, splash steered forward. Timed right it’ll crossup if he blocks, snag him if he jumps.
learn to do a s.lp or two and walk a quick step up and throw when you’ve conditioned them into blocking
If your meaty slide hits cross up with a f.mk over his downed body (corpse hop). From here you can: [list]
f.mk over him again
f.mk later and actually hit him
tostada press (crossup or not, but practice the spacing in training mode - again, sim is skinny)[/list]
or whatever else.
All in all, try to not be afraid of his fireballs, you have so many ways to blast through them. Save your meter for his EX moves as you need them in this matchup.
A: You have the timing wrong. If you let go of kick in hit or blockstun, it will not release. It’s just like TAP with balrog, you never lose the charge without releasing the buttons.
A: Well, you have to be psychic-ish and at least guess which direction they’re going to teleport. I tend to use f.mk on their wakeup as it gains me a lot of distance and right after I input a run in the direction I think they’re going to teleport. If I guess right, I’ll try to stop~fierce and go into RSF, or splash or slide for something simpler. Unless it’s an xbl akuma scrub who is going to teleport, uppercut, teleport, uppercut, then I’ll just run and stop. If I happened to run the wrong way, I’ll typically wall jump. Whether I hold back (literally, after the walljump) or not depends on the character (if I think they’re gonna throw out a shoryu or something stupid in akuma’s case). Dhalsim’s ground teleport isn’t that fast so I haven’t had a problem with it. Akuma’s is annoying.
It’s a shame you can’t cross them up with f.mk and screw up their teleport input
Oh, and why would you use EX run? Don’t waste meter on EX run in that situation, it’s not faster.
A: Yes. After a propeller tortilla throw (while running back, hp) on Boxer, if you slide on the ground it will teleport to the other side as he gets up. I think it works on others in certain situations but I forget… I will try to find out.