RICO! El Fuerte Fundamentals (cleaned up 09/05/12)

el-fuerte

#1

READ: I am going for accuracy here. PLEASE, no Theory Fighter here.
READ: When you have things you feel should be added. Send me a message please!

Silly shenanigans here: "You're just gonna make it WORSE!" Feints, Shenanigans and Setups! (Updated 12JUN11)

The goal of this thread is to have everyone understand the use (or lack thereof) of everything Fuerte has and can do.

Note: Everything here is done on Training Mode with Ryu, who has 1000 health, as the Target at full health, remember that damage scales as an opponent nears KO.

Update History:
23OCT11: Thread Cleanup, added Safe Jump setups and Videos.
01JAN12: Happy New Year! Added AE2012 Changes overview
05SEP12: More clean up.

The Video Version:

Spoiler

[media=youtube]mYkRGUEP2sw[/media] General Overview
[media=youtube]EzShGB1sJhk[/media] AE2012 Changes Overview

[media=youtube]wdorjDUwXV4[/media] Normals (3 vids)
[media=youtube]H9_b_Nel-nQ[/media]
[media=youtube]atw4QaVOSY0[/media]

[media=youtube]2meU2Te5_a0[/media] Specials (3 Vids)
[media=youtube]BaDnBWxLA2Q[/media]
[media=youtube]-8nwLcSKPAk[/media]

Hitbox Stuff

Spoiler

[media=youtube]4FZWHKXGmsc[/media] Far Standing Normals
[media=youtube]KcibKTGRLdA[/media] Close Standing Normals
[media=youtube]LqooJcM2L10[/media] Crouching Normals
[media=youtube]g1Viaba56aE[/media] Neutral Jump Normals
[media=youtube]Re0Z5wWfaLE[/media] Forward/Backward Jump Normals
[media=youtube]yAWa_v-uTuk[/media] Shower Kick (Forward + MK)
[media=youtube]UZm_h9VJHJs[/media] Air Throw
[media=youtube]w3upJ3AdD8c[/media] Throws
[media=youtube]gX5SfvVqTEE[/media] Focus Attack
[media=youtube]_r6QvWoePOY[/media] Habanero Back Dash
[media=youtube]Gpc5k5UQ7kc[/media] Quesadilla Bomb (level 1 only)
[media=youtube]rGnTg2MbTOc[/media] Specials via Wall Jump
[media=youtube]FRYKkA9LLVc[/media] Specials from Habanero Dash
[media=youtube]TuoIYneD-jo[/media] Guacamole
[media=youtube]iiSH6p8W32U[/media] **Fajita/Tortilla **
[media=youtube]UVXq6gml4TU[/media] Super
[media=youtube]c3bYm5ayRw4[/media] Ultra 1
[media=youtube]EAfOQ62WFp8[/media] Ultra 2

Overview

Health: 900
Stun: 1000

El Fuerte is the hardest working man in the game. Fuerte has a very large learning curve as opposed to many other characters. He requires understanding of everything that he can and can’t do. He is also not very solid, leaving VERY little room for error against experienced players, the same could be said when fighting even a weak player with a stronger, more solid character.

El Fuerte’s main damage comes from his Mixups as well as Burst Damage/Stun from his RSF combo. Otherwise he can annoy by running away and killing the clock, Harras with his few good pokes and his Run Stop Pressure, and keeping his opponent grounded with his Air Throw and EX Guacamole.

El Fuerte’s biggest weakness is his low damage output lack of wakeup options, less then stellar normals, and below average health. Try your hardest to not get knocked down.


El Fuerte General Discussion Thread
Did anyone find hidden buffs or nerfs while cooking in the kitchen?
El Fuerte General Discussion Thread
El Fuerte General Discussion Thread
The Guy Q&A Thread: Post your questions here!
El Fuerte for a new player?
Guy player possibly thinking of converting to Fuerte
The Master Cook Book: Combos, Match-ups, and FAQs (Updated: Ultra SF4)
#2

Normals

Normals are done by pressing the appropriate button(s). I’ll be Covering move Descriptions, damage(counterhit), stun(counterhit) what it cancels to, frames, Special Properties (when applicable) and useful applications.

PM me (Better) descriptions, ideas or Corrections if needed please.

Normal Damage/Stun was unchanged in Arcade Edition.

TL;DR version of Anti Air Normals, by KumaOso and protoman385

Normals

Spoiler

Jabs / Light Punch :lp:

Far Standing Light Punch
Description: Fuerte sticks his hand out and pokes.
Damage: 30 (38)
Stun: 50(63)
Cancels to: Specials, FADC
Startup Frame: 4
Frames(active): 2
Recovery: 6
Frames on Hit: +6
Frames on Block: +3
Uses: This is actually decently fast. Blanka Balls and E.Honda’s headbutts can be stuffed with this. Chainable.
Arcade Edition Changes: Chainable to itself. Startup was reduced a frame
AE2012 Changes: Can chain to any light kick normal
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Far Standing/FarLPActive1.jpg

Close Standing Light Punch
Description: Fuerte Judo Chops downward. slow for a jab. Part of our one ‘normal’ block string.
Damage: 30 (38)
Stun: 50(63)
Cancels to: Specials, Super, FADC
Startup Frame: 4
Frames(active): 2
Frames on Hit: +5
Frames on Block: +2
Uses: Block string. Links to other lights
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Close Standing/CloseLPactive1.png

Crouching Jab
Description: Fuerte pokes out with his hand.
Damage: 30 (38)
Stun: 50(63)
Cancels to: Specials, Super (Must be close), FADC
Startup: 4
Frames(active): 2
Frames on Hit: +5
Frames on Block: +2
Uses: Can be used to stuff things like Cammy’s Spiral Arrow Blanka Balls and E.Honda’s headbutts
Arcade Edition Changes: This move has been sped up one frame and can now chain to itself from 2-4 times. excellent move.
AE2012 Changes: Can chain to any light kick normal
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Crouching/CrouchLPFrame1.png

Neutral /Forward/Back Jumping Jab
Description: swings a palm-up horizontal chop
Damage: 50(63)
Stun: 50(63)
Combos into: El Fuerte Dynamite
Startup Frame: 5
Frames(active): 8
Frames on Hit:
Frames on Block:
Uses: Defensive Air-To Air You should use j.LP when someone is right above you and it may stuff some aerials as well.
Neutral: http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Neutral Jump/NeutraljLPFrame1.png
Fwd/Bak: http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Forward-Backward Jumping/JumpLightActive1.jpg

Strong / Medium Punch :mp:

Far Standing Medium Punch (Queso Slap)
Description: Fuerte Slaps forward. Good range. Pretty good priority.
Damage: 80(100)
Stun: 100(125)
Cancels to: Specials, FADC
Startup Frame: 7
Frames(active): 3 (this can’t be right…)
Recovery Frame: 10
Frames on Hit: +6
Frames on Block: +1
Uses: Pretty Good poke actually. Hits a lot of things out. Get accustomed to it’s startup.
Arcade Edition Changes: It seems that the Move’s priority was improved.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Far Standing/FarMPActive1.jpg

Close Standing Medium Punch
Description: Faster then Far Standing MP, aims an elbow to the nuts (Not an overhead)
Damage: 70 (88)
Stun: 100 (125)
Cancels to: Specials, FADC
Startup Frame: 7
Frames(active): 2
Recovery Frame: 11
Frames on Hit: +4
Frames on Block: +1
Uses: Run Stop Pressure, quick hit after a jump in.
Note: Combos to Q-Bomb on Counter Hit
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Close Standing/CloseMPFrame1.png

Crouching Medium Punch
Description: Pumps his Arm in a manner like knocking on a door sideways
Damage: 70 (88)
Stun: 100 (125)
Cancels to: Specials, Super, FADC
Startup Frame: 9
Frames(active): 2
Recovery Frame: 12
Frames on Hit: +3
Frames on Block: 0
Uses: Can Anti-air. but its hard to use.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Crouching/CrouchMPFrame1.png

Neutral / Forward/Back Jumping Medium Punch (Salsa Chop)
Description: Downward Aimed judo chop
Damage: 80 (100)
Stun 100 (125)
Combos to: El Fuerte Dynamite, RSF
Startup Frame: 8
Frames(active): 4
Frames on Hit:
Frames on Block:
Uses: Good reach, high angle Jump-in
Neutral: http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Neutral Jump/NeutraljMPFrame1.png
Fwd/Bak: http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Forward-Backward Jumping/JumpStrongActive1.jpg

**Fierce / Hard Punch :hp: **

Far Standing Hard Punch
Description: Winds up and throws a straight punch forward. Slow as hell.
Damage: 120 (150)
Stun: 200 (250)
Cancels to: Nothing
Startup Frame: 17
Frames(active): 2
Recovery: 11
Frames on Hit: +9
Frames on Block: +5
Uses: Frame trap. After it’s blocked do far MP. Can stuff Blanka Balls and the like.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Far Standing/FarHPActive1.jpg

Close Standing Fierce Punch
Description: Inverted Back Hand. One-Third of the Run Stop Fierce. Not as fast as you think.
Damage: 90(113)
Stun 150(188)
Cancels to: Specials, FADC, Super
Startup Frame: 8
Frames(active): 2
Recovery Frame: 17
Frames on Hit: +3
Frames on Block: -1
Uses: RSF, combos into Q-Bomb
Arcade Edition Changes: Range has supposedly been increased.
(Super) http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Close Standing/CloseHPFrame1.png

Crouching Fierce Punch
Description: Fuerte throws a Punch at a 45 degree angle. decent speed.
Damage: 100(125)
Stun: 200(250)
Cancels to: Nothing (this can’t be canceled to anything)
Startup Frame: 8
Frames(active): 4
Recovery Frame: 15
Frames on Hit: +4
Frames on Block: -1
Uses: Can be used as an Anti Air, can punish Tatsu and stuff Balrog rush punch.
Notes: Forces a crouching opponent to Stand.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Crouching/CrouchFPFrame1.png

Neutral / Forward/Back Jumping Fierce
Description: Classic wrestling Elbow. The Late Macho Man Randy Savage would be proud.
Damage: 100(125)
Stun: 200(250)
Combos to: El Fuerte Dynamite, RSF
Startup Frame: 9
Frames(active): 6
Frames on Hit:
Frames on Block:
Uses: Cross-up, DEEP Jump-ins. Sets up RSF very well.
Neutral: http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Neutral Jump/NeutraljHPFrame1.png
Fwd/Bak: http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Forward-Backward Jumping/JumpFierceActive1.jpg

Short Kick / Light Kick :lk:

Far Standing AND Close Standing Light Kick
Description: psuedo roundhouse shin kick
Damage: 30(38)
Stun: 50(63)
Cancels to: Specials, Super (must be close), FADC
Frames(active):
Frames on Hit:
Frames on Block:
Uses: Links from close LP and Links to Crouch MK.
AE2012 Changes: Can chain to this move ONCE from any chainable light punch normal.
Far: http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Far Standing/FarLKActive1.jpg
Close: http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Close Standing/CloseLKactive1.png

Crouching Light Kick
Description: Fuerte lowers himself a bit and pokes some toes. Less range then Crouch jab.
Damage: 20(25)
Stun: 50(63)
Cancels to: Habanero Dash, Guacamole (Stop Mashing), El Fuerte Dynamite (must be close), FADC
Frames(active):
Frames on Hit:
Frames on Block:
AE2012 Changes: Can chain to this move ONCE from any chainable light punch normal.
Uses: Lowers your hitbox to get under Sagat’s Tiger Knee. Links to Cr MK.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Crouching/CrouchLKFrame1.png

Neutral / Forward/Back Jumping Light Kick
Description: an uppercut kick aims high.
Damage: 40(50)
Stun: 50(63)
Cancels to: El Fuerte Dynamite (must be close)
Frames(active):
Frames on Hit:
Frames on Block:
Uses: face-to-face in the aerial.
Neutral: http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Neutral Jump/NeutraljLKFrame1.png
fwd/bak: http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Forward-Backward Jumping/JumpShortFrame4.jpg

Forward / Medium Kick :mk:

Far Standing Medium Kick
Description: Fuerte kicks his leg forward lazily. Moves him up a bit.
Damage: 70(88)
Stun: 100 (125)
Cancels to: Specials, FADC, Super (be as close as possible, Corner Only, LK/HK version only). Combos to Super on Counter Hit
Frames(active):
Frames on Hit:
Frames on Block:
Uses: More range then Far MP and Cr MK. A good off-speed poke?
Note: if you press MK again during this move you will combo into close MK which is his target combo. This happens whether you hit the opponent or not.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Far Standing/FarMKActive1.jpg

Close Standing Medium Kick
Description: Fuerte spins and sobats.
Damage: 70(88)
Stun: 100 (125)
Cancels to: Nothing
Frames(active):
Frames on Hit:
Frames on Block:
Uses: Skips over sweep attacks? Has Air frames to avoid grabs
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Close Standing/CloseMKFrame1.png

Crouching Medium Kick
Description: Fuerte throws a roundhouse kick with his hind leg. One of Fuerte’s best normals.
Damage: 70(88)
Stun: 100 (125)
Cancels to: Specials, FADC, Super (Be quick, be close)
Frames(active):
Frames on Hit:
Frames on Block:
Uses: a good poke, with speed & range. RScrMK combo. RSP
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Crouching/CrouchMKFrame1.png

Neutral /Forward/Back Jumping (Taco Knee)
Description: Kinda like Captain Falcon’s knee but doesn’t stick out so much.
Damage: 80 (100)
Stun: 100(125)
Cancels to: El Fuerte Dynamite, RSF (Deep jump in)
Frames(active):
Frames on Hit:
Frames on Block:
Uses: Good Air-to-air. Good for Jump ins. Low angle good reach.
Neutral: http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Neutral Jump/NeutraljMKFrame1.png
fwd/bak: http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Forward-Backward Jumping/JumpForwardFrame1.jpg

Roundhouse / Hard Kick :hk:

Far Standing Hard Kick (Rice and Beans)
Description: An Epic two hit dropkick.
First Hit Damage: 110 (138)
First Hit Stun: 200 (250)
Second Hit Damage: 100 (125)
Second Hit Stun: 200 (250)
First Hit Cancels To: Nothing
Second Hit Combos To: Cr MK, El Fuerte Dynamite (Corner. Anywhere on counter hit with HK Version)
Frames(active):
Frames on Hit:
Frames on Block:
First Hit Special Properties: First hit will put airborne enemies in a Juggle State.
Second Hit Special Properties: Hits Overhead
Uses: Long range poke. shenanigans vs downbackers
Note: Not sure where, but It’s either at end of first hit, at start of second, or during the transition, but the hitbox is wonky, allowing you to skip past Bison’s Psycho Crusher and some projectiles. Second hit is Low attack invincible?
Hit 1 http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Far Standing/FarHKHit1Active1.jpg
Hit 2 http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Far Standing/FarHKHit2Active1.jpg

Halcyonryu first reported this way back when, I’ve expanded on it with the Super and AE cast, Fuerte’s Far HK can hit most focus Attacks twice. breaking it. But here is the full rundown:

Adon’s Focus will absorb first hit and then beat the second one clean:

Opponent will absorb 1st hit and will Trade (with perfect release):
Dhalsim, Blanka

Focus will whiff 1st hit (they duck it):
Cammy, Honda, Sakura, Rose, El Fuerte, Hakan (beware of Oil up)

Focus will hit them with both hits:
Ryu, Ken, C.Viper, Bison, Sagat, DeeJay, Seth, Gouken, Ibuki, Makoto, Dudley, Cody, Guy, Guile, Abel, Zangief, Rufus, Juri, Fei Long, T.Hawk, Gen. Yun, Yang, Emo Ryu, Oni

Akuma steps back enough to make stuff whiff.

Unsure/consider same as Akuma:
Dan, Vega, Chun, RogThis is based off of Vanilla. Can someone assist on confirming this?

Close Standing Hard Kick
Description: Fuerte Knees his opponent up into the air
Damage: 80(100)
Stun: 150(188)
Cancels to: Specials El Fuerte Dynamite (Corner Only. Just wait a bit)
Frames(active):
Frames on Hit:
Frames on Block:
Special Properties: On hit, will launch opponent into a Juggle state
Uses: Meaty Wakeup. Basic Punish.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Close Standing/CloseHKFrame1.png

Crouching Hard Kick
Description: El Fuerte Slides at you. Be mindful of it’s startup. It’s recovery is dependant on when you hit them during it’s animation
Damage: 80 (100)
Stun: 150 (188)
Cancels to: Nothing
Frames(active):
Frames on Hit:
Frames on Block:
Special Properties: Untechable knock down.
Uses: Meaty, Tick Throws, baiting ultras and DPs by tricking opponents on it’s recovery.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Crouching/CrouchHKFrame1.png

Neutral /Forward/Back Jumping Hard Kick (Sopapilla Butt)
Description: Mimicing Rainbow Mika, El Fuerte introduces your face to his butt.
Damage: 100 (125)
Stun: 200 (250)
Combos to: El Fuerte Dynamite
Frames(active):
Frames on Hit:
Frames on Block:
Uses: Can Cross-up in the corner. Can be used as a jump in. Perhaps can Anti Air also?
Neutral http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Neutral Jump/NeutraljHKFrame1.png
fwd/bak http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Forward-Backward Jumping/JumpRoundhouseActive1.jpg


The Master Cook Book: Combos, Match-ups, and FAQs (Updated: Ultra SF4)
#3

Special Normals

Special Normals are normal moves done by holding a direction and and pressing the appropriate Button. This includes Throws and Focus Attack

Special Normals

[details=Spoiler]

Focus Attack | Medium Punch and Medium Kick at the same time
Description: Fuerte winds up pulling his body back, then springs forward with an elbow
Damage: Level 1: 60 (75) | Level 2: 80(100) | Level 3: 140 (175)
Stun: Level 1: 100 (125) | Level 2: 150 (188) | Level 3: 200 (250)
Cancels to: Forward and Back dash During charge up or after you hit opponent.
Frames(active):
Frames on Hit:
Frames on Block:
Universal Properties:1 Hit Super Armor
Special Properties Level 1: Crumple on COUNTERhit, LOSES Super armor after releasing charge
Special Properties Level 2: Crumple on hit, LOSES Super armor after releasing charge
Special Properties Level 3: Crumple on hit, Unblockable, retains super armor during entire action
Uses: Basic RSF and combo Setup. Has very good range. but due to speed not abusable. Be aware of what the opponent can do before you get focus happy. Can use Level three if you predict a TERRIBLE jump in from an opponent. if opponent is hit while in the air after level 3 he’ll be sent flying.

How to execute different Focus Attack levels
Level One: simply tap MP and MK
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Focus1Frame1.png
Level Two: Hold MP and MK until Fuerte flashes white
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Focus2Frame1.png
Level Three: Hold MP and MK until Fuerte releases automatically.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Focus3Frame1.png

Shower Kick (AKA Corpse Hop) | Forward + Medium Kick
Description: Fuerte Somersaults forward rolling his foot at his opponent.
Damage: 50 (63)
Stun: 100 (125)
Cancels to: El Fuerte Dynamite(Precision required, almost too easy on counter hit)
Frames(active):
Frames on Hit:
Frames on Block:
Special Properties: Hits Overhead. Can be used to quickly switch sides on downed opponent.
Uses: This is an overhead, and one of the best in the game at that.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/OverheadFrame1.png

This move can not be used to switch sides against:
Rufus, Blanka (in Arcade Edition You can. in Super only after a Slide)

Notes:Used on Balrog and Cody Wake up ultra 1 you will teleport behind him.

Throws:

Throws are important tools. They can not be blocked (only teched), You can set them up during a block string, results in an untechable knockdown or you can use them as a basic punish after an opponent messes up. ironically, some people HATE throws, and are frustrated by them.

Tepache Bomb | Forward or Neutral on stick + Light Punch and Light Kick
Description: Fuerte does a Jumping power bomb on his opponent.
Damage: 120
Stun: 120
Frames(active):
Note: If you miss, Fuerte will do a whiff animation.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/FrontThrowFrame1.png

Chili Mexicano | Back + Light Punch and Light Kick
Description: Fuerte does a Brainbuster on his opponent.
Damage: 120
Stun: 120
Frames(active):
Frames on Hit:
Note: If you miss, Fuerte will do a whiff animation. Switches sides with opponent.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/BackThrowFrame1.png

Sky Sorpresa Drop | While in the air near opponent Light Punch + Light Kick
Description: Fuerte snatches his opponent out of the air and does a belly-to-back brainbuster on his opponent
Damage: 140
Stun: 150
Frames(active):
Uses: Grab reckless jumpers out of the air
Note: If you miss, Fuerte will do a whiff animation, and will not be able to do anything else until he has landed.

http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/AirThrowFrame1.png

**Wall Jump | While going up & before your jump starts to descend press Up-Forward away from the wall. **
Description :El Fuerte rockets off of the wall. The distance can be controlled by holding Back or Forwards on stick.

Moves that can be done off wall jump:
All Air Normals - (Press appropriate button after wall jump)
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/WallFPframe1.png
Tostada Press - Medium Punch during wall jump animation. See Special Moves section for details
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/WallTostada.png
Fajita Butser - Press Fierce Punch during wall jump animation. See Special Moves section for details
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/WallFajita.png
Sky Sorpresa Drop - Air Throw, see above for details.

Note: Damage and stun of all moves are not affected when done off wall.[/details]


#4

**Special Moves **

GUACAMOLE PRESS!!!..Or some shit… whatever he says…

These are moves done by inputting a motion on the stick and then pressing the appropiate button, or in one move’s case, holding down the button for a certain amount of time then releasing it.

Specials

Spoiler

Habanero Dash
Motion :qcf: :p: / EX :qcf :2p:
Description: El Fuerte runs forward for about 2 full seconds. depending on which button is pressed he will execute a different move.
Frames(active):
Special Properties: EX Habanero Dash has Two hit of Hyper Armor

from skisonic

This was something that bugged me for a while too, and when I went into training mode and tested it I got the same results as Dingerhoot. After discussing it (complaining about it) here and there to a few different people, Jinrai mentioned that it might not be negative-edgeable. He knew this right offhand because Seth’s teleport is the same way. I soon found that’s exactly the case.

El fuertes ex run can’t be negative edged. That coupled with the fact you can’t mash it make comparatively hard as a reversal imo. What you see on the input display doesn’t tell the whole story, but what it boils down to is when the reversal is a run, the move was input as a negative edge. An attempt negative edge EX Run (performed with 2 or 3 punches), unfortunately results in normal Hab Dash. To confirm, go into training mode and try to get the EX run without ever letting go of the punch button. This should eliminate the normal run, and you’ll wake up with either nothing or EX Dash. I’ll go post the same on the youtube vid.

The following are his actions when you press the appropriate button during his Habanero Dash

Sudden Stop
Motion: During Habanero Dash input :lp:
Description: Fuerte Stops his run immediatley.
Frames(active):
Uses: Limitless Really. Fakes, Shenanigans, 1/3 of RSF, 1/3 of Run Stop Pressure.

Tostada Press (AKA Splash Mountain)
Motion: During Habanero Dash input Medium Punch :mp:
Description: Fuerte Jumps quickly and splashes on his opponent. Regardless of where Fuerte Lands he will always roll AWAY from the opponent
Damage: 100 (125)
Stun: 100 (125)
Block Damage 25
Frames(active):
Frames on Hit:
Frames on Block:
Uses: general punish, mixups
Special Properties: Has invincibility on the way up. Distance can be controlled by holding forward or back on the stick. done properly, it can cross up. An opponent that is hit out of the air by this move can be tech out and stand quickly, when on the floor it results in untechable knockdown. This move most be blocked standing.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Run Specials/fwdRunTostada1.png

Fajita Buster
Motion: During Habanero Dash input :hp:
Description: Looks like Tostada Press, But Fuerte instead grabs them, flipping around the opponent and Pile Driving them. Regardless of where Fuerte Lands he will always roll AWAY from the opponent
Damage: 150
Stun: 150
Frames(active):
Frames on Hit:
Uses: Punish focus happy opponents. Mix ups.
Special Properties: Has BRIEF invincibility on way up, but nowhere near as good as Tostada. This is a Grab, it can not be blocked. You will switch sides with the opponent.
Note: There is no Counter Hit for Fajita Buster. Does not grab crouchers or anyone considered to be in the air.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Run Specials/RunFajitaFrame1.png

Back Step
Motion: During Habanero Dash input :lk:
Description: Fuerte Back Dashes 2 times farther then a normal back dash
Frames(active):
Uses: Feints, shenanigans. you can buffer Focus/ special/super/ultra moves during this.
Notes: I do not think Back Step has Invincibility or Air Frames like his normal back dash.

Gordita Sobat
Motion: During Habanero Dash input :mk:
Description: while Running, Fuerte does a close MK that moves him forward.
Damage: 80 (100)
Stun: 100 (125)
Block Damage: 20
Cancels to: El Fuerte Dynamite, FADC, crLP (deep hit, strict link)
Frames(active):
Frames on Hit:
Frames on Block:
Uses: after a Grab gets tech’d. Punish for excessive back dashers.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Run Specials/GorditaSobatFrame1.png

Calamari Slide
Motion: During Habanero Dash input :hk:
Description: Fuerte Does a Crouching HK
Damage: 100 (125)
Stun: 200(250) <— DELICIOUS
Block Damage: 25
Frames(active):
Frames on Hit:
Frames on Block:
Uses: Punishes. Excellent RSF Ender. Do not use this very often by itself. Use Crouch Hard Kick by itself instead.
Special Properties: Untechable Knockdown
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Run Specials/CalamariSlideFrame1.png

Habanero Back Dash
Motion :qcb: :p: / EX :qcb: :2p:
Description: El Fuerte runs away from opponent. depending on which button is pressed during the run he will execute a different move. If he hits the wall, the run will become a Habanero Dash, changing input actions. EX Back Dash has 2 hits of Hyper Armor which will reset when it becomes a forward run, allowing up to 4 hits. Do not confuse this, if you take one hit during Back Dash, and then your run becomes Habanero Dash, YOU CAN ONLY TAKE TWO MORE FOR A TOTAL OF THREE.

http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/exbackrunframe1.png

BEWARE OF DEAD INPUT ZONE THAT SOMETIMES HAPPENS WHEN SWITCHING FROM BACK TO FORWARD DASH. It’s still in Arcade Edition =\

from skisonic

This was something that bugged me for a while too, and when I went into training mode and tested it I got the same results as Dingerhoot. After discussing it (complaining about it) here and there to a few different people, Jinrai mentioned that it might not be negative-edgeable. He knew this right offhand because Seth’s teleport is the same way. I soon found that’s exactly the case.

El fuertes ex run can’t be negative edged. That coupled with the fact you can’t mash it make comparatively hard as a reversal imo. What you see on the input display doesn’t tell the whole story, but what it boils down to is when the reversal is a run, the move was input as a negative edge. An attempt negative edge EX Run (performed with 2 or 3 punches), unfortunately results in normal Hab Dash. To confirm, go into training mode and try to get the EX run without ever letting go of the punch button. This should eliminate the normal run, and you’ll wake up with either nothing or EX Dash. I’ll go post the same on the youtube vid.

Following moves can be done off back run:

Sudden Stop
Motion: During Habanero Back Dash input :lp:
Description: Fuerte Stops his run immediately.
Frames(active):
Uses:Limitless really. Fakes, Shenanigans, 1/3 of RSF, 1/3 of Run Stop Pressure.

**Tostada Press **
Motion: During Habanero Back Dash, Press Medium Punch :mp:
Description: Fuerte Jumps quickly and splashes on his opponent. Regardless of where Fuerte Lands he will always roll AWAY from the opponent
Damage: 100 (125)
Stun: 100 (125)
Block Damage 25
Frames(active):
Frames on Hit:
Frames on Block:
Uses: general punish, mixups
Special Properties: Has invincibility on the way up. Distance can be controlled by holding forward or back on the stick. done properly, it can cross up. An opponent that is hit out of the air by this move can be tech out and stand quickly, when on the floor it results in untechable knockdown. This move most be blocked standing.
Note: Apparently recovers faster then Habanero Dash Tostada
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Run Specials/Backtostadaframe1.png

Propeller Tortilla
Motion: During Habanero Back Dash input :hp:
Description: El Fuerte jumps backwards, using his hand to balance he locks opponent head between leg and spins them into the air, sending them flying as he does a Degeneration X Taunt.
Damage: 132
Stun: 150
Combo: 6 Hits
Frames(active):
Uses: A good anti air with Proper Spacing. Safe Tortilla setups
Special Properties: Untechable Knockdown. Reset possible in the corner with stand LK.
Notes: BEWARE during it’s initial start-up, Ultra Grabs will grab you out of it!!

http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Run Specials/TortillaFrame1.png
Old Tortilla Reset Vid
[media=youtube]3gKIdXpBUWM[/media]

How to Tortilla Reset:

Tortilla Corner Reset can be done on: Ryu

Picadillo Jump
Motion: During Habanero Back Dash input any :k:
Description: El Fuerte Leaps into the air, pretty fast.
Frames(active):
Uses: escapes, feints.
Special Properties: You cannot attack during this jump. But you CAN wall jump. after said wall jump you can attack normally.
http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Run Specials/Picadilloframe1.png

Guacamole Leg Throw (AKA Guac)
Motion: :dp: :k: / :dp: :2k:
Description: Fuerte flies up into the air catching his opponent between his legs and spiraling them down into the ground.
Damage: 120/130/140/180 (lk,mk,hk,ex)
Stun: 100/100/100/200
Frames(active):
Frames on Hit:
Uses: Light Guac for Anti-Air, Hard Guac for Damage after clHK. EX Guac Beats pretty much everything in the air.
Note: Counter Hit does not alter Damage or Stun.
Arcade Edition Changes: Recovery has been increased across the board, not advisable for escapes anymore. EX Can escape, but not as good as in Super.
AE 2012 Changes: Recovery was adjusted. It is not as bad as AE, but not as good as Super/Vanilla. EX is a more reliable escape, but still. Do not abuse. Recover upon landing is now 13 for EX and 11 for non EX Guacs
LK Guac: http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Guacamole/LKGuacframe1.png
MK Guac: http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Guacamole/MKGuacFrame1.png
HK Guac: http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Guacamole/HKGuacframe1.png
EX Guac: http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Guacamole/EXGuacFrame1.png

DO NOT USE NORMAL GUACAMOLE on the following people:

Sakura’s jHK,
Ken/Ryu/Akuma jHK
Blanka jHK

Quesadilla Bomb
Motion: Charge :k: for 2-6 seconds /EX Motion: Charge :2k: for 8 seconds
Full rundown here

Description: El Fuerte runs forward, chest out and rams into the opponent. Bad start-up, even worse recovery. Three levels of charge depending on length of time button is held. Good hit box to beat out horizontal attacks. You CAN NOT control the distance this move goes. Length of time button is held determines strength and distance.

http://i87.photobucket.com/albums/k138/Densuo/El Fuerte Hitbox Pictures/Qbomb1frame1.png

Level 1 and 2:
Charge any Kick for 2 and 4 seconds, respectively
Damage: 50 (63) / 100 (125)
Stun: 100 (125) / 150 (188)
Block Damage: 12 / 25
Level 1 Distance: Goes about the length of a Shower Kick
Level 2 Distance: Goes about the length of a Hard Kick Guacamole
Cancels to: El Fuerte Dynamite, FADC
Frames(active):
Frames on Hit:
Frames on Block:
Special Properties: Armor Breaker, Level 2 Knocks down, but opponent can quick get up (Technical)

Level 3:
Charge any Kick for 6 Seconds
Damage: 150 (188)
Stun: 200 (250)
Block Damage: 37
Distance: Goes slightly less then Light Kick Super
Cancels to: El Fuerte Dynamite (HK ONLY. any version in corner), FADC
Frames(active):
Frames on Hit:
Frames on Block:
Special Properties: Armor Breaker, Knocks down, but opponent can quick get up (Technical)

EX Quesadilla Bomb
Motion: Charge 2 Kicks 6 Seconds
Distance: Goes a touch farther then level 3 qbomb
Damage: 200 (250)
Stun: 300 (375)
Block Damage: 50
Cancels to: El Fuerte Dynamite (lol), FADC
Frames(active):
Frames on Hit:
Frames on Block:
Special Properties: Armor Breaker, Knocks down, sending opponent flying, but opponent can quick get up (Technical)
Notes: Maybe it’s the yellow flash but it seems faster than the other three.

Overall Uses: Extremely Situational Once in a blue moon move. Chip damage at the end of a fight vs a crippled opponent. In cases of extreme turtling. Against idiots doing full screen rush punches and Hurricane kicks.

Note: You can start a charge while throwing out another move.
Note 2: Charging before round starts does NOT work.
Note 3: You can give up the charge by using negative edge (Input Guacamole, release kick button.) or by just jumping and letting go of the button, or while in block stun.

Arcade Edition 2012 Changes: EX Bomb charges in 6 seconds. EX Q Bomb on Counter hit causes a wall bounce. Level 3 and EX recovers faster on hit.


#5

Super Move and Ultra

We have One Super Move and Two different Ultras

NOTE: Damage here for Ultra 2 is AE Only.

Super Move

Spoiler

El Fuerte Dynamite
Motion :qcf: :qcf: :k:
Description: Fuerte does several forward Cartwheels, runs up into the air using his opponent like a stairmaster, then flops on him as the opponent just watches in absolute awe… too stupid to get out of the way.
Damage: 44, 35(6 times) 85 Total 330 (339)
Stun: 0
Block Damage 8 (4times) Total 32
Combo: 8 hits
Frames(active):
Frames on Hit:
Frames on Block:
Special Properties: First landing hit will always do 44 damage
Notes: :k: strength Determines distance. :lk: for wakeup, :mk: as close anti-air(?) :hk: for juggles.

Ultra

Spoiler

The Star of Death is Shining for you…FLYINGGGG GIGA BUSTERRRRR!

Ultra 1: Flying Giga Buster
: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 looking up, being confused about what’s going on before being Reverse Teabagged, reverse hurricanrana’d , Fuerte 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.

Damage (1/2) 102, 216 Total 318
Damage (3/4) 133, 282 Total 415
Damage (full): 150,320 Total 470
Frames(active):
Frames on Hit:
Uses: Punishing sloppy jumps, high recovery moves, fireballs.
Special Properties: Invincible on the way up. Distance can be controlled with stick. Can’t be blocked. Perfect time to charge a Quesadilla Bomb. But be aware you land this, you just gave them ultra.

Notes:
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]

DO NOT DO IT TOO FAST, IF YOU DO IT FAST YOU WILL EX GUAC AND WASTE METER AS WELL AS AN OPPORTUNITY

Damage Varies on how full the bar is
Observations:
Nigh full Ultra: 146, 310 Total 456
90% Ultra: 143, 305 Total 448
75% Ultra: 129, 273 Total 412

Now for some words of Wisdom about Fuerte’s Giga Buster from Paper:

Ultra 2: El Fuerte Ultra Spark
:qcb: :qcb: :3k:

Description: Fuerte slides after his opponent, He immediately gets on them like an upside down Propeller Tortilla, spinning them and lifting them into the air, after a while he releases them, and they both spin, Fuerte catches them mid-air into some sort of hold that leaves the opponent making a funny face.
Damage 1/2: 317
Damage 75% 397
Damage Full: 450
Combo 17 hits
Frames(active): 11
Frames on Hit:
Uses: Tight anti air. Punish anything that is slower than 4 frames. Great time to charge Quesadilla Bomb.

Arcade Edition Notes:
-Start-up is 4F (1F slower), and hitbox shrinks right after the move hits active frames
-11 Active frames
-After the 5F active frame, hitbox becomes bigger; by the 11F the hitbox is the same size it was in Super

Ultra Selection:

Ultra 1 is great against opponents whom can not change their trajectory once airborne. Bear in mind that different characters have different jump speeds.

Remember to wait until your opponent picks his character BEFORE you select your Ultra.


#6

Combos, Juggles, Block Strings Frame Traps and Safe Jumps

Damage and stun is listed in this section as Follows: Damage(Stun)

Beginner Combos

Spoiler

These following Combos should ONLY be used in their listed situations.

Close :hk: xx :dp: :k: (Damage listed with LK,MK,HK,EX Guac respectively)
Done without a Focus Attack: 200 (250) 210(250) 220(250) 260(350)
After a Level 2 Focus Attack : 228(340) 235(340) 242(340) 270(410)
After a Level 3 Focus Attack : 288 (390) 295(390) 302(390) 330(460)

Pros: a very basic punish, perfect when the opponent is still in mid-air, recovering from something. (Blanka Up/Rainbow Ball). It’s Easily setup after a Focus crumple. a keep-it-simple match ender.

Cons: Landing a Focus Crumple… you have an opportunity for RSF, RSP, Super, and Ultra.

Exception: You’re using Close HK as a meaty on wakeup, and your opponent is stupid and gets hit by it, by all means, guac his ass back down to the ground.

Jumping :hp: Close :hp: xx release :k: 310(510) (level 3 Q-bomb)

Pros: Easy to do. Good if you’ve been Turtling as it knocks them away.
Cons: Landing a clean jumping HP is a free RSF, RSP, or combo to Super.

Jumping :hp: Close :hp: xx release :k: :qcf: :qcf: :lk: 545 (510) (corner only) includes Level 3 Q-bomb damage)

Pros: Great damage for how easy it is.
Cons: This is a great Turtle combo… but level 3 Q-bomb xx Super requires offensive measures

Links

Spoiler

forward + :mk: cl :lp:
forward + :mk: cr :lp:
cl :lp: , st :lk: , cr :mk:
cl :lp: , cr :lk: , cr :mk:
far :hp: , far :mp:

Combos

Spoiler

Combos involving the improved crouching Jab

Crouching :lp: x 4 105 (175)
Counter Hit Focus Attack Level 1 (crumples), dash forward, Crouching :lp: x4 153 (255)
Focus Attack Level 2 (crumples), dash forward, Crouching :lp: x4 158 (280)
Focus Attack Level 3 (crumples), dash forward, Crouching :lp: x4 218 (330)
Forward + :mk: (Shower Kick), cl :lp:, Crouching :lp: x3 143 (255)
Forward + :mk: (Shower Kick), Crouching :lp: x4 143 (255)
Close :hp: xx :qcf: :p: (Habanero Dash) xx :lp: (Sudden Stop), Crouching :lp: x 2 144 (240)
Close :hp: xx :qcf: :p: (Habanero Dash) xx :lp: (Sudden Stop), Crouching :lp: x 3 165 (275)

Combos to Super
close :lp: xx :qcf: :qcf: :k: 360(50)
close :lk: xx :qcf: :qcf: :k: 360(50)
crouching :lp: xx :qcf: :qcf: :k: 360(50)
crouching :mp: xx :qcf: :qcf: :k: 400(100)
crouching :lk: xx :qcf: :qcf: :k: 350(50)
crouching :mk: xx :qcf: :qcf: :k: 400(100)
close :hp: xx :qcf: :qcf: :k: 420(150)

Gordita Sobat xx Super
:qcf: :p: xx :mk: xx :qcf: :qcf: :k: 410(100)

Close Fierce xx Gordita Sobat xx Super
Close :hp: xx :qcf: :p: xx :mk: xx :qcf: :qcf: :k: 434(250) (thanks skisonic) A good RSF Ender

Fierce Run Slide
Close :hp: xx :qcf: xx :hk: 190(350) (compare this to 190(300) from clHP xx Level3 Qbomb)

Note: This combo requires some timing, and is the precursor to RSF, it is an excellent RSF Ender since it results in an untechable knockdown, which means time for another setup. If you can not do RSF reliably this is your next best thing. if you can do this combo, then you CAN do RSF. keep at it.

Run Stop Fierce aka RSF aka Daipan Loop (See RSF thread, and section for details)

Contributed combos:

Combos that must be verified:

Juggle Combos

Spoiler

Juggles:
Landing Close HK on a standing opponent or both Far and Close HK on an opponent in air will put your opponent in a juggle state.

From here you can land Tostada Press, Guacamole Leg Throw, or Super.

far :hk:, :qcf: :qcf: :hk: Very hard to time (on jumping opponent). 440 (200) ( try to be close to the wall.)

far :hk:, :dp: :k: / :2k: Very hard to time. (on jumping opponent)

close :hk: wait till they start dropping :qcf: :qcf: :hk: Pretty easy actually. 410(150)
Note: You MUST use HK or else it wont complete without corner. Do it in practice mode till you get the drop down.

Block Strings

Spoiler

( :f: + :mk: can lead off here) Close :lp: x3 (Throw / crMK xx Run -> Mixup)

Crouching :lp: x 2-4

RSP (Run Stop Pressure)

Tick Throw Setups

Spoiler

cl :lp: x 1-2, throw
cr :lp: x 1-3, throw
any jump in, throw
meaty crHK, throw
f+ :mk: , throw
f+ :mk: , cr :lp: x 1-2, throw
RSP, Throw

Frame Traps

Spoiler

A frame trap is a gap left in a string to entice an opponent into making an offensive move which gets immediately counterhit, leading to a combo.

Another way to do a frame trap is to do a move that leaves you at negative frames, then immediately follow up with a move with invincibility.

Far :HP: to Far :MP:
Crouching :lp: x 1-4 Far :Mp:
Crouching :lp: x 1-4 Far :MK:
Crouching :lp: x 1-4 Far :HK:

Blocked Gordita Sobat to Far Mp

Resets

Spoiler

Corner only: Tortilla :LK:
Corner only: Tortilla crouching :LK:
Corner only: Tortilla crouching :LP:

Safe Jumps

Spoiler

Props to WarioMan for all but 2 of these
Forward throw:
Immediate jump forward j.HK (Always lands in front, seems character specific.)
One tiny step j.HP (Crossup)

Back Throw:
Tiniest step forward imaginable, whiff jab, j.HP (Pretty sure this is the ‘unblockable’. Even if blockable, I usually have no idea what side I’m gonna land on)
One tiny step j.HP (Crossup)

Airthrow:
Immediate jump forward j.HP (Also seems character specific. Usually lands in front.)

Fajita:
One regular step, j.HP (Crossup)
One small step, j.HP (Lands in front. Safe.)
Immediate empty jump, cr.lk (Meaty cr.lk)

Tortilla:
Overhead, run back, stop, j.HP (Fake crossup)
Overhead, run back, stop (smaller distance), j.HP (Crossup)
Dash forward twice, run back, stop, j.HP (Crossup. Also the timing for fake tortilla > airgrab to punish backdash)
One small step, whiff HK, j.HP (Crossup)
Immediately whiff HK, j.HP (Fake Crossup)

Tortilla in Corner:
Dash forward twice, run back, stop, j.HK (Crossup HK putting you in the corner)

Run Slide (or after slide RSF ender):
Small run back, stop, j.HP (Crossup)

After a close HK:
Cancel to run to run under them, cancel run and jump towards them for a cross-up jHP (thanks to Manny)

Videos by Spikerazorshards:
http://www.youtube.com/watch?v=1QxiI6U3xyw
http://www.youtube.com/watch?v=qF_lHkB9eJ4
http://www.youtube.com/watch?v=XDVztQW8O_g


El Fuerte General Discussion Thread
#7

Run Stop Fierce/crMK/Pressure

http://www.youtube.com/watch?v=WFq0uljqrJs Lil Shoto’s Theme for Fuerte

Why RSF is important
http://www.youtube.com/watch?v=2JG4fdDZxsk&list=FLOgewnNBsQs3kUwT0IQ9CbA&index=414&feature=plpp
http://www.youtube.com/watch?v=fv98s6ktXFo&feature=player_embedded
http://www.youtube.com/watch?v=kLoeyEuyNYw&feature=player_embedded

Dawgtanian’s awesome pointer for Learning RSF

Hands Videos

Spoiler

http://www.youtube.com/watch?v=-R9Xdx1jzBo&NR=1 <-ChuckBartowski
http://www.youtube.com/watch?v=RWYgH5tcYjw&feature=related
http://www.youtube.com/watch?v=ejgtM-flTTg&feature=related <-Spab
http://www.youtube.com/watch?v=GrKeWQpHcq0&feature=related RScrMK
http://www.youtube.com/watch?v=cR_QQs60CJk <- Aerosoljunkie

The Run Stop Fierce (RSF) aka Daipanch Loop is El Fuerte’s highest damaging combo. It is also his riskiest combo. You can not consider yourself a good El Fuerte player until you have this down and are able to execute it in a match when you have the opening for it. No Exceptions. This includes myself, I’m just a scrub and if I can pull off an RSF you can too.

The rhythm of the combo is often described as a “horse gallop”. Described on the japanese wiki as “TANtataTANtataTANtataTAN”.

Run Stop Pressure
http://forums.shoryuken.com/t/run-stop-rape-run-stop-pressure-video-how-to-and-faq/102118


The Master Cook Book: Combos, Match-ups, and FAQs (Updated: Ultra SF4)
El Fuerte General Discussion Thread
#8

Mentality

In other words, keep your cool when its not goin’ your way.

On Playing Keep Away:

The Truth:

On Patience:

On Defense:

Read This. NOW. http://sonichurricane.com/?p=3923

This is what happens when you don’t block: [media=youtube]ncHndJU2Q10[/media]

Importance of a Plan, establishing control.:


#9

Option Selects/Armor Cancels

Option Selects

[details=Spoiler] Option Selects:
An Option Select is where you execute two moves at the same time and the Game will automatically choose the best one for you.

[/details]

Armor Cancels

A Good Description

Coneversation notes on General Discussion

Spoiler

How to do the Armor Cancel (Ultra 2 in this example)

Spoiler

Armor Cancel Attacks

[details=Spoiler]

Thanks to KumaOso and MrBrownie

Low Guacamole
Med Guacamole
High Guacamole
Super Combo
Ultra 1 Combo
Ultra 2 Combo

You can armor cancel any guacamole and it doesn’t cost EX[/details]


Iperu SUcks !
#10

Confirmations

Anything that is posted anywhere in the Fuerte forum that needs confirming will be listed here.

Once it has been confirmed it will be listed as such.

Confirmed

Far Standing MP stuffs Ryu’s sweep at just past Ryu’s Sweep range
Far Standing MK / Target Combo Stuffs Ryu’s crMK at just past Ryu’s MK Range
Via Munchi - You can beat chuns sweep with Queso slap / standing far mp also =)
EX Guacamole Owns Guile’s Ultra 1
Corpse Hop NOT Possible on Rufus
You can Corpse Hop Yun and Yang.

Does Gordita Sobat have air frames / skip over low attacks?


Phyrygian and Spab Rog brought it up: After a successful Cl HK you can xx Habanero Dash and run under opponents, this doesn’t work on everyone they are (found it out myself in training mode):

Cody, Dudley, Guy, Guile, El Fuerte, Adon, Rose. You CAN however Calamari Slide under them.

Confirmations Needed:

  1. Via ReyArt: Using far standing HK and immediately following with Far standing MP was stuffing Rufus pokes.

2): What is Fuerte’s Kara throw?

  1. Via ReyArt and Me: Is corpse hop Possible on Oni and Evil Ryu?

#11

This is my opinion, but be very cautious when using regular slide against Gief, Hakan, and T. Hawk on wakeup. They can easily grab you with a 360 if you’re not careful.


#12

lol prolly shoulda told you guys I was gonna update my thread after Arcade Edition dropped huh…

I took a big break from SF4 because I hate console and that is all you can play SSF4 on.

You can go ahead and do this thread if you want, but I still intend to fully update my Master Cookbook thread as well as organize a Post-ssf4 AE release video thread.

I don’t feel it to be very smart to spend time posting information about a game that will be severely changed within a few months, but carry on if you’d like.


#13

Snide remarks are unneeded. But I’ll hold you to that. It’s better to update a competent thread instead of starting from scratch again.

I have an alternate idea for this thread that I will go with, namely emphasis on Fuerte’s normals, and a confirmation ground to not detract from the matchup thread / general discussion.

For what it’s worth, good to have you back.


#14

Normals and Special Normals updated.


#15

Added Specials, Super, and Ultra. Added some things I confirmed and first Confirmation needed.


#16

you can beat chuns sweep with Queso slap / standing far mp also =)

@ Densuo - “Does Gordita Sobat have air frames / skip over low attacks?”

Yes,but its kinda character specific and i can give a list this weekend if nobody has the info up … if you do it right outside of your opponents sweep (about a full square) kicking with the tip making it look like its gonna whiff you go right over pretty clean … im gonna experiment more too but as for now … yes, it goes over sweeps for sure (Character specific but it seems to be most) … if you looking to punish a whiffed sweep and your out of range (that square lol) then tap it quick an you can hit them before they recover lol gotta be a bit quick but what Lucha isnt hah … i will def put more full notes up over the weekend if you want


#17

Yes. Please do.


#18

sry i didnt get to it this weekend crazy stuff goin on but im on it today and heres what i feel after testing with these sweeps and Gordita Sobat in general
Imo its looked over i would like to add it a bit more nothing crazy … even though its situational its not a bad too to use to get in and likes i said it punishes some sweeps on recovery and moves that go uber low it goes right over the opponent . BEWARE! you must NOT whiff it , you must know the spacing for it , because on block it safer when you go to hit with the tip of your boot … hitting them on recovery or just on block it works on most of the whole cast …

Except
vs Chun , Dictator , and of course Dee Jay
reason being : they hit to high on the animation of their sweep

vs Gen ( Mantis ) , Juri
reason being : both characters will whiff ( sometimes! ) and they get so low to the ground that they go right over / under . you can still hit them but its a bit wonky as i tried to explain .

hoped that helped … if you have more questions or need me to reiterate something i said let me know :slight_smile:


#19

Hey, not sure it’s worthy of the combo section, but I thought I’d mention it anyway:

RSF > Gordita sabat > FADC > jab x3 > cr.LK > cr.MK (or a throw mixup after jabs)


#20

That pressure ! that combo is nice i have been playing with this a bit … good stuff i never used lk -> mk after i would just run stop mixu … im gonna add that on there :slight_smile: