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El Fuerte Street Fighter 4 Moves, Combos, Strategy Guide

Last updated on Oct. 14, 2009

185 Comments

El Fuerte: Street Fighter 4 Character Guide


Character Overview

El Fuerte is a lightning quick grappler. He needs to constantly be using head games and mix up tactics to win, but he's exceptionally good in this regard.

The problem is his damage output is fairly low, so you typically need to hit your opponent a lot to win, plus he takes more damage than most characters, so you can lose quicky as well.

El Fuerte can be a truly wicked character to deal with though. His head games can give even the most seasoned of players problems and it's not uncommon for an exceptional Fuerte player to perfect other fighters — even when they're experts. On the same token it's not uncommon for a Fuerte player to get perfected either.

So the Mexican grappler is a bit of a double-edged sword. When you're on your game, there's no one you cannot beat. When you're off though, things can go bad really quickly.

Strengths
+ Very, very fast, insane mobility.
+ Exceptional mix up game after scoring a knock down.
+ His Infinite Combo Loop is handy.
+ Great at running away.
+ Solid Ultra move.

Weaknesses
- Very low damage output.
- Takes a lot of damage when he's hit.
- You have to keep your opponent guessing to win consistently.

Infinite Combo Loop

Joystick         Joystick Joystick Joystick Joystick Joystick    Joystick         (Repeat)

Fuerte has a wicked Infinite Combo Loop, which is extremely difficult to pull off.

It's done by pressing Hard Punch when close, Canceling into his Habanero Dash, press Light Punch to stop the run and then starting the whole process over from the beginning, starting with the Hard Punch when close.

This results in El Fuerte continually running up to his opponent hitting them with Hard Punches which will sometimes result in a dizzy.

It's unknown how many times this can be done in a row, but most assume it is unlimited. But keep in mind because of the damage reduction in Street Fighter 4, after awhile this doesn't take off much power.

Many players are setting up this loop with a Level 2/3 Focus Attack, Dash Canceling and then going into the first Hard Punch up close.

Because of damage reduction, most players repeat the Combo Loop three times, and then following up with a Habanero Dash into a Sliding Kick to score a knock down and set up his Mix Up Game.

Mix Up Game

Fuerte's mix up game starts when your opponent is getting up from being knocked down. The first step is to begin the Habanero Dash, and then either go for the Body Splash (Medium Punch), Sliding Kick (Hard Kick) or Flying Throw (Hard Punch).

Body Splash: This move has high priority and will beat out most of the game's wake up moves, or at least trade hits with them. Beware of some Ultras and Supers though. You can also cross them up with the Body Splash forcing them to block in the other direction. This move must be blocked high.

Sliding Kick: Must be blocked low, and it's a great alternative move to your Body Splash. When they get used to blocking high to counter your Body Splash, start throwing these in here randomly.

Flying Throw: This move grabs your enemy and slams them to the ground. They can duck under this attack, but when used in conjunction with the Body Splash, and Sliding Kick it's a pretty good trap.

Landing any one of these attacks will knock down your opponent, letting you start the trap all over again.

While this is a great trap, remember that Fuerte doesn't do a lot of damage, so you're going to have to repeat this a number of times, or hit them with other stuff to finish them off.

Special Moves

M. Punch
100
H. Punch
150
M. Kick
80
H. Kick
100

Joystick Joystick Joystick Joystick Joystick
Habanero Dash (Running Forward)
This move will make El Fuerte dash towards the other fighter and pressing another punch or kick button will result in the following...

Joystick — Stops the dash.

Joystick — Body Splash, can go over projectiles. You can control the range of this move by pressing the joystick either left or right, and if you get the range down you can use it to cross up.

Joystick — Flying Throw, also can go over projectiles. You can control the range of this move by pressing the joystick either left or right. Fuerte will throw a standing opponent when he gets close to them.

Joystick — Stops your run and does a quick dash backwards.

Joystick — Quick Jumping Kick, may hit overhead.

Joystick — Sliding Kick.

Note that you can do a Habanero Back Dash to run away while doing this move.

M. Punch
100
H. Punch
150

Joystick Joystick Joystick Joystick Joystick
Habanero Back Dash (Running Backward)
This makes El Fuerte run backwards until he hits the edge of the screen and then run forwards.

You can also do the Habanero Dash move to stop running backwards and run forwards.

Pressing a button will result in the following:

Joystick — Stops the dash.

Joystick — Body Splash towards your opponent, opposite of your run. You can control the range of this move by pressing the joystick either left or right.

Joystick — Flying Throw towards your opponent, again opposite of the direction you're running. You can control the range of this move by pressing the joystick either left or right.

Joystick — Hops towards the far wall setting up a Wall Jump, but this won't come out if you're too close to the edge of the screen.

Level 1
50
Level 2
100
Level 3
150

Joystick (Hold Kick button and then release)
Quesadilla Bomb (Chest Buster)
*Armor Breaking*
The longer you hold down a kick button, the more damage and stun this move will do when you release it. Here's the breakdown.

• Level 1 hold a Kick button for 3 seconds.
• Level 2 hold a Kick button for 6 seconds.
• Level 3 hold a Kick button for 8 seconds or more.

Light
100
Medium
110
Hard
120
EX
160

Joystick Joystick Joystick Joystick Joystick
Guacamole Slew (Air Throw)
Anti air move, you jump up feet first and attempt to grab the other fighter. This has a surprisingly short recovery time, making you unusually safe when you attempt this when trying to sniff out a jump in from your opponent.

Definitely something you can't abuse, but unless your opponent has exceptional reaction time or you do this from point blank range, you can throw these out there from time to time to catch the other player leaving the ground, and probably safely get away with it.

Joystick (In the air)
Wall Jump
This move actually makes Fuerte gain speed, unlike other character's wall hops. If you press Hard Punch right after you jump off the wall you'll go about 3/4th's of the screen in the Flying Throw animation, which works well against projectile happy opponents.

EX Moves

M. Punch
100
H. Punch
150
M. Kick
80
H. Kick
100

Joystick Joystick Joystick Joystick Joystick
EX-Habanero Dash
Like the normal version of this move, but it has Super Armor letting you absorb one attack and keep going.

Doing an EX run at someone throwing a fireball and hitting them with a Body Splash can be a great way to score a knock down and set people up for Fuerte's mix up game.

M. Punch
100
H. Punch
150

Joystick Joystick Joystick Joystick Joystick
EX-Habanero Back Dash
Like the normal version of this move, but you gain Super Armor letting you absorb a single hit, depending on what it is.

Light
100
Medium
110
Hard
120
EX
160

Joystick Joystick Joystick Joystick Joystick
EX-Guacamole Slew (Air Throw)

Super and Ultra Moves

Super
330
Ultra
372-518

Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick
El Fuerte Dynamite (Super)
Good damage and it comes out quickly, but it only does max damage from close range.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick
El Fuerte Flying Gigabuster (Ultra)
This comes out very quickly, and it's a grapple so it's not blockable.

If you can get your opponent to do some stupid things when you have your meter built up, or keep them off balance enough you can land this somewhat consistently. You can also control the range you fly by pressing the joystick either left or right.

Fuerte hops up and lands on the other fighter's head. If they don't escape this in time, Fuerte launches into a series of grabs resulting in pretty good damage.

If you're familiar with Alex's Stun Gun Headbutt super art in SF3, this works much the same way. You can hit with this by baiting a jumping in enemy and then starting the Ultra before they land. You'll jump on their shoulders just as they hit the ground. If you do this while they are on the ground, it can be easily avoided/punished with a anti-air or jump attack. Timing is the key.

Combos

Standing Hard Punch (close), Cancel into Habanero Dash, Stop (Light Punch), Standing Hard Punch (close), Repeat
This is El Fuerte's infinite combo loop. See the section above for more details.

Toward + Medium Kick (Overhead Attack), Standing Light Punch 4x
Surprising amount of damage on this one, 143 total, although Linking each Standing Light Punch so it combos can be tricky.

Most players are starting this combo out with a Level 3 Focus attack, Dash Canceling into a close Hard Punch and going from there.

Jumping Hard Punch, Hard Kick (close), Cancel into Habanero Dash, Medium Punch (Body Splash) while in Dash
Decent damage.

Jumping Hard Kick, Standing Hard Kick (close), Cancel into EX-Guacamole Slew (Air Throw)
You need to hit very deep for the Standing Hard Kick to combo.

Jumping Hard Punch, Hard Punch (close), Cancel into Habanero Dash, Medium Kick while in Dash, cancel into Super
A tricky combo to pull off at first, but you can execute the first part of the Super motion by doing a quarter-circle forward and pressing Medium Kick and then doing that again to execute a Super right after the Jumping Kick hits.

Level 2 Focus Attack, Dash Cancel, Hard Kick (close), EX-Guacamole Slew (Air Throw)

Normal Moves

Note this is not a complete list of all of El Fuerte's normal moves, just the ones we think are noteworthy.

Joystick Joystick Joystick
Overhead Kick
Decent range on this overhead attack, and you can sometimes follow it up with a Throw.

Joystick Joystick Joystick
Anti Air Punch
Word on the street is this is one Fuerte's best anti air attacks.

Joystick (In the air)
Jumping Hard Punch
A high priority and good damage jump in. This can beat out a lot of character's anti air attacks.

Joystick
Standing Light Punch (Close)
Very fast attack and does a surprising amount of damage for a Light move. Can also be comboed into itself if you keep Linking it. Good for applying pressure and shutting down your opponent's counters because of its speed as well.

Video: El Fuerte Trial Challenge: Street Fighter 4

Video walkthrough of El Fuerte's Trial Challenges in Street Fighter 4. Watch ►

Movie courtesy of Kalelulen4

Walkthrough: How to complete El Fuerte's Trials in Challenge Mode

Going through all 10 of El Fuerte's Trials will give you a pretty good idea what his core combos are and how to use most of the moves.

While some of the Links and Cancels are difficult to pull off, getting through these will really help you improve your execution, so try your best and keep practicing.

If you're struggling with understanding any of these notes, make sure you check out the video over on the right so you can see the moves being executed.

Normal: Trial 1 • Hard Punch.
• Crouching Hard Kick.
• Towards + Medium Kick.
• Light Punch + Light Kick in the air (Air Throw).
• Standing Medium Kick, Standing Medium Kick (Target Combo).
Normal: Trial 2 • Habanero Dash, Medium Punch.
• Habanero Dash, Hard Punch.
• Habanero Dash, Medium Kick.
• Habanero Dash, Hard Kick.
• Habanero Back Dash, Hard Punch.
• Quesadilla Bomb (Chest Buster).
• Guacamole Slew (Anti Air Grab).
• El Fuerte Dynamite (Super).
• El Fuerte Flying Gigabuster (Ultra).
Normal: Trial 3 • Standing Hard Punch, Cancel into Quesadilla Bomb (Chest Buster).
• Standing Hard Kick, Cancel into Guacamole Slew.
• Crouching Medium Kick, Cancel into El Fuerte Dynamite (Super).
Normal: Trial 4 • Jumping Hard Punch, Standing Hard Punch, Quesadilla Bomb, Cancel into Hard Kick El Fuerte Dynamite (Super).
• Jumping Hard Punch, Standing Hard Kick, Cancel to juggle into El Fuerte Dynamite (Super).
• Jumping Hard Kick, Standing Hard Punch, Cancel into Habanero Dash, Medium Kick, Cancel into El Fuerte Dynamite (Super). (Helps to do the Medium Kick after the Habanero Dash with a Fireball motion to buffer the first part of the Super.)
• Focus Attack, Back Dash, El Fuerte Flying Gigabuster (Ultra).
Normal: Trial 5 • Crouching Light Kick, Link into Crouching Medium Kick.
• Standing Light Kick, Link into Crouching Medium Kick.
Hard: Trial 1 • Standing Light Kick, Link into Crouching Medium Kick, Cancel into Light Kick El Fuerte Dynamite (Super).
Hard: Trial 2 • Crouching Light Kick, Link into Crouching Light Punch, Cancel into Cancel into El Fuerte Dynamite (Super). Hard: Trial 3 • Jumping Hard Kick, Standing Light Punch 3x, Link into Standing Light Kick, Link into Crouching Medium Kick.
Hard: Trial 4 • Focus Attack, Dash, Towards + Medium Kick, Link into Standing Light Kick, Link into Crouching Medium Kick, Cancel into El Fuerte Dynamite (Super). Hard: Trial 5 • This is Fuerte's Infinite Combo Loop, see the section above for more details. Standing Hard Punch, Cancel into Habanero Dash, Cancel Dash with Light Punch, Standing Hard Punch, Cancel into Habanero Dash, Cancel Dash with Light Punch, Standing Hard Punch.

Contributions to this guide by Rush Down, Reno, n0thingman, Keits, FuguTabetai, MOD and Dentron.

Posted by Tizoc on October 24, 2008 at 5:10 a.m. #1

About his QCF+P, by any chance could its name actually be "Jalapeno Dash" not Habanero Dash?

 

Posted by Catalyst on October 25, 2008 at 8:54 a.m. #2

Could be. I took this from the official Japanese listing of moves, and it's possible something was mistranslated along the way.

I'm guessing it's right, but if you find out something different, just let me know and I can update the listing.

 

Posted by Tizoc on November 3, 2008 at 12:54 a.m. #3

Actually Habanero seems to be correct-
http://en.wikipedia.org/wiki/Habanero

Nice of Capcom to have you look up General Knowledge like that :)

 

Posted by Valhalla on November 26, 2008 at 7:20 p.m. #4

How do you do his standing attack where he hits the opponent with his chest and appears to bounce back from it. I thought I also saw somebody EX it in a vid I saw on youtube.

 

Posted by Kyle on November 27, 2008 at 1:06 a.m. #5

Valhalla,
I beleive (but am not positive) that the chest move you are describing is most likely El Fuerte's Quesadilla Bomb (Chest Buster) move.
Pressing down a kick button(and keeping it held down) charges the Quesadilla Bomb move.
Releasing the kick button results in El Fuerte preforming the move (even if you had launched into a combo while using the buttons other than the kick/s held down).

While with a low (minimum of two seconds) charge time the Quesadilla Bomb seems rather ineffective, keeping the button held down for a long amount of time results in a high stun, high damage attack.

I believe that the move has four different levels of damage:
2 Seconds: 50 damage, 100 stun
4 Seconds: 100 damage, 150 stun
6 Seconds: 150 damage, 200 stun
8-9 Seconds: 200 damage, 300 stun (EX version)

Apparently holding down multiple kick buttons speeds up the process, allowing you to charge EX versions of the move much more quickly.

After preforming El Fuerte's cinematic ultra (and successfully landing it), try holding down all 3 kick buttons. By the time his ultra is done, you are done charging for the EX version of the Quesedilla Bomb and able to preform it.

Some of the information above is best taken with a grain of salt, but hopefully it helps you out a bit.

 

Posted by eb_z on November 27, 2008 at 9:57 a.m. #6

Hi,

I would like to ask a noob question.

I have seen some good El Fuerte users do another throw move, which after trying out all the moves as indicated in the move lists, can't seem to replicate it.
El Fuerte jumps at the opponent and spins around the opponent's head like a top, partially lifting the opponent off the ground. Most of them seem to execute that move without having to go into the dash.
Can anyone enlighten on how it is done?
Thanks.

 

Posted by Kyle on November 28, 2008 at 1:36 a.m. #7

EB_Z,
I think the move you are talking about actually is part of the habanero dash.
By inputting quarter circle forward + punch and then pressing hard punch, El Fuerte launches into a grab that sounds extremely similar to the one you described.
Perhaps the videos you were watching had the players execute the hard punch throw (from inside the dash) almost instantaneously after starting the dash.
The move only hits non crouched characters, and is an integral part of El Fuerte's wake-up/mix-up game.

Either that or you are referring to the Guacamole Slew (Air Throw) move.
If the opponent was jumping while the grab was preformed, then it is most certainly the latter.

Hopefully I managed to answer your question.
Take care.

 

Posted by titantim on December 11, 2008 at 7:33 a.m. #8

I had some dork try the infinite combo on me yesterday. I didn't take it well, and trashed him every other round until he stopped playing against me. He's very zone specific, so if you keep moving back he'll easily miss with one of his moves, leaving him completely to payback.

 

Posted by claxtizle on December 26, 2008 at 9:14 a.m. #9

this guy seems fun to use

 

Posted by kenji on January 2, 2009 at 8:49 p.m. #10

COMBO LOOPS SOOO HARD FOR MEE! :(

 

Posted by Renge on January 4, 2009 at 10:53 a.m. #11

I didn't read you mention that he can do a grab wile in the air. I accidentally did it once. command is lp+lk while in the air. (obviously when the opponent is very close)

Anyway, I love this character. Good guide.

 

Posted by kenji on January 5, 2009 at 5:12 p.m. #12

any tips on practisin el fuerte's combo loop?? :(

 

Posted by berwyn on January 8, 2009 at 4:16 p.m. #13

i think what EB_Z was referring to is his backward habanero dash + HP. he does a kinda grab thing but it's different from his forward habanero dash + HP in that he does some 6 hit spinning thing that lifts you off the ground for the backward habanero, whereas for the forward habanero he sits on your shoulders and slams you forward. or something like that.

 

Posted by Coup d'etat on February 3, 2009 at 11:32 p.m. #14

kenji,

Yes, the timing is tricky but from what I have seen, (and I saw a guy who had it down perfectly) the timing is HP (one second)QCF+Lp(IMMEDIATE)Lp then repeat.

The important thing to know about this "infinite" combo loop is that you CAN actually get out of it with a focus counter. I don't know how but I was able to stop this guy (and even stun him) through his perfect string of loops with this character. You have to time the button push so that you IMMEDIATELY launch your counter after he hits. Try it if you ever get someone infinite looping you. Or just hammer MP+MK

 

Posted by sfiv fan on February 11, 2009 at 4:29 p.m. #15

im not sure but i just watched a video wit el fuerte in it and im want to hkno if he has an air grab that looks like a falling suplex

 

Posted by Rotflcopter on February 14, 2009 at 6:45 p.m. #16

Man El Fuerte is looking really good. It's down between he and Rufus for me.

 

Posted by Rotflcopter on February 14, 2009 at 6:46 p.m. #17

^I meant "him", not "he". Oh well

 

Posted by O_O on February 16, 2009 at 5:10 p.m. #18

Ey chiwawa!!!!!!

 

Posted by cyclone21x on February 17, 2009 at 12:04 a.m. #19

This will probs be my character , his moves are awsome. Cant wait to test him out !!

 

Posted by Robo-Z on February 18, 2009 at 12:07 p.m. #20

El Fuerte is ridiculously mobile, his cross-up and mix-up game are pretty good. I'm looking forward to using him more. You can really confuse your opponent by dashing, cancelling, wall-jumping, wall-jump-throwing, projectile dodging. A lot of El Fuerte's play for me has been getting off combos into ultras while dodging opponents and using ex moves for some added damage. This cook is a bit weak though, so you have to pick and choose when to attack and to dodge. It's a slow fight for such a fast character.

 

Posted by Budulai on February 19, 2009 at 4 a.m. #21

haha Filho te Puta xD

 

Posted by bonekiller on February 21, 2009 at 10:53 a.m. #22

this is the worst player i have ever use in any street fighter game , just ridiculous

 

Posted by haha on February 22, 2009 at 12:46 a.m. #23

"this is the worst player i have ever use in any street fighter game , just ridiculous"

Translation: "I suck at using this guy."

 

Posted by tornado on February 22, 2009 at 2:03 a.m. #24

What the hell does he even say when you continue.." theres always room for ..............." i dont know can someone help me out cause its kind of pissing me off

 

Posted by El Fuerte on February 22, 2009 at 3:08 a.m. #25

There's always room for dessert!!!

 

Posted by illyas11 on February 22, 2009 at 4:57 a.m. #26

llol justin wong says he is god tier

 

Posted by Zangief on February 22, 2009 at 9:37 a.m. #27

I F*CKING HATE ZANGIEF!!!!! he uses the same unavoidable move over and f*cking over again!

 

Posted by Bart on February 22, 2009 at 11:25 a.m. #28

Any tips for beating seth with el fuerte?

 

Posted by Karl on February 22, 2009 at 2:51 p.m. #29

Gotta say, I ain't the best at fighting games, but I enjoy them - Street Fighter seems to only cater to those who can f*cking master every combo. Seth is ridicolous, he does that same low, stretchy-armed punch over and over -- wth are you supposed to do against that? Pfft. El Fuerte is the best anyway. XD

 

Posted by Corey on February 22, 2009 at 5:21 p.m. #30

Yeah he is a real fun character.. But they seriously need him to make him more durable, or do more damage.. Or a mix of both.. He is like a speedy glass pistol (not a cannon).. Against a really good shoto or projectile character such as Sagat with a powerful anti air move.. It just gets frustrating..

 

Posted by ChupeChupacabra on February 23, 2009 at 8:34 a.m. #31

can anyone tell me how to use el fuertes "target combo"
ive tried and i can get it to go off....what ani doing wrong?

 

Posted by Commando 367 on February 23, 2009 at 12:25 p.m. #32

To tell you the truth, El Fuerte is probably one of the best characters in the game (in my opinion), and he is a really good counter for all those hadoken/shoryuken using characters (ken, ryu, dan, sagat, akuma, and sakura). The trick is to confuse the other player and to keep your opponent on the ground (IMPORTANT). If possible, try to dodge instead of blocking. El Fuerte takes a lot of damage when blocking so use his speed to escape certain moves. When attacking, try dashing into a body splash first. If you can't get in close, then a great move to resort to is the wall jump to HP then back dash to HP. The wall jump has great range and the back dash is great for avoiding that annoying low kick that most people pull off. Mix your move-set up to keep your opponent off balance. If the other player tries to jump out of your loop then hit him with the Guacamole Slew (Air Throw). One last tip is his Ultra move. Once you knock your opponent down, move back about a body's length. Forward dash to HP throw should move you back to the correct spot. Perform the ultra 1/4 to 1/2 of the way though your opponents recovery animation. This should result in El Fuerte landing on the opposing player's head as soon as he gets up. Use this with CAUTION, if El Fuerte isn't in the correct spot or if your timing is off he will hop over or right in front of the other player, leaving him open for some serious punishing damage.
Hope this helps :)

 

Posted by al fuerte on February 23, 2009 at 7:12 p.m. #33

wouldn't it be awesome if he started the fight with 'como es dan, bitches!' anchorman ftw! on topic, el fuerte is super hard to get good at, but is worth the effort, better grappler than 'gief in my opinion

 

Posted by Spanish on February 24, 2009 at 3:48 p.m. #34

Esta(s)
Not Es Dan

 

Posted by el fuerte mastah on February 24, 2009 at 5:55 p.m. #35

so, why does capcom hate mexicans that much, not only every mexican charactyer on SF is low tier, but this is a godamn bad stereotype, a luchador that likes food, and names his moves after typical mexican foods this is lulz

 

Posted by ChupeChupacabra on February 25, 2009 at 8:20 a.m. #36

he may be calssified as "low tier" but justin wong said that he should be in the "god tier", his mix up is why. he always keeps your oppenent guessing.
Example: do a splash, slide kick, slide kick, splash, then when they expect a splash and block hi, you do the Fajita buster. your oppenent has to guess what to block, and if they guess wrong...they get hit and have to play the game again!
el fuerte plays a major mind game, and has some anti air moves, if you play him right, your opponent will be afraid to attack and wait for you to attack them, and try and counter. the problems with el fuerte are that if your facing an aerial opponent...its very dificult to win,and also he takes alot of damage even when blocking!
my advice to el fuerte players is:
1. keep your opponent on the ground
2. dont block (unless necessary) DODGE!!!!!!
3. make sure to F**k with you opponents mind, make them think you have a pattern then switch it up!
(IMPORTANT: DO NOT create a patern, dont confuse that with not having a plan, but dont do the same thing over and over again)
el fuerte is an amazing character, but is EXTREMELY dificult to learn, but stick with it, you will get better!
ive only jus started using him and dont know everything, but above is what i do know!!!!

hope this helps alittle

 

Posted by flyinggigabuster on February 25, 2009 at 12:02 p.m. #37

El Fuerte is great, but takes a long long time to learn as he plays unlike any other character. He is also a very frustrating character to play as you will literally run circles around your opponent and still lose fights because of the high damage he takes. You will have second thoughts about picking El Feurte the first time you fight a good 'gief and die to three EX spinning piledrivers after hitting him with 12 tortilla press/flying throws.

I managed to get my battle rank from 1k down to the low 100s playing exclusively as El Fuerte, but then got right back up to 1k playing exlcusively as El Fuerte as well.
The problem I see in El Fuerte's future is as people learn how to play against him and not panic, he will not be very good anymore.

 

Posted by Leonidas on February 26, 2009 at 7:46 a.m. #38

I've been playing all the characters in SF4 and I can safely say that El Farty bum bum is my favourite as you have so much choice of defense and offensive techniques.

Wall bouncing attacks, mid-air throws to comfuse your opponent are great as long as you play defensive with good blocking then when they make a mistake just unleash a fully charged Quesadilla Bomb... This will hurt them... Lots...

Hard kick on it's own brings a very effective dropkick or knee attack for close combat.

Great new addition to the SF series !

 

Posted by SYLN on February 27, 2009 at 1:07 a.m. #39

A good (and freaken hilarious) way to beat Seth at least on the lower difficulties(I sorta suck ahaha) is to knock Seth down and then use the Habanero Dash but keep running into him as he is on the ground, once he tries to get up use the Tortilla Buster(HP) and then rinse and repeat. Using this makes you feel almost sorry for Seth 0_0

 

Posted by Leonidas on March 2, 2009 at 6:46 a.m. #40

have been destroying people with his running body splash/wall bounce body splash and his close range hard-kick knee attack setting up the opponent for EX-Guacamole Slew. Great combo...

He's such a good character if you are patient enough to experiment with him.

 

Posted by JoeXorX on March 2, 2009 at 5:09 p.m. #41

Need tips on beating blanka, i cant break the 1k BPs barrier. Takes to much dmg even when you block.

 

Posted by Leonidas on March 3, 2009 at 1:40 a.m. #42

When Blanka does the electric move I tend to keep to low light or medium kicks to break him out of it then link the kick straight to a very fast running body splash.

If he does any cannonball attacks - if you block it he'll bounce off and you can follow up with a EX-Guacamole Slew if you are charged or if you wanna really hurt Blanka you can use the Quesadilla Bomb if you've been holding the medium kick button for the duration of the match.

This is how I normally beat a Blanka player.

 

Posted by GOOBERMASS on March 4, 2009 at 7:16 p.m. #43

the combo i like is when he Low kicks his oppenent in the air and he does the Air throw

 

Posted by GOOBERMASS on March 4, 2009 at 7:16 p.m. #44

the combo i like is when he Low kicks his oppenent in the air and he does the Air throw

 

Posted by ChupeChupacabra on March 6, 2009 at 8:17 a.m. #45

hands down el fuerte is an awesome character that takes forever to learn but its most definately worth it!
i play as him and cammy and at first my cammy was way better but as time went on my el fuerte got better and better, and now has surpasssed my cammy and is way more fun to play as!!!

 

Posted by Jord on March 9, 2009 at 5:40 a.m. #46

Hi, Please help. I'm on trial #2 Propeller Tortilla - Habanero back dash and heavy punch. ( QBC punch, heavy punch) I use LB as heavy punch and use Y, medium punch, in the back dash. Pressing exactly this and he does the move but it doesn't say SUCCESS.

ANY TIPS PLS HELP

 

Posted by Suri on March 10, 2009 at 5:16 p.m. #47

You need to eat 5 jalapenos first and then you will be able to do it.

 

Posted by Megamaster on March 11, 2009 at 11:56 p.m. #48

Yo any of you peeps plz say El Fuerte Rocks!!!! For lunch today we had quesadillas and I was like, "Quesadilla Bomb!" Anyways, I like El Fuerte's special move, umm... the El Fuerte Flying Gigabuster! that attack does like... 14 hits at once!!!!!!

 

Posted by Elf Princess on March 12, 2009 at 6:54 p.m. #49

In real life?

 

Posted by Harima on March 12, 2009 at 10:47 p.m. #50

Any tips on what to use for a recovery after getting knocked down and your opponent is trying to get you on recovery

 

Posted by grapez on March 13, 2009 at 4:05 p.m. #51

can anyone explain in detail the whole jumping off the wall thing?
everytime i jump off the wall and press HP i get his normal jumping elbow attack. ive seen players jump off the wall and go straight into a body splash or a body splash throw. how do they do that?
when i say body splash or body splash throw, i mean the move that comes after the habanero dash by pressing either MP or HP.

 

Posted by proof58 on March 15, 2009 at 9:55 p.m. #52

press the direction and MP or HP at the same time and you can control the distance of this move

 

Posted by shayneboog on March 19, 2009 at 1:50 p.m. #53

#14:

You landed the FA between the RSF string because the Fuerte you played messed up. When done correctly, you can't get out of RSF.

 

Posted by grapez on March 19, 2009 at 11:37 p.m. #54

can anyone explain how to do a wall jump throw?

 

Posted by Monkeybum chum on March 25, 2009 at 9:35 a.m. #55

The trick is to bounce around and keep your distance, trick the opponent.

You are mega fast so because of your speed you can be very hard to hit. Don't stay still.

I find that the middle punch just as you fly back off the wall to do the bodysplash is a very useful technique.

 

Posted by itsmeyouknow on March 26, 2009 at 12:24 a.m. #56

Fuerte ownage: http://www.youtube.com/watch?v=cdmBS7...

 

Posted by The Noob (not Scrub) on March 26, 2009 at 12:38 p.m. #57

How do you jump off the wall into a splash or flying throw?

 

Posted by SmartAsp on March 28, 2009 at 11:39 a.m. #58

Hit MP or SP right after coming off the wall

 

Posted by Harima on March 31, 2009 at 12:16 a.m. #59

@#56

That video was sweet, it showed how useful that inf. loop is, but its too hard with a standard controller, I might get the joystick after all since KoF12 and BlazBlue is coming soon

 

Posted by grapez on April 2, 2009 at 5:10 p.m. #60

does a close standing HK knock opponents into the air?

i would assume so because one of the combos listed is HK and then the EX anti air spnning hurricanrana move he has.

can anyone confirm?

 

Posted by El Stringray on April 2, 2009 at 7:15 p.m. #61

Yup

 

Posted by speedowa on April 2, 2009 at 11:18 p.m. #62

any strategies for blanka and his electricity? I know the back dash -> flying throw will work out of it, as well as the forward dash into sliding kick. But I haven't found a move that you can be up close and sweep him out of it without trading hits?

 

Posted by reaper on April 5, 2009 at 10 p.m. #63

I cant seem to cancel from a low crouch mk to el fuerte dynamite special in the challenge mode

 

Posted by El Stingray on April 6, 2009 at 7:54 p.m. #64

Me neither, hmmmmmmmm

 

Posted by bigwoodenhead on April 9, 2009 at 7:02 p.m. #65

I just never stay close enough for Blanka to use his shock. The trick for Fuerte is to only get close when you're either sliding, running, or falling on your opponent, or if your opponent is already on the ground. Make the most out of the wall jump.

That's especially good for fireballers. Get across screen and get them to fireball you into a corner, wall jump into the flying throw. Then as soon as they start standing back up, mix up the wake up with an on-top-of-them qcb>HP (tornado one), a throw, f+hk>fddf+hk, walk back to do the qcf>hp, mp, or mk>cancel>super. Sometimes I like to mess with people and just do a poke which blows their mind and they basically stand there, allowing me to just throw them.

The infinite loop is pointless if you know how to play the guy. The things you need to know: never stop moving unless they're down, wall jump as much as you can, and learn timing. El Fuerte is nothing without timing.

Oh and another thing - any of the flying attacks (including ultra) can have their distance increased by pressing towards the opponent. You can jump to tag someone from match-starting distance easily.

Sure, the man takes a good amount of damage when hit, but if you're playing him right, you won't get hit that much.

 

Posted by Blanka on April 9, 2009 at 11 p.m. #66

commbos

 

Posted by pul2e on April 16, 2009 at 11:42 a.m. #67

Hey, new to the forum but I've had the pleasure of using ElFuerte to get my Battle Points to around 6500 within 3 weeks (yes, I'm a console-r).

I agree with bigwoodenhead, he's got most of the tips down, and I DO agree with his point that the infinite loop isn't neccesary to become consistent in Fuerte's wins.

The only thing I'd change about that is that the shoto-characters (the good ones anyways) eventually get used to your body splashes and walljumps, and eventually with SRKing your ass to hell. Mix it up with a feint (QCF+LP) and as soon as they start their animation for a SRK, punish them with a sliding kick or Quesadilla Bomb -> Super.

If I had to offer any tips to anyone, it'd be keep messing with their heads. Dash in, splash. Dash in, cancel (while they wakeup SRK). Then start your mess of combos to punish the guys for picking generic characters =].

Oh and Blanka. A big problem for the ones who actually know what they're doing. His electricity IS penetrable. With a HabeneroBackDash -> HP. Aim it right, and you'll grab them and twist their heads off regardless. However, if they're smart, they'll be using their diagonal roll. At that point and time, I have no tips for you... because that utterly owns me =p.

Hope this helped.

 

Posted by useless on April 27, 2009 at 9:15 a.m. #68

fuerte is useless

 

Posted by Mert on May 2, 2009 at 7:48 a.m. #69

What are some good combos to use on the ground? A lot of my friends have got wise to my dash moves and kick me out of the air pretty often.

 

Posted by useless on May 4, 2009 at 1:19 p.m. #70

read #69

no but really, not alot of ground combo's, just mix up the habanero moves, with a slide, splash, and twirly slam. if you mix it up good enough the splash can be used as a crossup and then go for a twirly twirl. there are some normal jump-ins such as HOLD K, jump in with HP, then standing HP, release K. not bad of a combo.

 

Posted by balla05 on May 5, 2009 at 9:54 p.m. #71

i cant do focus into ultra

 

Posted by Random but yes... on May 7, 2009 at 9:01 a.m. #72

This guy has some of the most random standard moves.

Will take some practice getting used to which punch or kick to use with each specific situation.

Loving his crouching hard punch (anti-air) and standing knee into air throw combo. Just need to find good uses for his other standard moves...

 

Posted by asshole on May 10, 2009 at 4:34 a.m. #73

this fa**ot has absolutely no range.. HORRIBLE against seth..

 

Posted by grapez on May 10, 2009 at 11:34 p.m. #74

to balla05

you have to back dash after focus. as hes back dashing input the move. its gotta be quick. keep practicing. its a great move to use during matches. then again, his ultra is really easy to land...after any jump by the opponent or during any attack animation is a great time....which is basically anytime.

 

Posted by grapez on May 15, 2009 at 11:27 a.m. #75

can anyone tell me fuertes best air cross up attack?
where you jump from one side to the other and hit the opponent with something that crosses up meaning they have to block the other way.

 

Posted by Gabriel on May 15, 2009 at 11:59 a.m. #76

The infinite loop is available on home releases of Street Fighter IV. I've seen countless people do it at home with their 360's and PS3's.

 

Posted by Peregrina on May 16, 2009 at 11:27 p.m. #77

I can't seam to beat the first hard trial, I've beaten all the normal ones. I Don't think i quite understand how to link the st. lk to the cr. mk, is there anything more to it than just pressing then quickly right after each other? I've been able to pull it off plenty of times before, but I don't ever know HOW i do. Also, when you cancel the cr. mk with the super can you use mk to super or does it have to be with a lk or hk?

 

Posted by wall hadoken-er on May 17, 2009 at 8:38 p.m. #78

can anyone please help with his 4th trial? all i cant do so far is his stupid (jump)hk > hp > gordita sorbat > el fuerte dynamite! i can get as far as 3rd but cant time mk right or i do a stupid throw instead!

 

Posted by Big D on May 26, 2009 at 5:12 a.m. #79

Ja ja, JÄVLIGT SCHYSST.

 

Posted by el fuerte on June 11, 2009 at 4:28 a.m. #80

el fuerte is not low tier he is atleast mid to high tier you will see soon

 

Posted by Min on June 12, 2009 at 8:19 a.m. #81

a lot of his normal actions have slow execution speeds which is a real downer

 

Posted by jordan on June 28, 2009 at 12:42 p.m. #82

i cant get his ultra to work! HELP

 

Posted by red on July 2, 2009 at 10:29 a.m. #83

when there comming down from a jump/missed shuryuken/etc input the command and catch them comming down. you normally go through most attacks with it, just watch out for those shotos who hurricane kick in the air.

 

Posted by Deebo on July 8, 2009 at 4:23 p.m. #84

what can i say....El furte is the truth and wong is right about this character he is god tier when he starts mixing you up. i play sagat,viper,akuma and gief but not one of them have this kinda of mix up game. there all so boring expect viper and a little akuma but for the most part el furte is were its at. i mean i just started playing him and i got my boy MPR the best honda player in the south. he got second at final round evo qulifiers for hdremix anyways he was at my place and i had just picked up el furte. cause i seen a scrub using him and i could not hit him with viper at all...i was like what is going on but then i did beat him. so i went home and started using el furte and realized he is the character for me forget everyone else cause once i started mixing up my boy mpr almost got up and left and almost broke his stick. he couldnt do anything and i was talking trash. i threw him what felt like ten times when he was honda in a row cause he couldnt guess what i was gonna do. it all reminds me of claw form st and thats what this claw should play like in sf4 but oh well we got El Furte.

sorry for the bad spelling and grammer

peace

 

Posted by Top on July 9, 2009 at 2:08 a.m. #85

to be honest, I can't really play that well with anybody except Fuerte. haha

 

Posted by XKL1 on July 13, 2009 at 11:06 a.m. #86

This guy is really cool, I like him the most, but I suck big time....

It is so hard without a proper fightstick. The h.dash has work every second (!!!).

I play with keyboard, but it is just not the same as a fighting stick...

I am afraid I will always suck with El Fuerte till I get myself this damn stick.

 

Posted by lareka on July 16, 2009 at 4:45 a.m. #87

As a guile player i always like to play against el fuerte even if i lose it. I like this guy.

 

Posted by wonderer on July 21, 2009 at 6:48 p.m. #88

Say i know that El Fuerte's main game is to play mind games with your oppenet and everything with the dash, but after looking at the trials i find that alout of his moves are able to cancel like the chest buster and his hard kick. Could this mean in addition to his mind games, he could dish out major damage with his combos when he needs to? I have only seen most El Fuertes purely rely on the mind games and the ultra though, some feed back would be nice. Thanks.

 

Posted by xiro93 on August 5, 2009 at 7:14 p.m. #89

hey wonderer el fuertes main game is mix ups, but in street fighter it dosent matter if ur like guile with 2 moves, combos help put the damage on any idiot who dares get caught in one. so yes.

 

Posted by crackwhore on August 7, 2009 at 12:10 p.m. #90

this guys sucks. I just spent 40 minutes trying to beat Zangief on the easiest setting. It's too Hard. Don't the programmers of this terrible game understand what "easiest" means?

 

Posted by ckck on August 10, 2009 at 12:59 a.m. #91

haha you're probably just not used to fuerte yet

i'm not that good but i almost never have any problems against gief.

seth on the other hand i still can't figure out. can beat him with ryu/ken but with fuerte i just can't do it even though he's my favorite :(

 

Posted by lol on August 16, 2009 at 10:58 p.m. #92

Its a learning curve game. Pick a character with a easier damage output and higher health if you are that stuck. Try and learn and adjust to your opponent.

I hate the "this game is to hard, its a terrible game" attitude.

 

Posted by Stitchlink on August 23, 2009 at 1:32 p.m. #93

@ckck,fuerte is a lot different from other characters (which he should considering he's a new character) so don't fret if you don't get how to play as him at first,with practice fuerte can be an unstoppable machine!

 

Posted by Stitchlink on August 23, 2009 at 1:34 p.m. #94

....sorry i meant *@crackwhore

 

Posted by tadaa on August 26, 2009 at 10:50 a.m. #95

@Peregrina
you should not do the crouch kick immediately after light kick. there is a one second gap between them in order to combo.

@wall hadoken-er
in that combo being fast is what counts. you should press mk without a pause after his running move.

and now my question: his Hard Trial 1. i do it. o do the first two steps but when i do the super dan blocks. like in the trial video if you watch it. the guy in the video makes this combo in the fourth or fifth trying as dan blocks the super. does anyone know what the trick is? (yes, i do the crouching mk at the second "down" of his super so it does the super right after it but dan blocks)

 

Posted by J on August 30, 2009 at 5:33 a.m. #96

A must see for Fuerte fans!

http://www.youtube.com/watch?v=WFq0ul...

 

Posted by krilyat on September 8, 2009 at 2:05 a.m. #97

to do the super, use the hk :
-super (lk) -> first hit near the feet
-super (mk) -> first hit in the belt
-super (hk) -> first hit in the head

 

Posted by Gr4v3B0und on September 9, 2009 at 6:35 a.m. #98

@Stitchlink,
For hard trial 1 make sure you are doing lk super. After I mistakenly hit lk for the super it finally worked everytime. If you already finished this trial at least this tid-bit will help someone else out.

 

Posted by jm21 on September 9, 2009 at 1:57 p.m. #99

brilliant character too bad his health is low love playing as him but not ready to take him online yet ken and sagat still give me trouble

 

Posted by yes4me on September 11, 2009 at 7:18 p.m. #100

wow... I have just played Dan for 1000cp and then Guile for 1000cp and now I am trying El fuerte for 1000cp. From the let go, I must say this character BLOWS. Mother of god!! How crappy is this character! How bad is this? Right now, he feels like playing the lottery. His qcf.P.MK is useless. His qcf.LK is really a bad move against some characters like Sagat ULTRA. On top of that his normal moves SUCKS. I have never seen a c.HK so slow and the HK is almost as bad. the LP, LK, c.LP, c.LK and c.MP have no reach. My god... My jumping pokes are as bad and he stay in the air for such a long time. And if Ryu do an uppercut, it is very hard to capitalize on his mistake. I have a feeling this character could be the lowest of the lowest tier... even worse than Dan. I am going to play him for 1000cp but it clearly look like it will take me a lot more than 256 tries. I estimate around 400-500 times. This is HORRIBLE. Maybe his learning curve is high and I don't get him. I let you know once I reach 1000cp... but I am already disgusted.

 

Posted by yes4me on September 11, 2009 at 9:30 p.m. #101

Ok I am starting to understand him. Ok he is not that bad. His moves are great if you know what your opponent is about to do. But all his pokes are almost worthless. His super/ultra are hard to pull on PC due to the shortcuts and you may pull an uppercut kick instead by mistake. His jump is so damn slow and can be used only at one thing: Running away.

As a matter of fact, I was playing online PC a few minutes ago and this "icebond1" is hell pissed at me for running away non stop against his Blanka and winning twice by time (he destroyed me the 2nd round). In my own excuse, I've just started a few hours ago and got destroyed by almost everyone (including several Blanka).

Any tip how to win against Blanka?

 

Posted by yes4me on September 11, 2009 at 10:22 p.m. #102

FYI: Training mode only. I can't pull that with the lag.

90 HP
180 (VERY HARD) HP >> qcf.LP.LP >> HP (stunt 400)
252 (VERY HARD) HP >> (qcf.LP.LP >> HP)*2 (stunt 560)
315 (VERY HARD) HP >> (qcf.LP.LP >> HP)*3 (stunt 700)
414 (VERY HARD) HP >> (qcf.LP.LP >> HP)*4 (stunt 920)
450 (VERY HARD) HP >> (qcf.LP.LP >> HP)*5 (stunt 1000)

 

Posted by yes4me on September 14, 2009 at 2:28 a.m. #103

Character #19 learned.
Played El Fuerte 174 times and got 1000cp

I think his worst matchup are against Honda and Bison. I am also not too sure what to do if someone uppercut.LP non stop since his moves come out a bit slow.

imo, El Fuerte is a top tier character: he is very tricky to fight against, and when I play smart I can almost feel my opponent screaming "CHEAP". I couldn't pull the infinite online. It is just too hard...

 

Posted by the frog-splash lives on September 18, 2009 at 11:10 a.m. #104

love this dude he is epic but once you lose momentum adios amigo. i never played him until i got smoked by him online then i realised that i could adapt my game to him and unleash the jalapeno flavoured can of whoop a$$.

 

Posted by Stitchlink on September 18, 2009 at 4:15 p.m. #105

@yes4me it's very odd,i thought bison and honda were his hard match ups when i was first starting to play him in g2 but when i got to g1 i found out a good akuma,rufus,and blanka are truly fuertes worst match ups,and yes scrubs always consider you "cheap" when you can take an idiot shoto down to splash mountain with a side of tortilla flip,with a giga buster for desert!

 

Posted by Assassin on October 5, 2009 at 8:32 p.m. #106

El Fuertes hardest match up is against Dan, I'm not kidding, but your game on CPU vs CPU and let it run all day on the hardest setting, El Fuerte never wins, and Dans cheesy moves are like the only moves in the game which beat out all of elfuertes

 

Posted by Assassin on October 5, 2009 at 9:23 p.m. #107

@yes for me:

I love El Fuerte, his moves are the funnest in the game, along with with Vegas

his qcf.P.MK is a great move, its works nicely after doing splashes and throws and slides, and is usually unexpected

His air throw and regular throw are very powerful, alot of reach and take priority over most other characters throws

his splash beats blankas electricity, and most uppercuts if timed and angled correctly

he has alot of off the wall moves that can hit characters all the way across the screen.

he plays alot like vega, in that you can control all of his moves to land anywhere you want to.

his qcb.HP throw is a move that can FLY OUT, before even animation for the habenero dash begins and can land almost in the same spot you are standing or more than half way across the screen

his qcb.HK flying leap to wall dive to splash or throw can land straight down from the wall or all the way to the opposite side of the screen and his Ultra is the best ultra in the game IMO

 

Posted by Assassin on October 5, 2009 at 9:46 p.m. #108

and his jabs dont suck, they are very useful in that they are really on par with ryu or kens jabs and jabbing ryu or ken can usually win you some hits or at least good protection, where as Ryu and kens jabs beat out a lot of other characters jab moves.

 

Posted by el farticus on October 6, 2009 at 9:07 a.m. #109

Run backwards "Habanero Back Dash (Running Backward)" press hard punch and then you'll find that this move is great for jumping over fireballs to land a nice throw on the opponent.

You can use the joystick mid-flight to choose how far you want to travel across the screen (you can't go across the whole screen but you can cover about 3 quarters)

Great move.

Also learn to master "Habanero Back Dash (Running Backward)" then kick button to leap for the wall then press mmedium punch+opposite direction from the wall as soon as you touch the wall to perform a body splash which can catch alot of players out :D

 

Posted by @all on October 8, 2009 at 6:45 a.m. #110

Hey everyone, Im new to el fuerte. Liking his play style so far. Just wondering if anyone knows if you can combo or juggle into his ultra?

 

Posted by Juggly on October 10, 2009 at 3:43 a.m. #111

"@all" - I'm still working him out myself... Here is where I'm at so far:

I've managed to do a focus attack then as soon as it hits dash forward then do the ultra. It should land on them just as the opponent is dropping to their knees. (this is also in one of his trials)

Something I'd personally like to try is the Quesadilla Bomb (Chest Buster) into an ultra as I'm pretty sure that last time I played it I went straight from the Quesadilla Bomb (Chest Buster) into the super so maybe the ultra is possible too?!? I have managed to juggle into the super using the running spin kick. (or at least I think I did or did I just imagine it?)

 

Posted by My boy Fuerte on October 12, 2009 at 7:13 p.m. #112

I don't know if it's been discussed but his flying throw from either forward or back habanero dash is a great way to deal with spinning Zangief's and it will even go over his grabs including ultra.

If you want to punish Shoto characters, walk up to them and hold a crouching block after knocking them down and when they likely try for an uppercut of sorts and you block it, you can do a close HK and knee them into the air followed by the guacamole slew. After you do that, you've taken away one of their "ultimate" weapons and now they are afraid of doing that famous uppercut of theirs, you can land that backdash flying throw which works crouching or standing. I've even had a "Kombo Ken" player call me a cheap ass along with a Sagat player tell me I'm gay, That's just the best way to deal with Shoto in my opinion. Watch for the LP version of their uppercuts however, they can recover quick enough somehow to either block your knee or throw another uppercut when you try to knee.

The major issue I've had with Fuerte is if you play against someone who is more mobile than your typical shoto player like a teleporting Dhalsim, a flying Vega, a good Rufus player or anyone who makes it their game to use moves that make them cover ground within a standard second. The way to beat those guys is to guess and hope you're right when they are where you think they will be, especially teleporters or even Akuma players who use that quick move.

One more thing I wanted to touch on if anyone didn't know (I only found out from another Fuerte player a few days ago) that you can do Habanaro dash moves off the wall jump like the flying throw which is great. Input same command as you would if you wanted to run, just time it for when you hit the wall.

 

Posted by dprod on October 14, 2009 at 2:26 p.m. #113

i have the same PROBLEM as this guy (see under)...
it just wont suc6, i cant come any further :S
i'm sure that i'm not making any mistake?! anyone?

By Jord...
Hi, Please help. I'm on trial #2 Propeller Tortilla - Habanero back dash and heavy punch. ( QBC punch, heavy punch) I use LB as heavy punch and use Y, medium punch, in the back dash. Pressing exactly this and he does the move but it doesn't say SUCCESS.

ANY TIPS PLS HELP

 

Posted by @133 on October 14, 2009 at 9:59 p.m. #114

Are you activating the Heavy Punch while he is running backwards?

 

Posted by Master Bison on October 17, 2009 at 2:11 p.m. #115

HA! Bison teleports you bitches!

 

Posted by Lucha Lover on October 19, 2009 at 1:40 p.m. #116

Overhead -> lp x3 is an excellent pressure combo, even if blocked. Mix it up with c.lk -> c.mk as well.

My best fake out against SRK bitches is, when they are down, runstop just before you reach them. They will usually SRK out of reflex, and I Ultra them so they get sweaty Mexican balls just as they land from it. Pissed off more than a few that way.

 

Posted by dprod on October 22, 2009 at 1:24 p.m. #117

Hi, thanks for you answer @133

Yes i'm activating the Heavy Punch while he is running backwards...
activating near opponent, he does the same as the normal Dash but after running backwards.
activating near the wall, he makes a backward salto and stops.
It should work the same as the Habanero Dash...
But it just wont complete (succes)!

I Tried it for 200 times now, getting very frustrated
Can't find anything about a bug :(
Can someone try it again in trial mode challenge 2, where you should complete 9 moves.

Thnx already for any suggestion or help

greetings...

 

Posted by @117 on October 22, 2009 at 9:05 p.m. #118

Ok I'm not sure what the problem is exactly, but I just did trial 2 like 5 times perfectly without any problems from the propeller tortilla.
When I said "Are you activating the HP while he is running backwards?" I meant while he is running away cause if he runs backwards hits the wall and then runs forward HP will be a Fajita Buster and not the Propeller Tortilla. It should make him spin and create a bit of a tornado visual as you can see in the trial vids above. If you're doing that input and you see that visual motion ElF does then I do not know what the problem is. Sorry if it's not any help.

 

Posted by Low Quality UK on October 26, 2009 at 12:55 p.m. #119

I wonder why they decided not to give him any EX damage boosts when he does one of his runnning attacks ?..... only the running part of the move is EXed ( Absorbs two hits mind you ) , the the EX glow goes away after he exits the running mode and executes one of his attacks.

Kinda doesn't seem fair when everybody else seems to get a damage boost on most of their specials when they sacrifice a bar .... none of his main specials ( the ones involving his hanabero dash ... the EX Guacomole is excellent though) get an EX damage boost .... which is sad because his damage output is pretty low to start with ....

 

Posted by James on October 28, 2009 at 10:12 a.m. #120

In Japanese when he dies I'm sure he say "f_cker"

 

Posted by nambo on November 1, 2009 at 3:17 p.m. #121

I live in Mexico, and I think El Fuerte is a hard character to play with, but I´m really happy he´s on the roaster, because in the history of the game, he´s just as friendly as we all mexicans are... jaja (sorry if I don´t write it well, but I hope you get the point...)

 

Posted by nambo on November 1, 2009 at 3:23 p.m. #122

...And with T.Hawk we will have 2 mexicans characters in ssf4!, that´s cool, even if T.Hawk looks more like an american indian than like an mexican aztec warrior...

 

Posted by yaaboy1993 on November 3, 2009 at 5:10 p.m. #123

he does but el fuerte is the ustoppable hurricane.plus that hawk loser is 2 slow.lol. p.s.(super dynnammic cooooking timmme)

 

Posted by lolcats on November 7, 2009 at 5:29 a.m. #124

lol perfecting Seth with this guy is mind numbingly easy, kist keep using his dash then the grapple one, MP, time it right and its over... pretty wide gap for mistakes so its very very easy to do

 

Posted by lklkh on November 25, 2009 at 3:40 a.m. #125

I suck at using this guy

 

Posted by Kash on December 3, 2009 at 5:07 a.m. #126

I still remember when I first used this guy (after switching from Ryu) I sucked so bad and lost all the time, but now after a few months of training I destroy anyone who is not fimiliar with the matchup, and manage to compete well with the ones who are fimiliar with the matchup. He is extremely fun to use once you get the hang of him. What I love the most about him is that when I use him, I have to always pay attention and have full concentration, makes me feel very involved in the game, and really excited when I win because I know I deserved the win. Also, El Fuerte is by far one of the most lovable characters in the game (for me at least), and his winning quotes are hilarious!

 

Posted by Street Fan on December 5, 2009 at 1:44 p.m. #127

I'm having trouble with his fist hard trail, cant seem to link the C.MK into super, does any one have any tips? thanks

 

Posted by the frog-splash lives on December 6, 2009 at 12:25 p.m. #128

tips use the health bar trick or press quickly without mashing it's about rythm i myself am stuck on hard number 3 which is just ridiculous with its links.

 

Posted by the frog-splash lives on December 6, 2009 at 12:27 p.m. #129

how do you beat shotos and bison/rog with this dude i smoke everyone else but those dudes give me grief i switched from fei to a tag-team of gen and fuerte both fantastically fun to use.

 

Posted by the frog-splash lives on December 11, 2009 at 1:27 a.m. #130

wow finally did fuerte hard 3 need thumbs of a shaolin and muscle memory like mad to do it no to do hard 4 which looks harder than hard 5.

 

Posted by staight on December 25, 2009 at 8:59 p.m. #131

The infinite combo means little with damage scaling.

Not even mentioning the fact it is extreemly difficult to pull off, He remains one of the worst characters in the game.

 

Posted by fuerte-ftw on January 5, 2010 at 5:52 p.m. #132

y'all should add his standing hard kick to the "notable normals" list. that thing's awesome especially when they block low.

it's pretty fun to do an lp lp lp lp combo while they block it low then hitting them in the face with the standing hk. it also beats a lot of slide sweeps, if not all. i think there are some invisibility frames, too.

and on another note, i hope they make him a wee bit stronger in ssf4, he doesn't do sh*t for damage and it takes quite a bit of skill and timing to be remotely effective with him

 

Posted by fuerte-ftw on January 5, 2010 at 5:59 p.m. #133

i had 3 opponents disconnect on me on xbox live (ranked) right before i slammed them w/ the giga buster.

best fuerte matchups:

any shoto (ESPECIALLY SAGAT) except for akuma (stupid air hadokens)

worst matchups:

BLANKA
e. honda

easiest matchup EVER:

zangief

 

Posted by Top on January 17, 2010 at 12:11 p.m. #134

actually I find that a skilled Zangief is one of his WORST match-ups

 

Posted by help on January 20, 2010 at 12:52 p.m. #135

what does QBC mean

 

Posted by Ump on January 20, 2010 at 3:40 p.m. #136

Zangief kinda depends, he doesn't have many answers to presses, tortillas, and fajitas but his grab can take you out quick

 

Posted by madcatz fightpad? on January 26, 2010 at 3:39 a.m. #137

Is El fuerte's infinite dash loop doable on a fightpad?

 

Posted by 1884 on January 27, 2010 at 10:45 a.m. #138

"people" arent "doing" 3 of the infinite combo then going to slide, if they can only do 3 they do three, if they can only do 2, they do 2 then a slide

its of course better to keep doing the loop until the dizzy state. it will always result in a dizzy.

in actual game play i've seen 6 from a guy who can do it way over 10 times

i've never seen it not hit a dizzy, mostly its the 3rd to 5th time

that dizzy is the goal, and, of course, is more valuable than the damage you get by a slide.

but its hard, and risky, doing it 3 times is pretty safe, 2 is safer,

i saw the same guy miss on the 3rd time during a tournament.

but if you can do it, do it.

 

Posted by 1886 on January 27, 2010 at 11:14 a.m. #139

it seems nobody really stuck with elfuerte?

my best friend can beat every top tier player in the world with elfuerte

any Sagat, any Ryu, any Akuma, any Boxer, and Honda, any ChunLi, he only has problems with Blanka and C Viper

he is my second main character

when you play Blanka, do the back dash to HP throw, it lands right on top of his electricity

against shotos, a good thing to do during your mix up is to walk straight up to them when they are on the ground, so you are pushing up against them, then do the EX Leg air throw when they wake-up uppercut you, you can succeed with this 2 or 3 times in a row, no problem, it beats out any EX Uppercut

FA to Ultra is best, his FA is the best in the game, imo

other ways to land an ultra are jumpins, but you have to be careful, taller opponents must be much close to the ground when you begin your ultra than shorter ones

and as a counter to a sweep or grab or other Med oh Hard strike

a good set up is jump off the back wall and land just short of sweeping distance, then throw out the ultra as you land and they try to counter

if the uppercut instead, it will whiff, and wait for the uppercut to drop half way and throw it out

his taunt #7 will actually duck below fireballs

jumping off the back wall to air throw is a good move, and often catches them right off the ground

back dash to mk or hk to wall jump to splash, throw, or elbow or butt works nice too

 

Posted by 1886 on January 27, 2010 at 11:20 a.m. #140

a good way to practice the infinite combo loop is to always run forward cancel with lp during normal game play

running forward and canceling with lk or lp constantly during the game is a great way to keep the ball in your court,

but practicing the lp stop as a normal part of your every round is great practice, you can also practice the reverse, first run, then lp cancel, then hp, then repeat, just as a normal habit, away from the opponent.

another good way is to do the same thing in training mode, far from the opponent, until you get the rhythm down.
and a good way to start the combo in training mode is to begin with a forward dash, rather than beginning with the HP

 

Posted by 1886 on January 27, 2010 at 6:19 p.m. #141

if you can block or escape elfuertes infinite combo loop, its only because the person screwed up slightly, and was a bit too late on its execution

there are alot of infinite combos that "Look" like infinite combos, but actually arent

if the gay shoto blocks you when block is set to auto in training mode, then it its not a combo loop

 

Posted by 1886 on January 28, 2010 at 4:56 a.m. #142

you can use LK air leg throw against shotos spinning kicks,

and the ultra is great anti-fireball too

and the air leg throw can be used anytime as an escape wake-up, there is nothing that can over take it when you are in a real tight situation

back dash and MK or HK is another move that can help improve your game immensely, and its good practice for the infinite loop, if you can leap towards the wall without even running, before you run really you are leaping, that is an invaluable escape & counter

his airthrow is great against mist any attack, from right off the ground to midscreen

his air grab throw can be used alot like vegas, though with no where near the range, but you should get int the habit of always pushing the airgrab buttons at the end of every jump, he will pause slightly before hitting the ground, then you grab again when you it the ground. this will land an unexpected throw 50% of the time..

 

Posted by 1886 on January 30, 2010 at 7:14 p.m. #143

another good move is when you are standing next to a fallen opponent, ready to counter an uppercut, but your dont think he will uppercut, and you have an exbar, EX backward dash and immediately press HP and hold forward (towards the back wall) to stop through his attack and land on his head for a throw

another good one is to EX running forward through a projectile to a slide or throw

also, running towards the back wall when your opponent is down, and then letting it continue to run forward is really difficult for him to tine and guess what is coming, you can slide, or throw, or strike with MK or HK or HP

during your cross-up game, its useful to run towards your back wall and either HP throw or continue to run back again and up against the opponent then hold back and HP

running forward and hitting LP will draw out a lot of openings, such as missed moves which you can counter with, or pauses in defense which allow you to immediately strike

running forwards and hitting LK will allow you to get even closer to the opponent to draw out a whiff you can counter, but leaves you briefly vulnerable to projectiles and longer distance attacks

 

Posted by 1886 on January 31, 2010 at 5:34 p.m. #144

every time someone jumps in, stomp run backwards and hit HP to land on them just as they land

the throw can cancel out alot of other wakeup moves as well, if timed correctly

crouching HP is pretty good anti-air as well

 

Posted by yeh yeh yeh on February 9, 2010 at 9:04 p.m. #145

at 1:52- the music becomes amazing

 

Posted by ElfuerteFan! on February 15, 2010 at 11:46 a.m. #146

Well I love el fuerte haven't had the chance to read all the comments here but this Is what I use in my fights…
Tips:
*When someone is jumping towards you with a kick, punch or any Attack*
Time it right: Crouch+ H punch… some players will jump a few times more and if you hit them right they’ll stop jumping
OR as soon as you see them jumping do a back dash run + H punch (tornado grab I call it that way) you’ll grab them as soon as they land.
*Against ryu, ken or any player that has an uppercut attack or even guile*
when they recovering from a fall you can do a back dash and press kick button to jump against the wall and then Forward+ M punch or H punch to do a Body press or a Fajita sobat... they’ll think you’re gonna do a back dash grab and they’ll throw an uppercut.. but you will grab them just when they land… just time it right
Also instead of do the grab or body press after jumping the wall you can do a 3 hit combo… Air H punch, standing H punch and then Quesadilla bomb. If you’re super charged right after the quesadilla bomb you can connect the El fuerte Dynamite…
*Against Sagat*
You can cancel his Tiger Knee or Ultra or Super with an EX-Guacamole Leg throw…
-always combine your dash attacks don’t keep using the same and don’t do it every single time… practice your sudden stop dash… combine those with your ultra to get closer to your opponent… use the Dash Back step calculate right so you don’t get to close and get hit… connect your ultra they won’t have a chance…
*Zangief*
Try using the jump wall and grab and the dash slide kick when they do the lariat… don’t get to close that guy kills you with 3 or 4 pile drivers… they should have created a “Doggie Style grab” or CowGirl Grab for the females”… LOL…
*Blanka*
You all know blanka rolling ball can be cancelled with a crouch light punch.
If they attack you with a rolling back attack (the air one).. just do a back dash or dash throw…
When they do the electric shock just get close enough so you can hit him with a crouch medium kick
*Dummy technique*
This is something I use sometimes and it’s funny if it works more than two times. When you’re opponent is recovering from the floor, do a kick slide they’ll cover themselves but you need to grab them right away… you can repeat this a few more times… it’s kind of gay but if it works what the hell? Right?? Is like those Akuma fighters that just keep throwing air fireballs…
*Honda*
The head attack can be cancel with a H kick if timed right
*Super then Ultra*
If you’re totally charged you can do a combo Air H Punch, Standing H punch, quesadilla bomb + Super combo once you’re done right away do the ultra time it right just when you see el Fuertes back be ready to do the ultra...

 

Posted by Top on February 16, 2010 at 7:48 p.m. #147

What's the damage scaling for that last combo you wrote ElFuerteFan? It looks pretty cool conceptually but I can't help but think it would be a waste of meter and ultra.

 

Posted by the frog-splash lives on February 18, 2010 at 1:54 a.m. #148

el fuerte fan muchas gracias amigo.

 

Posted by the frog-splash lives on February 19, 2010 at 4:31 a.m. #149

i'd really like to train my fei and elf so anyone want a match shout me a holla. psn jazzman21. want to fight good ppl so i get better.

 

Posted by jon;j on March 2, 2010 at 10:33 p.m. #150

el fuerte = wildcard character..he can either be good or bad..he is just a fun character to play with, you can mess with people minds so much with him if you play him right. you gotta mix things up and be free form, dont be so stiff and you gotta move a lot with him,

wall jump, spam guacomole kick to built meter, use run cancel to bait dp, wall jump to grab/splash/air/elbow, q-bomb..possible=ity is endless

he even got the tool to beat wake up SRK if you do a safe tortilla, you gotta time the tortilla grab right on the startup on their srk

hes has so many wait to beat people so you gotta use him right,

 

Posted by CCCP on March 3, 2010 at 2:39 p.m. #151

I've played quite a few matches online, and I have yet to see someone fight as Fuerte or Dhalsim....

I know you're out there.... my PSN ID is : lllcccplll

 

Posted by the frog-splash lives on March 5, 2010 at 5:36 a.m. #152

well cccp once in a while i run into dhal and elf and i must say they are usually very skilled.makes a change from the usual suspects.

 

Posted by Dualities on March 7, 2010 at 6:53 p.m. #153

Gotta love his vortex, especially his elbow to RSF crossup...
Anybody on PSN G2 want some fuerte matches, add me :D

 

Posted by Low Quality UK on March 8, 2010 at 5 a.m. #154

I would like to see some sort of VS characters match up strategies on this page at some point ...

 

Posted by Kash on March 13, 2010 at 1:29 p.m. #155

El Fuerte is the reason I am in love with SF4. I can never feel bored using him :D He is so lovable, I adore his personality <3 and his style of play makes me feel very involved in the match since I have to always remain on top of the game to win. Can't wait to try his new ultra in SSF4, looks like it will add a new aspect to his mind games.

There is a detailed and very informative thread on his matchups on shoryuken.com, covers most of the details on the first page of the thread (in the El Fuerte sub-forum).

 

Posted by Kash on March 14, 2010 at 1:33 p.m. #156

I will be posting some matchup info in here against all characters, all taken from the El Fuerte matchup thread from shoryuken website. The thread contains more info, but I will put the essentials in here. Here is the source:
http://www.shoryuken.com/showthread.p...

 

Posted by Kash on March 14, 2010 at 1:35 p.m. #157

VS. Abel:

~ Air grab is beat by his j.hp
~ Abel's Ultra gets owned by slide (Props to Pestazoid), and low attacks in general.
~ Falling Sky can grab you out of Tostada Press/ Fajita Buster /Tortilla
~ He has poor AA sans Falling Sky, look to cross up
~ Quesadilla Bomb beats Wheel Kick, it starts off slow enough to counter on reaction. So does a well placed Back Run xx Tortilla
~ Wheel Kick is his Armor Breaker. If the correct strength is used it is generally safe on block.
~ Always be looking for his Marsielles roll to get an easy throw.
- Pay Attention to his meter, EX Change Of Direction will blow through and put the hurt on.

Ultra Setups:

After properly guessing his Change of Direction combo.
During Marseilles Roll when he is just passing you.
Ultra is immune to Falling Sky
After blocked or whiffed Wheel Kick.
After blocked or whiffed Heartless (Super) and Soulless (Ultra)

Well times slides are a nightmare for him. Slides go under wheel kicks if you wanna setup your range game; goes through his roll; beats ultra; knocks down, etc..

 

Posted by Kash on March 14, 2010 at 1:37 p.m. #158

VS. Akuma:

~ You WILL eat Demon if he blocks Q-Bomb.
~ EX run can be used to get through Air Fireball. watch the timing.
~ Demon Flip's Sweep, if you see it, Ultra that, or at least FA -> Punish

Ultra Setups:

After any projectile is fired from the right distance.
After teleport, but this is difficult because you’ll be guessing which way he’ll go.
After he reaches the peak of his Hyakkishu (Demon Flip). Warning, his kick and punch attacks post Demon Flip can kill the Ultra. You may be better off countering it with Guacamole Slew.
After jumping over Raging Demon (Super) and Wrath of the Raging Demon (Ultra)

 

Posted by Kash on March 14, 2010 at 1:40 p.m. #159

VS. Balrog (Boxer)

~ Don’t jump in on him recklessly, his AA is solid. FIENT more forward Run xx lp or lk

~TAP (Turn Around Punch) is his Armor Breaker. So is the Overhead Dash Punch. Don't be afraid to EX run and slide him for the knockdown or Focus if you feel you got this guy figured out.

~Headbutt is annoying as hell. and they love doing it during a back run wait till it stops going up to counter

~Knock him down? CORPSE HOP with Forward + MK

~QBomb beats all of Boxer's charge moves, Be mindful of the distance due to Q-Bomb start up.

Ultra Setups:

Basically, for all his specials, you need to master doing your Ultra on a Reversal. Some only give you a few frames, but there are some that will give you more. The same goes for his Super and Ultra, but you have more time if you dodge them.

Bait a Headbutt.

Dash Punches can be Ultra'd on Reaction.

 

Posted by Kash on March 14, 2010 at 1:44 p.m. #160

VS. Blanka:

Let's get one thing clear. YOU MUST DODGE HIS ULTRA

~Up ball is kinda a breaker for your wake up game

~His command dash is annoying as hell and can repeatedly switch sides on you, he counts as being in the air so you can't throw him

~ If he slides too close to you THROW HIM.

Countering his tools
~ Tortilla Beats Electricity All day
~ The instant you block a Blanka Ball Run xx Slide him!
~ Rainbow Ball is an obvious of a Crossup attempt. Don't confuse yourself, Focus it, dash forward, and punish him with Guacamole, Ultra or slide.
~ His command Dash can be tricky. Look to Block/Tech. especially at close range.

avoiding Blanka's ultra

1. You can EX quac his ultra and grab him out of it.
2. You can also use EX quac to escape it because of the invincability frames.
THEY MUST BE SPACED CORRECTLY THOUGH!

Lots of Blanka players love throwing lp Blanka Balls which, at mid -long range is slow enough to react to, go far enough to stop in front of you I think this may be a good time to Q-Bomb his ass and make'em stop that and commit to

After blocked Vertical Roll
After whiffed Backstep Roll falls or just as he’s landing
During Electric Thunder
After blocked High Amazon Run
After blocked Ground Shave Roll (Super)
After blocked Lightning Cannonball (Ultra). Must be activated once he’s falling.
Note, once the super or ultra is blocked (when the roll is on the ground), you can return the stick to neutral.

 

Posted by Kash on March 14, 2010 at 1:50 p.m. #161

VS. Cammy:

~ Spiral Arrows are safe from the right distances (They'll hit for chip damage once), and can be linked into her cannon spike. Block and look to tech throws. If the Cammy player does it wrong (you block two hits), Punish her QUICKLY.

~ Cannon Spike Kinda ruins your options on her wake up. On that note, be sure to faint plenty of times and bait her. Cannon Spike's recovery time is horrid, any whiffed Cannon Spike = hardcore punish. as the video shows, you can safe tortilla as far as having her fly past you.

~ Cannon Strike. I tried countering a Cannon Strike I saw coming with Run Back Tortilla and ate Ultra, I tried it again with Ultra and ate Ultra again. Until I see otherwise, this is a dangerous move due to her AMAZING recovery speed from this move. But remember this key fact, with the exception of the EX version, this move can ONLY be done when jumping forward. Regardless, this right here makes it very tricky to land ultra.

~ Hooligan Combination. This move can grab you out of the Air, or when standing. If you DUCK she can't grab you, meaning she needs to cancel it quick, or go for the slide..... but you were ducking already, so block and punish. You can also remove this from the game after you air throw her out of it a couple times. Yes that includes EX Hooligan. Air Throw her.

~ Spinning Back Knuckle (Armor Breaker) Great for fireballs, but USELESS against Fuerte. It's slow as hell, if she uses this against you just jump straight up and beat her down, or run back tortilla/Tostada

~ Air Throw. She has one too. Throw her first.
(a lot more info in the thread)

 

Posted by Kash on March 14, 2010 at 1:55 p.m. #162

VS.Chunli:

Normals of note
jFP, FP This hits twice in air and KNOCKS DOWN and can be used to juggle. be on the lookout

Air throw. She has one too. she has other options in the air. Stay alert.

Wall Jump, she has one, but she doesn't accelerate like Fuerte does. It's floaty. Guac Early or Tortilla.

sMP Good poke, but very Good to Focus through.

Back + Mk -> Mk -> Down, Up +Mk , this is that little mini combo thing she has. it has recovery time. be aware of this and counter. If the player is dumb enough to finish the entire thing RSF / Punish

Stupid jump overhead and hit you from behind kick Obvious when she does it, Focus and dash outta there or just EX run.

Specials

Spinning Bird Kick (SBK) (Armor Breaker). This move is GARBAGE and you'll likely never see it used. EX SBK is good at a wake up... but if you can bait it, then you can splash right in between her legs ;)

EX SBK is probably her most stable/reliable AA option. It comes out quickly, has good priority, and does decent damage. EX SBK however is far from perfect...

If the jump-in attack comes in at a steep downward angle, EX SBK will flat-out LOSE. Some jump-ins that beat EX SBK include but are not limited to; ... El Fuerte elbow

Neat trick vs Chun: once she starts reacting to your tostada/tortilla with ex sbk, do the fake tortilla (run-back, stop, jump toward) and air throw that ex sbk.

Kikoken - Each Punch is a different version, Light = elegant stance, Kikoken goes far, is slow. Medium strikes a sentai pose, medium distance/speed, Hard = sticks dat ass out, quick, short range. If done from far range it helps her gain ground, but don't forget, it doesn't go full screen, if she does it at mid range, punish her, as she has LOADS of recovery. Be careful for the EX one at mid/close.

Legs Not so useful for her, but EX Legs is a different story, and is part of her Bread n Butter combos.

Hasan Shu (Overhead flip split kick) Due to Fuerte's slow normals I'm pretty sure it's safe on block If she whiffs / you Focus it, she WILL pay for it. EX Version knocks down. You MUST block this high.

Ultra - Her Ultra can be seen coming a mile away and has horrible start up and recovery time, Both of these times are your best bet to Ultra her right back.

 

Posted by Kash on March 14, 2010 at 1:57 p.m. #163

VS. C.Viper:

~Viper can Feint her ALL Seismic Hammers (even EX) AND her Thunder Knuckles.

~Viper's Thunder Knuckle's pretty much the best Armor Breaker in the game it's quick, has three versions, and can be Feinted.

~Be careful after either of her throws, each can setup a crossup with Burning kick jMK and jHK... but the good news is that Ultra and EX Guacamole beats it. PAY ATTENTION that does not mean INSTANT Ultra on her jump in. Burning kick can be done late as hell, which allows her to hover in mid air for just a bit, that can throw off your Ultra.

~ NO needless jumping, it can be punished with a well-placed Seismic Hammer
~EX Seismic fients has lots of invincibility frames
~Burning Kick will skip under low attacks
~Feint more. once you see and hear the gleam you have enough time to stop and jump hold the stick the way you wanna jump as you run so you can stop and jump immediately.
~Seismo Spam, just hang back and LK Guac for meter. you can always Focus it too for Ultra.
~Burning Kick can be Focused, Air Thrown (Jump straight up), or you can back run and see if Viper bites and goes for the move anyway (Tortilla).
~Anything done in the air can be guac'd or Air Thrown

tecniques to counter the most annoying attacks of C.Viper which listed below:

C.Viper = Fuerte
Seismic Hammer(EX) = Normal HK (sometimes two hit damage)
Seismic Hammer(EX) = 1 sec delayed Tostada
Burning Kick(EX) = Crouching HP or Absorb damage (EX) and Tostada/Fajita/Calamar
Everytime she jumps = Crouching HP

Ultra Setups:

After blocked or whiffed Viper Elbow (Overhead)
After blocked ,whiffed (during also) Double Kick
After blocked or whiffed Thunder Knuckle, Seismic Knuckle (during too), Super, or Ultra. You're better off not countering the Thunder Knuckle and Seismic Knuckle attacks since they can be feinted.
During Flame Kick (ground only)
Jumping Burning Kick = Crouching HP - No matter if it's high, medium or super delayed Burning Kick, if u don't connect u have chance to start a combo when she lands

 

Posted by Kash on March 14, 2010 at 1:58 p.m. #164

VS. Dan:

His Ultra can be Focus'd. Initial startup has invincibility so don't go all Gung-Ho when he's sitting on Ultra, it can be used as a counter to a sloppy jump in.

Super Taunt can be canceled into Ultra. Do Not fall for it.
Dan Kicks will throw off Ultra
Dan's Back dash has ZERO in-air frames. Use this to your advantage.
Not much Info here...

 

Posted by Kash on March 14, 2010 at 2 p.m. #165

VS. Dhalsim:

If you are full screen his limbs and fireball will not reach.

Beware of Up Fire... it beats Flying manuevers off the run

For dhalsim you can guac him if he teleports behind you

if he's within range of your ultra midair and he's already thrown his limbs out, you can go for it, just time it right since he has a lot of air time. if he didnt throw his limbs, he'll definitely teleport out of your ultra.

if he keeps jumping back and tries to reaction fierce you when you try to chase him down, well-timed dashes or run-stop then ex guacamole will catch him when he throws out his limbs (dhalsim's hitbox stretches along with his limbs, and ex guac will go through the fierce)

don't run straight into dhalsim's attack range. bait his limbs and fireballs, once he makes a bad mix of the two (hopefully he does ) you can wall dive hp, close hp to get in, finish it however you'd like for a knockdown

if he teleports behind you, quickly throw out a jab since normals always come out right, and it'll reset them before they have a chance to attack. once he's reset, any of his poke attempts can easily be crossup splashed, if he mk.slides then it's a free splash (just steer it correctly to land right on him).

bait teleports on wakeup and quesadilla, throw, etc. if he has meter he might ex yoga blast against your splash, fajita, and tortilla, but if you bait that too then you can get another knockdown, and he's one meter short of his super.

in this match, whichever player loses patience and walks into the unsafe zone will most likely be punished.

fuerte shouldn't chase them because you're running right into their trap. he'll jump back and hp a lot to gain distance. sit on your life leads and be careful not to gradually lose it by getting hit by limbs.

 

Posted by Kash on March 14, 2010 at 2:03 p.m. #166

VS. E.Honda:

he can't really go towards you aggressively & you can't either.

If he goes towards you, he gets knocked down and gets mixed-up to death with cross-up j.HP, c.HK, f.MK, or tortilla propeller.
If you go towards him, all of your wall-jumps are beaten by j.HP or a well-timed headbutt. Blocked splashes can be punished with s.HK and doing any FA game not on wake-up is too dangerous due to headbutt/ochio/hhs.

whoever gets the life lead and turtles effectively wins.

His Ultra takes you out regardless of what side you try to splash/throw him on

Make sure and hop over him so he can't wake up with ex torpedo.

You can airthrow him out of any whiffed headbutt. You can beat his buttslam but not its Ex version with splash. Don’t make it a habit to run in on a standing Honda his orochi throw eats your run game alive.

that s.HK cleanly beats Honda's headbut on reaction

jHP to counter a headbutt will make Honda recover in mid air. This is a Reset Mixup opportunity.

Tortilla should not be utilized against a upright and down charging Honda/ Butt splash will hurt you.

Tostada Press' invincible frames goes THROUGH the second part of the butt slam.

 

Posted by Kash on March 14, 2010 at 2:06 p.m. #167

VS. Fei Long:

By Skisonic: HK chicken wing is generally the first "troublesome" thing you run into, because the invincibility screws with all your "harder to avoid" mixups. Then he's still got a DP when for if he sniffs out a safer mixup. I deal with it like this: in any non reversal situation, I should be at range such that I can LK guac the chicken wing. It is very reliable. If I'm not at that range, I should be pressuring him. If he's pressuring me, well he did something right so I might have to block one and a mixup every once in a while. So be it.
Perhaps most importantly, run back charge focus works VERY well vs this move because it only armor breaks at close range and he has no way to threaten you from distance otherwise.

Post knockdown Reversal HK chicken wing is a real bitch because now he took away your lowest risk manuever because reversal HK chicken armor breaks all the way through. What I do is usually start out with the same thing, run back charge focus. So this is at the range where again only the end of the chicken wing would hit, but you're still far enough away that you have plenty of time to react so just backdash just to see if he's going to do it. Use this knowledge to employ (or just go directly to) to the counter of run back, neutral jump, falling whatever heavy attack into whatever combo you can get. Although this is low probablity to hit, it's virtually riskless.

The rest of the game I think runs a little even for the chars. If either gets his offensive pressure game going he is going to have a strong advantage, the other just has to use his inherent tools to accurately avoid that. For Fei, that's pick the right time to DP. For Fuerte, that's block and avoid the mixups/f+mk overhead/throws/inevitable random DP.

 

Posted by Kash on March 14, 2010 at 2:08 p.m. #168

VS. Gen:

If he does his off the wall kick (The one where he immediately flies off the wall towards you), you can land an Ultra on top of it. If you don't have Ultra and are fairly quick at reacting, you can back run into Tortilla on top of him. Otherwise, block and throw him.

You can air throw Gen out of most of his off the wall moves
- Can't airthrow: Immediate kick off the wall, or where he jumps off the wall and then immediately goes back to the ground near the wal
- Can airthrow: Any move where he goes straight off the wall - I think his options here are a kick straight down on top of you, kick to either side of you, or just a fly straight of the wall. If you can meet him in the air you should be able to airthrow.

Gen's jump is very strange, and he has a slightly different timing on his jump depending on which stance he is in. Trying to land Ultra on a naked jump is very risky due to this.

Focus attacking is super risky against any competent Gen, they will pull out hands almost immediately and break your armor. It's really not a great idea, because they will probably get another m.K to hands out of it and take a nice chunk of your health.

Slides work well against Gen, safe tortilla doesn't seem to work on his upkick but I believe you can do it to avoid him. Splash works but only on his far side, his upkick will beat splash if he guesses correctly or gets auto correction.

If Gen does his upkick and you block the first hit, immediately jump and airthrow OR jump and l.K - otherwise he CAN do the second kick of the upkick if you try to punish him from the ground. If he whiffs the first kick, then he can't continue the sequence, but if you block the first one he can get the other 7 hits on you.

Safe tortilla definitely works on gen's upkick, or anything he does except ex walljump. If you block the upkick, just wait patiently for him to hit the ground then rsf him, he has a lot of recovery. Getting hit by the extra kicks of the upkick would just be silly, just wait for him to come down.Ex walljump is the bitch move of the gen match cause he can really escape any mixup with it fairly easily. Important to limit gen's meter gain for this reason since if he has no meter and fuerte knocks him down it's really really hard for him.

 

Posted by Kash on March 14, 2010 at 2:08 p.m. #169

VS. Gouken:

~ His Fireballs do crap damage. Get in there and play the guessing game.

~ If he charges a Fireball, EX Run and wait for him to fire it or until you are dead in his face for the slide knockdown, he's committed to that move, so get the free knockdown.

~ His EX Fireball is two of them, one straight, one angled, each hits once unless he charges, which is a get-in-free for Fuerte.

~ He has Ultra I wonder what he's gonna do? Tech that throw. I guarantee you it's coming. It has a BIG tech window.

~ He has counters, he will be going for them here and there. Bait that or sucker'em with mixed in grabs

~ EX hurricane Kick is great, it distance between you. If you are taking him to splash mountain be wary of it and bait that. Free RSF

~ He has the Demon Flip move too. FA /ULTRA.

He's at his most dangerous at mid range, his fire balls are pretty quick, and his dash punch can push you away. Stay at Mid long rang and go from there to in your face. his normals up
close are nothing special and his AA is lousy.

 

Posted by Kash on March 14, 2010 at 2:11 p.m. #170

Vs. Guile:

Standing Far HK can go over Sonic Booms, handy for Guile's that like to walk behind their slow ones.

Get a life lead and make him come to you.

Guiles that love crHK sweep are being foolish. After you block the first one, focus the second one, then proceed to punish.

A FA and RSF loop seems to be the cure for any Guile that thinks he can sweep you.

Against Guile, don't jump over a sonic boom toward him if the boom is already out and he is fully recovered, either with a jump, walljump, splash, whatever. He will just airgrab you. Beats everything, even your own airgrab most of the time, Guile's has longer range than yours. You have to run and splash/fajita buster over the boom as he is throwing it. Takes a little prediction, but so does his airgrab. If he is trying to airgrab you without any sonic boom cover, then he has to guess when you are going to splash/fajita, if you fake him out you can trick him into jumping that way. That and ex guac to keep him from jumping backwards and you'll be able to convince most Guiles to get a little more aggressive. If not, it's only a matter of time before you push him to the corner where fuerte does his best work.

 

Posted by Kash on March 14, 2010 at 2:12 p.m. #171

VS. Ken:

First and foremost. DO NOT treat every Ken player as an automatic Flowchart Ken, make your assumptions after the first round / after seeing starter patterns. This is the easiest way to get your ass kicked.

~His Back dash has ZERO frames where it counts as him being in the air.

~ Watch out for his Kara Throw

~ His Fireball recovers slower then other shotos, so it should be easier to run xx Tostada/Fajita or EX run through -> whatever.

~ His Ultra Animation ENDS with him crouching, yes that means hitbox. DO NOT GO FOR close HK, it WILL miss

~Safe Tortilla does NOT beat his DP do it to get behind him

~Safe Tortilla Interrupts his super

~ Hurricane kick: beat clean by: Q-Bomb, guacamole, cr. FP, Jump straight up -> Airthrow, and punished with Run back tortilla, and a well placed slide.

~ his f+MK lets him gain ground quickly.

~ His Jumping HK tends to beat cr.FP and late Guacs. Just run back Tostada/Tortilla or EX guac that.

cr.FP is pretty badass, cept against Ryu and Ken. Somehow, they have mighty feet that stuff it . I'd stick with tortilla landing

Get a knockdown. Then turtle.

 

Posted by Kash on March 14, 2010 at 2:14 p.m. #172

VS. M.Bison (Dictator):

This guy can beat you just because of his fast normals, standing MK/HK are a real pain. You need to block/Tech alot.

Scissor Kick Hits twice on all versions. It's fast and downs. But at max range it's FA-able.

his jMP can be done twice in mid air, and knocks down.

Devil's Reverse hits ONCE, Focus. EX hits twice, but costs TWO meters (one up, one down)

EX Headstomp hurts. Avoid /Block it at all costs

Psycho Crusher sucks vs Fuerte's standing Far HK (Dropkick), it goes right through and gives Bison a face full of Boot. Q-Bomb beats it too.

Bison's Ultra can be Ultra'd on block, you hear noise during the psycho crusher, where it goes VOOM-VOOM-VOOM, after the third one (where by here he has gone past you, you can Ultra him.

mix ups are pretty much 100% safe on his wakeups; his escape moves don't do damage except for ex psycho, which is an easy ultra punish on block

when bison is on you, just block patiently. he's either going to do a counter to you trying to get out (stand rh, ex headstomp, etc.), or he's going to try to keep you pinned with scissor kicks. If you blocked and he did a get-out counter, then you're out. if he's going to try to keep you pinned and you ex run -> rsf through it, the risk/reward is wayyyyyyyy in your favor

If you do psychic EX guac (meaning right before he does EX headstomp or almost at the same time) then he will win. However, if you do it after he does, you will either escape through it or even catch him if you do the timing well. Try it in training, I just did and I caught EX headstomp with EX guac several times cleanly without a trade.

Something on that note, if you want an easier way to beat EX headstomp without even wasting EX meter, just jump and hk! If you jump in place (without right or left direction) Fuerte's hk in air (aka his ass) beats all headstomps (EX and none) cleanly. If you do it a bit late you might trade however.

 

Posted by Kash on March 14, 2010 at 2:17 p.m. #173

VS. Rose:

~Pay Attention for her Slide, Not as Annoying as Blanka's but its still a slide.

~Be alert for her far f+HK It's got range and it's speed.

~ Her fireballs are slower then most, both on start up & recovery. EX Run = free feels on her chestinality (RSF)

~In addition to the usual wake-ups that get away from our Okizeme game, watch out for EX Scarf Drill (Initial invincibility) and EX Soul Throw. Cross-Ups are the best bet here.

~ Her Ultra can punish you on a stupid Wall Jump.

Ultra Setups
~ Whiffed Soul Throw
~ Soul Spark

Regarding Rose, she is not easy at all, but it is still a 5-5 matchup if played well. There is one thing that I try to capitalize a lot on: Rose recovers very slowly from most of her moves, even her slide. By knowing this, you can try and bait her *** and punish. Her slide is slow so you can do FA on reaction (be careful though since the drill breaks the FA, so random FAs are risky).

Rose is a pain if she starts controlling the pace, so being aggressive works better. She can't deal too much damage, so keep that in mind and don't be afraid to put on the pressure. Also, I find j.cross fierce to be effective as a mix up option, it punishes her back dash, and gives some chance to follow up with a punish if she decides to escape with EX drill.

Her dash is very annoying, and a good Rose will almost never do Soul Throw.

 

Posted by Kash on March 14, 2010 at 2:20 p.m. #174

VS. Rufus:

~ Rufus has the 2nd most life in the game. So bring the entire menu.

~ A stupidly done Wall Jump can = j.HK ---> EX Snake Strike / Ultra

~ c.FP is a long range poke. FA bait?

~ Rufus' dive kick Get's him out of ultra :(

~ He has a f+mk move too.

Also far s.MP smacks Rufus's moves trying to close in on you.
It can even stuff EX messiah from a distance.

If they are conditioned to think you are going to slide, splash or whatever the standing roundhouse confuses the hell outta them and has great recovery so relatively safe, mind you not against peeps with srk but the others its a great mixup option, good dmg and breaks focus.

 

Posted by Kash on March 14, 2010 at 2:22 p.m. #175

More Rufus:

Stand rh is very good in the rufus match. Itll catch divekicks and give you a knockdown and it'll cleanly counter the df+MK rolly thing. Give it a try.

by Buktooth: whenever i try to rsf any character that does that weird reel (most notably shotos and rufus), it seems like i have to run extra far to get the fierce to connect, which makes the timing extremely tight. there's ways to ensure that the reel doesn't happen, but when it does happen it doesn't seem realistic to continue rsf. against rufus you never seem to be able to rsf off a jump in

 

Posted by Kash on March 14, 2010 at 2:26 p.m. #176

VS. Ryu:

~DO NOT ULTRA on an empty jump in when he has meter, obvious EX tatsu escape is obvious

~ For some reason, his jHK tends to beat Guac and cFP....

~ Safe Tortilla. Learn it.

~ c.FP(easy, reset mix-up), Q-Bomb (Easy) Light Guac (Technical), Neutral Jump Air Throw to defeat Tatsu. Only stupid Ryus use this outside of combos.

~ Guac or well placed run back xx Tortilla vs Air Tatsu

~ EX Guac owns baited air EX Tatsu

~ He recovers respectably from fireballs, Run xx Tostada over them

Ryu can actually anti-air (ugh) with crouching mk (ugh) if you do j.hp, so in the rare event you feel the need to jump at Ryu, don't be afraid to try j.hk (which beats c.mk).

you can rsf ryu pretty normally off of a cross up jump fierce, and off of a jump fierce on top of his head. any farther out will cause him to do that stupid reel animation

 

Posted by Kash on March 14, 2010 at 2:29 p.m. #177

More Ryu:

by Halcyonryu:

-you need meter in this fight if ryu gets a knockdown. if he wants to play defense at the start, let him, stay full screen and lk guac over fireballs to chunk up some meter. You do not want to be under ryu's pressure and have no ex runs
-I think everyone knows how to counter fireballs, these shouldn't be a huge issue except a surprise ex one while you're running from time to time
-don't splash often at all, it is braindead easy for him to low roundhouse you and he can even dp xx ultra on block if he is on point
-make sure that you punish all uppercuts with at least a fierce to a slide. run up then stop is a good way to bait either a jump or an uppercut which you can punish
-you have a ground game, don't forget. it isn't great but it's essential. you can use f+mk to get in and punish whiffed low forward kicks. low forward xx fireball from the tip of the foot is not a true blockstring and you can ex run or ultra in between those. standing strong is also pretty solid against his other pokes besides low forward. Try not to get into a normals war with him obviously but remember not to let him get away with mistakes and misplaced buttons
-keep him grounded with low fierce, airthrows, ex guac. don't guess ex guac. his jump isn't that fast, if your eyes are peeled you can confirm jumps
-don't try to antiair ultra him. Even without meter, a hurricane kick will alter his fall enough that you will miss. You have to totally change your timing to predict a hurricane and if you do that you're risking missing ultra and losing immediately. And if he has ex then there's no way to antiair ultra him period
-once you get the knockdown, this is where the match gets really ugly for ryu. He has few options. learn and love the proper range and timing for your tortilla throw. A properly placed tortilla throw will beat hurricane kicks, beat or avoid all uppercuts allowing you to punish, and grab forward dashes. If he jumps out and hits a button it will miss you and you get a free antiair guac or airthrow. So the ryu player will figure out that really the only option that he has to escape is a backdash. This is great for you since you only have to mix up between 2 options really. tortilla throw the hell out of the guy, and punish backdashes with runback -> stop -> jumpin fierce, fierce, slide. Since you run back then jump in it looks like a tortilla throw and baits backdashes well. If you guess backdash and jump in and he doesn't backdash, then you are still in a crossup position and may get a hit that way. Always option select a throw break into your crossup fierce so that you won't get grabbed if it misses.
-no meaty slide, no meaty splash. minimum random splash. risky moves that are asking for punishment are a no no. If he likes to focus attack when you run forward or at midrange, then remember your stand roundhouse

More on next post

 

Posted by Kash on March 14, 2010 at 2:29 p.m. #178

-midrange charging focus isn't really all that great, if he likes to sweep then you can get some mileage out of it but he can easily stop it with ex fireball or low fwd xx ex fireball on reaction. some ryus however will try to hurricane it so you can use it bait and punish those
-ex run straight at him into regular lp+lk grab works more than you'd think
-when he knocks you down it's trouble. wake up ex run is not all that great here because he can either throw you or meaty ex hurricane to ultra if near the corner. wake up ex guac is not all that great period. Best to block, be patient, tech throws when you can, and then ex run out of there as soon as you have a clear chance. If you get knocked down with no meter it can easily be ggpo. see step 1

ryu has the least options of almost any character when knocked down by fuerte, if he wants to escape the tortilla throw then backdash is his only option so keep your mixups simple and damaging, your main options are going to be tortilla or backrun jump to punish backdash with an occasional crossup fierce. If you get knocked down don't panic and wait for your chance to ex run away, don't get armor broken with ex hurricane and lose. It is better to get thrown if you are going to guess wrong than to eat ultra. MOST IMPORTANT is don't mess up your timing on tortilla meaty, and get hit with a jumpout strong or an uppercut or allow an escape that shouldn't work. get that timing and distance perfect and practice it. I can say with confidence that the majority of my losses to ryu, I beat myself rather than him beating me because I get uppercutted out of my tortilla or he jumps out and is able to hit me on the way up due to my mistiming/misplacing.

There are 2 proper positions, pick one or use both, one is to run back just a tiny bit from point blank then tortilla without aiming it at all, timing it so that the last frames of the grab make contact. the other is a bit easier to do and is to run back to about 2.5 character widths then pilot the tortilla all the way forward. timing is vital.

 

Posted by Kash on March 14, 2010 at 2:32 p.m. #179

VS. Sagat:

~Crouching LK lowers your hit box enough to duck under Tiger Knee then you can (Input Needed)

~ Sagat can cross you up after a knockdown with Tiger Knee

~ Tiger Knee hits once it is safe, Look to block/tech.

~Tiger Knee Hits twice you can punish with (Input needed)

~Random Tiger Knee from long range can be Tortilla'd for free.

~EX Guac owns all Tiger Knees

~Sagat stands up slower than other chars time your attacks later

~Sagat's Uppercut CAN NOT be interrupted by the Safe Tortilla, use it instead to get behind an uppercutting Sagat

block sagat tigerknee cross up standing up; it makes it whiff

Airgrab>immediately jump forward>j.rh will cross Sagat up anywhere on screen. Walking back A LITTLE WEENEY BIT before jumping will not cross Sagat up.

You can really run circles around sagat. His fireball game is useless and he has a really bad backdash so he has a really hard time. Just don't splash him like ever because blocked splash is a free TU -> rh -> ultra, and don't get hit by random uppercuts in general, and you should have good results.

 

Posted by Kash on March 14, 2010 at 2:34 p.m. #180

VS. Sakura:

Just don't try to antiair her with guacs or low fierce. Her jump rh is pretty beefy. Just run away from it. Play runaway until you get a chance for a knockdown, then get brave all of a sudden and don't let her get up. That's the basic gameplan for fuerte vs. anyone tbh but it's especially effective on people that have a hard time getting near you like her.

~ You can not Guacamole her Jumping HK, don't even try.

~ If she wants to be stupid and charge her fireball, punish it

~ crMK xx Shouken is dangerous. Don't be reckless.

~ Her focus has good range and is moderately quick.

 

Posted by Kash on March 14, 2010 at 2:35 p.m. #181

VS. Seth:

Seth's stand fierce is actually pretty risky stuff which he should never use, you can easily splash those, walljump, focus dash, ex run.

ex run puts the game in close range whether he wants it there or not.

Seth can play a bit of runaway but if you get a machoman elbow on him, his night is over.

 

Posted by Kash on March 14, 2010 at 2:36 p.m. #182

VS. Vega (Claw):

by Mexiwont: Against Vega, usually once I get a knock down I just don't let him breath. Mixup the presses, slides, and crossup HPs. If all he's doing is that invincible back somersault, do a slide on his wake up and it will recover fast enough to do another slide and catch him at the end of that move. I personally LOVE air throwing his wall jumps. Jump towards when you see him hit the air backwards, and even if he does the drill you'll go right over it. Of course, be careful doing that when he has his ultra. You could also use runs and slides to just plain out avoid the wall jump air claw/throw/drill. A lot of Vegas like to go for a throw right after that spinning HK so be ready to tech. They could also mix it up with EX wall jump to claw/throw so watch out for that.

After he does his little roll, EX run to press or tortilla will usually catch those guys who spam the low MP afterwards, so yeah you're on the right track with that. You could try FA, but if you don't time it right then you'll eat 2 claws.

 

Posted by Kash on March 14, 2010 at 2:38 p.m. #183

VS. Zangief:

by halcyonryu: If I have even a slight lead, then I don't do wakeup games on him. It's a risk that I don't need to take. Q-bomb is actually really good on him, as long as he has no stocks, since without stock all he can punish with is regular green hand which is a free throw for you on hit, trade comes out well for you, but if he has stocks that'll be ex hand which is really bad. Why attack when you can make him chase you, he is really not good at chasing fuerte. Keep him honest with stand MP and bombs if he has no meter, he can't jump so he just has to walk you to the corner, at that point, you just have to be careful and not predictable getting out, don't do a telegraphed walljump or you'll be headbutted, but if you can fake him into jumping(empty jump back and pretend to walljump usually works) then you can ex run right under him and start the benny hill music all over again while he chases you back across the stage some more.

If you are behind or it's even then the main mixup I use in this is

1. run back really far and aimed all the way forward tortilla, then start inputting back and forth (db, df, db, df, db, df, mash like its sf4) lk guac. This will grab him out of ex hand, forward dash, lariat(unless they do the jump cancel). Only answers for him are jump or backdash. If they jump in any direction then the lk guac will catch them(replace with EX or ultra if you have it for more damage). So really all he can do here to escape is backdash or jump cancel lariat. If he backdashes then you will recover a few frames before his backdash does if you timed the tortilla right, if he tries to spd you or ultra, your lk guac will come out and it will miss, you get free combo. Backdash SPD IS NOT FREE vs tortilla grab, if it is free on you, then you are doing your tortilla too late. However of course if he backdashes and doesn't immediate spd, you're whiffing a guac and you're in trouble, so occasionally you want to

2. run back, stop, jump in fierce aimed to crossup where he rises. This counters both jump cancel wakeup lariat and backdash. If he does jump cancel lariat, that means it isn't a crouch lariat, so your elbow will beat it clean 9/10 times, and if he backdashes, your elbow will punish it. Follow up with a couple hits of rsf then slide and begin again. You really have to train the opponent to backdash using option 1 before you start doing this cause if you do this and they don't backdash it's a free crouch lariat, or if he forward dashes on wakeup, he can get a spd or ultra on you here, but this is the most damaging way to keep him honest. Another way is to run back, stop, jump in airthrow to catch the backdash, but this will also lose to jumpcancel lariat and does less damage so I don't like it as much in this match.

 

Posted by Kash on March 14, 2010 at 2:40 p.m. #184

More Zangief: Continue from previous post:

Honestly those are the only 2 things that I do against his wakeup. I don't ever splash or slide ever. Those are both risk/reward not in your favor. Free backdash spds, splash is free anything on block, slide puts you right next to gief on block which is bad imo. MIXUPS DONT HAVE TO BE COMPLICATED this is true for all matchups...if you have something that they can only escape in one possible way, then all you need to do is mix it up with something that counters that one thing, and you will have them guessing. You don't have to do 6 different random things on someone when you can mix them with 2.

If he knocks you down, ex run back on wakeup then mash kick to jump the hell outta there. Don't ex run back to tortilla or splash, unless you know the gief doesn't know what's up, cause if he knows the match you can easily be ultra'd for that. To stop you from doing ex run back to jumpback he will have to grab you immediately on your wakeup, so you can just jump away from that or vertical jump and punish if it is a spd or ultra. Its a guess and if you guess wrong you take damage, but that's the price of getting knocked down.

Gief is not hard at all but you gotta know the match, you can't play a good gief the way that you play other characters, sliding on him and splashing at him etc. that's all suicide.

 

Posted by Kash on March 14, 2010 at 2:43 p.m. #185

All the tips are provided by various members of the Fuerte community of shoryuken. There is more info on some matchups in the thread itself, as well as some general info on Fuerte

http://www.shoryuken.com/showthread.p...

Hope that helps :D

 

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