El Fuerte (SFIV): Difference between revisions

From SuperCombo Wiki
Line 16: Line 16:


===Command Normals===
===Command Normals===
'''Bold text''' Rolling Senton
'''Rolling Senton'''  
F+MK (Overhead)
F+MK (Overhead)



Revision as of 14:14, 26 February 2009

Introduction

SF's first luchadore's appearance and background at first glance seem to imply a grappler or hybrid type character, like Zangief or E. Honda. However, El Fuerte's low vitality, long range splash attacks, and high mobility make him ideally suited for a primarily long ranged game, with emphasis on spacing/ambiguous mixups rather than footsies/whiff punishment. At closer distances, El's game changes dramatically. Although he doesn't gain a traditional tick/command grab mixup game in close quarters like his wrestler counterparts, his ability to deal damage raises dramatically (and uniquely), when in range for his punch loop.

El Fuerte is primarily an offensive character. His speed, and dramatic ability to mixup and confuse and opponent are his obvious strengths.

El fuerte's defensive options are comparitively lacking. With no fail-safe invincibile reversal options, maintaining momemtum and controlling the flow of a match are crucial to this success with this character.

Successful Fuerte practictioners will use his high mobility to avoid dangerous situations, and minimize damage taken. They will utilize his ambiguous mixups not only for damage, but also for positioning to lead to deeper okizeme. When in close quarters, they'll apply pressure and bait out counterable and punishable attacks. They will consistently utilize his high damaging RSF hard punch loop to deal major damage and high stun, and efficiently use his mixups to dizzy often.

Move Analysis

Normal Moves

Normal Throws

Command Normals

Rolling Senton F+MK (Overhead)

El Fuerte performs a rolling flip to land back first on the opponent.

This move has a variety of applications in El fuerte's game, among them:

-Mixed in with Okizeme tricks, provides a fast overhead which can be linked to stand jabs.

-Closes small gaps to allow Fuerte to begin close-range mixups

-Can be used to corpse hop after certain attacks (Picadillo) - Very Useful

Focus / Saving Attack

Special Moves

Habanero Dash QCF P EX has 2 hits Focus Armor
----Sudden Stop LP*/**
----Tostada Press MP*//** Can be aimed left/neutral/right
----Fajita Buster HP Can be aimed/Grab/whiffs on crouching opponents
----Backstep LK*
----Gordita Sobat MK**
----Caramale Sliding HK**
----H. Backdash QCB P Can be buffered directly from H.Dash
Habanero Backdash QCB P EX has 2 hits focus armor
----Propeller Tortilla HP** Can be aimed/Grab/Grabs crouching opponent
----Picadillo Jump K** Backwards jump towards/off wall
Guacamole Leg Throw DP K Jumping air grab
Quesadilla Bomb Charge K , Release Lv 1: 120F (2 sec charge)/Lv 2: 210F Knockdown, travels medium distance/Lv 3: 300F Knockdown, travels far
EX Quesadilla Bomb Charge KK , Release 390F Knockdown, travels very far

* Performed during Habanero Dash or Backdash

** Performed during Habanero Backdash

Super Move

El Fuerte Flying Dynamite

QCF, QCF + K

Kick determines super. LK version has the most invincibility. El Fuerte attacks his opponent with a series of flips.

Ultra Move

The Basics

Combos

cl.LP x n -> s.LK/f.LP

-Basically, as many overhead chops as distance permits, than a standing LK/far swipe.

f+MK, cl.LP x n -> s.LK/f.LP

-Same as above. Note the useful link from overhead.

(c.hit) c.MP / cl.FP xx Quesadilla Bomb xx El Fuerte Flying Dynamite

-note level 1 Q. Bomb does not knockdown. Any level Q. Bomb can be easily cancelled to super.

cl.FP xx Habanero Dash -> Caramale Sliding / Gordita Sobat

-Slide is preferred because of knockdown. Sobat is useful to super cancel.

(cl .FP xx Habanero Dash -> Sudden Stop) x n -> cl. FP xx Habanero Dash -> Caramale Sliding

- aka RSF aka Punch Loop, Repeated run/stop cancelled fierce punches. Finish with slide for knockdown. - very difficult.

Strategy

Matchups

vs Blanka

Blanka can pose a problem for fuerte.

All blocked horizontal rolling attack (blanka balls) can be punished with well timed qcf+p, slide

A blocked horizontal roll can also be punished with ultra. Ultra MUST be reversal, and blankaball MUST be blocked standing.

At certain ranges, close FP whiffs on crouching Blanka.

Frame Data



frame frame frames of frames of super meter cancel
move Name startup active recovery adv.blk adv.hit blockstun hitstun damage stun gain block ability comments
close LP 4 2 7 +2 +5 10 13 30 50 20 HL SpS -
close MP 7 2 11 +1 +4 13 16 70 100 40 HL SpS -
close HP 8 2 17 -1 +3 17 21 90 200 60 HL SpS -
close LK 5 1 7 +3 +6 10 13 30 50 20 HL SpS -
close MK 14 2 5+?? -1 +2 13 16 70 100 40 HL - -
close HK 12 2 16 0 - 17 - 80 150 60 HL SpS -
far LP 5 2 6 +3 +6 10 13 30 50 20 HL SpS -
far MP 7 3 10 +2 +5 13 16 80 100 40 HL SpS -
far HP 17 2 11 +5 +9 17 21 120 200 60 HL Sp -
far LK 5 1 8 +2 +5 10 13 30 50 20 HL SpS -
far MK 11 3 15 -4 -1 13 16 70 100 40 HL SpS -
far HK 19 2(6)3 12 -5 -1 17 21 110*100 200 60 HL*H - -
crouch LP 5 2 7 +2 +5 10 13 30 50 20 HL SpS -
crouch MP 9 2 12 0 +3 13 16 70 100 40 HL SpS -
crouch HP 8 4 15 -1 +4 17 22 100 200 60 HL - -
crouch LK 5 2 6 +3 +6 10 13 20 50 20 L SpS -
crouch MK 6 2 13 -1 +2 13 16 70 100 40 L SpS -
crouch HK 17 10 9 -1 - 17 - 80 150 60 L - -
jump up LP 5 8 - - - 8 11 50 50 20 H - -
jump up MP 8 4 - - - 11 15 80 100 40 H - -
jump up HP 9 6 - - - 15 18 100 200 60 H - -
jump up LK 5 9 - - - 8 11 40 50 20 H - -
jump up MK 6 9 - - - 11 15 80 100 40 H - -
jump up HK 7 10 - - - 15 18 100 200 60 H - -
jump forward LP 5 8 - - - 8 11 50 50 20 H - -
jump forward MP 8 4 - - - 11 15 80 100 40 H - -
jump forward HP 9 6 - - - 15 18 100 200 60 H - -
jump forward LK 5 9 - - - 8 11 40 50 20 H - -
jump forward MK 6 9 - - - 11 15 80 100 40 H - -
jump forward HK 7 10 - - - 15 18 100 200 60 H - -
triangle jump - - - - - - - - - - - - -
F+MK 16 2 11 +1 +5 13 17 50 100 40 H - -
target combo 1 18 2 5+10 -3 0 13 16 70 100 40 HL - -
level1 FA 21 3 34 -21 -21 15 15 60 100 20 HL - -
level2 FA 17+12 3 34 -15 - 21 - 80 150 40 HL - -
level3 FA 65 3 34 - - - - 140 200 60 - - -
F+LP+LK 3 2 20 - - - - 120 120 40 0.9 - -
B+LP+LK 3 2 20 - - - - 120 120 40 0.9 - -
LP+LK (air) 3 2 - - - - - 140 150 40 1.15 - -
Habanero Dash F - - 71 - - - - - - 0/0 - - -
Habanero Dash F EX - - 49 - - - - - - 0/0 - - -
Habanero Dash B - - ??? - - - - - - 0/0 - - -
Habanero Dash B EX - - ??? - - - - - - 0/0 - - -
Sudden Stop - - 3 - - - - - - 0/0 - - -
Tostada Press ??? 6+20 7 34 -16 - 20 - 100 100 20/30 H - -
Tostada Press ??? 6+20 7 30 -12 - 20 - 100 100 20/30 H - -
Tostada Press ??? 2+12 ??? 35 -17 - 20 - 100 100 20/30 H - -
Fajita Buster ??? 6+23 6 2+34 - - - - 150 150 20/60 1.3 - -
Fajita Buster ??? 2+12 ??? 36 - - - - 150 150 20/60 1.3 - -
Back Step - - 17 - - - - - - 0/0 - - -
Gordita Sobat 6+15 2 18 +1 +5 20 24 80 100 20/30 HL S -
Caramale Sliding 6+12 6 24 -9 - 20 24 100 200 20/30 L - -
Propeller Tortilla 6+22 5 3+16 - - - - 150 150 20/60 1.3 - -
Picadillo Jump - - 40 - - - - - - 0/0 - - -
Quesadilla Bomb Lv1 17 11 18 -17 -13 20 24 50 100 30/40 HL S -
Quesadilla Bomb Lv2 17 11 18 -17 - 20 - 100 150 30/40 HL S -
Quesadilla Bomb Lv3 17 11 18 -17 - 20 - 150 200 30/40 HL S -
Quesadilla Bomb EX 17 11 18 -17 - 20 - 200 300 0/0 HL S -
Guacamole Leg Throw LK 7 6 17+8 - - - - 0*100 100 20/0*60 - - -
Guacamole Leg Throw MK 9 6 20+8 - - - - 0*110 100 20/0*60 - - -
Guacamole Leg Throw HK 11 9 16+8 - - - - 0*120 100 20/0*60 - - -
Guacamole Leg Throw EX 11 9 12+8 - - - - 0*160 200 20/0*60 - - -
Super Combo LK 1+3 4(8)5(14)5(13)4 32 -15 - 20 - 35x4*190 0 0/0 HL - -
Super Combo MK 1+4 5(8)5(14)5(13)4 32 -15 - 20 - 35x4*190 0 0/0 HL - -
Super Combo HK 1+5 6(8)5(14)5(13)4 32 -15 - 20 - 35x4*190 0 0/0 HL - -
Ultra Combo 1+4 12 54 - - - - 345 0 0/0 1.8 - -
move name startup active recovery frame frame frames of frames of damage stun super meter block cancel comments
adv.blk adv.hit blockstun hitstun gain ability
Arcade characters AbelAkumaBalrogBlankaC. ViperChun-LiDhalsimE. HondaEl Fuerte
GuileKenM. BisonRufusRyuSagatVegaZangief
Console characters CammyDanFei LongGenGoukenRoseSakuraSeth