El Fuerte (SFIV): Difference between revisions

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This move can be aimed in 3 positions similarly to Tostada Press and other moves:
This move can be aimed in 3 positions similarly to Tostada Press and other moves:
Hold back - Very close (almost point blank)
Hold back - Very close (almost point blank)
Neutral - Middle Range (about sweep range)
Neutral - Middle Range (about sweep range)
Hold forward - Far (about 75% of the screen width).
Hold forward - Far (about 75% of the screen width).



Revision as of 11:29, 15 April 2009

Introduction

Street Fighter's first luchadore's has appeared!

At glance 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's winning potential is maximized from an offensive position is primarily an offensive character. His speed, high-stun combo, 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 front 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*/** Has minor recovery time.
----Tostada Press MP*//** Can be aimed left/neutral/right
----Fajita Buster HP Can be aimed/Grab/whiffs on crouching opponents
----Backstep LK* Travels far but significant recovery.
----Gordita Sobat MK** Mid-hitting kick that is super-cancellable. Safe on hit/block
----Caramale Sliding HK** Knockdown.
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 Jumps from the ground, grabs an airborne opponent. EX version has large invincibility.
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

El Fuerte Flying Giga Buster QCF, QCF + KKK

El Fuerte flips through the air and lands on the opponents shoulder, performing an elaborate huricanarana.

This move can be aimed in 3 positions similarly to Tostada Press and other moves:

Hold back - Very close (almost point blank)

Neutral - Middle Range (about sweep range)

Hold forward - Far (about 75% of the screen width).

Note that farther versions grab on later frames because of travel time.

This move is considered a grab, and as such will totally whiff on airborne and throw-invincible opponents.

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.HK xx HK Guacamole Leg Throw

- Not much of a complicated combo, however note this is the only way to combo a Guacamole.

cl.HK xx Habanero Dash -> Sudden Stop -> LK Guacamole Leg throw

Verifiable version of above combo. Sacrifices damage.

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

-Slide is preferred because of knockdown. Sobat is useful to super cancel, but more difficult.

(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 present problems for Fuerte. His natural strengths fair well against typical Fuerte gameplay.

Typical Okizeme Tostada crossups are difficult due to blanka's awkward crouching hitbox. Tostada must be placed directly on top of blanka rather than aiming for his back like most chararacters.

Wake up electricity thwarts almost all okizeme Tostada Presses. It is possible to beat electricity with the Tostada, but exceedingly difficult particularly because blanka's position shifts slightly when electricity is performed. Regular normal attacks will stuff a wake up electricity, but blanka this is generally a poor choice as blanka can backhop, ex electricity, or blanka ball which all defeat the normal move. A good choice is to committ to no attack, bait electricity, punish with Picadillo.

Picadillo consistently grabs Blanka out of electricity, any strength (barring perhaps opening frames of ex version).

Wake-up blanka ball thwarts almost all okizeme splash tricks pretty consistently.

Any blocked horizontal rolling attack (blanka ball) 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.

Blanka's long-range, high-priority (this means they have good hitboxes) jumping attacks can be difficult to anti-air in a pinch. Fuerte also lacks a great counter to tick throws, which often follow blanka jump in attacks. Be vigilant when in blanka's jump-in range, losing momemtum here can cost Fuerte the match. Remember: don't use not just c.fierce for anti air, as it will can be easily countered once scouted. Use Guacamole Leg throw when suitable. Take advantage of Blanka's high jump arc - jump with him and air throw whenever possible.

Because Blanka has no invincible move that can be pulled off in a pinch, and one of his better invincible moves loses cleanly to Picadillo, Backwards Habanero Dash and then a quick Picadillo to evade a jump-in and grab him as he lands is quite useful.

Rolling Senton corpse hops are useful. Use them to disrupt blanka's back charge, and limit his wake-up options. The goal is to force a panic option which can be easily dealt countered/punished, or to force a block to initiate pressure/mixups.

Matchup Videos

Find a great collection of matchup specific videos from top players at streetfighterdojo.com
Contributor: zaspacer

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 0/0 - - -
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