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Many fighters in the Street Fighter circuit have odd motivations for why they continue to fight, but perhaps none are more strange than El Fuerte's: to find the ultimate recipe. Because of his profession as a luchador, he is able to compete in Street Fighting and, thus, has been allowed to travel the world to help him find new tastes and recipes. The only problem is that, despite his exposure to the world's finest cuisines, El Fuerte remains a horrid chef! But Fuerte believes otherwise and few have the heart to tell him the truth. | Many fighters in the Street Fighter circuit have odd motivations for why they continue to fight, but perhaps none are more strange than El Fuerte's: to find the ultimate recipe. Because of his profession as a luchador, he is able to compete in Street Fighting and, thus, has been allowed to travel the world to help him find new tastes and recipes. The only problem is that, despite his exposure to the world's finest cuisines, El Fuerte remains a horrid chef! But Fuerte believes otherwise and few have the heart to tell him the truth. | ||
| | | | ||
El Fuerte may be the hardest working character in the Street Fighter IV series. Requiring a large amount of dexterity, Fuerte also requires a high level of mind games in being able to continually mix your opponents up over and over again with his armada of Habanero Dash attacks. Fuerte can't do large chunks of damage at a time outside of Ultras, so defeating opponents will be a slow process, chipping away at life hit by hit by hit. And then, if your opponent hits you, Fuerte crumbles like a tortilla chip. But if you enjoy using characters that never sit still and are always moving, you may find yourself at home with Fuerte.}} | El Fuerte may be the hardest working character in the Street Fighter IV series. Requiring a large amount of dexterity, Fuerte also requires a {{high}} level of mind games in being able to continually mix your opponents up over and over again with his armada of Habanero Dash attacks. Fuerte can't do large chunks of damage at a time outside of Ultras and a damaging but difficult combo in his infamous RSF (Run, Stop, Fierce), so defeating opponents will often be a slow process, chipping away at life hit by hit by hit. And then, if your opponent hits you, Fuerte crumbles like a tortilla chip. But if you enjoy using characters that never sit still and are always moving, you may find yourself at home with Fuerte.}} | ||
=== Players to Watch === | |||
iPeru, Iori | |||
== Moves == | == Moves == | ||
Line 11: | Line 14: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Shower Kick | f + mk | high }} | {{SSFIVMoveListRow | Shower Kick | {{f}} + {{mk}} | {{high}} }} | ||
{{SSFIVMoveListRow | Wall Jump | (in air, near wall) uf | }} | {{SSFIVMoveListRow | Wall Jump | (in air, near wall) {{uf}} | }} | ||
{{SSFIVMoveListRow | Target Combo | (far from opponent) mk --- mk | First kick can whiff and still be chained }} | {{SSFIVMoveListRow | Target Combo | (far from opponent) {{mk}} {{---}} {{mk}} | First kick can whiff and still be chained }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 19: | Line 22: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Tepache Bomb | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Tepache Bomb | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Chili Mexicano | b + lp + lk | throw }} | {{SSFIVMoveListRow | Chili Mexicano | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Sky Sorpressa Drop | (in air) lp + lk | airthrow }} | {{SSFIVMoveListRow | Sky Sorpressa Drop | (in air) {{lp}} + {{lk}} | {{airthrow}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 27: | Line 30: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Habanero Dash | qcf + p | ex version gains armor (2 hits); ex }} | {{SSFIVMoveListRow | Habanero Dash | {{qcf}} + {{p}} | {{ex}} version gains armor (2 hits); {{ex}} }} | ||
{{SSFIVMoveListRow | Sudden Stop | lp | Perform after Habanero Dash }} | {{SSFIVMoveListRow | Sudden Stop | {{lp}} | Perform after Habanero Dash }} | ||
{{SSFIVMoveListRow | Tostada Press | mp | Perform after Habanero Dash; Hold f or b to control distance; high }} | {{SSFIVMoveListRow | Tostada Press | {{mp}} | Perform after Habanero Dash; Hold {{f}} or {{b}} to control distance; {{high}} }} | ||
{{SSFIVMoveListRow | Fajita Buster | hp | Perform after Habanero Dash; Hold f or b to control distance; Will miss against crouching opponents; throw }} | {{SSFIVMoveListRow | Fajita Buster | {{hp}} | Perform after Habanero Dash; Hold {{f}} or {{b}} to control distance; Will miss against crouching opponents; {{throw}} }} | ||
{{SSFIVMoveListRow | Back Step | lk | Perform after Habanero Dash }} | {{SSFIVMoveListRow | Back Step | {{lk}} | Perform after Habanero Dash }} | ||
{{SSFIVMoveListRow | Gordita Sobat | mk | Perform after Habanero Dash }} | {{SSFIVMoveListRow | Gordita Sobat | {{mk}} | Perform after Habanero Dash }} | ||
{{SSFIVMoveListRow | Calamari Slide | hk | Perform after Habanero Dash; low }} | {{SSFIVMoveListRow | Calamari Slide | {{hk}} | Perform after Habanero Dash; {{low}} }} | ||
{{SSFIVMoveListRow | Habanero Back Dash | qcb + p | ex version gains armor (2 hits); ex }} | {{SSFIVMoveListRow | Habanero Back Dash | {{qcb}} + {{p}} | {{ex}} version gains armor (2 hits); {{ex}} }} | ||
{{SSFIVMoveListRow | Sudden Stop | lp | Perform after Habanero Back Dash }} | {{SSFIVMoveListRow | Sudden Stop | {{lp}} | Perform after Habanero Back Dash }} | ||
{{SSFIVMoveListRow | Tostada Press | mp | Perform after Habanero Back Dash; Hold f or b to control distance; high }} | {{SSFIVMoveListRow | Tostada Press | {{mp}} | Perform after Habanero Back Dash; Hold {{f}} or {{b}} to control distance; {{high}} }} | ||
{{SSFIVMoveListRow | Propeller Tortilla | hp | Perform after Habanero Back Dash; Hold f or b to control distance; throw }} | {{SSFIVMoveListRow | Propeller Tortilla | {{hp}} | Perform after Habanero Back Dash; Hold {{f}} or {{b}} to control distance; {{throw}} }} | ||
{{SSFIVMoveListRow | Picadillo Jump | k | Perform after Habanero Back Dash | {{SSFIVMoveListRow | Picadillo Jump | {{k}} | Perform after Habanero Back Dash }} | ||
{{SSFIVMoveListRow | Quesadilla Bomb | hold k and release | The longer button is held (charge) the more damage move will do; armorbreak }} | {{SSFIVMoveListRow | Quesadilla Bomb | hold {{k}} and release | The longer button is held (charge) the more damage move will do; {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Guacamole Leg Throw | dp + k | ex }} | {{SSFIVMoveListRow | Guacamole Leg Throw | {{dp}} + {{k}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Tostada Press | mp immediately after Wall Jump | Hold f or b to control distance; high }} | {{SSFIVMoveListRow | Tostada Press | {{mp}} immediately after Wall Jump | Hold {{f}} or {{b}} to control distance; {{high}} }} | ||
{{SSFIVMoveListRow | Fajita Buster | hp immediately after Wall Jump | Hold f or b to control distance; Will miss against crouching opponents; throw }} | {{SSFIVMoveListRow | Fajita Buster | {{hp}} immediately after Wall Jump | Hold {{f}} or {{b}} to control distance; Will miss against crouching opponents; {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | El Fuerte Dynamite | qcf qcf + k | }} | {{SSFIVMoveListRow | El Fuerte Dynamite | {{qcf}} qcf + {{k}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | El Fuerte Flying Giga Buster | qcf qcf + 3k | throw }} | {{SSFIVMoveListRow | El Fuerte Flying Giga Buster | {{qcf}} qcf + {{3k}} | {{throw}} }} | ||
{{SSFIVMoveListRow | El Fuerte Ultra Spark | qcb qcb + 3k | throw }} | {{SSFIVMoveListRow | El Fuerte Ultra Spark | {{qcb}} qcb + {{3k}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== AE ver. 2012 Changes == | |||
''Propeller Tortilla'' | |||
Made strike- and projectile-invincible from start until 13th frame. | |||
''Quesadilla Bomb'' | |||
Made EX version’s counter-hits lead to wall bounce damage. | |||
Reduced EX version’s charge time from 390 to 210F. | |||
Shortened recovery by 10F when EX version or normal move hits at full charge. | |||
''Calamari Slide'' | |||
Fixed issue whereby using a Heavy Punch→Calamari Slide combo against a crouching Balrog, etc. wasn’t hitting the opponent. | |||
''Guacamole Leg Throw'' | |||
Reduced landing stun from 13F to 10F. | |||
== AE Changes == | |||
* Far Light Punch and Crouching Light Punch now have a 4 frame start up, but also have additional active frames, making them easier to connect. | |||
* Crouching Light Punch can now be Chain Canceled. | |||
* More recovery on Quacamole Slew (Air Grab) on landing, which includes the EX version, making this easier to punish. | |||
* Tortilla Propeller (Run away, press Hard Punch) lost invincibility, can be countered more easily. | |||
* More startup frames on El Fuerte's Ultra 2 and the damage was also reduced. | |||
==The Basics== | |||
==Combos== | |||
==Strategy== | |||
==Matchups== | |||
Line 150: | Line 194: | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |5+ | | align="center" |5 + After landing 8 | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" | | | align="center" |8f~ airborne | ||
| | | | | | ||
|- | |- | ||
Line 167: | Line 211: | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |[Counter-hit] floats opponent | ||
| | | | | | ||
|- | |- | ||
Line 195: | Line 239: | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" |+5 | | align="center" |+5 | ||
| align="center" | | | align="center" |Frame advantage based on 2nd active frame | ||
| | | | | | ||
|- | |- | ||
Line 248: | Line 292: | ||
| align="center" |19 | | align="center" |19 | ||
| align="center" |2(6)3 | | align="center" |2(6)3 | ||
| align="center" | | | align="center" |After landing 12 | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" | | | align="center" |1f~ airborne, 1st hit cannot hit crouching opponents, 2nd hit cannot hit airborne opponents | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Jab.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |30 | | align="center" |30 | ||
Line 268: | Line 312: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Strong.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |70 | | align="center" |70 | ||
Line 282: | Line 326: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Fierce.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |100 | | align="center" |100 | ||
Line 293: | Line 337: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Short.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |20 | | align="center" |20 | ||
Line 310: | Line 354: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Forward.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |70 | | align="center" |70 | ||
Line 324: | Line 368: | ||
| | | | | | ||
|- | |- | ||
| | | | |Crouch [[File:Roundhouse.gif]] | ||
| align="center" |L | | align="center" |L | ||
| align="center" |80 | | align="center" |80 | ||
Line 335: | Line 379: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Jab.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |50 | | align="center" |50 | ||
Line 352: | Line 396: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Strong.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |80 | | align="center" |80 | ||
Line 366: | Line 410: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Fierce.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |100 | | align="center" |100 | ||
Line 380: | Line 424: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Short.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |40 | | align="center" |40 | ||
Line 394: | Line 438: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Forward.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |80 | | align="center" |80 | ||
Line 408: | Line 452: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Up [[File:Roundhouse.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |100 | | align="center" |100 | ||
Line 422: | Line 466: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Jab.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |50 | | align="center" |50 | ||
Line 436: | Line 480: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Strong.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |80 | | align="center" |80 | ||
Line 450: | Line 494: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Fierce.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |100 | | align="center" |100 | ||
Line 464: | Line 508: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Short.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |40 | | align="center" |40 | ||
Line 478: | Line 522: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Forward.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |80 | | align="center" |80 | ||
Line 492: | Line 536: | ||
| | | | | | ||
|- | |- | ||
| |Jump | | |Jump Forward [[File:Roundhouse.gif]] | ||
| align="center" |H | | align="center" |H | ||
| align="center" |100 | | align="center" |100 | ||
Line 517: | Line 561: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |4~10f can cancel into followup, 11f~ can put out jump attack, *1 | ||
| | | | | | ||
|- | |- | ||
Line 528: | Line 572: | ||
| align="center" |2+12 | | align="center" |2+12 | ||
| align="center" |until ground | | align="center" |until ground | ||
| align="center" |35 | | align="center" |After landing 35 | ||
| align="center" |-17 | | align="center" |-17 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |[Ground hit] Hard knockdown, pursuit property, *1, *2 | ||
| | | | | | ||
|- | |- | ||
Line 542: | Line 586: | ||
| align="center" |2+12 | | align="center" |2+12 | ||
| align="center" |until ground | | align="center" |until ground | ||
| align="center" |36 | | align="center" |After landing 36 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown, cannot hit crouching opponents, *1 | ||
| | | | | | ||
|- | |- | ||
Line 559: | Line 603: | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" |+5 | | align="center" |+5 | ||
| align="center" | | | align="center" |8~17f lower body strike and projectile invincible, 11~17f can pass through opponents | ||
| | | | | | ||
|- | |- | ||
Line 570: | Line 614: | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |5+10 | | align="center" |5 + After landing 10 | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" | | | align="center" |8f~ airborne | ||
| | | | | | ||
|- | |- | ||
Line 582: | Line 626: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |10+11 | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" |34 | | align="center" |34 | ||
Line 590: | Line 634: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 2 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |80 | | align="center" |80 | ||
Line 596: | Line 640: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |18+11 | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" |34 | | align="center" |34 | ||
Line 604: | Line 648: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |140 | | align="center" |140 | ||
Line 629: | Line 673: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
| |Back | | |Back Throw | ||
| align="center" |0.90 | | align="center" |0.90 | ||
| align="center" |120 | | align="center" |120 | ||
Line 643: | Line 687: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 657: | Line 701: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 668: | Line 712: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |71 | | align="center" |Total 71 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |7~52f can cancel into followup | ||
| | | | | | ||
|- | |- | ||
Line 682: | Line 726: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |49 | | align="center" |Total 49 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~35f Armored (2 hits), 7~36f can cancel into followup | ||
| | | | | | ||
|- | |- | ||
Line 696: | Line 740: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |See notes | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |6f~until turn can cancel into followup, turn takes 2f total, (more descriptions of turn behavior) | ||
| | | | | | ||
|- | |- | ||
Line 710: | Line 754: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |See notes | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1f~ until 35f after turn Armored (2-hits), 6f~until turn can cancel into followup, turn takes 2f total, (more descriptions of turn behavior) | ||
| | | | | | ||
|- | |- | ||
Line 724: | Line 768: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |3 | | align="center" |Total 3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Fastest cancel is total 9f (6+3) | ||
| | | | | | ||
|- | |- | ||
Line 738: | Line 782: | ||
| align="center" |6+20 | | align="center" |6+20 | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" |34 | | align="center" |After landing 34 | ||
| align="center" |-16 | | align="center" |-16 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~10f strike and projectile invincible, 8f~ airborne, [ground hit] hard knockdown, [air hit] limited juggle knockdown, pursuit property, *1, *2 | ||
| | | | | | ||
|- | |- | ||
Line 752: | Line 796: | ||
| align="center" |6+20 | | align="center" |6+20 | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" |30 | | align="center" |After landing 30 | ||
| align="center" |-12 | | align="center" |-12 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~9f strike and projectile invincible, 8f~ airborne, [ground hit] hard knockdown, [air hit] limited juggle knockdown, pursuit property, *1, *2 | ||
| | | | | | ||
|- | |- | ||
Line 766: | Line 810: | ||
| align="center" |6+23 | | align="center" |6+23 | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" |2+34 | | align="center" |2 + After landing 34 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~11f strike and projectile invincible, 9f~ airborne, hard knockdown, cannot hit crouching opponents, *1 | ||
| | | | | | ||
|- | |- | ||
Line 780: | Line 824: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |17 | | align="center" |Total 17 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Fastest cancel is 23f (6+17) | ||
| | | | | | ||
|- | |- | ||
Line 797: | Line 841: | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" |+5 | | align="center" |+5 | ||
| align="center" | | | align="center" |12~22f feet strike and projectile invincible, [air hit] limited juggle knockdown | ||
| | | | | | ||
|- | |- | ||
Line 811: | Line 855: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown, cannot hit airborne opponents | ||
| | | | | | ||
|- | |- | ||
Line 822: | Line 866: | ||
| align="center" |6+22 | | align="center" |6+22 | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" |4+16 | | align="center" |4 + After landing 16 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~13f strike invincible, 9f~ airborne, hard knockdown, *1 | ||
| | | | | | ||
|- | |- | ||
Line 836: | Line 880: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |40 | | align="center" |Total 40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~36f airborne, 8~30f can cancel into triangle jump | ||
| | | | | | ||
|- | |- | ||
Line 853: | Line 897: | ||
| align="center" |-17 | | align="center" |-17 | ||
| align="center" |-13 | | align="center" |-13 | ||
| align="center" | | | align="center" |[air hit] limited juggle knockdown, armor break, charge 120f | ||
| | | | | | ||
|- | |- | ||
Line 867: | Line 911: | ||
| align="center" |-17 | | align="center" |-17 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |armor break, charge 210f | ||
| | | | | | ||
|- | |- | ||
Line 881: | Line 925: | ||
| align="center" |-17 | | align="center" |-17 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |armor break, charge 300f | ||
| | | | | | ||
|- | |- | ||
Line 895: | Line 939: | ||
| align="center" |-17 | | align="center" |-17 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |[counter-hit] wall-bounce, armor break, charge 210f | ||
| | | | | | ||
|- | |- | ||
Line 906: | Line 950: | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" |17+11 | | align="center" |17 + After landing 11 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~4f Invincible, 3f~ airborne, hard knockdown, pursuit property, cannot hit grounded opponents, 1st hit cannot be countered, 1st hit goes into animation | ||
| | | | | | ||
|- | |- | ||
Line 920: | Line 964: | ||
| align="center" |9 | | align="center" |9 | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" |20+11 | | align="center" |20 + After landing 11 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~5f Invincible, 4f~ airborne, hard knockdown, pursuit property, cannot hit grounded opponents, 1st hit cannot be countered, 1st hit goes into animation | ||
| | | | | | ||
|- | |- | ||
Line 934: | Line 978: | ||
| align="center" |11 | | align="center" |11 | ||
| align="center" |9 | | align="center" |9 | ||
| align="center" |16+11 | | align="center" |16 + After landing 11 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~7f Invincible, 4f~ airborne, hard knockdown, pursuit property, cannot hit grounded opponents, 1st hit cannot be countered, 1st hit goes into animation | ||
| | | | | | ||
|- | |- | ||
Line 948: | Line 992: | ||
| align="center" |11 | | align="center" |11 | ||
| align="center" |9 | | align="center" |9 | ||
| align="center" |12+ | | align="center" |12 + After landing 10 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~17f Invincible, 4f~ airborne, hard knockdown, pursuit property, cannot hit grounded opponents, 1st hit cannot be countered, 1st hit goes into animation | ||
| | | | | | ||
|- | |- | ||
Line 965: | Line 1,009: | ||
| align="center" |-15 | | align="center" |-15 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~6f Invincible, 53~57f projectile invincible, hard knockdown, pursuit property, 4th hit goes into animation | ||
| | | | | | ||
|- | |- | ||
Line 979: | Line 1,023: | ||
| align="center" |-15 | | align="center" |-15 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~5f Invincible, 55~59f projectile invincible, hard knockdown, pursuit property, 4th hit goes into animation | ||
| | | | | | ||
|- | |- | ||
Line 993: | Line 1,037: | ||
| align="center" |-15 | | align="center" |-15 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~4f Invincible, 57~61f projectile invincible, hard knockdown, pursuit property, 4th hit goes into animation | ||
| | | | | | ||
|- | |- | ||
Line 1,004: | Line 1,048: | ||
| align="center" |0+5 | | align="center" |0+5 | ||
| align="center" |12 | | align="center" |12 | ||
| align="center" |54 | | align="center" |After landing 54 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~10f Invincible, 1f~ airborne, hard knockdown, *1 | ||
| | | | | | ||
|- | |- | ||
Line 1,021: | Line 1,065: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~9f Invincible, hard knockdown | ||
| | | | | | ||
|- | |- | ||
Line 1,052: | Line 1,096: | ||
|} | |} | ||
=====Notes | =====Notes===== | ||
*1: can direct movement left or right | |||
*2: 9f~ until grounded contact is determined by El Fuerte's head, guard advantage is based on standing Ryu | |||
(varies by opponent) | |||
[[Category:Super Street Fighter IV AE]] |
Latest revision as of 02:24, 9 December 2020


El Fuerte
Many fighters in the Street Fighter circuit have odd motivations for why they continue to fight, but perhaps none are more strange than El Fuerte's: to find the ultimate recipe. Because of his profession as a luchador, he is able to compete in Street Fighting and, thus, has been allowed to travel the world to help him find new tastes and recipes. The only problem is that, despite his exposure to the world's finest cuisines, El Fuerte remains a horrid chef! But Fuerte believes otherwise and few have the heart to tell him the truth.
In a nutshell
El Fuerte may be the hardest working character in the Street Fighter IV series. Requiring a large amount of dexterity, Fuerte also requires a level of mind games in being able to continually mix your opponents up over and over again with his armada of Habanero Dash attacks. Fuerte can't do large chunks of damage at a time outside of Ultras and a damaging but difficult combo in his infamous RSF (Run, Stop, Fierce), so defeating opponents will often be a slow process, chipping away at life hit by hit by hit. And then, if your opponent hits you, Fuerte crumbles like a tortilla chip. But if you enjoy using characters that never sit still and are always moving, you may find yourself at home with Fuerte.
Players to Watch
iPeru, Iori
Moves
Unique Attacks







Throws












Special Moves












































Super Combo


Ultra Combos






AE ver. 2012 Changes
Propeller Tortilla
Made strike- and projectile-invincible from start until 13th frame.
Quesadilla Bomb
Made EX version’s counter-hits lead to wall bounce damage. Reduced EX version’s charge time from 390 to 210F. Shortened recovery by 10F when EX version or normal move hits at full charge.
Calamari Slide
Fixed issue whereby using a Heavy Punch→Calamari Slide combo against a crouching Balrog, etc. wasn’t hitting the opponent.
Guacamole Leg Throw
Reduced landing stun from 13F to 10F.
AE Changes
- Far Light Punch and Crouching Light Punch now have a 4 frame start up, but also have additional active frames, making them easier to connect.
- Crouching Light Punch can now be Chain Canceled.
- More recovery on Quacamole Slew (Air Grab) on landing, which includes the EX version, making this easier to punish.
- Tortilla Propeller (Run away, press Hard Punch) lost invincibility, can be countered more easily.
- More startup frames on El Fuerte's Ultra 2 and the damage was also reduced.
The Basics
Combos
Strategy
Matchups
Frame Data
Notes
*1: can direct movement left or right *2: 9f~ until grounded contact is determined by El Fuerte's head, guard advantage is based on standing Ryu (varies by opponent)