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'''vs Blanka''' | '''vs Blanka''' | ||
Blanka can | Blanka can present problems for Fuerte. His natural strengths fair well against typical Fuerte gameplay. | ||
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. | 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. | At certain ranges, close FP whiffs on crouching Blanka. | ||
Rolling Plancha 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. | |||
==Frame Data== | ==Frame Data== |
Revision as of 18:16, 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 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*/** | |
----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 present problems for Fuerte. His natural strengths fair well against typical Fuerte gameplay.
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.
Rolling Plancha 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.
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 | Abel • Akuma • Balrog • Blanka • C. Viper • Chun-Li • Dhalsim • E. Honda • El Fuerte Guile • Ken • M. Bison • Rufus • Ryu • Sagat • Vega • Zangief | |
---|---|---|
Console characters | Cammy • Dan • Fei Long • Gen • Gouken • Rose • Sakura • Seth |