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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. | 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. | ||
Shower Kick 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=== | ===Matchup Videos=== |
Revision as of 10:44, 24 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
Shower Kick 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, will only grab 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. After performing the Ultra input, holding a direction until just before El Fuerte leaves the ground affects the trajectory and distance travelled:
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.
Shower Kick 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
Frames | Frames | Frames of | Frames of | Super Meter | Block | Cancel | Ability | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | HL | Chain | Special | Super | Notes |
Close LP | 30 | 50 | 4 | 2 | 7 | 12 | +2 | +5 | 10 | 13 | 20 | HL | X | O | O | - |
Close MP | 70 | 100 | 7 | 2 | 11 | 19 | +1 | +4 | 13 | 16 | 40 | HL | X | O | O | - |
Close HP | 90 | 200 | 8 | 2 | 17 | 26 | -1 | +3 | 17 | 21 | 60 | HL | X | O | O | - |
Close LK | 30 | 50 | 5 | 1 | 7 | 12 | +3 | +6 | 10 | 13 | 20 | HL | X | O | O | - |
Close MK | 70 | 100 | 14 | 2 | 5+?? | 28 | -1 | +2 | 13 | 16 | 40 | HL | X | X | X | 8~15f low body invincibility |
Close HK | 80 | 150 | 12 | 2 | 16 | 29 | 0 | D | 17 | - | 60 | HL | X | O | O | - |
Far LP | 20 | 50 | 5 | 2 | 6 | 12 | +3 | +6 | 10 | 13 | 20 | HL | X | O | O | - |
Far MP | 80 | 100 | 7 | 3 | 10 | 19 | +2 | +5 | 13 | 16 | 40 | HL | X | O | O | (translate) |
Far HP | 120 | 200 | 17 | 2 | 11 | 29 | +5 | +9 | 17 | 21 | 60 | HL | X | X | X | - |
Far LK | 30 | 50 | 5 | 1 | 8 | 13 | +2 | +5 | 10 | 13 | 20 | HL | X | O | O | - |
Far MK | 70 | 100 | 11 | 3 | 15 | 28 | -4 | -1 | 13 | 16 | 40 | HL | X | O | O | - |
Far HK | 110[100] | 200[200] | 19 | 2(6)3 | 12 | 41 | -5 | -1 | 17 | 21 | 60 | HL*H | X | X | X | 2nd hit mid attack |
crouch LP | 30 | 50 | 5 | 2 | 7 | 13 | +2 | +5 | 10 | 13 | 20 | HL | X | O | O | - |
crouchMP | 70 | 100 | 9 | 2 | 12 | 22 | 0 | +3 | 13 | 16 | 40 | HL | X | O | O | - |
crouch HP | 100 | 200 | 8 | 4 | 15 | 26 | -1 | +4 | 17 | 22 | 60 | HL | X | X | X | Forces stand |
crouch LK | 20 | 50 | 5 | 2 | 6 | 12 | +3 | +6 | 10 | 13 | 20 | L | X | O | O | Low attack |
crouch MK | 70 | 100 | 6 | 2 | 13 | 20 | -1 | +2 | 13 | 16 | 40 | L | X | O | O | Low attack |
crouch HK | 80 | 150 | 17 | 10 | 9 | 35 | -1 | D | 17 | - | 60 | L | X | X | X | Low attack, cannot fast recover |
Jump up LP | 50 | 50 | 5 | 8 | - | - | - | - | 8 | 11 | 20 | H | - | - | - | - |
Jump up MP | 80 | 100 | 8 | 4 | - | - | - | - | 11 | 15 | 40 | H | - | - | - | - |
Jump up HP | 100 | 200 | 9 | 6 | - | - | - | - | 15 | 18 | 60 | H | - | - | - | - |
Jump up LK | 50 | 50 | 5 | 9 | - | - | - | - | 8 | 11 | 20 | H | - | - | - | - |
Jump up MK | 80 | 100 | 6 | 9 | - | - | - | - | 11 | 15 | 40 | H | - | - | - | - |
Jump up HK | 100 | 200 | 7 | 10 | - | - | - | - | 15 | 18 | 60 | H | - | - | - | - |
Jump forward LP | 50 | 50 | 5 | 8 | - | - | - | - | 8 | 11 | 20 | H | - | - | - | - |
Jump forward MP | 80 | 100 | 8 | 4 | - | - | - | - | 11 | 15 | 40 | H | - | - | - | - |
Jump forward HP | 100 | 200 | 9 | 6 | - | - | - | - | 15 | 18 | 60 | H | - | - | - | - |
Jump forward LK | 40 | 50 | 5 | 9 | - | - | - | - | 8 | 11 | 20 | H | - | - | - | - |
Jump forward MK | 80 | 100 | 6 | 9 | - | - | - | - | 11 | 15 | 40 | H | - | - | - | - |
Jump forward HK | 100 | 200 | 7 | 10 | - | - | - | - | 15 | 18 | 60 | H | - | - | - | - |
Triangle Jump | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | (translate) |
F+MK | 50 | 100 | 16 | 2 | 11 | 28 | +1 | +5 | 13 | 17 | 40 | H | X | X | X | Mid attack |
Target Combo 1 | 70 | 100 | 18 | 2 | 5+10 | 34 | -3 | 0 | 13 | 16 | 40 | HL | X | X | X | - |
Focus Attack LVL 1 | 60 | 100 | 21 | 3 | 34 | 57 | -21 | -21 | 15 | 15 | 20 | HL | - | - | - | - |
Focus attack LVL 2 | 80 | 150 | 18+11 | 3 | 34 | 65 | -15 | D | 21 | - | 40 | HL | - | - | - | - |
Focus attack LVL 3 | 140 | 200 | 65 | 3 | 34 | 101 | - | D | - | - | 60 | - | - | - | - | - |
Forward Throw | 120 | 120 | 3 | 2 | 20 | 24 | - | D | - | - | 40 | 0.9 | - | - | - | Throw range 0.9 |
Back throw | 120 | 120 | 3 | 2 | 20 | 24 | - | D | - | - | 40 | 0.9 | - | - | - | Throw range 0.9 |
Air Throw | 140 | 150 | 3 | 2 | - | - | - | D | - | - | 40 | 1.15 | - | - | - | Throw range 1.15 |
Habanero Dash F | - | - | - | - | 71 | 71 | - | - | - | 24 | 0/0 | - | - | - | - | - |
Habanero Dash F EX | - | - | - | - | 49 | 49 | - | - | - | - | 0/0 | - | - | - | - | (translate) |
Habenero Dash B | - | - | - | - | ??? | - | - | - | - | - | 0/0 | - | - | - | - | - |
Habanero Dash B EX | - | - | - | - | ??? | - | - | - | - | - | 0/0 | - | - | - | - | (translate) |
Sudden Stop | - | - | - | - | 3 | 9 | - | - | - | - | 0/0 | - | - | - | - | (translate) |
Tostada Press ??? | 100 | 100 | 6+20 | 7 | 34 | 66 | -16 | D | 20 | - | 20/30 | H | X | X | X | 1~10f (translate), Pursuit property, Mid attack, Cannot fast recover, (translate), (translate) |
Tostada Press ??? | 100 | 100 | 6+20 | 7 | 30 | 62 | -12 | D | 20 | - | 20/30 | H | X | X | X | 1~9f (translate), Pursuit property, Mid attack, Cannot fast recover, (translate), (translate) |
Tostada Press ??? | 100 | 100 | 2+12 | ??? | 35 | - | -17 | D | 20 | - | 20/30 | H | X | X | X | Pursuit property, Mid attack, Cannot fast recover, (translate), (translate) |
Fajita Buster ??? | 150 | 150 | 6+23 | 6 | 2+34 | 70 | - | D | - | - | 20/60 | 1.3 | - | - | - | 1~11f (translate), (translate), Throw range 2.95 |
Fajita Buster ??? | 150 | 150 | 2+12 | ??? | 36 | - | - | D | - | - | 20/60 | 1.3 | - | - | - | (translate), Throw range 4.85 |
Back Step | - | - | - | - | 17 | 23 | - | - | - | - | 0/0 | - | - | - | - | (translate) |
Gordita Sobat | 80 | 100 | 6+15 | 2 | 18 | 40 | +1 | +5 | 20 | 24 | 20/30 | HL | X | X | O | |
Caramale Sliding | 100 | 200 | 6+12 | 6 | 24 | 47 | -9 | - | 20 | 24 | 20/30 | L | X | X | X | Low attack, cannot fast recover |
Propeller Tortilla | 150 | 150 | 6+22 | 5 | 3+16 | 51 | - | - | - | - | 20/60 | 1.3 | - | - | - | 1~13f (translate), (translate), Throw range 2.65 |
Picadillo Jump | - | - | - | - | 40 | 40 | - | - | - | - | 0/0 | - | - | - | - | - |
Quesadilla Bomb LVL1 | 50 | 100 | 17 | 11 | 18 | 45 | -17 | -13 | 20 | 24 | 30/40 | HL | X | X | O | Armor break, (translate) 2 |
Quesadilla Bomb LVL2 | 100 | 150 | 17 | 11 | 18 | 45 | -17 | D | 20 | - | 30/40 | HL | X | X | O | Armor break, (translate) 3.5 |
Quesadilla Bomb LVL3 | 150 | 200 | 17 | 11 | 18 | 45 | -17 | D | 20 | - | 30/40 | HL | X | X | O | Armor break, (translate) 5 |
Quesadilla Bomb EX | 200 | 300 | 17 | 11 | 18 | 45 | -17 | D | 20 | - | 0/0 | HL | X | X | O | Armor break, (translate) 6.5 |
Guacamole Leg Throw LK | 0*100 | 100 | 7 | 6 | 17+8 | 37 | - | D | - | - | 20/0*60 | - | - | - | - | 1~4f invincible, Pursuit property |
Guacamole Leg Throw MK | 0*110 | 100 | 9 | 6 | 20+8 | 42 | - | D | - | - | 20/0*60 | - | - | - | - | 1~5f invincible, Pursuit property |
Guacamole Leg Throw HK | 0*120 | 100 | 11 | 9 | 16+8 | 43 | - | D | - | - | 20/0*60 | - | - | - | - | 1~7f invincible, Pursuit property |
Guacamole Leg Throw EX | 0*160 | 200 | 11 | 9 | 12+8 | 39 | - | D | - | - | 0/0 | - | - | - | - | 1~17f invincible, Pursuit property |
Super Combo LK | 35x4*190 | 0 | 1+3 | 4(8)5(14)5(13)4 | 32 | 88 | -15 | D | - | - | 0/0 | HL | - | - | - | 1~7f invincible, 53~57f (translate), Pursuit property |
Super Combo MK | 35x4*190 | 0 | 1+4 | 5(8)5(14)5(13)4 | 32 | 89 | -15 | D | 20 | - | 0/0 | HL | - | - | - | 1~6f invincible, 55~59f (translate), Pursuit property |
Super Combo HK | 35x4*190 | 0 | 1+5 | 6(8)5(14)5(13)4 | 32 | 90 | -15 | D | 20 | - | 0/0 | HL | - | - | - | 1~5f invincible, 57~61f (translate), Pursuit property |
Ultra Combo | 518 | 0 | 1+4 | 12 | 54 | 70 | - | D | - | - | 0/0 | 1.8 | - | - | - | 1~10f invincible, (translate), Throw range 3.6 |
Frames | Frames | Frames of | Frames of | Super Meter | Block | Cancel | Ability | |||||||||
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | HL | Chain | Special | Super | Notes |