A. C. Glass (talk | contribs) No edit summary |
(→Frame Data: Updated to 2012 and notes) |
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Line 197: | Line 197: | ||
| 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 | ||
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|- | |- | ||
Line 214: | Line 214: | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |[Counter-hit] floats opponent | ||
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|- | |- | ||
Line 242: | Line 242: | ||
| align="center" |+2 | | align="center" |+2 | ||
| align="center" |+5 | | align="center" |+5 | ||
| align="center" | | | align="center" |Frame advantage based on 2nd active frame | ||
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|- | |- | ||
Line 295: | Line 295: | ||
| 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 | ||
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|- | |- | ||
Line 340: | Line 340: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" | | | align="center" |Forces stand | ||
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|- | |- | ||
Line 382: | Line 382: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
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|- | |- | ||
Line 564: | Line 564: | ||
| 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 | ||
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|- | |- | ||
Line 575: | Line 575: | ||
| 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 589: | Line 589: | ||
| 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 606: | Line 606: | ||
| 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 | ||
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|- | |- | ||
Line 617: | Line 617: | ||
| 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 | ||
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|- | |- | ||
Line 676: | Line 676: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
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|- | |- | ||
Line 690: | Line 690: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
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|- | |- | ||
Line 704: | Line 704: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown | ||
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|- | |- | ||
Line 715: | Line 715: | ||
| 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 | ||
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|- | |- | ||
Line 729: | Line 729: | ||
| 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 | ||
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|- | |- | ||
Line 743: | Line 743: | ||
| 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) | ||
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|- | |- | ||
Line 757: | Line 757: | ||
| 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) | ||
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|- | |- | ||
Line 771: | Line 771: | ||
| 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) | ||
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|- | |- | ||
Line 785: | Line 785: | ||
| 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 | ||
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|- | |- | ||
Line 799: | Line 799: | ||
| 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 | ||
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|- | |- | ||
Line 813: | Line 813: | ||
| 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 827: | Line 827: | ||
| 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) | ||
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|- | |- | ||
Line 844: | Line 844: | ||
| 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 | ||
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|- | |- | ||
Line 858: | Line 858: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard knockdown, cannot hit airborne opponents | ||
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|- | |- | ||
Line 869: | Line 869: | ||
| 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 | ||
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|- | |- | ||
Line 883: | Line 883: | ||
| 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 | ||
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|- | |- | ||
Line 900: | Line 900: | ||
| 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 | ||
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|- | |- | ||
Line 914: | Line 914: | ||
| align="center" |-17 | | align="center" |-17 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |armor break, charge 210f | ||
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|- | |- | ||
Line 928: | Line 928: | ||
| align="center" |-17 | | align="center" |-17 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |armor break, charge 300f | ||
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|- | |- | ||
Line 942: | Line 942: | ||
| align="center" |-17 | | align="center" |-17 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |[counter-hit] wall-bounce, armor break, charge 210f | ||
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|- | |- | ||
Line 953: | Line 953: | ||
| 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 | ||
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|- | |- | ||
Line 967: | Line 967: | ||
| 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 | ||
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|- | |- | ||
Line 981: | Line 981: | ||
| 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 | ||
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|- | |- | ||
Line 995: | Line 995: | ||
| 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 | ||
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|- | |- | ||
Line 1,012: | Line 1,012: | ||
| 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 | ||
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|- | |- | ||
Line 1,026: | Line 1,026: | ||
| 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 | ||
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|- | |- | ||
Line 1,040: | Line 1,040: | ||
| 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 | ||
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|- | |- | ||
Line 1,051: | Line 1,051: | ||
| 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 | ||
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|- | |- | ||
Line 1,068: | Line 1,068: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~9f Invincible, hard knockdown | ||
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|- | |- | ||
Line 1,100: | Line 1,100: | ||
=====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]] | [[Category: Super Street Fighter IV AE]] |
Revision as of 16:28, 21 November 2012


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 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.
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.
Crouching Light Punch
Made all light version attacks rapid-fire cancelable.
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)