Super Street Fighter IV AE/El Fuerte

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El Fuerte

SSFIV-ElFuerte Face.jpg

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.png 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

Name
Command
Notes
Shower Kick
F.png + Mk.png
High.png
Wall Jump
(in air, near wall) Uf.png
Target Combo
(far from opponent) Mk.png ---.png Mk.png
First kick can whiff and still be chained

Throws

Name
Command
Notes
Tepache Bomb
F.png or N.png + Lp.png + Lk.png
Throw.png
Chili Mexicano
B.png + Lp.png + Lk.png
Throw.png
Sky Sorpressa Drop
(in air) Lp.png + Lk.png
Airthrow.png

Special Moves

Name
Command
Notes
Habanero Dash
Qcf.png + P.png
Ex.png version gains armor (2 hits); Ex.png
   Sudden Stop
Lp.png
Perform after Habanero Dash
   Tostada Press
Mp.png
Perform after Habanero Dash; Hold F.png or B.png to control distance; High.png
   Fajita Buster
Hp.png
Perform after Habanero Dash; Hold F.png or B.png to control distance; Will miss against crouching opponents; Throw.png
   Back Step
Lk.png
Perform after Habanero Dash
   Gordita Sobat
Mk.png
Perform after Habanero Dash
   Calamari Slide
Hk.png
Perform after Habanero Dash; Low.png
Habanero Back Dash
Qcb.png + P.png
Ex.png version gains armor (2 hits); Ex.png
   Sudden Stop
Lp.png
Perform after Habanero Back Dash
   Tostada Press
Mp.png
Perform after Habanero Back Dash; Hold F.png or B.png to control distance; High.png
   Propeller Tortilla
Hp.png
Perform after Habanero Back Dash; Hold F.png or B.png to control distance; Throw.png
   Picadillo Jump
K.png
Perform after Habanero Back Dash
Quesadilla Bomb
hold K.png and release
The longer button is held (charge) the more damage move will do; Armorbreak.png
Guacamole Leg Throw
Dp.png + K.png
Ex.png
Tostada Press
Mp.png immediately after Wall Jump
Hold F.png or B.png to control distance; High.png
Fajita Buster
Hp.png immediately after Wall Jump
Hold F.png or B.png to control distance; Will miss against crouching opponents; Throw.png

Super Combo

Name
Command
Notes
El Fuerte Dynamite
Qcf.png qcf + K.png

Ultra Combos

Name
Command
Notes
El Fuerte Flying Giga Buster
Qcf.png qcf + 3k.png
Throw.png
El Fuerte Ultra Spark
Qcb.png qcb + 3k.png
Throw.png


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

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 30 50 20 sp/su 4 2 7 +2 +5
Close Strong.gif HL 70 100 40 sp/su 7 2 11 +1 +4
Close Fierce.gif HL 90 150 60 sp/su 8 2 17 -1 +3
Close Short.gif HL 30 50 20 sp/su 5 1 7 +3 +6
Close Forward.gif HL 70 100 40 - 14 2 5 + After landing 8 -1 +2 8f~ airborne
Close Roundhouse.gif HL 80 150 60 sp/su 12 2 16 0 - [Counter-hit] floats opponent
Far Jab.gif HL 30 50 20 sp/su 4 3 6 +2 +5
Far Strong.gif HL 80 100 40 sp/su 7 3 10 +2 +5 Frame advantage based on 2nd active frame
Far Fierce.gif HL 120 200 60 - 17 2 11 +5 +9
Far Short.gif HL 30 50 20 sp/su 5 1 8 +2 +5
Far Forward.gif HL 70 100 40 sp/su 11 3 15 -4 -1
Far Roundhouse.gif HL*H 110*100 200 60 - 19 2(6)3 After landing 12 -5 -1 1f~ airborne, 1st hit cannot hit crouching opponents, 2nd hit cannot hit airborne opponents
Crouch Jab.gif HL 30 50 20 ch/sp/su 4 3 7 +1 +4
Crouch Strong.gif HL 70 100 40 sp/su 9 2 12 0 +3
Crouch Fierce.gif HL 100 200 60 - 8 4 15 -1 +4 Forces stand
Crouch Short.gif L 20 50 20 sp/su 5 2 6 +3 +6
Crouch Forward.gif L 70 100 40 sp/su 6 2 13 -1 +2
Crouch Roundhouse.gif L 80 150 60 - 17 10 9 -1 - Hard knockdown
Jump Up Jab.gif H 50 50 20 - 5 8 - - -
Jump Up Strong.gif H 80 100 40 - 8 4 - - -
Jump Up Fierce.gif H 100 200 60 - 9 6 - - -
Jump Up Short.gif H 40 50 20 - 5 9 - - -
Jump Up Forward.gif H 80 100 40 - 6 9 - - -
Jump Up Roundhouse.gif H 100 200 60 - 7 10 - - -
Jump Forward Jab.gif H 50 50 20 - 5 8 - - -
Jump Forward Strong.gif H 80 100 40 - 8 4 - - -
Jump Forward Fierce.gif H 100 200 60 - 9 6 - - -
Jump Forward Short.gif H 40 50 20 - 5 9 - - -
Jump Forward Forward.gif H 80 100 40 - 6 9 - - -
Jump Forward Roundhouse.gif H 100 200 60 - 7 10 - - -
Triangle Jump - - - - - - - - - - 4~10f can cancel into followup, 11f~ can put out jump attack, *1
Tostada Press (wall Jump) H 100 100 20/30 - 2+12 until ground After landing 35 -17 - [Ground hit] Hard knockdown, pursuit property, *1, *2
Fajita Buster (wall Jump) 1.91 150 150 20/60 - 2+12 until ground After landing 36 - - Hard knockdown, cannot hit crouching opponents, *1
Right.gif+Forward.gif H 50 100 40 - 16 2 11 +1 +5 8~17f lower body strike and projectile invincible, 11~17f can pass through opponents
Target Combo 1 HL 70 100 40 - 14 2 5 + After landing 10 -3 0 8f~ airborne
Focus Attack LVL 1 HL 60 100 20 - 10+11 3 34 -21 -21
Focus Attack LVL 2 HL 80 150 40 - 18+11 3 34 -15 -
Focus Attack LVL 3 - 140 200 60 - 65 3 34 - -
Forward Throw 0.90 120 120 40 - 3 2 20 - - Hard knockdown
Back Throw 0.90 120 120 40 - 3 2 20 - - Hard knockdown
Air Throw 1.15 140 150 40 - 3 2 - - - Hard knockdown
Habanero Dash Forward - - - - - - - Total 71 - - 7~52f can cancel into followup
Habanero Dash Forward EX.gif - - - -250/0 - - - Total 49 - - 1~35f Armored (2 hits), 7~36f can cancel into followup
Habenero Dash Back - - - - - - - See notes - - 6f~until turn can cancel into followup, turn takes 2f total, (more descriptions of turn behavior)
Habanero Dash Back EX.gif - - - -250/0 - - - See notes - - 1f~ until 35f after turn Armored (2-hits), 6f~until turn can cancel into followup, turn takes 2f total, (more descriptions of turn behavior)
Sudden Stop - - - 0/0 - - - Total 3 - - Fastest cancel is total 9f (6+3)
Tostada Press Forward dash H 100 100 20/30 - 6+20 7 After landing 34 -16 - 1~10f strike and projectile invincible, 8f~ airborne, [ground hit] hard knockdown, [air hit] limited juggle knockdown, pursuit property, *1, *2
Tostada Press Back dash H 100 100 20/30 - 6+20 7 After landing 30 -12 - 1~9f strike and projectile invincible, 8f~ airborne, [ground hit] hard knockdown, [air hit] limited juggle knockdown, pursuit property, *1, *2
Fajita Buster Forward dash 1.80 150 150 20/60 - 6+23 6 2 + After landing 34 - - 1~11f strike and projectile invincible, 9f~ airborne, hard knockdown, cannot hit crouching opponents, *1
Back Step - - - - - - - Total 17 - - Fastest cancel is 23f (6+17)
Gordita Sobat HL 80 100 20/30 su 6+14 2 18 +1 +5 12~22f feet strike and projectile invincible, [air hit] limited juggle knockdown
Calamari Slide L 100 200 20/30 - 6+12 6 24 -9 - Hard knockdown, cannot hit airborne opponents
Propeller Tortilla 1.73 132 150 20/60 - 6+22 4 4 + After landing 16 - - 1~13f strike invincible, 9f~ airborne, hard knockdown, *1
Picadillo Jump - - - - - - - Total 40 - - 1~36f airborne, 8~30f can cancel into triangle jump
Quesadilla Bomb LVL1 HL 50 100 30/40 su 17 11 18 -17 -13 [air hit] limited juggle knockdown, armor break, charge 120f
Quesadilla Bomb LVL2 HL 100 150 30/40 su 17 11 18 -17 - armor break, charge 210f
Quesadilla Bomb LVL3 HL 150 200 30/40 su 17 11 18 -17 - armor break, charge 300f
Quesadilla Bomb EX.gif HL 200 300 -250/0 su 17 11 18 -17 - [counter-hit] wall-bounce, armor break, charge 210f
Guacamole Leg Throw Short.gif - 0*120 100 20/0*60 - 7 6 17 + After landing 11 - - 1~4f Invincible, 3f~ airborne, hard knockdown, pursuit property, cannot hit grounded opponents, 1st hit cannot be countered, 1st hit goes into animation
Guacamole Leg Throw Forward.gif - 0*130 100 20/0*60 - 9 6 20 + After landing 11 - - 1~5f Invincible, 4f~ airborne, hard knockdown, pursuit property, cannot hit grounded opponents, 1st hit cannot be countered, 1st hit goes into animation
Guacamole Leg Throw Roundhouse.gif - 0*140 100 20/0*60 - 11 9 16 + After landing 11 - - 1~7f Invincible, 4f~ airborne, hard knockdown, pursuit property, cannot hit grounded opponents, 1st hit cannot be countered, 1st hit goes into animation
Guacamole Leg Throw EX.gif - 0*180 200 -250/0 - 11 9 12 + After landing 10 - - 1~17f Invincible, 4f~ airborne, hard knockdown, pursuit property, cannot hit grounded opponents, 1st hit cannot be countered, 1st hit goes into animation
Super Combo Short.gif HL 35x4*190 0 -1000/0 - 1+3 4(8)5(14)5(13)4 32 -15 - 1~6f Invincible, 53~57f projectile invincible, hard knockdown, pursuit property, 4th hit goes into animation
Super Combo Forward.gif HL 35x4*190 0 -1000/0 - 1+4 5(8)5(14)5(13)4 32 -15 - 1~5f Invincible, 55~59f projectile invincible, hard knockdown, pursuit property, 4th hit goes into animation
Super Combo Roundhouse.gif HL 35x4*190 0 -1000/0 - 1+5 6(8)5(14)5(13)4 32 -15 - 1~4f Invincible, 57~61f projectile invincible, hard knockdown, pursuit property, 4th hit goes into animation
Ultra Combo 1 2.14 470 0 0/0 - 0+5 12 After landing 54 - - 1~10f Invincible, 1f~ airborne, hard knockdown, *1
Ultra Combo 2 1.55 450 0 0/0 - 0+4 11 65 - - 1~9f Invincible, hard knockdown
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit 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)