El Fuerte (SFIV)

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Introduction

Street Fighter's first luchadore's has appeared!

Move Analysis

Normal Moves

close s.LP "Little Chop"

- Fastest normal attack (4 frame).


far s.MP "Big Chop"

- Arguably best "poke".

- Good active frames + hitbox.

- Long-range cancellable move, useful for entering Habanero Dash.


far s.MK "? Kick"

- Long-range cancellable move, useful for entering Habanero Dash.


far s.HK "Dropkick"

- 2 Hits

- 1st hit very position dependant

- 2nd hit is overhead

- Only hits twice on standing opponents?


c.HK "Slide"

- Virtually safe on block (-1 frame adv.)

- Lengthy active hitbox (strong "meaty")


j.FP "Macho Man"

- Very reliable cross-up.


j.HK "The Ass"

- Good close range jump-in

- Can cross-up reliably in corner

- Can cross-up rarely mid-screen

Normal Throws

"Power Bomb" LP+LK


"Vertical Suplex" Back+LP+LK

- Common set up for cross-up j.FP


"Aerial DDT?" LP+LK (in air)

- Air throw.

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 (cannot be blocked low) which can be linked to light attacks, most commonly s.jab.

-Closes small gaps to allow Fuerte to begin close-range mixups

-Can be used to corpse hop after some knockdowns (Picadillo is common).

-Will pass through certain characters in non-knocked down states as well for a quick cross-up. (Crouching Dictator most common).

Focus / Saving Attack

"Focus Attack"

- Among longest range focus attacks.

- Charge animation shrinks hitbox, will completely evade some otherwise unduckable attacks.

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.
----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

** Performed during Habanero Backdash


Most of El Fuerte's special attacks are performed from Habanero Dash, El Fuerte's command run.

ALL moves that can be "aimed", can be aimed in 3 ways through directional input: Back, Neutral, Forward. Aiming affects horizontal trajectory.

Back: Shortest distance possible. Neutral: Normal horizontal travel. Forward: Far horizontal travel.

Tostada Press - Aka Splash, commonly used for quick damage. Looks identical to Fajita Buster. - Can easily be positioned to hit as cross-up

Fajita Buster - Aka SplashGrab, Fake Splash, the natural analouge to Splash mixups. Will ONLY grab standing opponents. - Fairly large grab range

Super Move

El Fuerte Flying Dynamite

QCF, QCF + K

El Fuerte attacks his opponent with a series of flips.

Kick determines super: LK version has the most invincibility. HK version travels farthers.

Common applications include: Ending combos - the super is easily comboable from almost all El Fuerte normals. Recommended as a killing manuever for conservation of meter. "Wake-Up"/Reversal Super - preferable performed with LK (distance dependant), this is El Fuerte's only quick, invincible attack. Note this use is very risky, as it uses a whole meter and is unsafe when blocked.

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).

This move is considered a grab, and as such will totally whiff on airborne and throw-invincible opponents.

Common applications of this move are :

Anti-Air: Must be performed early such that the grab is active during the frames the opponent is landing.

Anti-Fireball: Can be used on reaction to grab most characters in recovery of projectile-tossing animation. Common vs Ryu,Sagat. Harder vs Chun. Not recommended vs Guile.

Punishing: Laggy moves can easily be punished on block.

Common punishes (AFTER BLOCK) for this move:

Blanka FP Horizontal Rolling Attack

E. Honda MP/FP Torpedo


IMPORTANT Though this move is listed in both master guides at 5 frame startup, no recorded instances seem to prove this fact. In practice, the move seems to have ~10 frame start-up. At the very least, only moves that are -10 or more can be punished with this move.

Hopefully this changes

The Basics

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. His speed, high-stun combo, and dramatic post knock-down mixups are his obvious strengths.

Less obvious are El Fuerte's offensive options from defensive positions. Particularly, it is notable that his options from Habanero Backdash typically have less recovery than forward dash counterparts, but hold the same damage potential.

El fuerte's defensive options are comparatively lacking. With no fail-safe invincible reversal options, maintaining momentum 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.

Combos

cl.LP x n, s.LK/f.lp, c.MK

-Basically, as close LPs as distance permits, than a standing LK/far standing LP, either of which links to c.MK


c.LK x n, c.MK

-Nearly identical combo as above, but starts with low attack.


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, and is unsafe onhit (-13). Hence if super is omitted and lvl 1 Q. Bomb is performed, El Fuerte can be hit afterwards in many cases. Make sure your Q Bomb is lvl2/3 if super is omitted.

-Any level Q. Bomb can be easily cancelled to super.

-Combo is generally not worth the high meter-cost with presence of RSF. Not recommended.

[Focus crumple -> Backdash] cl.HK xx HK Guacamole Leg Throw

- The strength of this combo lies in its ability to connect after a virtually safe Backwards Dash cancelled Focus Attack.

  • Works best vs shotos(RY,KE,AK), chars who lean forward

during the late stages of focus crumple*

  • Works worst vs, (AB), other chars who do not lean forward during the late stages of focus crumple*


- El Fuerte must walk forward to connect the cl. RH after a Focus Crumple -> Backdash

- Only standard combo into Guacamole


cl.HK xx Habanero Dash -> Sudden Stop -> LK Guacamole Leg throw

-Verifiable version of above combo. Sacrifices damage.

-Not very useful. Not recommended.


cl.FP xx Habanero Dash -> Caramale Sliding

- Preferred combo on an open opponent for those who cannot link run cancelled fierces.


cl.FP xx Habanero Dash -> Gordita Sobat xx Super

-Super can be buffered from Habanaero Dash input.


(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 (portion in parenthesis). Finish with slide for knockdown.

- 3 Fierces + Slide is common. Moderately difficult. Recommended.

- 6 Fierces + Slide is uncommon. Very difficult.

- 9 Fierces + slide is highly rarely. Exceedingly difficult. Not recommended.

- 9+ Confirmed, but VERY difficult. Western players have confirmed 15 so far.

-- More hits possible on Abel/Seth || Honda/Gief

Strategy

-One hit dizzy. Stun Count/Estimate.

-Safe Tortilla

-Oki options.

-s.Jab pressure

-Meaty slide options

-What else...?

Matchups

vs Akuma Concensus Advantage: Akuma

Tortilla aimed back is a useful counter to far.RH at proper range.

Well ranged Lvl2 Focus will cause 1 hit of f.RH to whiff, as such is a useful counter leading to RSF.

Poorly placed air fireballs are vulnerable to a quick Hab Dash -> Slide. Even if the fireball is not completely cleared, the trade is favorable.

vs Blanka Concensus Advantage: Blanka?

Blanka can present problems for Fuerte. His natural strengths fair well against typical Fuerte gameplay.

To beat wake-up blanka ball with oki Tostada, the the splash must connect somewhat late and hit Blanka's upper backside.

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, and punish it with Tortilla. Naturally, blocked blanka ball can be punished in this situation with run slide.

Picadillo consistently grabs Blanka out of electricity, any strength (barring perhaps opening frames of ex version).

Any blocked HP horizontal rolling attack (blanka ball) can be punished with well timed qcf+p, slide

A blocked horizontal roll can also be punished with ultra. Blankaball can be blocked standing or crouching. Ideally, the motion is input slowly so that fuerte walks forward a step before ultra start-up, then far version of ultra is used.

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. In this match c.fierce is an unreliable anti air : it can be easily countered/baited 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 (EX Elec), Backwards Habanero Dash and then a quick Picadillo to evade a jump-in and grab him as he lands is quite useful. BLOCK when all else fails. Look out for tick throws, and utilize run backwards to reset positioning if overwhelmed whenever possible.

Blankaball can sometimes catch Fuerte's H.Dash run-back attempts. Use Tostada to avoid blankaball on reaction. Wall jump is possible but can still be caught. Situation varies.

vs Zangief Concensus Advantage: El Fuerte - CONCENSUS IS WRONG THIS IS NOT A GOOD FIGHT.

Long and short of this is that Gief has fairly explicit counters to El Fuerte's core special attacks, and each counter generally ends in huge damage and/or stun incurred for El Fuerte.

Q. Bomb is useful in this fight for these reasons: Gief needs meter to punish, (once active) solidly beats any of Gief's ground normal attacks + lariat (not good vs green hands), works as decent anti air.


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 (from Habanero Dash) 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 (from Habanero Backdash) 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 (off wall) 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 (from Habanero Dash) 150 150 6+23 6 2+34 70 - D - - 20/60 1.3 - - - 1~11f (translate), (translate), Throw range 2.95
Fajita Buster (off wall) 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, Charge Time 2 secs
Quesadilla Bomb LVL2 100 150 17 11 18 45 -17 D 20 - 30/40 HL X X O Armor break, Charge Time 3.5 secs
Quesadilla Bomb LVL3 150 200 17 11 18 45 -17 D 20 - 30/40 HL X X O Armor break, Charge Time 5 secs
Quesadilla Bomb EX 200 300 17 11 18 45 -17 D 20 - 0/0 HL X X O Armor break, Charge Time 6.5 secs
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



  • Ultra combo is listed as 5f startup, but all tests yield an actual value of 10f startup.

The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.