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.
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.
Made strike- and projectile-invincible from start until 13th frame.
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.
Fixed issue whereby using a Heavy Punch→Calamari Slide combo against a crouching Balrog, etc. wasn’t hitting the opponent.
Made all light version attacks rapid-fire cancelable.
Reduced landing stun from 13F to 10F.
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| Block
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| Super Meter
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| Frames
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| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
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Close
| HL
| 30
| 50
| 20
| sp/su
| 4
| 2
| 7
| +2
| +5
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Close
| HL
| 70
| 100
| 40
| sp/su
| 7
| 2
| 11
| +1
| +4
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Close
| HL
| 90
| 150
| 60
| sp/su
| 8
| 2
| 17
| -1
| +3
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Close
| HL
| 30
| 50
| 20
| sp/su
| 5
| 1
| 7
| +3
| +6
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Close
| HL
| 70
| 100
| 40
| -
| 14
| 2
| 5 + After landing 8
| -1
| +2
| 8f~ airborne
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Close
| HL
| 80
| 150
| 60
| sp/su
| 12
| 2
| 16
| 0
| -
| [Counter-hit] floats opponent
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Far
| HL
| 30
| 50
| 20
| sp/su
| 4
| 3
| 6
| +2
| +5
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Far
| HL
| 80
| 100
| 40
| sp/su
| 7
| 3
| 10
| +2
| +5
| Frame advantage based on 2nd active frame
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Far
| HL
| 120
| 200
| 60
| -
| 17
| 2
| 11
| +5
| +9
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Far
| HL
| 30
| 50
| 20
| sp/su
| 5
| 1
| 8
| +2
| +5
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Far
| HL
| 70
| 100
| 40
| sp/su
| 11
| 3
| 15
| -4
| -1
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Far
| 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
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crouch
| HL
| 30
| 50
| 20
| ch/sp/su
| 4
| 3
| 7
| +1
| +4
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crouch
| HL
| 70
| 100
| 40
| sp/su
| 9
| 2
| 12
| 0
| +3
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crouch
| HL
| 100
| 200
| 60
| -
| 8
| 4
| 15
| -1
| +4
| Forces stand
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crouch
| L
| 20
| 50
| 20
| sp/su
| 5
| 2
| 6
| +3
| +6
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crouch
| L
| 70
| 100
| 40
| sp/su
| 6
| 2
| 13
| -1
| +2
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crouch
| L
| 80
| 150
| 60
| -
| 17
| 10
| 9
| -1
| -
| Hard knockdown
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Jump up
| H
| 50
| 50
| 20
| -
| 5
| 8
| -
| -
| -
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Jump up
| H
| 80
| 100
| 40
| -
| 8
| 4
| -
| -
| -
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Jump up
| H
| 100
| 200
| 60
| -
| 9
| 6
| -
| -
| -
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Jump up
| H
| 40
| 50
| 20
| -
| 5
| 9
| -
| -
| -
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Jump up
| H
| 80
| 100
| 40
| -
| 6
| 9
| -
| -
| -
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Jump up
| H
| 100
| 200
| 60
| -
| 7
| 10
| -
| -
| -
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Jump forward
| H
| 50
| 50
| 20
| -
| 5
| 8
| -
| -
| -
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Jump forward
| H
| 80
| 100
| 40
| -
| 8
| 4
| -
| -
| -
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Jump forward
| H
| 100
| 200
| 60
| -
| 9
| 6
| -
| -
| -
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Jump forward
| H
| 40
| 50
| 20
| -
| 5
| 9
| -
| -
| -
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Jump forward
| H
| 80
| 100
| 40
| -
| 6
| 9
| -
| -
| -
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Jump forward
| H
| 100
| 200
| 60
| -
| 7
| 10
| -
| -
| -
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| Triangle Jump
| -
| -
| -
| -
| -
| -
| -
| -
| -
| -
| 4~10f can cancel into followup, 11f~ can put out jump attack, *1
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| 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
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| Fajita Buster (wall Jump)
| 1.91
| 150
| 150
| 20/60
| -
| 2+12
| until ground
| After landing 36
| -
| -
| Hard knockdown, cannot hit crouching opponents, *1
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+
| H
| 50
| 100
| 40
| -
| 16
| 2
| 11
| +1
| +5
| 8~17f lower body strike and projectile invincible, 11~17f can pass through opponents
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| Target Combo 1
| HL
| 70
| 100
| 40
| -
| 14
| 2
| 5 + After landing 10
| -3
| 0
| 8f~ airborne
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| Focus Attack LVL 1
| HL
| 60
| 100
| 20
| -
| 21
| 3
| 34
| -21
| -21
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| Focus attack LVL 2
| HL
| 80
| 150
| 40
| -
| 17+12
| 3
| 34
| -15
| -
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| Focus attack LVL 3
| -
| 140
| 200
| 60
| -
| 65
| 3
| 34
| -
| -
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| Forward Throw
| 0.90
| 120
| 120
| 40
| -
| 3
| 2
| 20
| -
| -
| Hard knockdown
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| Back throw
| 0.90
| 120
| 120
| 40
| -
| 3
| 2
| 20
| -
| -
| Hard knockdown
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| Air Throw
| 1.15
| 140
| 150
| 40
| -
| 3
| 2
| -
| -
| -
| Hard knockdown
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| Habanero Dash Forward
| -
| -
| -
| -
| -
| -
| -
| Total 71
| -
| -
| 7~52f can cancel into followup
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Habanero Dash Forward
| -
| -
| -
| -250/0
| -
| -
| -
| Total 49
| -
| -
| 1~35f Armored (2 hits), 7~36f can cancel into followup
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| Habenero Dash Back
| -
| -
| -
| -
| -
| -
| -
| See notes
| -
| -
| 6f~until turn can cancel into followup, turn takes 2f total, (more descriptions of turn behavior)
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Habanero Dash Back
| -
| -
| -
| -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)
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| Sudden Stop
| -
| -
| -
| 0/0
| -
| -
| -
| Total 3
| -
| -
| Fastest cancel is total 9f (6+3)
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| 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
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| 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
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| 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
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| Back Step
| -
| -
| -
| -
| -
| -
| -
| Total 17
| -
| -
| Fastest cancel is 23f (6+17)
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| 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
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| Calamari Slide
| L
| 100
| 200
| 20/30
| -
| 6+12
| 6
| 24
| -9
| -
| Hard knockdown, cannot hit airborne opponents
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| Propeller Tortilla
| 1.73
| 132
| 150
| 20/60
| -
| 6+22
| 4
| 4 + After landing 16
| -
| -
| 1~13f strike invincible, 9f~ airborne, hard knockdown, *1
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| Picadillo Jump
| -
| -
| -
| -
| -
| -
| -
| Total 40
| -
| -
| 1~36f airborne, 8~30f can cancel into triangle jump
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| Quesadilla Bomb LVL1
| HL
| 50
| 100
| 30/40
| su
| 17
| 11
| 18
| -17
| -13
| [air hit] limited juggle knockdown, armor break, charge 120f
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| Quesadilla Bomb LVL2
| HL
| 100
| 150
| 30/40
| su
| 17
| 11
| 18
| -17
| -
| armor break, charge 210f
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| Quesadilla Bomb LVL3
| HL
| 150
| 200
| 30/40
| su
| 17
| 11
| 18
| -17
| -
| armor break, charge 300f
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Quesadilla Bomb
| HL
| 200
| 300
| -250/0
| su
| 17
| 11
| 18
| -17
| -
| [counter-hit] wall-bounce, armor break, charge 210f
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Guacamole Leg Throw
| -
| 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
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Guacamole Leg Throw
| -
| 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
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Guacamole Leg Throw
| -
| 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
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Guacamole Leg Throw
| -
| 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
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Super Combo
| 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
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Super Combo
| 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
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Super Combo
| 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
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| Ultra Combo 1
| 2.14
| 470
| 0
| 0/0
| -
| 0+5
| 12
| After landing 54
| -
| -
| 1~10f Invincible, 1f~ airborne, hard knockdown, *1
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| Ultra Combo 2
| 1.55
| 450
| 0
| 0/0
| -
| 0+4
| 11
| 65
| -
| -
| 1~9f Invincible, hard knockdown
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| Block
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| Super Meter
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| Frames
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| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
|