Tierlisting: 5-5
Personal Matchup Level: 4/10
Abel can do quick and easy damage while Fuerte has to work for it. It all depends on the flow of the match for who will have the upper hand. Usually it will be in Abel's favor until Fuerte gets the knockdown. It becomes troublesome for Abel to get out but should it be the other way around, Fuerte is screwed.
General Strategy
3/4 to Full Screen -
At this distance, neither player can do anything to the other. You can gain meter easily cause he has no way of punishing you...but vice versa as well. He can use Falling Sky or Tornado Throw to gain meter and you can't do anything to punish it. The problem is that Falling Sky and Tornado Throw gains meter much faster than LK Guac and you don't want Abel to have meter. Should the Abel player do a random HK Marseilles Roll (easy to see coming), you can sweep (delay it for a second), U1 or U2. The other versions are safe. If he does an HK Wheel Kick, he's a doofus. You can do Tortilla, Tostada (make sure to use the invincibility frames), U1 or U2. The other versions are safe.
Mid Screen/Poking Distance -
It gets a little dangerous for Fuerte at this point cause Fuerte has no footsies to fight Abel with. Most Abel players will be poking you with st.LK or looking for his Forward Kick>Dash (which will put Fuerte in a very bad position). It's not too bad but look for ways to get back from this distance. You might need to use EX for his Hab Dash to get out. Fuerte's only poke to use really is his st. MP at this distance...make sure to empty cancel the st. MP.
Close Distance -
GET OUT!!! This is a bad place for Fuerte. Abel will eat him alive. He has a mean mix up game and this is where it all happens. His Tornado Throw does massive damage and is easy to use. He can lock Fuerte down with most of his normals which knock Fuerte out of his horrible backdash. OS Tech doesn't really help much against Abel. GET OUT!!! EX Hab Dash or Ex Guac to safety. That's basically it.
Ultra of Choice
Ultra 2: El Fuerte Ultra Spark
Abel is a very grounded opponent. Very rarely will you see an Abel player jump unless it's on your wake up. For this case, Ultra 2 is preferred because it is easier to grab him out of his blocked/whiffed Change of Direction and it is quicker than Ultra 1 to grab him out of his Marseilles Roll. Plus, if the Abel player chooses Ultra 2 and tries to go for shenanigans, this beats it out cleanly every time.