@mak: The LP headbutt being talked about is part of a mix-up that was posted a few pages back. He means that after doing the LP headbutt, you’ll still have ample time to land and do your meaty jabs.
Ok, so basically you dont need to do a lp heabutt, just that it helps you maintain the db charge. Thanks for the help superlollo and rainscape.
good players wont fall for this, they see it coming a mile away. IMO TAP is a way better alternative before your opponent wakes up because u can
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headbutt as they wakeup if they decide to mash crouching normals or attempt to tech a throw. if your opp. is expecting the headbutt and is blocking you can
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overhead -> lk. headbutt combo
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neutral jump HP wiggle punch into cr.lp tick throw or walk back and bait throw/reversal then cr.mp -> dash straight
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bait for reversal
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go straight into throw if they are blocking and expecting #1 or #2
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safe jump cross up into cr.lp’s but this puts u in the corner.
also i wouldnt recommend trying #1) more than once cuz if opponent is smart he’ll more than likely block ur headbutt… ull be fucked.
rog’s mixup games work best in the corner before ur opponent wakes up after a throw or ultra.
afrolegends should play sfiv, his rog will shit on all of ours if he does.
probably true…maybe he’s waiting for sf4 dash with DeeJay,heheh
I still see so many EX Upper follow ups with C.LP -> C.LK -> Whatever. In a combo string for stun or if your close its ok.
If you are charge buffering and going through pretty much ANY move, you can omit C.LK. Especially on Sim Arms etc. EX Upper -> C.LP -> Headbutt -> Ultra
Also a nice situational mixup is to OH Smash -> L2 FA -> Ultra/whatever you want. It works on Guile and i THINK Gen. probably a few others. Ill only use this if I have meter to burn and dont feel confident with the C.MP link. Doesn’t work on sagat (shitty i know)
Will the FA cancel out the EX overhead? I’ve never tried FADC out of the overhead before. If so, then you have more offensive options.
Yes you can score a crumple by FA’ing the OH.
And more offensive options, Im not too sure. FA counts are 2 attacks for scaling, which is the same as c.lk headbutt or c.lk ex upper etc.
So im sure there are more practical applications but where, who knows.
Off of FA2 I could only get the ultra to juggle. Maybe the advantage is in hitting a FA2 and Dash -> Ultra that connects for all hits? I havnt really tried or know if its possible. We know dash -> ultra works. but im not sure if FA2 -> Dash -> Ultra hits for all hits or juggles.
I didnt mean as far as combos, but say you do the OH and it whiffs, you FADC and crumple them if they try to poke, you can bait shoryu’s, if they try and throw on wakeup you can backdash or you guys said EX Headbutt. If the FA is blocked you can dash in for throws, or dash back. I’m just theorizing here. Not sure the mindgames justify the use of 3 or 4 bars of meter though. I’d almost rather have the Super than make my opponent guess.
Whiff overhead into EX Headbutt WORKS! It definitely works on top players. I know because I play them and I have hit it on them in very clutch situations. Im talking about the very best players and they have fallen for this, the headbutt cross-ups etc. In the end it comes down to a 50/50 pretty much. Am I going to throw or attack. And I usually whiff the overhead and immediately go into throw which will train my opponent to try and react next time and then thats when I hit them. Its a risk but if you are losing you might aswell give it a try.
This forum is very interesting. I really like it very much.
:chat:
so i was playing tonight and i went to do a tap and the guy jumped to i went right under him but right after i did the input for the ultra and i ended up hitting him with the ultra going the other way. i dont know if this is a trick or whatever but i think in that in that situation it might be something to keep in mind
I just recently started using this. It works wonders, like you say. Thanks Keno.
If you are holding a charge and the opponent crosses you up you can do the ultra the other way before they land for a clean hit. You can also do it right as they are hitting the ground but they can block it at this point. When someone crosses you up you pretty much have half a second to execute and ultra or super. Also something I do is when opponents play characters like chun or bison that have a floaty jump, if I see them walk up to me and im holding down back and they try to jump over me, I will wait until they have just passed my body and then while im holding down back I quickly press and hold all three punches. It gives me an EX overhead. So right as they land its an overhead. Not many players expect that. Keep that in mind too! I am off to the Balrog lab AGAIN to see what new goodies I can come up with!
thanks for the info keno and keep up the good work
I guess safe jumping is kind of a trick so I’ll post in this thread.
So Rog’s j.rh would be best for safe jumping? I’ve been practicing that lately and I know that safe jumps lose to shoryukens, but what about for example C. Viper’s knuckle? Today I tried many times against a friend but I seemed to get hit by it almost all of the time. So I was thinking that did I time it right on those few times or did my friend just time his move wrong. I usually time it with ‘c.rh sweep - one step - j.rh’.
kinda like wiff blanka ball > throw, or wiff sumo head torpedo attack > oicho,
Refer to this thread for all safe-jumpable moves in the game. Yes, Vipers moves are all safe-jumpable. J.hk works well for me as a safe jump.
So what’s everyone’s favorite trick with Balrog? For me, I gotta go with OH shenanigans on their wakeup after an neutral throw or whatever.
I usually just stay back and stick to poking, AAing, and whiff punishing to score most of my damage. If I do happen to get a knockdown though, I like mixing up safe jumps, empty jump > throw, empty jump > c. lp / c. mk meaties on wake up.