im saying st.mp doesnt trade =/
Great post, i am enlightened
i was being serious, i didn’t know about c.fp trade into ultra. lol, i wasn’t giving you a hard time. i was laughing because i was thinking of all the times i could have used it and how im an idiot for not having tried it.
oh LOL
trades that cause you to remain on the ground while opponent flies + given you have back charge you can catch them with ultra using PPKKK.
so a trade in that sense is at largely at your favor, its like how srk trades give ryu/sagat ultra opportunities
If you trade with a headbutt then yeah you can definitely do the ultra but after a crouching fierce punch I never heard of you being able to do that. I just tried and couldnt get it to work.
Thats some sf3:ng shit. You can’t juggle after a crouching fierce period in sf4.
LoL thats exactly what I thought. I have NEVER done that or even heard of anyone doing that. Just making sure I wasn’t slipping in my rog game.
nobody spoke of juggling though. c.hp resets.
everything above is just saying how trade works and if u trade from lp headbutts or c.hp and recover on the ground, then you can juggle with ultra. you wont be as likely to trade from a st.mp compared to a c.hp.
thats all
just lookin for criticism on this mindgame ive been toying with or just to spread it around. for the most part they are for after you knock down but can also be used after his jab > jab > short combo if you have the charge.
j.Neutral Fierce > c.jab > c.jab > c.short > Rush overhead
j.Neutral Fierce > c.jab > c.jab > c.short > c.RH
j.Neutral Fierce > c.jab > c.jab > c.short > dash > throw
Only after they catch on to the mindgame add
j.Neutral a little earlier and do nothing predicting wake up shenanigans.
been doing this the last few gaming sessions and it seems to really be working.
also if this is old news sorry.
I love landing the ultra after the headbutt trades. some of my opponents and friends complain that it is not fair and this and that. I turned around and said “well Sagat can do an ultra if he trades hits with his Tiger Uppercut” which is even more unfair given that the damage output is much higher.
and not to forget Ryu can also ultra on MANY scenarios including jumping mp and light soryu. I saw a few Daigo videos and almost everytime there will be something like a shoryu into a ultra and it hurts bad.
some rog notes:
[LIST]
[] c.lp c.lp c.lk is not a good block string against shotos/giefs that has stuff with 5 frame startups. (SRK/SPD)
[] c.lp c.lp c.mp is better, because c.lp x 2 will push you so far away and c.mp will stuff a button mash attempt on the other side whether its a throw or a jab mash.
[] c.lp st.lp c.hk is a very sweet block string + setup for overhead punches. (c.lp, st.lp, OHP)
[] c.lp c.lp c.lk xx dash straight is a good string + chip for non-shotos. it also allows SADC after the dash punch for throw/c.lp
[] c.lp c.lp c.lk must be inputted via a link if you hit them on the side you didnt initially charge. if you link them slowly, the 3 hits will buffer a headbutt or dash straight definitely (i tried to SADC c.lp and the slow input allows another string to connect)
[] c.mk, c.hk is a 1f link, but it ensures a untechable knockdown from a very safe poke.
[] dash punch usages should be hit confirmed with a c.lp or c.mp. as safe as they are you are vulnerable to fireballs, low pokes, and many shenanigans that leads to you losing life in stupid means.
[] c.lp (c.lp) st.lp c.hk is the best non-charge pressure string which allows you to push your opponent into the wall with no charge.
[] Finding rog’s sweet spot for jump-ins is essential to success. ugly jump-ins will definitely get punished. Also, dont jump when opponent has ultra meter. most of time you’ll regret it.
[]Jump-in of choice is J.HP. stuffs srks at the right range.
[] dont make mashing c.lp a habit against shotos. (trust me)
[] c.lp x 2 can cancel into anything. (dash low smash + dash sweep)
[] Overhead punch isn’t only for smacking crouchers. Use it to go through fireballs, pokes, whatever. it makes them harder to anticipate.
[] TAPs are unsafe outside a level 1. Meaty Lv1 taps can be linked to c.lp.
[] c.mk and st.hk are great pokes at max range.
[] st.hp is best used against jab/short mashing crouchers at max range. shuts them up good.
[] walking forward is more intimidating than dashes or a charging rog.
[] rog’s strengths is not connecting ultra, but his up down mixups. refrain from wanting to use ultra in dire straits because you believe thats the only way to win. (i.e a stupid ultra attempt to HOPE that you catch them doing something stupid is more silly than actually scoring a knockdown then do overhead punch on wake up)
[] while exRU is fun to connect and satisfying as hell if you unloaded a combo video in a live match, if you lose the match you’re still a loser.
[] ex dash straight is a BEASTLY AA.
[] relying on headbutt to pass through fireballs isnt always the best idea. neutral jump + SA absorbs often puts you in a better situation than being susceptible for the other guy to catch you on your recovery.
[] a patient rog is more beast than a reckless one.
[/LIST]
it always seems that a shoto can shoryu after 3 c+lp before the next link
because the transition c.lp to c.lk has a -3 frame hole.
c.mp doesnt startup that quickly. so you’d block. but if you do c.lk, they actually hit that c.lk.
Some Rog v. Rog strats to cope with some of the problems I’ve been having as of late. Dash swing blow cannot combo into c.lk or c.mp on a crouching Rog, standing it’s fine. Since most DSB’s will connect on a crouching Rog the best option is c.RH. It knocks them down and allows for mix-ups.
With that in mind, doing s.RH after DSB allows for some interesting options as well. It has better frames on block (not that you should expect to 'eff up though), does more damage/stun, and is very confusing to the other Rog upon hit. What you are looking for is the hit. This gives you a mental advantage over the opponent, because most Rogs will already have accepted the fact they will be knocked down after DSB, or expect for the player to flub the combo and continue to block…
Here are some strings to give you an idea of the potential
*DSB > s.RH > EX DSB (connect) > c.RH
*DSB > s.RH > EX Dashing Low
*DSB > s.RH > Dash throw
*DSB > s.RH > EX Rush Upper (whiff) > Throw
*DSB > s.RH > EX Rush Upper (opponent AA’d from jumping away in fear of further mix-ups)
*DSB > s.RH > jump-in whatever…
Reset the mix-up with another s.RH
*DSB > s.RH > EX DSB (connect) > s.RH > Dash Throw
You guys get the idea.
Against other characters this is not nearly as viable, combo’ing into headbutt is much more valuable. However, against characters where your only option is to c.RH, this can expand your damage potential.
Can’t people expect a c.RH and just hold up-forward, getting them a free combo/mix-up? I’ve had that happen dozens of times in Rog v Rog matches. Then again I was using c.jab which doesn’t combo into c.RH. However, wouldn’t this also be a problem for the st.lp if you flub the link into c.RH? I was pretty sure it didn’t catch people in their initial jump frames. I probably blow.
oh dude, the reason you use st.lp (far) is because thats the only form of jab that has a +8 on hit advantage. if you’re good with that link, the far jab to c.rh is often far enough for you to NEVER be punished on block. i only do c.rh if i have a far standing jab on block or hit. otherwise i do c.lp c.lp c.mk to stuff a start up, or c.lp c.lp c.mp xx dash straight for a counter hit in both cases.
if you can anticpate a dash straight coming, instead of using SA, do a EXOH. c.mp and c.lk would work in that respect (as ive said recently i dont use overheads just to smack crouchers) smacking crouchers just makes it obvious something like that is coming.
whether u make the link or not, the c.rh is safe at that distance following a far st.lp. thats why its good. if you link it, great. if you dont, you still have a safe string and puts you in a safe position for a safe jump (serious)
where is this 3 frame hole…?
c.lp is +4 on block
c.lk is a 4 frame move
Of course theres a hole in that string. thats what mashing srks do. they smack you 1f before your c.lk comes out.
i can whoop my regular comp. (online and offline) with my ryu, but honestly i don’t like playing ryu that much. i’ll play against these same people with boxer and i just
get destroyed. i checked out some of this and tried it out and it worked pretty well in comparison to how i usually do. i still gotta try the ex dash straight as an aa though.
my biggest problem with boxer is my defense. with ryu i can get out of sticky situations with a dp, and even if i trade it works out in my favor. boxer is a lot more limited in this respect though. it’s mostly my fault. damn i suck.
edit: also, what the hell should i be doing on wake-ups after i knock the opponent down? that’s probably the single weakest part of my game.