Just some answers to questions that I hadn’t gotten around to answering.
In Xism, the TAP gets more invincibility time per level of charge.
The dash straight in Aism is still good against characters that can crouch under it. It’s more of a counter or trade though. The jab version is still his fastest special and can nail many moves on start up or other standing pokes on recovery. Bait folks into hitting a counter to the st. fierce and follow it in with the jab. Although, I would recommend that you use the low jab dash to retaliate whenever you can.
The low dash upper is for moves that usually hit other dashes cleanly, particularly Gief. Since ol skool, Gief is the character I’ll use this most against just because Giefs like to whore the clothesline against Rog. Think of it being similar to Dudley’s ducking upper except that it knocks down.
To keep an opponent in the corner, you must understand the match and Rog’s anti-airs completely. He has a TON. Jab 2in1s, st. strong, cr. fierce, super with kick to start juggle set ups, air throw, jumping jab, st.fierce is always nice to keep them pinned. I usually concentrate on guardcrushing them while paying close attention to anytime they have breathing room that I didn’t give them on purpose. Check the range and know the opponent and mix up your anti-airs. When they jump, be sure to AA them so that they have little hope of trading and, if they do, watch closely to react to them flipping or not flipping after the trade. I think the mentality to guardcrush will help out in keeping your attacks tight and keep you on your toes to react to them trying to escape. Don’t sweat it if they do escape. Just stay on top of them. But hey, it’s best if they need to use their meter to escape:) When mixing up your AAs, be sure to factor in how long you have to AA them. If you have a split second then you need to use the airthrow, st.jab, or a level one super with short(learning to juggle well with this just comes down to paying attention. I’ve juggled 3 level ones many times, so…just letting you know it’s possible). If they are jumping and they somehow get over you as you’re trying to push them back, jab dash out of the way to their otherside. This is great because it puts Rog back at optimum distance while the recovery of the dash gives you enough time to see and react to their retaliation.
Temujin:you suck. Any A3 thread is a good thing at this point. HATER! Using V-Sak and hating? That’s low, heheh.
Xism floating fierce is good because jumping straight up is good. The floating fierce can be used on reaction. I find that reacting with floating back when you can’t attack leads to them attacking and eating a st. fierce or super when you land. Of course, whenever you can float towards them and hit them cleanly is good. Otherwise, it’s also nice as a tick or to make them think you’re ticking and nail em with a counter. You move toward them so the push away effect is kind of negated a bit. Look at it this way; it’s 2 more attack/defense options when jumping straight up. It’s not broken at all but, a nice addition. Floating back against normal AAs is usually a clean hit so…yeah, it’s good to have.
Anti-cross up attacks would be AC:) Also dashing out of the way as stated above. Jump and Airthrow or jab.
For opponents that can crouch under standing fierce, you’ll notice that when opponents whiff certain attacks while crouching, their sprite changes and makes them big enough to be hit on the counter. Not all characters, but you’d be surprised. But usually, in these cases I suggest using whiffed dashes to close the distance and to set up counters or to get close enough to attack them with other buttons(what White Ninja was saying). Cr. RH isn’t so much shorter than st. fierce so, substitute this, when you can, in your guardcrush strings or counters.
Common guardcrush strings would be jabs into cr.fierce(it’s unpunishable) or low RH. Cr.jab x’s 2, cr.strong, st. fierce. Cr.strong x’s 2, st.fierce. TAP, on wake up, into whatever string already mentioned. You’ll want to mix in short dashes and fake them once in a while as well for more guardcrush like: jab x’s2, cr.strong, short dash upper, low strong, st. fierce. Implement the dash when your fierce or RH would counter(because they would be smart to sit still then). Don’t forget to add a grab in their once in awhile after a short dash for me:)
um…when using jab as AA, you have to pay attention if you want to use a dash straight on the 2in1. They have to drop lower and you don’t give them as much time to flip or time for you to attack again if they don’t flip.
Chun Li should rape Rog. Although she has to get ontop of him first. (k, just noticed how I worded that) To win, you have to master her low RH range and dance around it to counter her with sweeps of your own but even better, once you learn to bait her into it, it becomes her biggest liability when you consider how low Rog’s jump is. She’ll be eating most of the damage trying to use that high priority move. Without this, Rog can’t win.
um…that’s all for now:)
Oh! Glass, the jab into final trick…nice. I tried this long ago and noticed that, at many levels against many characters, the TAP will pass them:/ I didn’t find it valuable enough back then to lose my kick buttons over it. HOWEVER, now that crouch cancelling exists, I think it may be very useful. I’m thinking counter hit jumping jab, cc jumping strong, cc walk st.jab-let go of kicks. This could give Rog a really nice midscreen crouch cancel. Too bad I can’t experiment with this. If anyone else wants to, pass what you find onto the rest of us in the thread. If someone finds a great one that works with the final…that’s a 60% comeback off of a jumping jab! In this case, losing the kicks might be worth it. I wish I could test it out:(
Apoc.