Defensive Strategies
Here are some common situations that you will come across with Rog in the game and what tools you have at your disposal to overcome them!
(I am writing all of this from memory as I have been busy and haven’t been to the arcade for a couple of weeks now so the info could be slightly off. I will work on cleaning it up and confirming it over the next few weeks)
Getting Around Fireballs
- jump straight up, FP, then hold f or b in the air (use this when you don’t have any specials charged or to psych out an oppenent waiting for you to TAP or jump in)
- startup invincibility: headbutt, TAP (will pass through fireballs on startup, main advantage is that they can advance Rog forward while maintaining back charge)
- EX rush punch specials (low risk / high reward situation as eating 1 fireball damage can lead to you dishing out out huge damage!)
- ultra / super (even larger risk/reward situation)
TAP
TAP can be done by holding PPP or KKK. Get into the habit of using the KKK version over the PPP version as you maintain the ability to do your rush punches, headbutt and super/ultra.
If you are charging TAP and want to release the charge without without performing the move, just simply jump back and release the KKK or PPP while in the air.
The trick to charge with KKK and still being able to play is to use the area of where your fingers meet your palm to rest on the KKK buttons. Then you can still use the tips of your index, middle and ringer fingers for jab, strong and feirce respectivley.
This will require some dexterity and practice but is well worth the time that you put in.
TAP has invincilibity frames on startup and can pass thru normals as well as fireball. The timing to releasing the PPP (or KKK) is to wait until the fireball is right about to hit Rog.
The longer you charge PPP (or KKK), 2 things will happen: 1) an increase in damage and 2) further distance travelled. I’m not sure of all the charge levels / distances but a quick charge (1-2 sec) will do the same distance as a jab rush punch while a long charge (6-8 sec) will take you the full screen.
Be careful when using TAP to pass thru fireball at full screen or vs characters like chun or guile who have quick fb recovery. Rog is vulnerable to be hit during the forward movement of the TAP. So you might face a case where your opponent will bait out a TAP from you and then hit you out of it.
If they block the TAP …
Depending on the level of TAP, you will be at a certain frame disadvantage. However this does not mean you are not safe. For example if you do a lvl 1 TAP, Rog is at a -2 frame disadvantage. If you did the TAP from close range and finish right beside the opponent (point blank range) then you’ll end up eating a big combo.
However if you did the TAP from its’ max range where the tip of his glove hits the opponent, you will finish at about just inside sweep range at the same -2 disadvantage. However at this range, your opponent will have to use a medium or heavy attack to reach you (LP and LK are too short) and those attacks tend to have 5-7 frames of startup. Therefore you return to neutral state and will be able to block!
Therefore become comfortable with the ranges of all of Rog’s punches to maximize their uses!
You can continue a block string or do a super/ultra if you think your opponent is going to stick out a poke.
Headbutt
Useful for characters who like to follow their projectiles and try to poke you afterward (guile, chun). Remember to charge for the move like this:
charge db, ub + P, (hold db or b when landing)
GOTTA KEEP THAT BACK CHARGE!
EX Specials
Another option is to use one of his EX specials. EX Rush Upper and EX Overhead Punch are ideal as the advantage of landing a hit can lead to a huge combo. However the other EX punches (Rush punch, Low Rush Punch, and the Tornado Punch) are all viable options.
The disadvantages are you will take full damage (recoverable) off the fireball on the 1 hit super armor.
Dealing With Crossups on Wakeup (aka “Meaty” Crossups )
On knockdown,
1 - do a very deep headbutt. i found jab works the best because it goes more upwards than it does forwards.
For example if you did it right, Rog (originally on 1P side) will turn around the other way and smack them with the headbutt (as if he started on 2P side).
If you do the headbutt too early, you stay on the original side, the headbutt whiffs, the opponent lands behind you and you eat a combo/throw/whatever.
2 - or you can not even deal with the cross up by doing a deep TAP. Their jump in will whiff while Rog ends up on the other side of hte screen (say 2 sweep lengths), far away and safe.
Ideal vs. Gief, Honda, Abel… you can avoid playing guessing games for grabs all together. fuck that noise.
**
Dealing With Saving Attack on Wakeup (aka “Meaty” Saving Attacks)**
USE TAP. Unleash TAP when you get up. One of the following will happen:
- they fake you out by dashing forward or back, TAP smacks them regardless
- they hold the FA for too long and the TAP smacks them (glass breaking effect)
- they release the FA the same time you TAP … but the FA whiffs because of the invincibility frames on the TAP and they get SMACKED!
Therefore get into the habit of charging TAP on knockdown!
EDIT: Also, you can just simply backdash on wakeup as well to escape.