Yes, all reversals armor break.
I know this may sound unhelpful, but seriously: it’s all about timing.
2 tips on trial.
-
For headbutt, end with up/back instead of up/forward. This way you keep your back charge. This is also key to Ultra after the Headbutt.
-
difference between link and chain. For link, you need to have a little pause and cannot mash.
hope i didnt mislead anyone.
anyone got tips on how to deal with zangief players. i seem to have the hardest time with them. their lariat always messes me up and whenever i am close enough i get SPD’d.
jump away. j.HP has good range and hits anything they throw at you (green hand).
use dash punch to keep him away. If he lariats you can punish the end of it with dash punch or if you can do ex loop you can ex upper into headbutt for good damage.
You can do EX torpedo punch on lariat but you have to be sure you’re hitting him on his last swing because torpedo i think is a tad slow close and you’ll get hit by the another arm unless it’s at the end.
Mostly i just use dash punches to keep him away from me. Chip away at his life. use c.HP if you need to but mostly headbutt. The problem comes when he gets a small life lead and he semi turtles himself… there are all sorts of posts in the matchup thread about this fight.
use the “search in this thread” option and type zangief
also s.LP has tons of range and hits any incoming non ex greenhand and it’s just got great range and owns gief. Also it hits him stnading and if you are good at it you can link it with the c.HK.
i’ve been trying to incorporate focus canceling into my game. can you give me any tips on doing this, like when it is appropriate and when it is not? thanks.
the key to using SA successfully is to know when your saving hits lv 2 ASAP.
if you can release saving at level 2 at the quickest timing, your anti air game is going to be impossible to break. (ex dsp, c.hp, lp hb, SA2)
for cancelling, its best you cancel your dash straight punches from safe blocked strings. after the cancel, dash forward + throw/c.lp bnb combo/neutral jump combo/. i do it very often to sustain pressure because my rog has lots of bison’s speed elements in it. not only that, but rog will always have meter, so the meter you can potentially build when ur super bar is maxed goes to waste. so i use it to meter dump for safety and variety. dash cancelling an overhead punch is sometimes good to prevent counters (3f srks)
do not dash cancel backwards after LP dash straights. LP dash straights after bnb is very safe, and by dashing backwards you waste a potential opportunity to mixup. blocked c.rh can be dashed cancelled (it has pretty bad recovery) and could potentially save you from situations.
theres more but i have to play to remember
Loosing the plot
I think I am going mad…
I seem to be getting worse not better, I dont confess to be some god, but I could do the typical BnB combos easy enough, but I find myself holding back or failing now whenever I play, and just mashing the C.LP
Doing silly stuff like C.LP, C.LP, C.HK and missing the C.HK and getting myself crossed up.
As much as I know I am going wrong its like ive picked up this silly tactics and they are stuck in my head, I can sit in training mode all day practicing the combos, but the second I fight someone I keep going back to this rubbish.
I think its all the people ive played that would fall for C.HK and me getting stuck in a rut.
Anyway dont know if anyone has any ideas to get back to doing it right, or if I am just in a rut and ill go back to doing it right eventually, but god its annoying when I know exactly what I am doing wrong yet my brain still wants to do the wrong stuff.
Holy shit, you’re right… this describes exactly how I feel. It’s like you know exactly what you have to do but yet, your brain doesn’t really care about what you know, it wants to do its own thing!!!
i played a Gen player today. It seems like whenever he jumps at me, my anti air would always come out too slow. I tried both s.mp and c.hp. Is it just my bad reaction time?
edit: i just looked up some frame data and it seems that Gen stays in the air the shortest out of every character in the game. how to counter this?
can anyone recommend a good boxer to look for on youtube?
What’s the best combo string to pull off Balrog’s super? I just do mP > super, so not very original
Combofeind
gootecks
It’s tricky to antiair gen offline, and impossible online unless you’re psychic, with low fierce. Jump is too fast and his jumpin has a crazy downward hit angle, and crosses you up very easily. I just jump back fierce it, or if you’re charged ex punch it to absorb the kick and hit him. In general you wanna be real aggressive in that fight, he has weak defense both design wise and health wise.
what are some effective block strings for balrog?
i posted some in mind games thread
i have love for gootecks, but aojiru is much more experienced. he beat a sagat in a TRF tourney recently and came a champion (against loads of equally experienced people)
I think one thing i’m learning about balrog which is kind funny…
is that beginner level you need to learn how to do basic things. Throw, Tech throw, sweep, time jumpins, AA, mixups.
mid level you learn things like ex mixups(mindgames) into ultras, FAlvl2 into c.LP strings. hit confirmed combos.
high level you’re basically back at beginner levle where you need to learn SUPERIOR positioning/zoning/pokes to the mid level guys. I mean there is more to it, but it’s kinda like that from what i see. I’m at the mid level trying to maater my pokes, hit confirms, superior block strings.
in my opinion, you’re dead on. i’m learning about securing’s rog’s perfect jump-in distance against various characters. my zoning and pokes are in the bag though. not saying I belong in that ‘high level’, but if anything, i think i got the first two down flawless.
im now trying to play my games keeping at least a 30% life lead consistently in various matches/rounds + make next to no errors that can be capitalised HARD. its harder than you’d imagine