I have a couple of questions. Figured this would be the best place to put them. I am fairly new to SF.
What is the purpose of mixing in c.lk with the c.lp when you are setting up a combo? Is it just in case you are too slow with connecting the jabs and a c.lk could get through a potential high block? Or does c.lk simply have a longer stun?
I almost always use j.hk for jumpins and j.hp to win in the air. Are there any situations where a different jumping move would be better?
In footsies, I am probably overusing c.hk, because in videoes of good players they tend to use other moves like st. hk/hp too. I think those moves have about the same range, but what benefits are there to using them? Is it just about the minor increase in damage? Is 10-20 extra damage really better than a sweep? I don’t think(but could be wrong) that you can really link it with anything, and I would think getting a sweep on your opponent is better than not getting one if you don’t plan to follow up? Or is it about 1-2 extra recovery frames? Or maybe this a hitbox issue? Like if standing attacks hit opponents throwing out jabs while the sweep doesn’t? A quick test in training seems to show that throwing out st.hk/hp against someone doing jabs gets you hit more often than not though, while sweep is safe, so it’s actually a pretty risky move?
Is st.lk useful at all? It may have terrible range and it can’t combo into headbutt, but it’s the highest damage jab. Any situations it is used in at all?
c. lk has slightly longer range, and can’t be chain cancelled off c. lp (less chance of screwing the combo up by accident). Usually, you just hit confirm with 2 jabs, and if you see that they hit, you do c. lk xx headbutt afterwards.
j. hp has better horizontal reach than j. hk, so it can be a bit better than j. hk when doing a reaction jump-in over an unsafe fireball at the tip of your range.
Rog’s far standing HK beats out a lot of things at the tip of its range, and it’s useful for whiff punishing standing normals. It also does a lot more stun than crouching hk does.
Personally, I don’t use it intentionally… Although I’ve sometimes been able to do c. lp, s. lk xx headbutt by accident.
1.Is there absolute block in this game like 3S? In 3S you could block a wakeup SRK on reaction…even on GGPO. In SF4 I never tried bothering to play wakeup games when the opponents knocked down because I don’t know how the game really work
2.can someone tell me the timing of meatying c. jab on wakeup? is there some visual cue(doing it when they are their knees maybe)
3.also relating to the second question, how do you time/do empty cross-up>cr jab? I can’t seem to implement that in my game
Try setting the training dummy to always jump. Knock the dummy down and try to hit them on wake-up before they go airborne.
This isn’t really a foolproof way of doing it, however. Jumps have 4 frames of vulnerable start up, but it’s a good way to start if you’re having a lot of trouble doing meaties.
EDIT:
There are some easy ways to set it up however:
after untechable KD (cr. HK or low straight): hold up forward and jump. Jab an instant after landing.
after untechable KD, dash in, wait a little bit and jab.
after headbutt combo if opponent quick stands: jump forward, and jab as soon as you land.
after forward throw: immediately dash forward, jump forward, and jab an instant after you land.
EDIT 2:
Note that different characters get up at different speeds, so the set ups I mentioned might not always work in certain matchups, or will require a few timing adjustments.
I didn’t read the entire thread so I’m going to ask a question here.
Recently I have been experimenting with Balrog since he is my new fav character but I can never land the ultra after headbutt with the 360 pad. Is there a trick to it?
I can barely do it on the right side on a PS3 controller, and the 360 one is atrocious. I hit it 47 times out of 50 on joystick. Trust me on this one - I’ve been playing Boxer since the game came out in arcade (Octoberish 2008) both on joystick (at an arcade and my TE) and controller.
Thanks for the help. I have another question that may or may not be a balrog issue. I seem to have serious issues doing 2x jabs into a special. It makes very little sense to me because I can c.lp into headbutt all day long, but as soon as it’s 2x c.lp before the headbutt, the special just won’t go through, even if I try my best to make the last lp into headbutt transit identical to regular c.lp into headbutt. I hope that made sense. I’ve made it work on very rare occasions, but i’ve just tried doing it so many times that I don’t think it’s about practice anymore, but rather about practicing the right way.
Here is what I do, or what I try doing on my stick.
:db::lp::lp::l::ub::hp:
I do the headbutt right after the second jab as if it was one move, which works perfectly when there’s only one jab involved, but somehow fails everytime with more.
Is there anything special to this that I am missing?
when moves are “cancelled” - meaning the first attack’s animation is interrupted with the second attack’s animation.
think of Rufus/Ken’s “target combo” (I call them chain combos) - the moves are interrupted.
does not require precise timing.
link
when moves are done in succession - meaning the first attack’s animation finishes completely, then the second attack’s animation follows right after.
pick Ryu, go into training, and try to get cr.mpx2 to combo. You can’t press the buttons too quickly, because then only one cr.mp will come out. You have to wait until the first punch completely finishes, THEN you do the second cr.mp.
requires more or less precise timing - some links are stricter/ more lenient than others
You can only cancel into a special from a link (unless you’re only doing one normal into a special - eg, cr.lpxxheadbutt). However, what makes this confusing is with Boxer (and other characters), you can cancel AND link cr. lps into each other. Like ndrwpndy said, you’re most likely chaining your jabs.
Try to do cr.lp, cr.lp, cr.lk. If you can do that combo, you have successfully linked from the second cr.lp to the cr. lk (you cannot cancel cr. lp to cr. lk). Once you get that combo down, try cancelling into any special (probably headbutt). If you can do this just fine, then your inputs are clean enough - you’re just not linking those jabs you were talking about earlier.
Thanks! I had heard of the terms but I never paid much attention to them, after looking it up and hitting training it makes perfect sense now and I was able to do longer comboes almost instantly
Yep, the problem was definately that I was doing the c.lp too fast. I’m familiar with linking slower punches together by timing it right, but I didn’t realize that the jabs worked differently and cancelled each other. That’s why it wasn’t working. I was about to go insane here trying to do rogs 5th hard trial and not understanding why the hell it wasn’t going through
Heh isn’t Rog fun? I just linked cr. mk to cr. rh yesterday and I was shocked - didn’t know that worked o_o. Does pretty good damage just for a counterpoke.
Nice Yeah he is a lot of fun. It’s also extremely easy to do his moves compared to someone like Ryu and Chun-Li that I played before, at least when you just got a square gate arcade stick and keep failing massively at half circle motions(don’t get me started on the ultras).
While i’m here asking questions anyway, what exactly is a “level X TAP”? I’ve just assumed TAP is a turn punch, and I first figured levels worked based on how long long you held down the buttons like a focus attack, but holding down the buttons longer or shorter before releasing doesn’t seem to make any difference. What’s up with that?
Are you playing with no sound? Depending on the level the turnpunch is charged to, Boxer says a number from 1-9 or “final”. As you can guess, the number refers to the level of the turnpunch. The longer you hold the buttons down for, the higher the level the turnpunch will be.
Holding for approx 2 sec results in a lv 1 TAP. I don’t know each level’s charge duration, but generally, the longer you charge, the higher the level, the more risky and damaging the turnpunch becomes.
wait im confused about clp clp clk ex rush upper. i heard that you have to link the clp’s for the ex rush upper to come out. but i also heard you have to link clp to clk. can someone clarify this for me.
C.lp --link–> C.lp --mashable–> C.lk --> EX Rush Upper
C.lp --mashable–> C.lp --link–> C.lk --> Ex Rush upper
you get enough frame advantage after c.lp so its ok to press it slowly but not too slow of course . which makes balrog so strong because you can get enough charge to do headbutt after 3 light punch .
The simplest advice I can give you is DON’T MASH. Just get the timing right. My success rate for Rush Upper combos was about 20% when mashing, but when I finally got down the rhythm with just pressing the button at the right time,
it’s now about 80% in actual matchplay.