Okay after spending all day in training mode I managed to tag the cpu every time with the cr.hp. I’ll move onto the hit confirming training now. My general plan is to do everything listed here haha. Thanks for all the good tips.
Try doing it online. Lots of people jump in all the time and never learn their lesson - a slight step above doing it in training
i have the worst reaction time ill train for a few hours go online and get smashed in 40 seconds is there like some hyperbolic time chamber(dbz) for learning boxer
People learn at different rates. You just have to keep playing.
There’s no substitution for experience. Try to find people to play with in your area and just play play play.
Hi guys. I just recently started to pick up Boxer…
However i suck with charge characters. I read some pages of the thread and I’ve got some of the boxer basics down, like utilizing his max range of his standing Fierce and RH. I however for the life of me, cannot ultra after the headbutt. Idk Y.
Anyone willing to help me improve my boxer via some psn matches?
The help would be greatly appreciated. I want to have a chance when I start going to tournies next year.
Are you somewhat new to SF4? If not, I’m going to go out on a limb and guess you didn’t play a charge character.
An extremely useful (and vital) thing to do is hold downback, so you’re not only charging down, but you’re also charging back, thus being able to either headbutt if the opponent jumps, or dash punch… whenever really.
So when you headbutt into ultra, you are in downback charge. You do the headbutt by moving the stick to upback, so you’re still charging back. Wait a moment, then ultra.
On another note about ultra, when you actually hit it, you gotta juggle the opponent. If you hit kick during your ultra, instead of those straight punches, you uppercut. To juggle your opponent, the first hit you hold kick, the second you release, then you hold kick for the rest.
I’m pretty sure that method gives the most damage for the juggle ultra. Correct me if I’m wrong.
I picked up Rog yesterday after having such a hard time against him. So I figure, I might as well learn him to help me, but I ended up really liking him. My main was Rufus/Abel, but after 2 days of using Boxer, ive been doing pretty good. My question is, which of his dash punches are useful?
I only do overhead punch to do the ultra string after, low ex dash against fireballs, and sometimes I do a jab straight dash to gain space. But are there any uses besides those three? Ive been winning simply with his 2x cr.lp-cr.lk-headbutt-ultra and his monster footsies. If I can learn some dash stuff I dont know yet, it would be great.
Also, I remember someone doing this ex upperdash-cr.lp-ex upperdash-cr.lp-ex upperdash-cr.lp-ex upperdash-cr.lp, until he ran out of ex. I think I was abel, but does this work against most characters or only some?
Against fireballs, you can use any EX dash punch, so I’d suggest not using the low dash. It doesn’t do as much damage as the other dash punches (besides the overhead which does the least amount of damage).
To get by fireballs with EX dashs, use the EX upper dash. It can link into a headbutt combo into ultra (i’d advise against, it just doesn’t do a lot of damage), or into the combo you posted at the end.
The only time that wouldn’t work (i havn’t tested, but just using my knowledge of the upper dash in general) is when you’re up close and Sagat throws a low tiger shot. Then it might whiff, cause he’s crouching.
asr10 user
You want to use all of Rog’s dash punches. They’re all useful in various situations. They all have their place.
Dash Straight: This is his most commonly used dash punch outside of combos. The jab version is his fastest dash punch. A lot of people throw out the jab straight as a “poke” since it’s so fast, has solid range, and if done from a moderate distance, is fairly safe. It’s -3 on block, but if you hit with the end of your glove, you’ll be outside the range of a lot of moves that could otherwise punish you. The strong and fierce versions are mainly reserved for punishes and combos.
Dash Low Straight: The low straight is not a dash punch you see terribly often. It’s primary use is mix ups, tossed in at various points to catch your opponent off guard for a knockdown. It’s glaring drawback is that even it’s fastest version, EX, is -4 on block. Most characters have a 3-4 frame normal that they can use to start a combo, which means that if your ex low straight is blocked, you’re probably going to eat a combo. That, along with the fact that you can’t combo with it, and that Rog has other much more useful rush punches that could use the meter, make ex low straights very very risky. It’s next fastest version is jab, which is -8 on block. Low Straights are a solid knockdown option, but you want to use them sparingly.
Dash Swing Blow: You see this one used a lot in mediocre level play. DSBs are Rogs slowest dash punches by a wide margin. And the animation he goes through when he does them is very easy to spot. Against a solid opponent, if you just throw out a DSB, even an EX one, odds are you’re going to lose some life. At best, they’ll block high, take some chip damage, then punish you. At worst, they’ll counter your DSB before it hits with an armor break move, a fast multi-hit move into a combo, an ultra, or just reset with a throw. Yes, you can be thrown right out of a DSB (all dash punches, actually). In fact, since DSBs are so insanely slow, it is VERY easy to throw someone out of them. They have their place though and can be very useful. Generally speaking, you want to reserve them for the occasional mix up, but primarily for resets. Say you launch into an ex.upper loop (the likes of which you mentioned above). Normally because of damage scaling, by the second and third loop you’ll actually be doing less damage than if you were to have just ended after the first loop with a headbutt. But if you were to replace the second or third loop with a DSB, it will drop the combo and reset the scaler. It’s a risk though. You do become vulnerable because you dropped the combo, but you’re banking on your opponent not being ready to take advantage of the brief break. Sometimes it will work and you’ll score big damage, sometimes it won’t and you’ll get a reversal in your face.
Dash Low Smash: The smash is your primary armor break dash punch. You may or may not have noticed by now, but Rog has a weakness to Focus Attacks. Many players will bait dash punches with an FA to try and score counter crumples (or just straight L2/L3 crumples) for free combos. It works. A lot. That’s where the smash comes in. It’s not the fastest dash punch around, nor is it the most versatile (extremely limited combo ability; ie, corner ultra juggle being pretty much the most you can hope for with it), but if you’re playing someone that is Focusing the hell out of you, the smash will turn things around. It’s great for getting opponents into a corner.
Dash Upper: Ah, the upper. The short, forward, and roundhouse versions have very limited usefulness. They can be used as long range anti air, but that’s always a risk. The version that really shines is the EX. The ex upper is the most commonly used dash punch inside combos. This is because you get +4 on hit, which means you can link cr.jab and cr.short after landing it. Beyond DSBs that are incredibly unsafe (which are +10 on hit), the +4 you get from an ex upper is the most frame advantage you can get from any of Rog’s other specials. It is his defining combo special. You will want to learn to love the ex upper. All things are possible with the ex upper. Praise be unto the ex upper.
Now, as far as your question about that ex.upper loop at the end of your post. Well, what you have listed there is completely impractical. As I mentioned above, because of the damage scaler the sfiv engine uses, you actually end up doing less damage if you do two to three standard ex.upper loops. And generally only barely break even if you do four. Depending on how you combo into the loop, you will generally not want to do more than two. Also, unless you are certain that it’s going to win you the round, you never ever want to end an ex.upper loop with an ultra. Cr.jab, cr.short, hb, ultra will do more damage than cr.jab, cr.short, ex.upper, cr.jab, cr.short, hb, ultra. Easy rule of thumb; if you have ultra, don’t do an ex.upper loop. If you have meter but not an ultra, do ex.upper loops. Granted, there are a few instances where you might consider mixing ex.uppers and ultras, but in general, you want to keep them separate.
cr.jab, cr.short, ex.upper, cr.jab, cr.short, ex.upper, cr.jab, cr.short, ex.upper, cr.jab, cr.short, ex.upper, cr.jab, cr.short, hb, ultra is not something you ever want to see in a serious match (unless of course you know you’re going to win with it). That’s what a lot of people call the “Impress A Noob” combo. It may look awesome, but it is completely impractical and a total waste of both meters.
You’re new to Rog. I suggest you pour over the matchup, combo, tips and tricks, etc, posts. There is a wealth of information in this forum (including everything I just went over in much more detail) in those posts.
DutyCalls: I’m not new to SF4 or fighting games in general. I just never bothered to play charge characters before(except for A.C. in Kof or Urien in 3S)
Using a pad: I’m not used to charge characters at all really. It was only after seeing how beastly Rog is in SSF2THDR that I decided I’ll use him as secondary, to my Ryu.
I’ve trained myself in the art of qcf motions and all that. It’s the little tricks like charge-partitioning and all that I’m having trouble with.
But anyway, i can supercancel from Rog’s TAP or Dash Straight quite easily. I just don’t know what I’m doing wrong when it comes to the headbutt into ultra combo.
Make sure you do the bhb going from db to ub, then do the ultra as balrogs feet touch the ground again, not earlier (the falling opponent should be around head- to chest-height if you don’t rush it). When I started out with rog I had the habit of always holding ub until he landed instead of going back to db after the bhb, didn’t help either.
Easiest way imo: :db::ub:+:hp::db:, stay in :db: while waiting for rog to land, :r::l::r::3p:
Of course you can stay in ub if that’s easier for you but then there’s more room for error, I found.
Make a conscious effort to hold back for the beginning parts. I know you probably know that you have to hold d/b, then to u/b+P, f, b, f+3p - but literally make a conscious effort to hold back the whole time. Think about how you’re holding the stick and ensure you’re holding back. The rest comes out pretty easily.
When I first learned headbutt to Ultra (in the arcade, no less), it took me about 5 tries to successfully perform it. You just have to make a conscious effort to hold **back.
**
Not necessarily true - at proper range, a lk upper will ALWAYS beat a Zangief lariat/quick lariat, provided the L/qL is already active.
shiryu22
So you’re saying a specific version of a dash vs a specific move from a specific character at a specific range during a specific time isn’t necessarily a limited use. Permit me to disagree, buddy.
Besides, short.upper is a huge gamble vs Gief anyway. You screw up the timing or spacing and you get a lariat to your face, which puts you in Giefs 50/50 knockdown game, an insanely dangerous place to be. And lets say you do it a little too close, but a little late, so you still hit after the lariat, but end up right in Giefs face. Since short.upper is -1 even on hit, you’re basically letting him do a free Instant-RBG/Super/Ultra. And even if the Gief’s reactions aren’t on point, you could still be looking at an SPD, a green hand, or another lariat. And a backdash is not something you can bank on to save you in that situation. It’s a guessing game.
If you’re going to gamble vs a lariat with an upper you might as well make it an EX one. It’s not a guaranteed hit (on rare occasion you’ll catch a bad swing), but if you do hit you’ll have the advantage and can at least combo. Besides, I don’t know many solid Giefs that throw out lariats from 2/3 vs a solid Rog. Most do it at FS to build meter or Close during combos. I’m sure UD would have more to say about that.
Listen, all that aside, I’m not saying short, fwd, and rh uppers shouldn’t be used. I’m just saying that they aren’t something you want to be using with any considerable amount of frequency. Just about every normal, special, super, and ultra has a time and place when it would be a good idea to use it. Short, fwd, and rh uppers just don’t have many times or places in comparison to EX, or his other moves for that matter. Throwing out single insanely specific examples of their usefulness, like you did above, isn’t going to change that.
Actually, you’re right about it having limited usefulness. And I’ve never seen EX upper fail. I recorded EX upper and, controlling Gief, used both lariat and quick lariat. I got hit out of it every time. I think people just mistakenly input the command for the smash expecting an upper.
shiryu22
It’s very unlikely that your ex upper will be stuffed by a lariat, but it’s not impossible.
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Silly question from me, if the frame data on start up says 41 [13] what does it really mean?
and focus attack 17+12 on start up?
Shin_Arnoldo
Rog’s dash punches have a property called “tracking.” The dashes reach active frames at different times depending on how far away your opponent is. I’m going to assume you’re talking about a RH/EX Smash with that 41[13]. So to use that as an example, if your opponent is right next to you when you do the rh/ex smash, it will come out in 13 frames. However, if your opponent is at the very maximum range of an rh/ex smash, it will come out in 41 frames. Try it sometime in training mode. Do a rh/ex smash from across the screen. You’ll literally see how slow Rog winds up the punch as he moves across the screen. Conversely, when you do it up close, you’ll see him whip that smash out pretty quickly.
The 17+12 on an FA2 (I thought it was 18+11) refers to it’s two stages. The first number is the amount of frames it takes just to reach level 2. The second number is the amount of frames it takes to go active after you release strong+fwd.
thank you that explains alot
FluffyM. thank you so much. I’m able to pull it off now! tHANKS!
First example I’ve seen of upper being stuffed - thanks, I appreciate it.