well thats the thing i can link stuff off of the short, like the headbutt, and that’s pretty quick it’s when i add the jabs in there that screw me up, and even more so if i jump in fierce then do the jabs
That’s not a link. You’re canceling when you do just cr. short to headbutt. Linking cr. short to headbutt is impossible, only canceling works.
To hit a link you need to wait until the move fully recovers and then hit the next move while the opponent is in hit stun. So you’d wait until the cr. jab recovers, then hit cr. short while they’re still in hit stun and cancel that cr. short to headbutt. It sounds complicated, but it really isn’t. Just remember, cancel is what the name says it is. You’re canceling one move into another. A link requires you to wait for the move to recover before you can hit the other.
I’m probably missing something obvious here, but I can’t get c.lk to connect after EX overhead rush, I’m too far away. I can reach with c.hk and sometimes with c.mk, but the lk whiffs. Is there some secret to staying closer after overhead rush?
no, no secret, make sure you’re doing it on a character where it works (not Juri). Practice with Honda, you can do the last rep with cr.lp, cr.lp, cr.lk xx hp.hb . It’ll whiff if you’re not timing it right since they’re not in hitstun anymore, but that shouldn’t be an issue with Honda. Make sure you have auto block on too so they’ll block if you drop the combo.
Is it possible to dash directly from crouching with only 2 forward taps?
I cant get dash ultra to work if I’m sitting down back. Seems like the stick needs to go neutral for it to work.
Hey guys
Been slowly transitioning from pad to stick the past couple of months. However, one thing I cannot get down is the timing of Rog’s EX loop. Any tips? Been at practice mode many times, but I’m pretty hit or miss at it.
A good idea would be to find some sort of cue, and time it around that. Some people look at some part of Rog’s model (such as his glove) and hit the jab button a moment after they see his attack animation reach a certain frame.
Personally, I use audio cues. I wait for the hit sound of the ex RU and jab a bit after that. Works great for me, and I can do the rush uppercut loop consistently while blindfolded, but I get screwed over when the sounds are muted.
Yeah the audio cues help me a lot more than visually. Thanks for the advice. Not landing it 100% yet, but a lot more consistently than I used to on a pad. Just got a wait a few more weeks until I can take the splint off my broken finger, then I can start practising properly.
lol my friend walked in on me when i was doing the loop with my eyes closed he just gave me a weird look.
Yea, I remember practicing combo’s with my eyes closed. In some ways its actually easier. Now I play with beats blasting so i’ve gotten better at relying on visual cues.
Oh yea, and I highly recommend people learning the cr. jab~cr. mp link. Look up some vids on plinking if you don’t already know and practice it non-stop.
Been using it almost exclusively in my bnb’s since super came out and hit it about 100% offline/good connection matches.
Yeah, free extra damage is always good. I tend to use cr. lk though as missing cr. lp > cr. mp tends to get me killed, and I’m not quite at 100% just yet.
If you can its better to use the c.LP c.MP, but if you cant land it use the c.LP c.LP or c.LP c.LK. by the way I have a little Balrog vid I did. hope it will be helpful to the beginners.[media=youtube]rN890Mxg73w[/media]
…Obviously. Come on dude! People that post in this thread might have trouble with execution and theory, but we’re not retards lol.
If c.lp ~ c.mp is too hard, you can always try to go for the 2 frame link from a far s.lp. For example c.lp ~ s.lp ~ c.mp xx Upper/Straight punch
cr.lp, st.lp, cr.mp doesnt work on all characters. The majority of the time Balrog’s always at two jab distances (outside of throw range) when he’s hit-confirming into jabs. So although an easier link, it’s usually harder to hit-confirm into it AND be in range (and be against a character it works on at that distance). Starting at point blank, cr.lp, cr.lp, st.lp, cr.mp is about max distance for cr.mp for the majority of the cast. I know it’s nitpicky, but i’m just pointing out that it’s not as reliable a hit-confirm as cr.lp, cr.lk or cr.lp, cr.mp
Yeah that is true. I usually cancel the s.lp in to a dash punch or ex-rush if I think c.MP won’t hit. One more thing is that I think that combo looks cooler than c.lp c.mp
Extremely easy question: what are the setups off of forward throw, back throw, HP Headbutt, and c.HK? I’m sorry if these setups have been asked 10,000,000 times, or if it’s posted plain as day on a sticky and I haven’t seen it.
Also, what’s the general consensus on the BnB in AE? Is c.MP xx HP DS considered superior positioning and situational advantage over c.MP xx HP Headbutt?
setups for what?
Safe jumps, meaties, ambiguous cross-up shenanigans, Headbutt shenanigans - the works.
Rog doesn’t have a whole lot of setups after a knock down. Your best bet is to get right in there face and go for meaty pressure. Don’t be afraid to just walk their body into the corner. In terms of a f.throw you can easily walk forward and safejump. B throw can be a lil tricky to follow up. Tap works pretty well for getting you in their face while maintaining your charge.
If you can hit them 1 frames, then cr. mp is the normal you wanna be canceling specials out of. You kinda have to choose now between HP DS and HP HB.
DS does 20 more damage, HB gets the knock down. On opponents that you can’t really pressure well on wakeup, it’s best to go with HP DS. If you can do them iceage combos (hp DS xx FADC ~ cr jab ~ cs. hk ~ cr. mp xx hp DS) then you can get real dangerous.
No more Headbutt shenanigans in AE.