I think its all up to your style. If you find you don’t need ex moves to win then yeah of course you should use super. Thing is as you begin to play better people you will end up needing to use ex meter. For me If Ive got super meter and I’m given the chance to use it I normally will. One thing you might wanna know is that s.mk xx Ex Rush punch [link] c.lp [link] c.lk xx Headbutt does 343 points of damage and super does 345 points. So if your execution is solid then punishing with the ex rush upper combo is the way to go imo.
Prophetical:
It must have been on counter hit in order for that to work. All Overhead punches give +10 on hit and jab rush has 13 frames of startup. Counter hit gives an extra 3 frames so that’s the only way I guess it would work. Any way its probably a better idea to do c.mp xx heavy rush punch xx super after overhead rush. Does a little more damage allows you to confirm into the super and will always work if your timings right.
I think EX meter is kind of tricky and depends on the character you’re facing.
For example, I won’t use EX on Honda because I’ll most likely just get armor broken by a headbutt. But, having a super handy allows me to reversal super punish his jab headbutt which is otherwise safe on block.
I generally don’t use EX on Blanka much either since it just doesn’t seem to lead to much. Also, since we whiff headbutts if he’s ducking, having a super handy to cancel off of a cr. strong > rush punch is nice.
I dunno, ToOoOomeke probably has the best point of if your execution is on point, the ex rush upper combo is sic. I’m only at like a 45% rate with it so I don’t use it when a lot is on the line. Yet.
i have a few questions for you boxer gods out there.
j.hp, 4hk, 2lk xx 46kk,
do you guys hold your stick differently so that 43kk doesn’t come out instead? when i’m on 2p side its much easier because my bent middle finger kinda keeps the stick on the rail to 46kk if you know what i mean. on the 1p side i dont have a finger to keep it locked to 46kk, hence 43kk comes out instead.
for 46kk combos, i’m having problems having the down charge for 28p at the end. am i pulling the stick back too late?
does stun combos suffer the same scaling as damage?
i think ex upper loops are very worth the stun values at some point. if we can calculate a combo that can lead to a near stun (one far hk’s worth before opponent is stunned) then subsequently we can unload an ultra without diminishing returns too.
Hmmm I don’t have any special method but I understand your problem in getting 43kk instead of 46kk. Still happens to me alot.
Most likely your pulling the stick back to late. What I do is buffer the charge so I go from 1>6>1kk. Doing the kk in down back still gives you the ex rush upper but also gives you that extra bit of charge time you need to get enough charge for headbutt.
Stun scales exactly the same as combos. I know some combos that stun Akuma but they are pretty impractical.
balrog as it stands have combos which demands skilled movements of the joystick. hes very dependent on ex-punch mixups and punish from combos which end with 28p>ultra.
his zoning is great too, but no predecessor rogs are played as he is now. sfHD is closest but he’s 2/10 of sf4’s depth
17p. 28p is just what i refer headbutts. i honestly think rog and bison are the most skilled to perfect characters in game. viper too but her moves are lame
that being said, my bison is rushdown + flashy, just like rog
Alright this might be the scrubbiest comment ever, neg rep me all you want, break my flameshield in half, and get your smartass comments ready… here it goes.
What is the best way to dodge fireballs? I am getting my ass killed in Hadoken traps…
If Ryus got super be vary wary when using TAP he can reversal super you. Hell I even been reversal supered off a jab straight rush punch:looney: wasn’t meaty either.
that comment is valid. headbutt fierce (obviously) when close, tap when far. in between? wiggle punch, straight jump fierce. its very underrated, i do it alot to zone + throw fakeouts on wakeups
This is an awesome thread. I’ve always been impressed with Balrog’s power and speed but I’ve never understood how he really worked. I’ll have to practice his super move - I’m not too good at the :l::r::l::r: movements.
I’m new to Balrog and I was wondering how to you do his 7 punch, I’ve only heard it once and I think theres a final punch too?? Anybody know how, do you just hold down kkk for like 30 secs or what?