[media=youtube]owf_uEp6WzY[/media]
4:25.
I think its actually c.LK c.LP c.LK xx Dash Straight xx Super.
[media=youtube]owf_uEp6WzY[/media]
4:25.
I think its actually c.LK c.LP c.LK xx Dash Straight xx Super.
It’s c. mk, c. lp, c. lk xx dash straight xx super.
c. mk sounds distinctly different from c. lk.
Who the hell does that work on? If you’re lucky enough to land an empty jump in without getting AAd in the face you’d better be mashing throw when you land, cause your opponent sure will.
PS: That youtube match is BRUTAL. I really hope thats not considered high lvl play in EU.
Well, in the video he was using it as a meaty after an empty jump. Personally, I prefer c. mk directly into c. lk xx ex rush uppercut/headbutt, but I guess doing the c. lp might buy you some more time to hit confirm if you need it…
LOL Zak would bust most heads with his Rog in the US.
Are you joking?
I lost track of number of times in that match he does jab jab/jab short xx NOTHING
Do you have any idea how easy it is to beat electricity on the ground with rogs normals? And yet he just sits there with blanka flashing right in his face doing nothing, and the other times he dash punches right into it.
He definitely wouldn’t bust my head, and I don’t consider myself pro at all.
Sorry for replying to an off topic post.
Internet fighter 4! Hell yeah! I’d bet my money on Zak tho.
btw, I’m quite sure Mullah would trash you
Alternate way to end an EX upper loop combo: c.lp, st.lp, c.hk.
So a practical combo would be: J.hk, c.mk, c.lk, EX upper, c.lp, c.lk, EX upper, c.lp, s.lp, c.hk.
Not as much damage as ending with the headbutt, but you get an untech. knockdown setting up a nice safe jump.
The far s.lp, c.hk is a 1F link, I believe, but it is worth learning for the nontech. knockdown IMO. P-linking really helps with it.
There’s patriotism and then there’s delusion…
I use that finisher every now and then. I’m not quite as consistent as I’d want to be with the s. lp c. hk link yet though. Works ok in place of the ambiguous cross up when people learn to stop quick standing after the usual headbutt, and it’s excellent against folks that have easily safe jumpable reversals.
Just wondering, do you do anything special to help time the safe jump? I’ve been having a bit of trouble timing it properly against folks with relatively fast reversals (Sagat, etc.).
Yes, there are a couple ways to time it. Sweep, pause for a quick (not even) sec, jump forward, I use J.Hk. Or sweep, take ~ a step forward then jump in with your HK.
However after reading this thread, it seems that not everyone gets up with the same speed, including Sagat which may be why your having difficulty.
Another method is off Rogs throws. Forward throw, dash forward, either pause or take a step forward, jump in HK. Back throw, dash forward, immediate jump forward, deep HK.
A good way to practice is training mode. Pick whichever character you want to test against, and have your dummy be Balrog. Record sweep, pause/or half step, deep jump in HK. Say you were testing vs Chun-li’s EX bird kick. Get hit by the sweep. start charging and hit the reversal EX birdkick on get up. If you hit your dummy, you timed the safe jump wrong. If your dummy blocks you did it right. Just keep re-recording until you get the timing down consistently.
Also, works good to test the safe jump timing off of Balrogs throws. But remember the timing will be slightly different on some of the chracters. Blanka and Gen specifically sound really oddball compared to the others from the info in that thread.
Yeah, I’ve been lurking in that thread as well. Lots of interesting stuff in there.
Looks like we’ve been doing similar methods for the throw and c. HK setup. I’ve been keep the stick on a neutral position after doing the c. HK, and then when Rog returns to a standing position, jump and deep j HK.
I didn’t know about the back throw timing. I’ve been using the same timing method as with the front throw which is probably why I’m getting DPed/etc. a lot when I try it.
Thanks for the advice!
…ehm, can you even safe jump on ryu or ken? I didn’t think this was even possible. Same goes for blanka (ex upball) and a few others.
IIRC you can safe jump most of Ken’s reversals except fierce SRK.
Anyway, I meant general DP motion reversals, not just shoto DPs. For example, Sakura’s DP move has awful startup and is pretty easy to safe jump.
He’s a decent player but that is an overstatement. Keno, Tecks, etc. would mop up with relative ease.
Back to the discussion, sorry I had to wave my flag.
After coming back from SoCal, I think it’s really hard to say. SoCal seems like the best in the nation, but I think it’s because of the availability heuristic going on - you hear their names, you see their vids on sites, they make front pages. Don’t get me wrong, SoCal is GREAT - but not as great as you would imagine they’d be.
But SoCal’s Rogs are definitely more superior to NorCal’s Rogs, that’s for sure.
Some of the moves I’ve tested that can be safe-jumped are: Chun’s EX birdkick, Guile’s EX/nonEX flashkick, Rufus EX messiah, Zangief EXgreenglove, punch lariat, Honda EX/non buttslam, J.HB, EX HB, Sagat EX/non TU, Viper EX/non knuckle, Gouken EX/non hurricane kick, ultra/super. Of course rogs HB.
Moves I haven’t been able to safe jump: Ryu/Akuma F dp,EX dp, I haven’t done testing for the other characters yet.
Perfect example of the safe-jump using the sweep, step forward, jump in HK timing method @ 42 secs. of this vid:
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That’s strange. I always thought Ultras would be relatively easy to safe jump because of the long start up. (With a few exceptions like Akuma’s)
Thanks for the link. I’ll check it out in a bit. b
Yeah your probably right. I seem to remember getting hit a lot by the ones I did test but I forgot. I’ll edit it that out for now.
[media=youtube]DEYR7tZxJeo#t=2m05s[/media]
This seems to be a new combo, but it’s use of a whole super bar makes it far from practical.