Focus attacks count as two hits in terms of scaling.
Aye I somewhat expected it to be that way, but least now I have confirmation. Thanks Chow, that clears up a few things for me.
new combo in the works, Super into Ultra instead of Ultra into Super. not confirmed yet, im at work so i cant test it. i want you guys to help me test it and see if you can make it work.
- from mid screen *
After focus crumple (level 2 or level 3 focus attack), dash, level 1 TAP, let it recover, then do super holding all kicks (with the super ending in the corner), activate ultra before they land using 1-frame faster trick.
[[-- vs abel and rufus – you have to cancel the TAP into super then hold all kicks -]]
- in corner *
After focus crumple, (level 2 or level 3 focus attack), dash, level 1 TAP, cancel to super, whiff the first punch (straight) then hold kicks for the rest to juggle, then before they land, activate ultra using 1 frame faster trick.
[- vs abel and rufus – you have to let the TAP recover, then super holding all kicks -]]
Test this out please and tell me your results
Question about Boxer’s ultra juggle.
I know after the headbutt when you juggle with ultra you go kpkkk, or when opponent is against a wall, you go ppkkk, but with some characters (like Honda) he floats over my head regardless of me doing ppkkk. Is there some sort of trick to it? Am I doing the ultra input too early (the ultra animation shows Honda at head height).
Sorry for the noob question, I’ve only been playing Rog for a few weeks. I can nail all his bnb combos, I just need the knowledge against specific matchups with this sort of stuff.
MrSimtang
PPKKK is a universal pattern. Works on all characters. Your timing must be a little off. Here’s a video of it being used vs Honda for reference.
[media=youtube]Rc2e3RkBvb0[/media]
What Xaaz said, basically. I’m very hasty with my Ultra input so characters typically are a little higher than the sweet spot, so I often wen’t with PPKKK as a failsafe in those situations to prevent the risk of pushing the juggled player over my head and falling behind me, otherwise KPKKK (mostly midscreen // not corner) as in those situations the only possible loss would be maybe a missing mini-hit during juggle (Seeing as most of the punches hit several miniature hits each) - If you use KPKKK in the corner when someone is too high, the result is pretty obvious - Depending on the size/hitbox of the character, most will just go over your head after the second upper lands. PPKKK is basically the universal juggle at the expense of a bit of damage in comparison to KPKKK.
With Boxer & Honda you tend to have to do PPKKK regardless as their hitboxes are messed up - You’ll go under Honda with KPKKK and KPKKK works against Boxer just he tends to go higher with the juggle (or his hitbox is just at an awkward angle) because at times you will only clip him with 1 of the 3-4 hits from the final uppercut (losing you some overall damage).
I find Abel also requires PPKKK at some instances in the corner, again probably because I often activate Ultra when everyone is a little too high.
PPKKK should work fine against Honda no matter where you are unless the angle or height is extremely lopsided, otherwise I can’t see why it wouldn’t work.
Less Is More
I’ve seen a lot of Rogs lately that don’t really understand ex upper loops. I’ve even had to give some advice to intermediate Rogs here on SRK about how to responsibly use them. It’s kind of annoying seeing videos of matches where a Rog does four full ex upper loops into an ultra against a Zangief, for example. So I threw together a video illustrating why that kind of thing is generally not something you want to do.
I call it Less Is More.
[media=youtube]RX_iooc3bEE[/media]
I can only think of one time where I’ve dropped Abel in the corner…
KPKKK works fine for me… this is like 1000x tested. Its not like I’ve only played Abel once
Maybe you’re executing your ultra a little high…
No, really? :rolleyes:
I’ve already said what you said – Also, I wasn’t saying KPKKK doesn’t work against Abel // In the corner - Of course it does, I use it all the time. I said that I found at the odd occasion that for some reason he used to go over me on the first upper [generally only happened during training sessions where I’m practicing against his dummy] but as the above statements say, I tend to use PPKKK as a failsafe in that instance anyways because I’m super quick with my Ultra Input, no hanging around waiting for them to fall a bit first which will cause you trouble for some characters depending on size/hitbox. Abel is one of the potential awkward cases, but if you’re doing Ultra correctly then it won’t matter. That was kinda my point.
Let’s get back to the topic, anyways
From one movie maker to another, kudos for the effort and the movie.
However, this isn’t a question of EX Upper Loops, it’s either a want of being super flashy, or a complete lack of understanding regarding Stun/DamageScaling.
If someone does a full 4xBar Loop & Ultra in an actual match then, honestly, you’d expect them to understand what a waste that was… And if they don’t then I hope the Zangief pulverized them as they’d deserve it.
SF4 is getting on a bit, age wise, and to this day you’ll still see people commenting on movies about how they don’t understand why the Ultra X Player used sod all damage (following a +5-10 hit Combo or whatever).
That’s exactly what Less Is More is for, in regard specifically to EX Upper Loops.
Yeah, you would. If someone has the skills necessary to pull of something like cr.jab, cs.fwd, 4x(ex.upper, cr.jab, cr.short), f.hb, ultra.ppkkk then you’d expect them to understand why they’re an idiot for doing that (unless they win with it). Yet every other day I find myself explaining the scaling system and meter management to someone who can pull out a 20+ hit combo with ex uppers, but doesn’t realize that they shouldn’t. What can you do, eh? People tend to favor flash over substance.
Indeed - I like to confine any remote resemblence of ‘flash’ (the little I have of it) to the Training Room.
I’ve yet to excel past a:
OH - CLK//CMP - HB - Ultra
JF - Typical Jab+Short // CMP HB - Ultra
EXUpper - Typical JabShortHB - Ultra
(In a match).
It’s not that I wouldn’t like to throw out some fancy crap (or the fact that I’m not really that consistant with it to begin with) but more to do with how little worth it really is…
Then again I’m totally guilty of burning through meter like a box of chocolates anyhow, but at least it’s in a fashion where it won’t be reduced by too big a combo before it.
I’ve only just started working on loops for training practice after months of playing - Having said that, I knew how little it’d be worth to actually perform a full one if I could have at the time.
Been having a lot of fun with it in the training room now that I’m getting it down but I’d never really go beyond a two-part loop… Even then I’d likely feel inclined to mix it with an Overhead reset unless I was really REALLY desperate for stun.
I try to train people to block low by doing cr.lp, cr.lpxxEX upper, cr.lp, cr.lp, EX low straight. Then I’ll throw out one-two upper loops followed by an EX overhead when I feel they’re going to block low.
I do ex loop to get them accustomed to eating all those hits. Then I mix it up so they wont know when to mash uppercut when I stop at c.lp and tick throw or go for overhead.
They wont try to mash srk for the whole duration of the ex loop.
Also, I find that it does a lot of stun if you get them in that combo. Gets them scared too.
I do agree ultra after a long combo like that is a waste.
100% Stun Combos
So, 100% Stun Combos (makes me think of sweet sweet Makoto). Has anyone broken 950? I can’t for the life of me figure out how, if it’s even possible. The highest I can get is 905. Here’s what I’ve got.
vs Seth (750)
j.rh(200), cs.rh(200), cr.strong(80), ex.upper(140), cr.jab(30), cr.strong(50), f.hb(80)
Stun: 780
vs Akuma (850)
j.rh(200), cs.rh(200), cr.strong(80), ex.upper(140), cr.jab(30), cr.strong(50), ex.upper(80), cr.jab(15), cr.strong(20), ex.upper(20), cr.jab(5), f.hb(20)
Stun: 860
vs Dhalsim, Gen, Guile, Vega (900)
j.rh(200), cs.rh(200), cr.strong(80), ex.upper(140), cr.jab(30), cr.strong(50), ex.upper(80), cr.jab(15), cr.strong(20), ex.upper(20), cr.jab(5), cr.strong(10), ex.upper(20), cr.jab(5), cr.strong(10), f.hb(20)
Stun: 905
If there’s a way to hit 950 it would add Blanka, Viper, Cammy, Bison, and Rufus to the list. Any other frame jockeys out there willing to take a stab at this? Come on, it’s only 45 more points! I’m an idiot and I got to 905. Surely there’s some genius out there that can hit 950.
the best p4p combos are j.HK s.HK c.MP ex rush upper loops. there really isn’t any magic beyond those
The only way I have found to get a stun higher than what you have listed is to use a Dash Swing Blow mid combo and just hope that the OH catches them since it doesn’t combo. I’m aware the whole thing doesn’t connect without that one hiccup, but maybe it will spark someone’s mind for something new. After each move I listed the stun with either an a. or b. preceding the number which is indicative of which half of the combo it is (i.e. All the "a"s are the combo string before the non-comboing Dash Swing Blow and the "b"s are the Dash Swing Blow and the combo string that follows. The non comboing Dash Swing Blow serves to reset the damage and stun scaling allowing for a total of 1290 stun if the Dash Swing Blow lands. Take it for what its worth, I’d be thrilled if someone could take from it and present a fluid, one combo string that would provide a similar effect. Here it is:
j.rh(a.200) -> cs.rh(a.200) -> cr.strong(a.80) xx EX Dash Upper(a.140) -> cr.jab(a.30) -> cr.strong(a.50) xx (EX) Dash Swing Blow(b.200) xx EX Focus level 2(b.120) xx Dash -> cs.rh(b.140) -> fs.jab(b.30) -> fs.rh(b.100)
StevoKanevo
Naaaaaaah. As you said, it’s not a combo if there’s a reset, buddy. Come on, we can crack this. Somebody has to know of a way to hit the magic 950.
You mean this? Closest I’ve seen to it, anyways - Shame the quality is low as I can’t make out the stun factor specifically but I wager it’s in arounds 930-950 (Well whatever it is, it’s enough to stun Dhalsim). Only way I can think of enhancing it is by replacing a jab with a short :*(
[media=youtube]5Rznxdoh6BM[/media]
EDIT: Also, are you certain Guile has a mere 900 stun? I’m half certain he has average 1k StunPoints - Could be wrong, though.
Anyone use c.mk into c.hk link?