^ Nothing concrete that the others haven’t already mentioned, I’m afraid. I haven’t gotten the chance to test things out extensively in AE as I’ve been busy as of late.
I think it might be useful for doing force stand combos after an overhead though, like so:
You can do J.hk/hp, cr.mk, cl.mp xx ex.ru on some crouching opps, it’s really character specific though, i’ve got a list in the MU thread, you can add crouching Oni and evil ryu to the list as well.
Some overhead (DSB) FADC follow-ups that might be useful in AE:
(in corner, matchup dependent) DSB FADC cr. lp, cs. mp, cr. lp xx mp rush upper - sets up a tick throw or frame trap. Works on the twins.
DSB FADC cr. mk, cr. lk xx hp headbutt, ultra - Execution is a bit tricky because you need to move the stick to the downback position ASAP after dashing forward in order to get enough charge to headbutt. You may also need to delay the cr. mk and cr. lk slightly for a bit more charge time. Works on the twins.
Other notes:
-I haven’t gone through all of the cast yet, but it seems that the DSB hit stun frames make cs. mp whiff if you try to combo into it immediately after the FADC… At least for some matchups.
I think instead of aiming to combo into cs mp, I recommend using it as a frame trap and follow up afterwards. cs mp gave rog something he didnt have before, which is the ability to score a big combo off of a frame trap and make his throw game much more formidable. And its simply just a godly frame trap
Well, if you stick it into hit confirm strings (cr. lp, cs. mp, cr. lp etc), You get the best of both worlds. If the first hit gets blocked it’s a frame trap. If the first hit connects you get a force stand combo. You just have to keep in mind the situations and matchups where it’ll whiff because you can get punished for it.
Anyway, the corner cs. mp combo I mentioned just happens to be one of the better damaging options against the twins, seeing as the regular overhead follow-ups don’t work.
@rainscape, how close does DSB FADC put you? a better damage/charging option would probably be cr.mk to cr.mp, that link gives you a shit-ton of time to charge and shouldn’t be character specific. I know the pushback changes per character so for sure hitting cl.hk, cr.mp or cr.lp, cl.hk, cr.mp is a maybe. Should work on Akuma and E. Honda though. Those are characters who you can loop cr.lp, cl.hk, cr.mp xx hp.ds/hk.ru/mk.ru FADC cr.lp, cl.hk etc.
It’s character specific, but it usually puts you somewhere around the tip of cr. jab range (may be closer, or farther. e.g.: Yun and Yang get pushed out of jab range. Sagat is close enough for you to do Rog’s BNB headbutt combo) unless you do it in the corner, where it will put you at point blank range.
Thanks for pointing out the mk to mp link! I had completely forgotten about it. It’s one of Rog’s one framers that I haven’t really spent much time practicing.
yeh, i was looking into combos for the torpedo, and I found one like your’s, but it was with a crumple stun, DSB FA, cr.mk, cr.mp xx lk.smash . Just trying to find more creative ways to push opps to the corner. A similar effect can probably be gotten with two reps of the ex.ru loop, I think this combo will push an opp at least 1/2 screen and can break armor and be relatively safe (-5) if you miss the link/cancel.
Edit: for clarification is your combo using a crumple stun or an actual dash forward, so DSB (hit), FADC, cr.mk (hit) ?
Haven’t done any recent tests, but back in Vanilla I did some experimentation with DSB xx FA2. It’s easy on standing opponents, but on crouchers its character specific. On the few characters that it works on, the crumple needs to be timed so that it hits just before they recover, or it’ll whiff because of how DSB knocks the upper hitbox backwards and out of FA2 range.
Here’s a vid of DSB xx FA2. Off the top of my head it works on crouching Sakura, Viper, Zangief (not that you’d want to DSB Gief, lol), and a few other characters.
has anyone found any good set ups to rogs ultra 2? i do a little crouching combo to get them blocking low and end it with a jab straight so after they block it i fadc forward and activate the ultra while they are still crouching but it turns out that they can still jump out of it. rogs ultra 2 is so slow if anyone has a good set up let me know.
I thought about a weird setup for fuerte, j.hk cl.hk U2. If you do the cl.hk really early it’ll whiff over his head and you can buffer in the motion to catch him, the Ultra freeze still gives it away though. Someone should make a list as to what U2 can punish on block (aside from dudley mgb, non lk.dan kicks, and Honda butt slam) and that’s probably a more reliable use of the U2
whiff ex upper or absorb a low attack into u2, which is my personal favorite cuz it will punish their recovery if done right
But i think u2 is better used for punishing since it now comes out in 1 frame instead of 2. Its good in the mirror matchup and some others, just takes good reaction.
has anyone verified if U2 is now actually 1 frame? Some of the other characters have their ultras listed as 1 frame start up as well, but after some tests it was discovered that it was still 2 frames.
hrm…i’m not sure what to try it on, maybe cammys razor slicer followup to hooligan combo?
Edit: I tested it (with ex.hooligan), but it worked in AE and Super…so I dunno b/c it’s supposed to be -1 on block. so if she holds up after doing it, it should be safe.
Apparently they made the input detection much more strict for double hcf motions in AE… It’s been noted by quite a few players using characters that use moves with similar motions.