[LIST]
[]No supers.
[]No low ruhes
[*]Rush punch hits mid.
[/LIST]
That is all I know.
[LIST]
[]No supers.
[]No low ruhes
[*]Rush punch hits mid.
[/LIST]
That is all I know.
I think all his rush punches knock down?
O.Boxerâs dash punch actually can trade hits or even win cleanly (depending on range?) versus Chun Liâs Lightning legs, scoring big damage and a knockdown. I donât really know the nuances of this, I just know thereâs some weird interactions of this move (and others too?) that work well vs. Chun Li.
I think I remember learning this from a post NKI once wrote about the unusual advantages O.Boxer had against Chun. Regardless, his quick breakdown was a lot more informative and accurate than mine could ever hope to be, but I canât seem to find the post anymore. I think I remember it being buried in one of the huge threads somewhere, but I canât find it with the search function.
Not that I think O.Boxer is better than N.Boxer in general or anything, and itâs not like I would even know, since I donât play either. Itâs just an interesting difference between them in that particular matchup.
so rog is pretty fun now when i have charging down. How would i start playing him besides the obvious combos?
Get the person in the corner at far st. FP range and alternate between that, low rush, d/f+short kick rush into immediate throw, and super to punish jabs, and observe rape.
I can throw you a few tricks, nothing NKI like mind you, but basic stuff to hit your opponent IN THE FACE, as Rog should.
Use your Shoulder to advance on fireballers, but dont always go for the maximum range, mix it up a bit (lp) or youâll be eating a sweep, or DP.
Use low rush punches often, get your opponent focusing on lower defence, and punish them from afar when they try to advance (usually when you have Life advantage, and you have shut down the FBs)
Always charge! You can catch early jumpers on reaction with your K rush punch, then follow up with a meaty low rush on wake up, or a variety of mix up games.
Headbutt, Headbutt, Headbutt (not against Gief or Honda! Unless yer real sneaky like)
You can use a lk rush punch to headbutt and really mess up someones offence, then go right into the loop.
cr.mk is not safe, but catches people off guard with its range and speed, cr.mp is a safer option, and allows combos, mix it up. An example would be: cr.mk to cr.mp to lk rush to headbutt loop. (always fun)
Wake up shoulders mess up jumpy bastids. And dont forget the range of your st.hp (just dont be twitchy, wouldent want a rush to come out by accident!) Same goes for your âsweepâ, nasty range.
cr.hp does wonders when you just dont have time to get a shoulder out.
TAP⌠tough to use, but worth it for the nasty suprise, dont lean on it, but use it every once in a while to keep them frosty. (cant tell you how many âlostâ matches Ive stolen back with a hefty â5â and such, brutal pain.)
uuuuuuuhhhhhh, mk rush to mk chains a standing opponent, and opens you right up close and personal. Rog can mix alot of stuff up and make it work, low to high to throw to meaty, keep it fresh.
Any pros want to throw in on this? I am no hero, but I can piss people off with Rog often enough, thought I would throw in a helping hand.
thanks guys.
How do i handle fei long?
You canât headbutt him unless he chicken kicks you while you are already charged, because you will get hit by the chicken kick if you are crouchgin⌠if you donât have charge do cr. fierce to anti-air him, also jab headbutts beats rekkas. This fight is awkward but is probably 7-3 boxerâs favor IMO. Just meter-build and donât get chicken kicked or jump too much and you should win.
edit: Also to add to AudioCGâs advice, if you are playing a decent Guile you should never headbutt through sonic booms anywhere except fullscreen and near fullscreen with jab headbutts, anything else and he can punish. You need to jump, press neutral fierce, and then move the stick forward so you land closer to Guile.
Nice. Ill try that thanks. problem is he can stand and do flamekicks in the corner until he gets meter all day.
If heâs doing that, then you can either time a kickrush to punish him as heâs comming down, or just X-copy his technique and jab headbut and lvl 1 TAP to build meter (probably about as fast as him) then if you are the last one to super he will run out of invincibility before you so you will beat his super.
edit: as always, not posting as if I am an expert, but I like to see Boxers! :tup:
I like boxer because now can punish people like i never could with blanka. Headbutting point blank projectiles like im vic viper bitch.
Sorry for all the double posts but how do i do headbutt -> super? Do i need to be at a certain distance? Does it work on all chars? Or do i need to be faster? I can get the super out after hp head but i always miss.
EDIT: Post made out of frustration. Will train more.
gah dictator gets me hard. How do i dont get fucked up? I usally eeat crossups before i can set uop for throw.
You canât out-throw Dic because he has a longer throw range than you. J. FP timed right beats psycho, and j. mp should tie air-to-air, so donât even tick throw, maybe tick>jab headbutt to beat counter-throw attempts.
If itâs a scrub bison, they can have HUGE problems with j. back+FP cus it stuffs psychos and short air-to-airs.
Kinda new to boxer, i seldom use taps in matches, are they all tat important ? and the setup for taps is to release after low rushes ?
I find it kinda hard to time trades with taps with shotokans⌠and tips ?
personally i just use taps once in a while to build meter and usually just do tap -> straight rush or tap -> low rush if iâm lucky enough to not get hit out of the tap, your mileage may vary though; from what i understand tap can be used as a decent tick throw setup and trades well with most of simâs moves if you charge it for a few seconds
also quick Q, it seems that all 4 of boxerâs rushes can follow up with super, is there any particular reason people favor kick rush -> super? straight punch would probably hit them i understand, but from what iâm seeing it seems that low kick rush and low punch rush (spaced so it wonât hit them) do the job just as well
The reason people do short kick rush (ONLY the short version that ends in d/f+short, because f+short has more recovery) is because if youâre at the right distance on reaction to fireballs you can short kick rush, recover with the fireball right in your face, and then blowthrough it with the super and hit the person for free while theyâre still recovering from fireball. You canât do this with any other rush.
Iâd say TAPs are one of the milestones in learning boxer, you can do pretty good with him without knowing TAPs that well, but it definitely brings the matchup against Sim from âunwinnableâ to âwinnableâ if you have high TAPs stored, itâs pretty much your only way to get inside with a decent keepaway sim. Also, taps are great for the opponent waking up after a low rush, because you can walk forward or back while sitting on a stored 1 or 2, and if they try to reversal DP etc on wakeup you can TAP them on reaction much more easily than any of his other specials.
edit: About shotos, I find taps not very useful except to punish wakeup DPs, you should try to get in close and just kickrush throw, tick and fake tick throw to bait dp, super fireballs on reaction, type stuff. Because they can cleanly DP you out of TAP itâs not what you should focus on.
Thanks for the tips. Playing a defensive guile, would be another ball game all together⌠Would hv to rush the shit down⌠to win. I havent really played a strong sim yet, then that time comes⌠its time to TAPS ! ^^
Playing against a turtle guile is much easier than a rushdown or zone guile would be, IMO.