I would ask Graham Wolfe about that… He knows how to win it. He has beat many great DJ players in tourny play. PM him if he doesn’t post.
Hey, thanks man!
Hey guys I just wanted to confirm about the cr.Jab x 2 xx Super combo, if the cpu is registering it as a 7 hit combo i’m doing it correctly?
Because sometimes i think i’ve done the combo accurately, I see the character still in hit stun while the super is connecting however the cpu is registering a 5 hit combo.
Also i’ve tried negative edging the last jab for a more guaranteed way of landing the combo then releasing it and quickly pressing fierce after towards-back-towards. I find this helps, has anyone else tried doing this? I also found that I didn’t have to press fierce just release jab after towards-back-towards and the super would come out, but slower, is it possible to land the combo this way?
Edit: I’m not sure why but for some strange reason I find landing cr.jab x2 xx st.jab xx super more easier to land, but is that not guaranteed on all small chars?
Buffalo headbutt is quite good. You want to use it when you’re close to your opponent, so that it hits late. Right after a dash punch is great. It’s got great priority and good invincibility at the start. It’ll catch them if they stop blocking or try to jump, does chip, and builds a lot of meter for his amazing super.
If you get the knack down, you can switch up between dash punch, headbutt, and TAP punch, throwing out charge moves non-stop. As mentioned before, standing fierce punch is also very powerful. And if you get them scared, dash punch upper -> throw is also very strong. I think, I’m a noob.
There is no way to keep a B charge after a dash punch. However, you CAN quickly do:
Charge b, f + LK, b, f + punch
That should quickly do a dash upper, then cancel it into your super. The extra distance is enough to punish a fireball from full screen, if you anticipate it.
Thanks to airthrow for the explanation why you should do it that way.
Always do the charge back, d/f+short kick, b,f+P (super) to blow through the fireball though, because it has much better recovery than the punch rushes and even the b,f+k rushes, even though the animation is the same. Which means you’re less likely to get hit by the FB and have more time to cancel.
You can also lvl 1 TAP, super blowthrough for FBs.
Thanks guys for all the info.
The fun part is that before reading your posts I was doing b df+lk -> super just because I realised that the low short kick rush has great recovery.
I didn’t know though that I could use it in order to punish fireballs etc. I ll really need it against shotos etc.
Masterfiends this is a 7 hit combo indeed. Personally i think that it’s easier than adding a st. lp before the super but that’s me.
I also think that the cr lp x2 xx super is better because the st. lp will whiff against crouching opponents.
From a stun you could do sth like j. hk, cr lpx2, st. lp xx super but I only did it in training mode, I don’t think that I will be able to pull it off consistently any time soon.
As for st. hp I don’t know if it’s that good for keeping the pressure on. It has great range etc but wouldn’t it be better if I used a crouching poke instead?
I’m not an expert, but I do see experts using st. HP.
I would guess this is because st. HP can trade with almost anything at the right range, and the damage will usually be extremely in your favor.
A crouching poke would be better for charging up, but I don’t think he has any crouching attacks that have the range of st. HP, so they may not actually be able to, you know, hit your opponent. But it may have its uses. Possibly to bait dragon punches, if you’re far enough away. If you’re not far enough away, you may choose to simply block, and then try to jump or headbutt through projectiles, headbutt if they try to jump in, dash punch or headbutt if they whiff an anti-air.
You can also jump in, if you’re feeling gutsy (or your opponent doesn’t have a strong invincible anti-air, or you saw them lose their charge), which allows you to start charging on the way in, and is a good way to tick-throw.
If you’re close to your opponent, you can do pretty much anything you want, really. I’d say he’s the best there is when you’re within 1/3 screen distance.
What? I’m pretty sure TAPs (up to lvl 2) only have invincibility in Hyper Fighting.
I think he means use TAP in stead of punch rush to get some distance in before the super.
Ahhhhh. I get it. Sorry :x
Could someone please tell me the execution of this combo:
j.RH, st.Forward xx low kick rush (the one that knocks down)
The rest of the practical combos are no problem, but I can’t seem to get the charge for the low kick rush in order for it to be complete. Does the j.RH have to hit the character as late as possible in order to build the charge, is it down jumping straight up but holding u/b, not sure what the trick is to pull it off?
Far st. forward in not cancelable into specials. Is that the st.forward that is coming out in your combo? Could that be the problem?
No trick, just practice.
Any tips on fighting Ryu? Especially one that plays good keep away.
Zoning shotos/Guile/Chun/Dhalsim have the potential to be 'Rogs worst nightmares. It’s even worse when they have the reaction ability to get out of hitstun/blockstun with a reversal. It’s a sucky matchup, and pretty much the only thing you can do is somehow get your opponent into a corner and keep him there to limit his options.
Guys, I have a stuuuupid request.
Does anyone know off the top of their head where I could find video of a competent Boxer player’s hands while he’s playing?
Maybe even with the simultaneous in-game action that goes along with it? I can’t tell you how many YouTube videos I’ve torn through hoping to see this.
I don’t know of one.
The boxer players I know will sometimes hold down 3K with the lower/middle portion of their finger while using their fingertips to press punches when charging the TAP. Of course, it means giving up cr.MK, but yeah.
[media=youtube]F98p0yNnb1I"[/media]
(Tamashima vs Muteki)
There isn’t that much to see here, except that Tamashima uses the conventional method of palming 3K to charge TAP.
Thanks a lot for the replies, dudes. Kinda funny, I’d watched that match before and I never even thought about the hands at the time!
I just gave up on it. My hands are too big to be holding down KKK with the bottom of my fingers. LvL 1&2 TAPs ftw!