There is no difference move wise but you want to use the 3K version so you have access to his punch moves: st.FP, cr.MP, throw, rush punches and buffalo headbutt.
Graham mentioned earlier in the thread when he uses the TAP.
I do a quick meaty TAP after a knockdown, I charge it if I’m at a far distance away. I drop the charge (don’t use it at all) if I’m close, a long charged TAP has startup and most likely won’t hit plus I want to be able to use cr.MK or cr.HK at any given chance.
Did you read the thread? Graham answered this 2 posts above yours. To add on, you could try doing combos with cr.LP or cr.MP after you walk under them but cr.MK mixups are your best bet.
tap is good in some situations, but rogs mixup short rush grab stuff is also very powerful vs some chars, vs dj for example i dont use tap anymore, my brother can see it and flash kick it so i gotta use his cheap rushes and grabs instead.
=p My problem is they don’t have a dedicated ST board in use on island, they only use HSF. If I was in Tokyo I’d have no issues(but would be getting beasted 7 ways from Tuesday). lol
And yeah, it’s nothin but c.fwdxn, Sonic Boom, return to c.fwdxn, pisses me off. Which is funny, because when he actually wants to play the game he loses to me HARD.
I can occasionally hit c.fwd with mine, but the trade is in his favor. I haven’t gotten any luck trying to trade with c.RH. Of course doing anything else results in a flash kick, trying to walk forward gets me c.fwd’ed, and dash punches don’t get very far(random sonic boom when he has me just out of range of c.fwd, hits before I swing) unless I time them REAL well, which still results in a block and I’m stuck in a range where he pretty much beats everything I got for free w/c.fwd so I can’t even start throw shenanigans. Even TAP loses to c.fwd. that move is such bullshit.
First, no one answered my previous question. When doing the two low jabs in to super, is it jab, jab, back forward back forward, jab AND fierce together or jab and then fierce?
Second, from what I understand Rog has a couple frames of vulnerability in the beginning of his flash kick maneuver, so if you were knocked down and had chun doing lightning legs on top of you before you got up you shouldn’t be able to wake up flash kick reversal should you?
It’s jab~fierce. You’re whiff cancelling the s.jab into the super.
And yes, you can use Headbutt as a reversal, just make sure he lunges far forward enough to hit her, IIRC Jab doesn’t get her if she tries to do legs at the tip of its range.
I actually just learned how to position my fingers on the stick to do TAP I normally have my thumb on lk my ring finger on mk and my pinky on hk leaving my middle and my index free to attack with punch buttons. it takes a little getting used to but thats what ive been doing and its working for me pretty well
I do have a question though. How does rog do a headbut to super. PLaying against afro legends he does that pretty often and i was wondering how its done. Thanks guys
You first start charging :db:. You can do the headbutt by going to :ub:. By doing this you don’t lose the back charge needed for Balrog to do his super. When you land, you can do the super motion and the super should go out.
Graham: I need to thank YOU and everyone that made this great thread. Yesterday i won a local ST torunament (in Santo Domingo) using all the techniques described here…
Yeah i have alot of problems with that match up too. Lariat ends up beating out dash lows at times and keeps rog from jumping in with hp/hk. I end up jumping in with MP most of the time against geif and it works. When geif jumps i end up mashing jab to keep him away too. But the match up hs very hard for me to win. Any suggestions??? And did graham like die or something? He hasnt posted in a good while =(
Off of about any jump in you can land, jab, jab, standing jab, fierce normal rush punch on moderate to big characters. (assuming you are fairly close) As far as I can tell you can only do one of the crouch jabs on smaller characters. You can also do something like standing mk into high rush, because i believe the high rush has less charge time. You can do crouch jab times 1 or 2, standing jab super, or just crouch jab times 2 into renda kara cancel super. You can probably renda kara the low rush for a combo to hit crouching characters… but that seems hard. It seems like the only good set ups for balrog jump in combos are safe jumps and dizzies.
As far as ground combos, you can link c mk into c mp and cancel the mp into low rush.