watch the vid on youtube of me vs my brother at evo west, youll see alot of well timed Tap’s if you need a visual understanding of when i use em
keep in mind rogs lifebar is also there to take a beating as he dishes it out, trading hits is fine on any attack, youll alwys hit harder on nearly any opponent.
well there are multiple options when you see a yoga fire, i do either a jab straight running punch (trade) if its a slow fireball, a tap trade, a standing fierce trade, a jump straight up if far away and guided fierce punch to move down and avoid, or a jump toward at last second and fierce/roundhouse or i walk toward them if its slow and block at last minute to gain a bit of ground. There are many options you just need to be willing to block sometimes. sometimes if the player is really close i do a fierce headbutt through it, but once you get the super youll shut down his fireball game fast if he isnt full screen.
but honestly most of it is just pure practice, you need to play matches alot to get the feel of what to do, ill say this alot of the times i build a strategy on the spot to accomodate some players.
um i was wondering what are some gameplay variations for ssf2 balrog cause i normally play with hyper fighting balrog and when i switched the turn punch inviceblity frame dosen’t work and i can’t figure out how make the buffalo rush work
i think i need a new gameplay style or some type of renovation to it cause it is not working to well with st
i am so use to playing hyper fighting turbo balrog
Man, Graham, looking at the matches between you and your brother… I can safely say i have never played a good Sim. Seriously, no one plays Sim on EC that I know of.
The matches really illuminate the fact that you can’t use headbutt at all to get through fireballs.
Anyway… a couple of things I was thinking about.
When I combo into super… I get cr. jab, cr. jab, st. jabxx super, and i’m basically doing the jab at the same time as the super. But…
Is that right? is it possible for the stand jab to not even come out and the super to still combo? Is that the preferred way of doing it?
Anyone else get that?
Also, I’m thinking that comboing the super isn’t nearly as important as using it as a tool to get in on fireballers. Is there any time outside of a dizzy that anyone goes for combo into super?
Also, I read somewhere that Honda and Blanka stand up automatically after being hit w/ 2 moves. So, I’m guessing that makes crouch jabX2, stand jab xx fierce rush or super more feasible on them.
In response to your question about the super, that is correct you never see the standing jab that is cancelled, it is the same principal as comboing into super with Ken’s cr shorts. With regards to when you would try going for that combo with Rog, I would say it can’t hurt to try to hit confirm it after a safe jumped short. At least that the impression I get from watching vids of top boxer players.
you’re right about the super being more important for going through fireballs than to be used in combos. There is going to be the rare situation where you’re really down and a super combo on a dizzy foe would give you the win.
You obviously didn’t take 2 seconds to look for the Guile thread yourself, and your post has no place here in the Balrog thread. You’ve been warned about stuff like this before, and nothing’s changed, so you have now been banned.
how do you do headbutt into super? i saw daigo do it once. do you just charge and release it diagnolly so you get the buffer for holding back and and forward?
I’m sure you can do the non-knockdown one. I’ve seen it in Combo Videos before, someone doing the regular Kick Dash version so it hits late enough to Combo into the Super. It would be tough to distance properly and you would need really good execution to do it, but I’m pretty sure I’ve seen it before.
Are you talking about the dash upper > Super like in the last round here? Hopefully if this is the tactic, Phil can come in and talk about how it’s done… I’m interested to know too.
Also, I sent you a PM about playing in Seattle when I come out there… hopefully it can happen. =)
BTW: Are you going to be adding to the T Hawk threads and wikis? My boy Craig really wants to get all the information possible besides the stuff on agsf2.
Yeah, it’s what happens at 6:21 in the video. That’s exactly what I’m talking about. The question is can you do the non knockdown kick dash (or any other dash for that matter), and can you still do it if the dash connects (rather than whiffs as in the video).
James, thanks for the reply! I’ll definitely try it out. It’s good to be back! The SF bug has bitten me again
You can combo the super after hitting with the straight kick rush, so obviously you can also do the super after whiffing the straight kick rush.
It’s a lot easier to whiff with the down/towards kick rush because it actually has less frames than the straight kick rush. (The short version of the straight kick rush has 25 frames, while the down/towards version only has 21.) You can take a look at all the frame data for ST here: http://nki.combovideos.com/ST