I’m told you’re the one to thank for the American ST revival. So… thanks! Up until a few weeks ago, I honestly didn’t think I’d ever get to play my favorite game again. And now, I just played in an ST tourney last weekend, and I’m considering getting a home arcade setup like one of these :
(OT: If anyone can point me to tips on how to get one of these japanese style sit down cabinets, I’d love to hear them! I want my ST setup to be one of those!)
So… thanks again NKI!
Anyways, thanks for the link on frame data. I remember those old T. Akiba forums, I used to post there :). I’d forgotten about it. It’s cool to have the frame data confirm what I’ve always “felt”, which is that the dashing ground upper is “faster” for whiffing than the dashing upper!
So anyways, back to my question. how do you combo the dashing upper into a super? I’ve just never been able to do it. Is there some trick to it? I can do the whiffed dashing ground upper into super, but I can’t seem to do the dashing upper (whiffed or not) into super. I’d really like to know how to combo it so I can do combos like jump fierce, low jab, stand jab, dash upper, super.
Well, I do my best to try to provide ST info, but no way can I take responsibility for single-handedly reviving ST. There were a lot of factors that came into play, like Sirlin releasing CCC2, the Evo staff securing HUGE cash prizes and allowing ST to remain a tourney game, etc.
Anyway, there really isn’t a trick to kick rush into super…it’s just timing. Though to me it does seem easier against certain characters (like against Gief). I definitely wouldn’t try to do it in a real match though…it’s so flash and hard and unnecessary. Just raw super would probably do the trick anyway…
Oh, and I just noticed I didn’t give you the full link for the translated ST data. Should have been: http://nki.combovideos.com/ST
If I’m charging TAP and I get someone in a throw, am I better off releasing it so I can walk through into cMK cMP etc? Or is there anything fun to do with TAP off a throw?
Also, if I can get someone with crouch jabs but they’re too small or too crouching to go into a standing jab, is there any other reliable way to combo into something? I’m thinking link to a crouch Strong, but is that the best option when landing the rapid crouch jabs?
If I’m charging TAP and I get someone in a throw, am I better off releasing it so I can walk through into cMK cMP etc? Or is there anything fun to do with TAP off a throw?
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I’m no pro but I never release tap during a throw. Why not just charge it while walking under and doing C.MP Also I never charge Tap with the punches, I only charge it with the kicks. But thats just me.
I’m not sure what your trying to say here, it’s prob cuz I have a head ache :-p
yeah I use the kicks too. Thats why I’m asking if I should release during the throw so I can use my forward kick after the walk through, or if its worth it to keep them held down and use strong instead.
As for the crouch jabs thing, I’m refering to the combo cJP cJP sJP xx whatever. Sometimes when you do the standing jab, they are crouching so it doesnt hit. In that case I’m wondering if I have an alternative off of landed rapid cJabs other than linking to cStrong
I know in previous games you could link stuff like s.fierce/dash after a meaty TAP… maybe go for meaty TAP then combo/throw? I dunno if you can link after TAP tho in ST, i don’t play Rog. :sad:
Super?
Kara into low rush? Would take some fancy fingerwork, and I dunno if it even works lol.
So, yeah… I’m not much help at all it seems. :lol:
yeah I use the kicks too. Thats why I’m asking if I should release during the throw so I can use my forward kick after the walk through, or if its worth it to keep them held down and use strong instead.
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I usually just keep the tap. When I grab I go for mind games because I’ll first tick throw, then from there mix up. I’m not even sure if the Dashing Uppercut even hits? If it does I guess it wouldn’t hurt to mix it up. I play against my friend who uses Sim majority of the time so I’m use to charging Tap for a long time.
quite hard to just describe like that, easier if you play it and you’ll se for yourself what works and not etc, here is a tip or two i can give you;
on opponent’s rog’s wake up, you know about the early/meaty jumpin right? (if he trys to revearse it, you’ll end up blocking that attack, iow you’re safe, but if you hit him, you hit him ^^) do that with j.MP nothing else… since it comes like a hook from above, imo thats the best for headbut wakeups. so if you hit him, you combo him, if he revease and you block, you punish. if you got a super and you hit him, just combo it into a cr.lp x2 -> super.
in this matchup you’ll have to try to throw rog as much as possible (headbuts) the best here imo should be after you headbut him you jump after with a j.LP then either throw directly after or combo it in to a cr.LP THEN throw, and do some mixups bla bla taking it to a certain lvl of guessing game for him. mmh yea, thats it… and oh! rog vs. rog SUCKS, i hate that matchup.
What is the proper way to mash when you catch your opponent with boxer’s multi hit headbutt throw? I tend to overmash such that a normal move will come out right after the opponent jumps away when the throw ends, making it impossible to meaty into another throw.
Low strong for slides, maybe low forward, not too sure.
You can rapid jab the ball, or just block and charge punch it.
I like to use lvl 1 TAP’s to cover ground, and when I hit him out of the air, I like jab low rush punch.
Mainly in this match you just want to counter everything as much as possible to keep Blanka wary about getting in and using his speed. Make sure you keep him on his toes. Also try to keep him in one area, and stay on him.
Ok I have read through this whole thread and I have not seen my question answered. How do you do the multiple charge punches with rog. I was watching a couple of match vids and also I was playing the computer and I seen them both do back to back charge moves with rog. I want to know how they are doing it.
Thanx, very usefull information :tup: And yes, you can do 2xcr.jab,st.jabxxdashpunch on a crouching honda. But, for some reason that won’t work on blanka, the st.jab will whiff. Note that you cant combo cr.jab into st.jab on a standing blanka aswell. The reason seems to be his akward small hitbox (even when standing) while being hit. Don’t know if this was mentioned before but you can also combo cr.jab in st.jab on crouching Gief an Balrog.
Other thing I found out about his cr.forward,cr.strong link combo:
Won’t work on
st.chun(but on crouching)
st.Deejay(but on crouching)
st.Vega(but on crouching)
st.Balrog himself(but on crouching)
cr.Honda(but on standing)
cr.Blanka(but on standing)
Only explanation I can think of is that the animation of those characters, while being hit, moves their hitbox back so that the cr.strong won’t hit on the first frame, but on a later hitframe, after the opponent has recovered from the cr.forward.
The trick to do dashing upper into super is to do it really slow. You really have to force yourself to do it way slower than you are used to do those super motions. Once you have the timing, it’s quite easy. A bit hard not to rush the motion in a tight match though.
But I also have no idead how to combo dashing upper into super.
Hm, since his his ground dashpunch recovers faster then the normal one, I suppose you should always use this one for throw attempts?
I’m also a bit confused what Sirlin said in his vid about Balrog’s overhead, jp.forward. It just won’t hit a crouching character. I can do jp. towards short, but I think this overhead is pretty useless, because it puts me in such a bad spot after jumping over the enemy.