also, i saved the video of my cousin losing to filipino champ. i’ll try to post a vid of it and post a link here. it was a pretty good match.
Beastly Rogs vs. our Sim
OK, I *thought *I was good at this matchup, or at least *OK *at it until I received a massive beating last night from my friend Onikage who is slowly developing a beastly Rog. I’ve also seen Eph keep him out all day, but I think Onikage has gotten better since then. I was struggling for a couple of hours and only won about 4 out of 20 matches.
Anyway, some things to do and not do.
DO
**Whenever you tag Rog with a B.Short you want to xx into Fierce Fire. **
Recovery on Fierce Fire is really good and if that B.Short hits I don’t think there’s time for Rog to tag you with anything before you get that fire out.
Standing Short, Strong and Forward are essential, Stand Fierce only to punish or from way far.
This was already mention, but it’s true, and whenever I wasn’t remembering this I got in trouble.
Only use Light Yoga Fire from max distance.
Otherwise good Rogs will jump and tag you and follow up with a sweep. As soon as you are knocked down your shit is done, basically throwing out a lp. fire from 3/4 screen is dangerous as fuck. Only throw that fierce fire out. You may have time to AA after that or at least block and teleport back.
Your Super
I personally think it would be a waste to ever use your super in a combo in this match. It’s your only viable, partially invincible wake up option and is essential for getting greedy Rogs off of you. ALSO. If you nail Rog with super you can actually juggle/reset his ass with standing light kick. Timing is weird, but it *does *work.
If you find your self in a downback position with Rog jumping in like right over you and you know he’s going to hit you you can counter clean with a *late *db.fierce or db.strong. If you do the db.strong I imagine it’s probably to your advantage to xx into fierce fire.
The more I think about it the more I think that canceling all your close normals into fierce fire whenever possibly. This allows you to keep up your defensive pressure and the recovery is good enough that you can reposition or continue to push Rog with your faster standing normals. And if that fire hits and you’re close you can juggle with super or get your ultra out. If they’re going to block that fierce fire high then tag that nigga with your d.strong.
When it comes to opening the round you want to avoid giving up ground at all costs. Much better to push Rog back and gain ground. If you think a dash is coming you can either Yoga Tower or neutral jump and punish his recovery in the obvious ways. You have to be on point from the start here, get rog back and away and don’t let him start building that meter.
Beating Rog can be summed up like this. Don’t let that fool get meter and fucking DO NOT get knocked down. Good Rogs are going to go for knock-down at all times 'cause Sim is shit town on wake-up.
DON’T:
**
Absolutely do not throw out ultra at point blank on wake up unless you see a meaty coming your way.** That bitch is either going to throw you for free or EX-headbutt you for another knock-down or ultra and he’s not going to take any damage.
A mix-up I found worked more often than not was to throw out fierce fire at a distance you know it’ll tag Rog. IAT with KKK. Then go for the high/low. J.Fierce if he blocks low. If blocking high go for db.mk xx flame. If you think Rog is going to TAP through the fire go for the PPP IAT and j.fierce > s.fierce from behind while he recovers from his move.
Everytime I was thinking I had this match down TAP would start messing with all the shit I thought I had figured out. I’m not sure the best way to deal with it yet.
When all that shit fails I go to the character select and pick E.Honda.
I was doing this a lot last night, but like UltraDavid said, good players will start to tech and your shit is back to bad.
Better to slide under and toss out the b.mk xx l.flame or db.mp xx l.flame for a bit more damage. I kept forgetting to do this but it’s good and you should have plenty of time especially if you did the short slide.
This is assuming Rog is jumping with an attack out. Otherwise he’s safe on landing and you may as well go for the throw and see if he techs it, tag him in the air with stand forward or b.mk xx back teleport and reposition.
ALSO: If anything I posted is wrong, let me know. I would have confirmed everything again before posting but my 360 RRoDed a couple of days ago. FML.
Saving your ultras and supers for dash punches /mix up game is another useful tactic that helps me A LOT against rogs.
Totally, pump that QCF motion and punish damn near anything with Ultra or Super. This is another reason to keep your Ultra and/or Super out of combos vs. Rog. They’re just too good as counters.
Man, this is the scrubbiest of questions, but it’s my first fighter so I’m fucking asking anyways – your post hints at it:
With regards to frame-rates… If a dude empty jumps and lands, there is zero recovery on landing, right…? But if he throws out a jumping attack and then lands, what happens? Is recovery still cancelled out on landing? Or are there frames when he’s recovering on the ground?
I’ve been wondering about this shit for some time now!
I don’t know the numbers on this kinda of thing at all, but if I’m pretty positive if you jump and don’t attack you can block the moment you’re on ground. I think that there are only vulnerable frames when you jump and attack.
I wouldn’t call that a scrubby questions, you obviously experienced something in the game and you want to get the technical answer for it.
It’s not like you said “don’t you guys think it would be cool to give Sim some kind of flaming upercut in SFIV dash”.
Thanks for clearing up my misconceptions. I too just played some local Rog players and got owned hard. Not using st.fierce is essential, I kept getting owned by full screen EX’s because of it.
A tip from the man himself (c/o the Ask Sabin About Japan thread):
whats tripguard
Tripguard is the ability to block(guard) a knock down move (trip) when coming down from a jump.
thanks, does this mean do empty jumps?
Tripguard as I understand it is using an attack underneath an airborne opponent in order to inflict damage.
If your opponent empty jumps, you can’t tripguard.
If your opponent attacks in the air, you can tripguard.
wow thanks OneEyedJack and NDRWPNDY for clearing that up, gonna training mode that df fierce tripguard against the balrog punch sounds awesome =)
sorry for my noobish so in conclusion:
Sim can use df fierce as AA against balrog jump punch?
I dont understand the tripguard…
It’s not really an AA since you don’t hit him out of the air.
You nail him as soon as he hits the ground.
Go far jab fires and if you jumps in with the punch, bang out the crouching fierce.
here it is in action [media=youtube]5AX6XRg_IzM&feature=PlayList&p=E304A6C335C2CFF3&index=0[/media]
I see thanks.
Another annoying thing agaisnt balrog. Some of them once they lead health they turtle there and wait.
- You cant teleport (jap > teleport)
- Have to be VERY careful with throwing fireball.
- Cant jump back HP overhead (because they know is the only way to hurt them).
So they just turtle and wait for your mistake… this is really annoying.
Any tips?
that’s why you mix the overhead with far low attacks, such as c.mp
it’s worse with characters that can punish the instant overhead on hit, like chun(ultra) and honda(super)
ic thanks.
another question: what to do against “turn punch”. i tried on pratice mode but found nothing…