Headbutt > Super/Ultra (How to, maximize damage, etc.)

random ultras are pretty lawl worthy. seriously you are better off using an exspecial. it’s safer and if it connects depending on which one you used you can combo into ultra.

I dont know if this has been stated or not, but you can maximize damage if you activate the ultra while your opponent is at the peak (right after the headbutt) and hold all kicks. It juggles them and i think on the third or fourth hit, they go too high, then they come back down and land for all three hits of the last upper.

theres not a significant increase in the damage outputs but it does infact do more. (headbutt) KPKKK does 426 damage and (headbutt) KKKKK does 430.

its obviously more practical you use the KPKKK since it works in any situation, but if by chance you do activate it at the peak, you can do a little extra damage by holding all kicks.

I always do PPKKK in the corner if i ultra too early. Its also easy to tell when to do PPKKK and KPKKK. If the opponent is above your head, PPKKK (this also work midscreen for KKKKK) otherwise KPKKK :looney:

Yeah, i also do this.

Honda and balrog have some strange hitbox issues and even if they’re low KPKKK will whiff the last hits in the corner.

By doing PPKKK you’re sure you’re getting the full thing on all characters even in the corner

cool

I remember when I first started playing and I had no idea you had to juggle. Was quite amusing when people laughed at my very first batch of movies ‘learning’ SF4 and I’d only ever land the first hit of Ultra before the enemy player flopped to the floor unscathed.

Naturally I was quick to realise KPKKK and used that pretty much constantly until recently.

I play on PC via Keyboard and charge moves are made feel extremely easy because of it - That, plus my general haste when using inputs, means I have a bad habit when using Ultra. Anytime I want to use it and land that vital combo/headbutt I often don’t bother waiting for the opponent to fall slightly, I just mash it out - To compensate for this I’ve started using PPKKK - The damage is slightly lower, naturally, but I find it failsafe when the opponent is too high and also saves you having to adapt to using it on specific characters with dodgy hitboxes (E Honda for one - I find KPKKK will 99% fail with him as Boxer often goes under the juggled body halfway, losing you the 2nd half of the Ultra entirely).

However, I find Sagat a complete JOY when it comes to juggling, not because I greatly hate that character with a passion, but because his Hitboxes are so lopsided that he’s one of the easiest to juggle, beit Super or Ultra. Hard to explain, but meh.

Anyways, here’s my normal juggle methods.

[media=youtube]VZ9rLEnzUG4[/media]

Hello people, I have a small question to ask just didn’t want to start a new thread.

I’ve started playing rog and I’m not like totally bad with him or anything, my only basic downfall right now is I can’t hit the ultra after I juggle them with the headbutt, I’ve seen gootecks video and stuff but just doesn’t make any sense to me…if theres any useful tips go ahead :wink:

Thanks!

Good choice for not starting a thread.

When you do head butt You need to press up + Back + P so you still have the charge for the ultra.

Okay thanks, so after doing this do I still input the ultra?

Yes.

  1. Charge for headbutt.
  2. Input headbutt with up-back (keep charge)
  3. input ultra with >, <, > 3P or 3K (don’t need back cus, you’re charging back already)
  4. Get paid (juggle with K, P, K, K, K or other variations named here)

wait so you have to hold kicks when the ultra is pulled off? because everytime I have pulled it off it only connects with one punch?

@mister_e & dash_kancel:

Next time read the first post. There’s a link on it that has the info that you need.

http://forums.shoryuken.com/showpost.php?p=6217003&postcount=54

Since I’ve started using Boxer I’ve always used PPKKK. I’ve never failed to juggle on most of the cast.

Some characters bounce weirdly like Honda but the PPKKK method is so far the most effective and never whiffs in the corner, unlike KPKKK.

We all know that every character can be juggle consistently by PPKKK ultra. This works for problematic hitboxes like Hondas and Balrog. However to truly maximise damage we need more hits from the last upper to hit. This can be done by doing PKKKK instead. A little time in the lab and I found that PKKKK only works on certain characters, with a further note being that some of these characters can only be juggled this way in the corner but not mid screen. The results:

Fei-Long NO
Cammy YES Mid screen YES
Akuma NO
Gouken NO
Dhalsim NO
Blanka YES Mid screen NO
Chun-Li NO
Ryu NO
Honda NO
Zangief NO
Guile YES Mid screen NO
Ken NO
Seth NO
M.Bison (Dictator) NO
Sagat YES Mid screen NO
Vega (Claw) NO
Balrog (Boxer) NO
Abel YES Mid screen NO
C. Viper YES Mid screen YES
Rufus YES Mid screen NO
El Fuerte NO
Sakura YES Mid screen YES
Rose YES Mid screen YES
Dan NO
Gen NO

Usually, the extra damage after scaling is pretty small. I used a BnB combo of jumpin jab jab short HB as point of reference and the extra damage was only 3 points more compared to PPKKK. Then again, it’s the same as why you would do jab jab short special rather than jab jab jab special. For that little extra damage. You never know if it might have gotten you that last pixel to drain and win you the round.

Another note, the most problematic characters for me are Gen and Abel in the corner. Both of them seem to have weird falling properties for juggle such that if you do Ultra straight away after landing, your entire ultra will WHIFF. Let them fall to a little above head height and the you should be able to juggle.

This is interesting.

I found that PKKKK maximizes damage on Honda more than PPKKK if Honda is NOT cornered.

This works even if the Ultra juggles high.

If anyone knows how to maximize it further let us know.

Double check your numbers on Zangief. I was doing the exact same thing the other day and found that mid-screen following a Buffalo Head I could do the Ultra using P,K,K,K,K
and every single time the last hit would hit 3 times instead of 2 netting me extra damage. Since then I have used it religiously in online play,

Zangief: using HP Buffalo Head -> Ultra
Mid-screen (P,P,K,K,K)= 424 damage
Mid-screen (P,K,K,K,K)= 430 damage

No luck in corner. Stick with P,P,K,K,K in corner.

by the way… why do we put K for the fifth hit? I’m guilty of it too, but its not like we have control over it haha. maybe P,K,K,K,Fin?

For some reason I always hold the kick buttons on that last hit. For what reason, I do not know…

My logic for juggling is if the person is above my head, PPKK. When he/she is below my head, KPKK. Cept on Honda. He sucks.

I’ve managed to get the PKKK ultra to work on the entire cast, but only if the ultra will carry them into the corner on the 3rd hit at the earliest. The spacing isn’t that hard once you know it and you could figure it out during the flash.

Thank you Kenny I was unaware of this. Not only did I not think it was possible on several characters such as Ken and Ryu, but in fact I thought I would whiff more hits on people with odd hit boxes (Honda, Abel, Rog). On the strange hit box guys occasionally I’ll use KKPK. But I will mess around with the PKKK with everyone on different spaces and see if I can get similar results. Its only like 6 hit points at most but I have had many a match come down to that.