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

I never tried ex.dash upper>ultra juggle, but it does sound possible. If getting the amount of charge time is the problem then try pre charging. Here’s a vid on it:

[media=youtube]mARorBkHxt0[/media]

It just seems like that if you precharged, and hit them high enough, there’d be enough time. Curse madcatz selling me this broken piece of ass, I haven’t had a joystick with which to play and test anything myself for over a week. I think that would be pretty beefy if it worked since that’s hefty punishment for jumping backwards or straight up at midrange which people tend to do alot.

I do it all the time. Just make sure you buffer your charge like you would in a ex rush upper loop. I think the closest you can be that will allow you to have enough charge is about jab straight range. Also depends on what height you hit them at. Its great for catching people who jump back or neutral too often.

how do i maximize damage for the headbutt into ultra?

learnt alot there never knew about holding kicks…might have to play abit more rog

This post actually helped me a bunch. Thanks. For the longest I was being a dumbass and using 1-9 and releasing the charge. Now I can actually pull off that combo.

3 questions

I saw in a jap video some rog comboed into ultra using dash punch midscreen… this is viable??? i was stupid and didnt save the video :frowning: i think i watched it on sf4dojo… maybe on dudley thread

next question, say you are doing a raw ultra for punish, anyone ever had it NOT combo? whats the best way to prevent this? All K?

Ive had it not combo and then got SRK for the lose :frowning:

last question

his last ultra blow, does it hit high or low? for some reason when i am stupid and dont combo into ultra, the last hit ALWAYS hits people who blocked all the other ones… my only thought is that it hits high.

There isn’t any combos into ultra off dash punch, the only reason headbutt works is because you fully recover from the animation while they’re still in the air. Dash Punch to Ultra sounds like a cancel which isn’t possible. You might of seen Dash Straight which canceled to SUPER which works perfectly fine but I wouldn’t use it unless it was last around and you knew it would kill

For a raw ultra punish, say after an opponent misses their ultra just wait for them to touch the ground and let it all out, no need to hold kick. But for comboing into ultra there are many variations, one would be c.MP xx HP Headbutt, Ultra (P, P, K, K, K). The ultra is divided into five seperate swings, and it should be on the third swing that you’re holding kick for the rest of the ultra.

His last ultra blow hits middle, high and low blocking opponents can block it.

Hopefully that answers your questions

Actually I’ve seen people hit with ultra after an anti air dash punch, not sure if it was ex dash, regular dash or trade hit dash (ex dash) punch.

He could have armor cancelled into ultra.

sweet I didnt know that about the last ultra hit. Looks like if I play another rog i better interrupt before that hit.

Also, for the raw punish, i DO wait for them to be on the ground. and this has happened to me once while punishing a fireball on reaction. I think its a problem with the PPP version hitting them out, KKK keeps them closer.

As for the Dash punch into ultra, I found it, its TAP into ultra. :looney:

http://zoome.jp/nsb/diary/83 at 2:30. antiair tap > ultra. looks spiffy

i always ultra after i land a ex rush upper from mid screen, it gives enough time to charge ultra and continue the juggle off a antiair ex rush upper with the ultra. very good tool when u catch players who like to jump back alot, time your ex rush upper and once it lands u get that ultra

nice one, I never knew you could do an ultra off an anti-air EX rush upper…I initially thought you can only do it off a headbutt.

You can juggle the ultra off a TAP as well if you hit opponent while they are in mid air…Nasty :rofl:

Would make complete sense, I’ve been trying to add this into my Dhalsim matches as he falls very slow. The reason it works is the same as headbutt, he completely recovers while the enemy is still airborn

The problem with that is it isn’t a combo so it wouldn’t of worked for the situation that was given. Least that’s what I got from it. But yes, armor cancel ultras lay ridiculous amounts of beat downs

Also, yes you can interrupt the last hit of Balrog’s ultra as he winds back for the final blow, so don’t try and cheese people with it in a clutch situation or they’ll just slap you out

i can barely get it done on the right side of the screen and i still can’t get it done at all online.

I remember a japanese playing doing something like EX Torpedo as anti-air with opponent cornered -> Ultra. Maybe I was hallucinating? Will try to look for the video.

we’re aware of what ur referring to. however it should be noted that ALL punches that catches opponent in the air that is also far enough to buffer a 2nd back charge will definitely juggle, PPP, dash straights, dash uppers, etc…

i must add though. rog’s ultra is very overrated and people should base their game outside of the ultra instead of relying on it.

but… but… theres no escape :frowning:

actually, when i first switched to rog I realized how shitty his ultra can be. It never does big damage unless it’s raw. It’s almost guaranteed that if you have it you are going to use it though so thats a plus (i orginally played gouki/akuma :lame: )

i dont use it unless i can finish with it. it shouldnt be used outside of that imo.

since i can kara ultra on reflex its been very useful in THAT aspect.

hello mr.shoto. c.mk xx hado you say? well.

REVERSAL ARMORED NO ESCAPEEEEEEEEEEEEEEEE

haha true, no reason to give them meter in the middle of a match.

i havent gotten the kara ultra down yet but soon. at least on those c.mk i can just headbutt

edit: just went into training mode and comboed the ultra into overhead punch errr i mean the other way around. i knew that shit was good for something.