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

This, I only use it for a kill or for a punish combo like c. MP xx Headbutt, Ultra. The damage when done off c. LP, c. LP, c. LK xx Headbutt, Ultra is sad :frowning:

i mean, if you do a lp headbutt to AA (which trades often), and you COULDVE ultraed to juggle for the finish with no damage scaling but you wasted on a c.lp c.lp c.lk ultra

you have yourself to blame!!!

Max dmg

I’ve been experimenting with the classic Jump HK, LP, LP, LK, Headbutt, Ultra and I found that if you delay the headbutt JUST enough to where it says 4 hit combo, the ultra will do more damage. Can someone confirm? I try to delay the headbutt just a half a second so that only the headbutt’s added combo will hurt damage from ultra.

ok that means it doesn’t combo and they can block and punch you in the throat.

Jump in HK, c.lp, c.lp, c.lk, HB is a 5 hit combo…
so no wonder it does more damage.

Ohh here’s something I’ve been trying out lately, for the rare cases you get a FA lvl3

I start charging FA, at som point right after it reaches lvl2(the white blink) I input dash. For some reason, you can’t dash at this moment, so it’s stored.
After the FA3 hit’s, Balrog dashes, HP headbutt, Ultra.
Did some damage actually.

Maybe this is in this thread, but I’m not sure of the correct keywords to find it through a search. I have 2 questions.

#1 Can headbut -> Ultra be done if the player’s bodies cross during the upward motion of the headbutt? For example I’m on the left, someone jumps in on me and almost gets over, but I headbut and my momentum takes me to the right past them, but eventually they cross back over and fall to the right side. I’m assuming this is a no and I lose my charge, but I figured I’d check to make sure.

#2 Do bodies accellerate as they fall in this game? Just today I had two situations where I hit someone jumping just at the peak of EX headbutt and waited for them to fall into ultra range. I watched as the screen froze and normally I’d have hit the ultra perfectly. Instead they fell through the ultra to the ground. I can only assume this is because the body was falling from such a great height it fell through the attack.

Yeah, bodies do accelerate as they fall. In your case you’d want to start your Ultra maybe a full second earlier where they’re almost off the screen (when it freezes) and you’ll get it to connect. When that happens I always start with an Upper because it ‘feels’ like it has more room for error instead of going PPKKK.

You’re right about losing your charge. I always get s.rh instead of b,f,b,f+kkk when the falling body crosses me up.

EDIT: What do you guys do when your headbutt trades and you still land on your feet for the ultra juggle but they are really far away? I know you gotta begin with punches cause they’re too far for kicks, but how do you follow? PPKKK?

I just do all Kicks. They may look far away but holding kick will let you connect with the first hit.

Oh ok, I’ll give that a shot next time. Thanks.

I like activating at around torso height, pkp(whiff)kk(last hit).

when do you start doing the inputs for the ultra? while balrog is still in the air or when he lands?

I think I start after he lands, but the game is so leniant it doesn’t matter. Just time it so that the entire headbutt animation is done before you hit the buttons.

Btw, is ppkkk still the standard?

Juggling the Super

What’s the best way to Juggle the Super?

For the Ultra I usually do the Headbutt>>>Ultra motion and press the Kx3 button, release the button for the second punch, and hold the Kx3 button for the following punches in the Ultra. Usually this works pretty well in any section of the screen.

This doesn’t work as well for the Super. I do the same thing and Rog misses the last punch every time. I usually get like a 4 hit combo when I should get a 5 or 6.

i just hold kick the whole time for super.

how come when talking about ultra everyone always lists 5 buttons? only the first four punches are controllable, the last one is always an upper.

anyway KPKK for midscreen PPKK for corners. works every time, except on abel who juggles weird from midscreen.

people continue to hold kick so they can tap. when you launch them away you can close the distance while they are still recovering. or just for free meter.

hold all kicks for super, although sometimes it whiffs, you have to release the super when the opponent is really near the ground so the 4th upper will whiff so the final straight will hit.

Exactly. Because people can’t quick stand after ultra you can get TAP + Dash punch for free every time.

Theres like a whole thread dedicated to building super meter after headbutts and ultras and stuff if anyone is interested…

Just search it.

Huh? So if you release kicks so he does s straight punch on the 4th hit…he’ll get the last hit in?

You say this is useful if they’re too low…im kinda confused.

I’ll go check it out and get back to this thread.

and also, you can tap --> super, if theyre in the air or on ground

and if you’re tap lands on them when they were in the air (they must be close to landing though), you can ultra right after and KKpKK or KpKKK or PPKKK…whatever you like

but, on a video i saw, a tournament at SFSU, a guy named crackfiend was playing. he FA’d a fireball, dashed foward, and ULTRAD right away. i try to do this and i dash back instead of foward and do it ultras when i try to dash foward.

someone wanna give me the correct notation?

EDIT: i found the video, the FA dash into ultra is at 8:05:

[media=youtube]vYsUCqXsKFU[/media]