I’ll do my best off the top. It’s been over a decade, lol. Really quick, me and Schaefer played 5 times in tourney and I lost ‘em all. However, Sagat doesn’t beat Rog. It’s a great match. In fact, my first tourney facing Watson I used Rog vs. Watts Ryu AND Sagat and single handedly eliminated him in winners’ and losers’ bracket. I lost one game of 7 then. Fine, they didn’t have Rog experience but I didn’t have “top player” experience as I didn’t play with those guys and had my local 'cades so, that just proves who brought serious Rog to the scene, lol.
K, Rog and Sim is in total favor of Sim if only because Sim can get away with a mistake or two but Rog can’t. Otherwise, it’s a great match. Part of Rog’s main strat is to not get knocked down or to get hit with a drill(Blocked or not) that also allows Sim to land. This means that you need disgression when attacking and appropriate range(Sounds like ol skool, huh? heheh).
When attacking, you want to make sure that Sim can’t move much. Meaning, don’t st. fierce if he can move. You can eat a low move and get tossed around. Either attack after he’s afraid to flinch or after he’s whiffed. That way you hit the start up of Sim’s moves or follow them in for free. I particular counter any whiffed legs over my head. This allows me more freedom to jump from farther when Sim realizes the risk in throwing out random standing kicks. Much like A3, Rog’s dash will go through the kicks at the right range and nail him for free(I took this part of Rog vs. Sim straight from HF). A good Sim will be VERY careful about throwing out st.kicks.
Staying just outside max slide range is perfect for TAPS through Sim’s punches while also being able to react instantly to any whiffed slides.
A smart Sim will only throw fireballs at a range where Rog can’t tap safely. It’s important to know this range and either jump over fireballs early or simply block while working toward better positioning. At this range the only thing to watch for is the jab fireball. An early jump will land on it so just block or jump straight up but only while Sim is in recoil.
Drills MUST be taken care of. If Sim gets to the air at the right range without you nailing him you must walk into it and either take the hit or block close enough to counter before he lands. If you block or get hit by it at this range, it’s over. Tossed to death. However, less than perfect drills are Rog’s best friend here. Instead of taking the hit high and throwing, Rog should take the hit high(blocked or not) and combo to dizzy and then the round is over with Rog winning. Still, once Rog is down, there’s no risk for Sim and, again, it’s over. As with many characters, st. jab counters clean from the proper range and st. strong is great too. Utilize all of your AA’s against Sim ON THE WAY UP. Dash is good to take a high hit to combo too.
When knocking down sim, Rog should get free damage. Deep TAP to jab dash and keep your range.
Rog’s big advantage is his ability to dizzy so fast. Sim is a big character and therefore takes some huge Rog combos like the one I listed in my last post. That combo is the ender because Sim has to guess to avoid further damage. After the 2nd dash upper, Rog can walk up and overhead with jumping fierce, throw or trip. The throw sets up more damage or even a glitch juggle(like that Japanese vid), usually in the corner(heheh Sim can do it to Rog too).
Once Sim is dizzy, Rog should win. Once Rog is down or thrown, Sim should win. Obviously Sim has the advantage since it’s pretty simple to work his advantage in the match whereas Rog takes a lil more brainpower. Sim will win the match most of the time since you don’t need to be a master to utilize his advantage whereas Rog must be a master to work his.
The Rog wins that tourney simply because his opponents aren’t bothering to throw when they should. Those players in that tourney couldn’t have hung at WF. Rog lost well before he made the finals and…well, most of those matches would’ve turned out differently had throws been used properly.
ummm…I guess the rest of the match comes down to Rog’s usual all-around game but these are the spots to watch for that make the difference. Sorry, that I couldn’t be more thorough but, it’s been a long time. If I missed an area in question, lemme know:)
Oh! Misplaced slides are Rog’s combo cue. Too far is a free hit and too close is a combo or dizzy.
Wow, haven’t thought through a post in a long time, heheh.
Sups Bacardi! Comin’ up baby!
Apoc.