Using timing for safe jumps has great advantages. You can mix up your timing with early jumps to do an empty jump and start your mixup on the ground. Using timing as a method to do safe jump is also used to bait reversals(since opponent can’t see that you are doing a safe jump setup).
I think the main point of guaranteed safe jump setups is to continue pressure on characters with very tight safe jump windows. It can also be used to bait reversals after the opponent is used to seeing your timing based safe jumps…but not so much. I also think choosing between the two types of safe jumps depends on the personal style of the player. Take a look at Momochi & Tokido, the two equally best Akuma players. On Sagat’s tight 1 frame safe jump window, Momochi highly relies on timing to set up his Akuma’s vortex and Tokido likes to use guaranteed setups more for his vortex timing.
Seth can combo into ultra1 after a hit sonic boom as long as he’s recovered already, same for Ryu’s super. These are two decent examples of ways to get around the one fireball on the screen at a time per character. The rule is sometimes useful for shutting down projectiles for some characters long enough to get in since, projectiles like guiles and Deejay don’t dissipate after traveling a certain distance.
Is there a way to option-select st.jab/cr.jab <-> lp OH on whiff?
Hey all, first time poster in the Rog forums. I recently joined the Rog Army and love beasting with him. I have been having trouble with Rufus’s pressure, any tips beside playing keep away? The strategy sticky is a bit lacking with info for this match up. Thanks for the help, and if you want some sparring hit me up on live!
It’s near impossible to do it jumping forward (IMO), like corner trap, works really nice in the corner, at pretty much any height. Pretty sure it can be landed with a corner knock-down, dash forward deep into their hitbox and jump back fp to ultra, since it hits at the tip of their hit box.
It might help to crouch-tech dive kick pressure…or if you’re like me, mash throw after blocking >_>. But real-talk, you’ve got enough normals to keep him away, move around so his dive-kicks don’t put you in a place where you’re only option is to block them over and over again until he cross you up and combos into ultra (he can do GT to Ultra mid screen with rog btw). Make use of all your AA normals and headbutts to shutdown dive kick pressure, then pick him apart when he decides he can’t use them anymore.
bump, random Rog questions should go here. It’d be a good candidate for the sticky, but as the OP (Corner Trap) doesn’t post here regularly, don’t think he’d be up to maintaining an FAQ on the first post. If someone wants to maintain an FAQ with all the usual questions: Plinking, why jab jab short headbutt, how to juggle headbutt to ultra etc. It’d be nice, that may be asking too much though. >:]
If someone’s pressuring you up close and you find you can’t AA, then, do one of three things: 1) do it earlier/pre-emptively, st.mp is really good for this, like with Deejay or Blanka who have jump arcs that are low to the ground. 2) if it’s a match with Gief and he does jump forward or jump fierce which are difficult to AA, use headbutt or use cr.mp, and 3) if you can’t AA, then space and get to a range where you can, Balrogs walk speed is OK and his backdash is good.
check out the 3rd post for O/S
Plinking isn’t necessary with Balrog, but it helps. I plink st.lp, cr.hk and cr.lp, cr.mp
Sort of a noob question (at least I consider it), but recently I was at a SSF4AE tourny and for the record I was playing Balrog. Now, I feel my gameplay was slightly on point, only thing is after almost every attack or movement my opponents made they would charge their focus attack, which would bait me succesfully, and hit me with it to cause me to go into the crumple state and therefore hit me with a combo.
My question is how to counter this sort of tactic. The only way I see it at the moment really is to just use his smash fist but I can’t always do that, not to mention if i’m blocked it’s unsafe. So any suggestions would be nice. Thanks.
~Side note: I would usually have to stay at a distance and sit dormant because of being worried about being hit by their focus attack if I charge into their space. Than if I don’t charge in than they would mix me up or cross me up very quickly, leaving me with very little options (at least in my opinion). So tips on this problem would be nice as well. I hope this section of the post made some sort of sense…
think of it this way, any attack with at least 20f of recovery is bait for focus attacks, so that’s pretty much all of balrog’s heavy attacks and specials that don’t break armor. If he charges up a focus attack, you can charge yours up and that will make him or he think, do i want to charge up to a lvl3 or do I want to backdash. From this point, you can release, backdash, and counterpoke with st.hp if they try to release simultaneously (they may be past the point of no recovery if they’re charging a lvl3). You can also hit him during the swing since he only has armor during the swing on lvl 3, or if you’re poking with cr.hk, you can cancel into super or a focus attack. You can also forward dash/backdash into U1/super to punish focus attacks as well.
Without meter there’s not much you can do because smash is kinda slow and they can release early to hit you on startup. You can throw him any time during his focus attack unless he spaces you weird and release as you attempt to walk forward. You can also jump as well. If he does focus attack and doesn’t come into contact with anything he HAS to dash to not have to go through the lengthy recovery of a whiffed focus attack. Keep that in mind.
This may also give you some ideas about focus attacks in general:
Wasn’t entirely sure where to put this, because it applies to all charge characters, but: Is it possible to maintain charge when being crossed-up? Cheers.
Basically the answer is yes: you can maintain down-charge regardless of being crossed up, but you can’t maintain back-charge. This is a half truth (see below).
I’ll describe balrog specifically since it works best for him (utilizing back-charge when being crossed up because he has armored dashes). When an opponents center line crosses over yours, you lose your backcharge, but you can maintain your down-charge, this is generally the case, but there are specific situations where this is half true. So if an opponent cross you up, and you do the motion for…ex.ru: :f:+:2k:
If you’re inbetween the back and forward motion as the opps center line passes over yours, you’ve already “lost” your back-charge because you’ve used it for the special, and it’ll come out, often it will auto-correct. This is dangerous because depending on spacing it may put you at risk for further damage especially if it’s a cross-up safe jump since you could go the wrong way. Best case scenario, you auto-correct, absorb a hit and connect with a grounded ex.ru you can follow up with. Worst case scenario, You go the wrong way and they reaction ultra/full combo so you take more damage. It’s better to learn to block correctly (unless it’s an unblockable) and backdash/create space.
For the most part, no.
If they’re trying to just jump in at you and do a crossup, you can hit them with st. mp if you react early enough. Jump-back fierce also works for this. If they’re crossing you up on wakeup, the best thing to do is just block it. (or you can do a auto correct ex dash)