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View Full Version : Headbutt --> Ultra / Super (How To, Maximize Damage, etc)



bokchoy
02-18-2009, 03:38 AM
I guess this topic would relate to juggling with Ultra after things other than headbutt too...

Anyway, after hitting an Ultra after a headbutt, I understand that you want to hold kicks for the duration of the Ultra, and if you're hitting it in the corner, you want to allow the second punch to straight (whiff), and hold K for everything else.

What about going into the corner, but not actually reaching there until midway through the ultra?

I can't seem to reliably connect the final hit of the Ultra when there is a corner involved, and when you don't connect the final hit, the damage obviously sucks. I can only seem to connect the final hit from mid-screen (no corner) or if the opponent is really close to a corner.

Any pointers? Is it something that can be reliably done 100% of the time?

[Moderator edit: For new visitors to the thread click here for information: http://forums.shoryuken.com/showpost.php?p=6217003&postcount=54 ]

Ephemeral
02-18-2009, 04:27 AM
kpkkk works everywhere.

just instinctively activate ultra at head height near wall. beating them and their floating corpse walls u from whiffing.

i use KKPKK buts thats my trademark :p
i use kpkkk at wall too.

ur clearly doing it too early. they float at torso height when i juggle.

C 3
02-18-2009, 06:30 AM
What's the button input for headbutt to ultra? do u have to charge the ultra during the headbutt and do the full button input? or is there a shorter version?

Ephemeral
02-18-2009, 07:09 AM
no shortcuts. keyboard notation:

17P > 1646KKK

1-7 retains back charge.

g a m m o n
02-18-2009, 08:19 AM
I should've just looked that up, but it took me about 2 1/2 hours in training mode how to land his ultra 100% of the time on both sides of the screen. I was looking at the input log and shit to see what I was doing wrong and everything. It was the most rubix cube moment I've ever had trying to figure out how to do a combo. At first I was trying to simply hold back and as fast as I possibly could and release it late as late and fast as possible. My thumb was dying.

Phyziks
02-18-2009, 10:23 AM
The very best thing to do is charge downback for 2 seconds, then move the joystick to upback and press punch for headbutt. Then slide it down to the back position hold for a second, then forward back forward + 3 punches very quickly. Then hold your 3 kicks to juggle.

bokchoy
02-18-2009, 03:49 PM
kpkkk works everywhere.

just instinctively activate ultra at head height near wall. beating them and their floating corpse walls u from whiffing.

i use KKPKK buts thats my trademark :p
i use kpkkk at wall too.

ur clearly doing it too early. they float at torso height when i juggle.

KPKKK? Sweet.

Yeah, I do the way Ultra too early. I'll condition myself to pause before ultra.

So, I guess that's the end of the thread.

Summary:
-KPKKK
-Ultra at upper torso

megatron420
02-18-2009, 11:25 PM
everytime i try to do the headbut and ultra, the ultra only hits 1 time. doesnt matter if i perform the ultra with kick or punch.

in the arcade i thought it hit a lot mroe than just once.

any suggestions?

Tanner
02-18-2009, 11:50 PM
hold the kick button or buttons

Huber
02-18-2009, 11:53 PM
I have the same problem. We've tested it on 360 and PS3 and no matter the headbutt (ex, weak, strong, etc) it will only do one hit of the ultra.

Also, out of curiosity is anyone having trouble doing his BnB (cr. wp cr. wp xx cr. wk xx f.headbutt) on PS3? I've got it to come out a few times, but it is honestly really hard to get it off. On the 360 version I'm having no problem with the combo, but on the PS3 it's wack!!! Any input much appreciated!!

edit: After some trying we figure it might be sticks.

Tanner
02-18-2009, 11:57 PM
like i said... hold the kick buttons... also try to do the ultra right when your opponent is head height... when you do it you'll see their ass next to your head in the background during the ultra start up

ToOoOomeke
02-19-2009, 12:25 AM
Hold kick buttons seriously theres nothing wrong with your ps3

The most common way of getting as much damage as possible with ultra is to do upper, straight, upper, upper, finisher

You can also try

straight, upper, upper, upper,, finisher

or


upper, upper, straight, upper, finisher

bokchoy
02-19-2009, 03:16 AM
KPKKK? Sweet.

Yeah, I do the way Ultra too early. I'll condition myself to pause before ultra.

So, I guess that's the end of the thread.

Summary:
-KPKKK
-Ultra at upper torso

Played a lot of Street Fighter today.

For Ultra:
KPKKK is indeed king.
Ultra is pretty flexible, as far as opponent's height goes.

For Super:
KKKK, do not use close to corner or final hit will miss. I couldn't find a combination that works in corners, but you have to have your opponent pretty deep in a corner for KKKK to not work.

Ephemeral
02-19-2009, 06:13 AM
Played a lot of Street Fighter today.

For Ultra:
KPKKK is indeed king.
Ultra is pretty flexible, as far as opponent's height goes.

For Super:
KKKK, do not use close to corner or final hit will miss. I couldn't find a combination that works in corners, but you have to have your opponent pretty deep in a corner for KKKK to not work.

i do super at lower torso. i dont whiff@walls :)

ToOoOomeke
02-19-2009, 10:49 AM
For super near the corner you can do KPKK to get a guaranteed 3 hits. KKKK still works in the corner as Ephemeral has said.

Also near the corner to get the most damage use PKKKK. I haven't experimented on every one yet but it works and gives better damage than KPKKK.

mister_e
02-21-2009, 01:25 PM
I'm having trouble with this one too, but not for the same reason as the OP. I'm just having a tough time pulling off the Ultra motion after the headbutt. The input window seems so small and I always end up rushing and missing. On the occasions when I actually do pull it off, I hold a kick button and everything connects. Any tips/suggestions on how to pull off the combo more reliably?

Mr.Trite
02-21-2009, 01:42 PM
I could have sworn I got the last hit of his super in once after his headbutt but I haven't been able to do it again.


Anyone know?

Ryodragoon
02-21-2009, 02:05 PM
this could of gone in a couple of other threads, but whatever.

With the Super (not ultra) wait till they're head level, then do all Uppers on the Super. you'll get the first 3 to connect, the 4th will whiff and the last will connect. Against Guile you have to change it in some way.

mr_punk
02-21-2009, 02:11 PM
http://forums.shoryuken.com/showthread.php?t=176609

Tanner
02-21-2009, 03:42 PM
practice more

Geeelang
02-21-2009, 06:56 PM
I'm having trouble with this one too, but not for the same reason as the OP. I'm just having a tough time pulling off the Ultra motion after the headbutt. The input window seems so small and I always end up rushing and missing. On the occasions when I actually do pull it off, I hold a kick button and everything connects. Any tips/suggestions on how to pull off the combo more reliably?

After the headbutt, I return to DB, hold for like 2 seconds, then Ultra motion. You need to go into practice and feel it out a bit, but you'll get it.

edvc520
02-22-2009, 03:00 AM
hi.. i've tried holding k as some of you mention..
but i can't get the last hit....
i've also tried kpkkk...
but p doesn't hit .. then i just miss the rest..
am i too early? too late??
thanks for the advice..

Jehoedi
02-22-2009, 10:01 AM
The P isn't supposed to hit. If it does connect you won't be able to connect the final hit. What you're forgetting, atleast I think you are, is that you're supposed to release the kick button during the 2nd punch and then press kick again as soon as it misses.

Sir-Jabs-Alot
02-22-2009, 10:21 AM
This is what I do. headbutt, Let them fall to face height, ultra with kicks, hold 3 kicks for first upper hit, let go of 3 kicks and let the straight whiff, hold 3 kicks for the rest of the ultra.

Go into training and try this a few times, it's not to hard to get the hang of and good luck.

bokchoy
02-23-2009, 02:35 AM
i do super at lower torso. i dont whiff@walls :)

Played unhealthy amounts of Street Fighter. Torso height FTW.

Ephemeral
02-23-2009, 05:41 AM
Played unhealthy amounts of Street Fighter. Torso height FTW.

dope.

InexplicableXiu
02-23-2009, 12:30 PM
havin major trouble doin this combo and i aint no noob rog player.
The moment i launch the headbutt im holding down back, when i land on my enemy is in the air i try the ulta and i just cant do it, been trying for days man... i guess that does make me noob after all eh ? lol

Any tips more then welcome brothers!

TheDarkPhoenix
02-23-2009, 01:12 PM
:db::ub::l::r::l::r:, :3k:, :3p:, :3k:, :3k:

this way you maintain your back charge, I can't even do it without doing it this method. (haven't really tried to much to be honest) But I got it pretty much the 1st time this method.

humbag
02-23-2009, 09:01 PM
It is impossible to have enough charge if you arnt doing that method.

Always perform headbutts like: charge db->ub+p

so you easily have charge for ultra or whiffed uppercut to get you closer etc etc.

Ghostal
02-24-2009, 10:26 AM
For Ultra:
Corners = KPKKK
Midscreen = KKKKK

InexplicableXiu
02-24-2009, 11:50 AM
:db::ub::l::r::l::r:, :3k:, :3p:, :3k:, :3k:

this way you maintain your back charge, I can't even do it without doing it this method. (haven't really tried to much to be honest) But I got it pretty much the 1st time this method.


I use this method too... So the posistioning of this is Balrog is on the right hand side of the screen and the enemy on the left ? db, ub
As far as i know the headbutt can only be launched pointing in the same direction as your opponent ???

I Am Lothar
02-24-2009, 12:01 PM
Initiate Ultra with kicks, hold kicks, release, hold for the rest. Works every time.

imo.

VeeArSix
02-24-2009, 02:43 PM
Always perform headbutts like: charge db->ub+p

so you easily have charge for ultra or whiffed uppercut to get you closer etc etc.
been doing it just like this and it works fine. just make sure you're not using u or uf

InexplicableXiu
02-25-2009, 02:16 AM
I GOT IT, god damn it was the only combo left i havent learn't and its a fairly damn important opener for my ultra.

I didnt figure out that the headbutt is Down, up. But it doesnt matter if its bd,uf.
So why should it matter if its bd,ub to launch the attack ? keeping the charge, magical!!!

Jay Wang
02-25-2009, 03:52 AM
seriously, i don't know how many more threads are going to keep popping up like this.
i almost think it might be necessary to make a new thread, have it stickied and closed so that there is no more of this nonsense of "oh how do i do an ultra after a headbutt"

Shnikez
02-26-2009, 01:50 PM
As far as the combo myself goes, I can hit the first punch of the ultra but everything else is just flat out miss so is it just a timing error on my part?

Tek_
02-26-2009, 02:16 PM
Hold KKK

Shnikez
02-26-2009, 06:19 PM
Duh reading the whole post over is like " hey hold the kick buttons" then my dumbass asks the same question lol sorry. Well holding kkk has added an extra hit but still not the whole chain guess more practice for me.

sade
02-26-2009, 06:51 PM
I don't think you're supposed to get every hit of the ultra when you juggle with it, just enough to make spending the meter worthwhile.

SSJtRuNkZz
02-27-2009, 09:59 AM
how many hits is the ultra supposed to juggle with at end?

final_cut
02-27-2009, 10:24 AM
:db::ub::l::r::l::r:, :3k:, :3p:, :3k:, :3k:

this way you maintain your back charge, I can't even do it without doing it this method. (haven't really tried to much to be honest) But I got it pretty much the 1st time this method.

Is there a listing of how to time these punch/kick button presses? People are saying 'hold kick', when do you hold and when do you let go? or is it like,

headbutt, ultra w/kick, press 3p, press 3k , press 3k and hold?

Thanks

Pimp Willy
02-27-2009, 10:52 AM
Balrog does 5 punches in his ultra/super. If you are holding kicks at the time of one of the punches, Balrog does the uppercut version. If you aren't holding kicks, he does the punch version. So the timing is whenever he's about to punch. You can control which punch comes out, except the last which I believe is always the launch upper.

prophet714
03-01-2009, 10:09 PM
hey guys,

just trying to get good with Balrog. I've seen videos of players doing an overhand punch, cLP, Headbutt to super/ultra. I cant seem to get the super or ultra to hit more than once after the headbutt. Has the combo-ability been changed in the console version?

any thoughts guys?and tipss to make this combo work? thanks in advance

also, sorry if its a repeated thread. I usually research first before i post, but its late and i just want a quick answer =)

cheers!

imtony
03-01-2009, 10:27 PM
hold kkk

jedi
03-01-2009, 11:25 PM
kpkkk work everywhere if you start the ultra chest high(where they are falling)or near there.

And ya, there is an entire thread dedicated to this.

http://forums.shoryuken.com/showthread.php?t=176609

prophet714
03-01-2009, 11:26 PM
thanks imtony for the reply.

as for holding down the KKK, if i do it across the entire screen, the last hit whiffs. and if the guy is in the corner, everything whiffs after 2 hits. any other tips?

jedi
03-01-2009, 11:46 PM
Seriously, there is a whole fucking thread dedicated to just this...

http://forums.shoryuken.com/showthread.php?t=176609

And people STOP telling other to do KKK...just holding kkk doesn't work, your just making them come back and say "it doesn't work, 2 hits then miss" and adding more bullshit here...

psychedelicbeat
03-02-2009, 01:21 AM
read that thread again.

crazysztof
03-02-2009, 07:49 AM
i'm a PS3 player

this is in Balrog Normal Trial 04/05. can somebody write me here the full combination how to do this? i watched movies but i cant pull it off... help

foxisquick
03-02-2009, 07:58 AM
there are like endless posts for this iirc.

you have to time it just right after you hit the ground, there is a pause after landing the headbutt. Slower is better ;D unlike doing a dash straight/super where speed is king.

Aumni
03-02-2009, 08:11 AM
You have to perform the headbutt with 1, 7 - While you're in the air from the headbutt go back to 1, then hit 646 quick followed by PPP when you land. Wait until their body is about eye level to Rog.

Practice practice and you'll be "I'M THE CHAMP" too.

Jay Wang
03-02-2009, 09:33 AM
I am really getting sick and tired of these threads coming up. They are bogging down the forum and making unnecessary clutter.

I'm going to PM one of the mods and motion for them to start banning these clowns who are not using the search function.

foxisquick
03-02-2009, 09:36 AM
i think banning might be a little harsh..

nothing wrong with a warning and deleting of a post.

people make mistakes.

Jay Wang
03-02-2009, 09:59 AM
Headbutt --> Ultra / Super (How To, Maximize Damage, etc)

Since the console launch of SF4, there were at one point FIVE active threads on this same topic. All of them have been / will be merged into this thread.

I am getting sick of tired of all the new users (most of them started by Feb 2009 users) bogging down the forum with the same questions over and over again.

Initially, I didn't feel that having a whole thread dedicated to this topic was necessary (as evident at the time when the game was an exclusive arcade release, this problem did not exist) but I have under estimated the power of the console noob.

Let this thread serve as the central discussion area regarding the Headbutt --> Ultra / Super. I am going to get this thread stickied by Jinrai and have the other FIVE threads merged into this one.

(The explanations below assume the Ultra move to be performed)

HOW TO PERFORM THE COMMAND

Refer to the the FIRST POST in my Balrog Beginner's Thread. Scroll down to the part about the headbutt.



Headbutt - Charge down, up +P (PP for EX)

* invincibility frames on startup (can go thru fireballs!)
* FP headbutt has hella horizontal range
* get into the habit of executing the move using UP BACK. This way you keep your back charge!
* Maintaining your back charge is the key to juggle with ultra afterwards:

charge d or db
ub+punch [headbutt will execute, hold b as you land]
f,d,f+PPP [after landing, ultra will execute]
hold K [rush uppers to execute, will juggle opponent]



http://forums.shoryuken.com/showpost.php?p=5579127&postcount=1


HOW TO MAXIMIZE DAMAGE

During the Ultra, Balrog does 5 "waves" of punches. During each wave, the type of punch which he executes depends on whether or not you are holding a kick button.

Holding a kick button - Upper punch animation (has more of a vertical hitbox, use this to juggle)
Holding a punch button (or holding nothing) - straight punch animation (has more of a horizontal hitbox, juggles but not very well)

Depending on where you are on the screen when juggling with the Ultra, there are optimal wave patterns for your punches in order to connect for max damage / hits.

P = straight
K = upper

Generally:

KKKKK - Midscreen
KPKKK - At or near corner
PPKKK - works anywhere

The reason for using a P for the 2nd wave is to allow the opponent's body to fall a bit lower so that the remaining 3 waves of K can juggle.

(this will be updated if necessary through the discussion in this thread)


CHARING YOUR METER AFTERWARDS

Please see this thread by Xnoyhoy (ronstoppable):

http://forums.shoryuken.com/showthread.php?t=172123

Jhova808
03-02-2009, 10:03 AM
pwnage thread. good info brohamsandwich

foxisquick
03-02-2009, 10:04 AM
can't this just go in the sticky for "beginner information?" i mean that post by you has all the moves in there we can just add that to it? I guess people may still not read even that ;[

Jay Wang
03-02-2009, 10:09 AM
can't this just go in the sticky for "beginner information?" i mean that post by you has all the moves in there we can just add that to it? I guess people may still not read even that ;[

THE INFORMATION WAS ALWAYS THERE.

THE NEW USERS ARE NOT READING THE BEGINNER'S THREAD.

I made that beginner's thread way back in 2008 of August when SF4 was strictly an Arcade only game. During that time, this problem did not exist.

foxisquick
03-02-2009, 10:16 AM
ok relax man. i got you.

crazysztof
03-02-2009, 10:23 AM
sorry but i'm new here. thanks for the advices and sorry one more time

Corner-Trap
03-02-2009, 10:33 AM
Saying you're new and saying it was a mistake honestly doesn't cut it anymore. If you're going to join a forum read the rules before posting, it's a common golden rule throughout the internet.

Mr.Trite
03-02-2009, 02:04 PM
KKKKK for ultra requires the other guy to be fairly high or else the 4th upper will make the last punch whiff.

It's only .........6 more damage I think than KPKKK which works perfectly every time.

t3h mAsTarOth...!
03-02-2009, 03:03 PM
i use PPKKK for the ultra after the headbutt without any delay or caring if i'm near the edge or not... it always connects consistently for me... as for super if my timing is a bit off then i don't get full damage but ya torso level KKKK works fine...

theirlaw
03-02-2009, 07:19 PM
Okay, spent the last few hours doing this. Looks like I got the corner KPKKK down. I register 8 hits. Works in the middle of stage too.

Regarding the KKKKK in the middle of stage - I'm registering six hits everytime I do the combo. The ender doesn't land. Is this the proper way? I'm guessing it isn't, otherwise KPKKK would be much better.

ToOoOomeke
03-02-2009, 09:29 PM
THE INFORMATION WAS ALWAYS THERE.

THE NEW USERS ARE NOT READING THE BEGINNER'S THREAD.

I made that beginner's thread way back in 2007 of August when SF4 was strictly an Arcade only game. During that time, this problem did not exist.

Amen dood

What I can't understand is that people who wanna get good with their characters generally read all the threads to get as much info as they can. Thats I would figured anyway but obviously I'm wrong :nono:

jedi
03-02-2009, 10:44 PM
Okay, spent the last few hours doing this. Looks like I got the corner KPKKK down. I register 8 hits. Works in the middle of stage too.

Regarding the KKKKK in the middle of stage - I'm registering six hits everytime I do the combo. The ender doesn't land. Is this the proper way? I'm guessing it isn't, otherwise KPKKK would be much better.


Just use kpkkk...works everywhere...left, right, side, corner, up, down and anywhere else you could possibly imagine it not working...it still works.

Greesie
03-03-2009, 12:47 AM
I know this sound dumb but.. I've been trying to get the Headbutt combo to hit and it never does.. I cant get the super or ultra to come out.. Any ideas what I might be doing wrong? Someone said something about "looking at the input log" what is that and how can that help?
Thanks for the info and help..

DS
03-03-2009, 01:49 AM
I don't know if this has been noticed by other people, but I'll just post this up in case nobody has encountered this:

You do headbutt into Ultra in the corner against Boxer. Fine and dandy. Until the rest of the Ultra whiffs. Now, I'm sure some of you are gonna act like this isn't new and you'll be like "Yeah man, encountered that a while back, nothing new. Although, I've only been playing for 2 days."

But yeah, in the corner vs Boxer, you have to do punches first then go into kicks. Pretty weird that he falls out of it in the corner.

Ephemeral
03-03-2009, 05:49 AM
But yeah, in the corner vs Boxer, you have to do punches first then go into kicks. Pretty weird that he falls out of it in the corner.

its not absolutely true, but I get you for making this point. I'm used to torso height KKK activation, so the guy i'm beating at is 'walling' the whole ultra. Its just to DS's method is indeed good for reference, but I can assure you that KPKKK also works.


Any ideas what I might be doing wrong?

you're not using the search function. thats what you're doing wrong. If 5 combined threads of over 50 posts regarding the same subject matter with certain texts bolded and input highlighted does not help you, NO ANSWER WILL. it is like the basic of the basic for boxer.

its as if the balrog forum is just a place to hold the console scrub's hand through every single thing they cannot do. I understand Jay's frustration because holy shit, we paid money, and we learned it through losing, humiliation, frustration etc.

But then, we learned it, and now since console launch the hugest influx of beginner questions have flooded the forums. Most of us have been very patient and forgiving because we're aware that we're once scrubs too.

However, that does not justify mindless posting of the same subject matter when the answer is somewhere. (WELL ITS IN THIS THREAD AND ON POST 54!

Here, this is probably the reasoning behind the players who originated from the arcades. We wish to actually further develop balrog's progress by seeing constructive threads being made, not stupid threads like "Gen's console list - where this moron makes a thread about where Gen's other stance command list, and Ryu is nerfed more than Ken in the ryu forums".

Its not us being elitist, but if you have a feb 09 tag under your name, you're really on a short leash from what i can see

Mr.Trite
03-03-2009, 12:03 PM
its not absolutely true, but I get you for making this point. I'm used to torso height KKK activation, so the guy i'm beating at is 'walling' the whole ultra. Its just to DS's method is indeed good for reference, but I can assure you that KPKKK also works.



you're not using the search function. thats what you're doing wrong. If 5 combined threads of over 50 posts regarding the same subject matter with certain texts bolded and input highlighted does not help you, NO ANSWER WILL. it is like the basic of the basic for boxer.

its as if the balrog forum is just a place to hold the console scrub's hand through every single thing they cannot do. I understand Jay's frustration because holy shit, we paid money, and we learned it through losing, humiliation, frustration etc.

But then, we learned it, and now since console launch the hugest influx of beginner questions have flooded the forums. Most of us have been very patient and forgiving because we're aware that we're once scrubs too.

However, that does not justify mindless posting of the same subject matter when the answer is somewhere. (WELL ITS IN THIS THREAD AND ON POST 54!

Here, this is probably the reasoning behind the players who originated from the arcades. We wish to actually further develop balrog's progress by seeing constructive threads being made, not stupid threads like "Gen's console list - where this moron makes a thread about where Gen's other stance command list, and Ryu is nerfed more than Ken in the ryu forums".

Its not us being elitist, but if you have a feb 09 tag under your name, you're really on a short leash from what i can see

Hes from Dec 08 so.

What now?

IIIIIIIIII
03-03-2009, 12:39 PM
Hes from Dec 08 so.

What now?

:rolleyes: There's a difference in being unfamiliar, and just plain ignorant. I think the point was that people should be patient if they are new to this and take the time to actually READ as opposed to just coming in and........ You get the idea.

DS
03-03-2009, 01:13 PM
its not absolutely true, but I get you for making this point. I'm used to torso height KKK activation, so the guy i'm beating at is 'walling' the whole ultra. Its just to DS's method is indeed good for reference, but I can assure you that KPKKK also works.


It doesn't work at torso height either at the corner. Rog has a really weird hitbox.

Mr.Trite
03-03-2009, 01:53 PM
:rolleyes: There's a difference in being unfamiliar, and just plain ignorant. I think the point was that people should be patient if they are new to this and take the time to actually READ as opposed to just coming in and........ You get the idea.

Just because I didn't put an emote after what I said doesn't mean I'm not kidding around........:lovin:

psychedelicbeat
03-05-2009, 10:04 AM
@6:02 http://www.youtube.com/watch?v=zEASHk2vsqg
can someone tell me why this whiffed? the balrog is me, and the gen is calipower. my guess is that i went too early, but if i had gone any later i would have been fffffffuuu
and plus, gen went on the other side before my first hit came out

jedi
03-05-2009, 01:51 PM
@6:02 http://www.youtube.com/watch?v=zEASHk2vsqg
can someone tell me why this whiffed? the balrog is me, and the gen is calipower. my guess is that i went too early, but if i had gone any later i would have been fffffffuuu
and plus, gen went on the other side before my first hit came out

You just did it too early.

Gen, or any character, needs to be approx. head/chest height mid screen, but chest height in the corner. Then kpkkk lands 4 hits.

Mr.Trite
03-08-2009, 06:29 PM
Everyone should be using PPKKK when nearing the corner.

It hits for the same damage as KPKKK mid screen and you don't have to worry about height like KPKKK at corners.

The only problem PPKKK has is if the other guy is too low then it will whiff but you should be able to judge the height during the super freeze and switch to KPKKK instead since uppers have a bigger hit box

d3capitat3dbodyz
03-09-2009, 12:10 AM
I was playing sf 4 online today and I found out a neat trick idk if anyone of yous know about this but I didn't.

I was playing a ken player and he went for a jump in and he was close to me as he was over my head for the cross up I did rogs ultra.. I held the kick buttons and it knocked him and I juggled him with it..

I'm glad I found that out because I would always use it as an anti air when they were a little further away, but I got him when he jumped real close.. He was literally over my head and I hit him and he went forward and the second hit got him and I just destroyed him.

Try it out people won't expect that.

ll ViCi0uS ll
03-09-2009, 12:43 PM
I have the same problem. We've tested it on 360 and PS3 and no matter the headbutt (ex, weak, strong, etc) it will only do one hit of the ultra.

Also, out of curiosity is anyone having trouble doing his BnB (cr. wp cr. wp xx cr. wk xx f.headbutt) on PS3? I've got it to come out a few times, but it is honestly really hard to get it off. On the 360 version I'm having no problem with the combo, but on the PS3 it's wack!!! Any input much appreciated!!

edit: After some trying we figure it might be sticks.

you're probably doing the cr. jabx2, cr. short portion too early for the headbutt to charge.

do it in a rhythmic pattern, dont just mash out the combo.
you'll get it in the training room and once you do it'll be cake.

tetsuye00
03-09-2009, 02:26 PM
Just to clarify is either Ultra fine to use, or is the Punch Ultra better for juggling than the Kick Ultra?

(Ultra & Super can be activated by either button set on console)

Z4nGi3f
03-11-2009, 02:08 AM
The very best thing to do is charge downback for 2 seconds, then move the joystick to upback and press punch for headbutt. Then slide it down to the back position hold for a second, then forward back forward + 3 punches very quickly. Then hold your 3 kicks to juggle.

dude...i read this...did it in 1st attempt after being stuck for a couple a days without searching internet.. thx man! really nice description. straight to the point ;)

:pray:

rexyaresexy
03-11-2009, 12:38 PM
If you connect with your opponent's limb as they're jumping in from far away I found that you can PKPKK to get about the same amount of dmg as KPKKK.

The first punch of PKPKK juggles i believe it comes out to 8 or 9 hits, just as much as the KPKKK. Although, I'm not sure about the damage. Ill check it out in training mode and post.

note: only use PKPKK this when KPKKK doesn't seem to have enough range.

Edit : you have to be in the corner facing the middle of the stage.

rexyaresexy
03-11-2009, 01:18 PM
FOR RANGE : (ie if using KPKKK first K will whiff)

When facing and near corner : PPKKK

When facing middle of stage from near corner : PKPKK & KKPKK- (must be very low.)



*note : PPKKK also works when facing corner. (most reliable for me.)

**note : if timed correctly (Torso or eye-level) damage will be the same as KPKKK.

Jhova808
03-13-2009, 06:40 AM
so say you dont have any ultra/super meter... can you hit a dude on his way down with a rush punch?

BlitZ510
03-15-2009, 10:59 AM
nope you cant hit them wit a dash punch when they are coming down.
so is headbutt to ultra the only way to combo something into ultra?

Mr.Trite
03-15-2009, 11:31 AM
Focus attack->ultra >_>

but thats dumb

mgdamitri
03-15-2009, 12:08 PM
ex torpedo punch when they are in the corner and in the air lets you ultra too ....

Mr.Trite
03-15-2009, 12:10 PM
Headbutt is the only practical one though.

Also you forgot TAP if you hit them out of the air.

bobdude1234
03-15-2009, 05:02 PM
The very best thing to do is charge downback for 2 seconds, then move the joystick to upback and press punch for headbutt. Then slide it down to the back position hold for a second, then forward back forward + 3 punches very quickly. Then hold your 3 kicks to juggle.

Thanks dude, you have no idea how frustrating it was trying to do this. SF4 is my first non-casual fighter and you guys really help a lot. I still lose half the time, but it's a lot of fun beating people who have way better BP rating than I do.

humbag
03-16-2009, 12:18 AM
Against some characters midscreen holding kicks the entire time does more damage if the 4th upper whiffs you get all 3 hits of the last hit.

It doesnt work on all characters but it is like an extra 10 damage lol.

rekonyz
03-16-2009, 02:47 AM
this may have been answered already, but i cant search twice for 999999999 seconds, i cant the headbutt into ultra for shit, so, normal trial 4, and hard trial 4, are both pain in the ass' for me right now

ne help? should i be doing diagonal headbutt into ultra? or should i be charging the whole thing after hb hits?

EDIT: ran up a couple posts n found my answer thx


The very best thing to do is charge downback for 2 seconds, then move the joystick to upback and press punch for headbutt. Then slide it down to the back position hold for a second, then forward back forward + 3 punches very quickly. Then hold your 3 kicks to juggle.

this helped EXPONENTIALLY

rexyaresexy
03-16-2009, 04:01 PM
Against some characters midscreen holding kicks the entire time does more damage if the 4th upper whiffs you get all 3 hits of the last hit.

It doesnt work on all characters but it is like an extra 10 damage lol.

When I get time I'll make a list. Do you know if its big chars only?

Ph0x@L1c10u5
03-17-2009, 06:36 AM
If you cant get the timing down, one thing to remember, which took me a bit of trial and error. (note: A lot of Rogs combo's are strict on timing, which is what makes him a great character to play, he is a challenge to play at high level, you really need to learn some muscle memory habits with him, like the buffered charge tricks):

The D00dz feet HAVE to completely touch the ground.

You cannot initiate the Ultra/Super without Roggies feet on the ground. This will help your timing immensly since I found that as soon as Rogs feet touch the ground, the opponent is usually a tick away from the right height anyway, so as soon as Rogs feet hit the ground, the timing that it takes to FBF and PPP is pretty spot on for eyeing up your opp.

As for the whole what combo to use (P or K) The KPKKK is pretty solid anywhere. You might as well use it the whole time to get used to it. I generally tend to use PPPPP (cause occasionally KKKKK whiffs some waves for some reason, prolly against smaller characters) if I am not juggling. I not fussed about damage unless I am close to killing them.

I agree with the posters about searching before asking things. I am totally new to SRK, but I have been browsing awesome info which has so far answered (most) of what I might have just blindly posted up. Its and a lot of the best threads are right in your face as you come in the Balrog Thread, like the Rog Mindgames etc.

Thanks to the community for sharing all your knowledge !

- Fox.

Bear_Fart
03-17-2009, 07:01 AM
http://www.youtube.com/watch?v=zH7-UANPr_8
watch this match. The balrog dude combos the ultra and uses ppkkk. This connects anywhere on the screen.

Ph0x@L1c10u5
03-17-2009, 02:14 PM
Gave it a try, and yep it does, I personally like uppers first, just 'feels' chunkier when you hit them in the air :wink:

- Fox

rexyaresexy
03-23-2009, 10:39 AM
http://www.youtube.com/watch?v=zH7-UANPr_8
watch this match. The balrog dude combos the ultra and uses ppkkk. This connects anywhere on the screen.

PPKKK can be performed anywhere as you said, and you have a better chance of connecting all hits of the ultra.

In other words: USE IT!

Fiveways
03-27-2009, 12:42 AM
Can someone try this out and confirm that it works in the corner? I just started picking up rog last night and I was doing some training a bit ago and I got this to connect:

db, ub+P, f,b,f+PPP KP,P+K

Thats what the input data showed on the readout.

sir_arthur
03-27-2009, 12:01 PM
i have been using a lot the PPKKK since it wont send you op behind you when you juggle in the corner like with KPKKK, and no matter where they are falling above you the PPKKK always connects. havent compare the damage tho but normally the last 3 hits of the last upper connects

Arkeen
03-27-2009, 03:47 PM
Saying you're new and saying it was a mistake honestly doesn't cut it anymore. If you're going to join a forum read the rules before posting, it's a common golden rule throughout the internet.

Wow. I have heard about the elitism on these forums before but have never believed it till a few days ago. The guy made a simple mistake. As for the "console noobs" comment, I would hope that certain people understand that not everyone has the resources/time/convenience of having an arcade near them to have played the game already. Some of us haven't been playing the game 10 hours a day for 5 months already. Don't ban the guy, be a little lenient.

DS
03-27-2009, 03:54 PM
ex torpedo punch when they are in the corner and in the air lets you ultra too ....


Headbutt is the only practical one though.

Also you forgot TAP if you hit them out of the air.

And don't forget about dash upper.

Ign1zshun
03-28-2009, 06:42 AM
:db::ub::l::r::l::r:, :3k:, :3p:, :3k:, :3k:

this way you maintain your back charge, I can't even do it without doing it this method. (haven't really tried to much to be honest) But I got it pretty much the 1st time this method.

You Are Sexy. That is all, but real talk I passed the last part of normal 4 :D hurray!

rexyaresexy
03-28-2009, 11:40 AM
i have been using a lot the PPKKK since it wont send you op behind you when you juggle in the corner like with KPKKK, and no matter where they are falling above you the PPKKK always connects. havent compare the damage tho but normally the last 3 hits of the last upper connects

It's the same PPKKK should be the default ultra you use IMHO.

sir_arthur
03-28-2009, 07:05 PM
It's the same PPKKK should be the default ultra you use IMHO.

yep, thats what i use now.

koroshiya8
03-30-2009, 12:53 AM
Ok, this question is for those who play both online and arcade. As you know there are certain lag (no matter how negligible) when playing online. Do you find that you time your combos (slightly) differently online against Arcade ?

rexyaresexy
03-30-2009, 12:26 PM
Yeah i dont like playing online, after playing online too much I lose the timing in my links. So before some live comp. i hit up training mode like a beast.

sir_arthur
03-30-2009, 04:53 PM
Ok, this question is for those who play both online and arcade. As you know there are certain lag (no matter how negligible) when playing online. Do you find that you time your combos (slightly) differently online against Arcade ?

i try to play other char that doesn't require much links and timming specific stuff, and yeah hit up regularly the trainning mode.

PLA Soldier
03-30-2009, 05:22 PM
It seems to me that kpkkk with pick up lower ops than ppkkk. This really only applies online as lag will make your ultra come out slightly slower than it should.

Sayian
04-02-2009, 09:23 PM
do you guys HP or MP for buffalo headbut? when connecting to ultra?

Cicada
04-02-2009, 10:35 PM
hp ...

ChozoBeast
04-03-2009, 01:09 PM
do you guys HP or MP for buffalo headbut? when connecting to ultra?

HP.

So, are you telling me that PKKKK does more damage than KPKKK?

megatron420
04-06-2009, 05:43 PM
so after doing the ultra motion, you can choose punch or kick?

usually i do the headbutt and do the ultra holding down all kick buttons.
so to do more damage i should do the ultra and hit PPKKK?

mugetsu
04-09-2009, 11:37 PM
You can do an AA c.HP>ultra (during the opponents flip to land) also.

You can do this if you don't feel like risking a trade with the headbutt. Even if it does trade you're already on the ground so you don't have to wait to land and get up, so you can probably fit in the ultra anyways.

I've only tested this on an empty jump ryu in training set to all block. I wasn't thinking enough to check out the damage either.

I'm sure it's been seen/done plenty, just don't know if anyone's said it here.

In other news fullscreen AA EX upper>ultra is the fucking coolest thing ever. This is probably so useful on a fuerte trying to wall jump.

Ben-Ra
04-10-2009, 12:52 AM
Um no. You cannot c. HP to ultra.

rexyaresexy
04-10-2009, 09:29 AM
You can do an AA c.HP>ultra (during the opponents flip to land) also.

You can do this if you don't feel like risking a trade with the headbutt. Even if it does trade you're already on the ground so you don't have to wait to land and get up, so you can probably fit in the ultra anyways.
.

If you trade during headbutt you flip out so you can still land the ultra but you have to use the PPKKK version for the range.

c.HP xx ultra does not work opponent could just block and get a free ultra after rog finishes his ultra animation.

mugetsu
04-10-2009, 01:41 PM
/sigh

my bad...the computers too stupid to block right after an AA counter. Silly me.

Hotobu
04-10-2009, 03:24 PM
/sigh

my bad...the computers too stupid to block right after an AA counter. Silly me.

Still you should know that all SF games give let you block instantly upon landing from a hit trade.

mugetsu
04-11-2009, 01:21 PM
Yeah, but I was talking about the flip before the land. Since the computer doesn't block instantly I couldn't tell if I was hitting him with the first punch of the ultra while he's still in the air or if he lands right before the first punch comes out, either way he was getting hit. I just wasn't paying attention, obviously it would have juggled if I was hitting him in the air, during the tests he was on his feet during the ultra. Like I said, silly me. Move on.

bro0oklyn
04-11-2009, 03:34 PM
just to throw this outtheir, when you ultra if theyre jumping or jumping in, or if theyre really low and your ultra would kill them, hold KKK for the first Hit (it varies by distance) just incase they jump or something. if your close itll still hit but it will also hit airborn..if your a little far away you may need to press the KKK on the second hit if they jump

just so you guys know. Im sure most of you know this but yeah juts throwing it out there

megatron420
04-15-2009, 02:04 PM
so after doing the ultra motion, you can choose punch or kick?

usually i do the headbutt and do the ultra holding down all kick buttons.
so to do more damage i should do the ultra and hit PPKKK?

sorry to bring this up again, but anyone know the answer?

so when i do the ultra i need to press P for the first 2 hits, then press kick for the last 3 hits?

tronimrich
04-15-2009, 02:47 PM
sorry to bring this up again, but anyone know the answer?

so when i do the ultra i need to press P for the first 2 hits, then press kick for the last 3 hits?

I think thats the deal, although I am having trouble with it myself.

halcyonryu
04-15-2009, 04:28 PM
It is actually possible to catch jump backs with ex upper to ultra, isn't it? It looks like it but I haven't had a chance to test.

Ephemeral
04-15-2009, 10:54 PM
yeah, but the distance must allow you to buffer a charge because you're using a back charge to do the upper, hence you must allow another 1.5 sec to elapse before you have an ultra charge. feel me?

Corner-Trap
04-16-2009, 08:48 AM
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:

http://www.youtube.com/watch?v=mARorBkHxt0

halcyonryu
04-17-2009, 10:50 PM
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.

ToOoOomeke
04-17-2009, 10:57 PM
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.

theREALbaku
04-19-2009, 12:13 PM
how do i maximize damage for the headbutt into ultra?

Ragnog
04-21-2009, 07:51 AM
learnt alot there never knew about holding kicks....might have to play abit more rog

enzo
04-24-2009, 08:40 PM
no shortcuts. keyboard notation:

17P > 1646KKK

1-7 retains back charge.

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.

nyuro
05-06-2009, 07:28 AM
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 :( 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 :(

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.

ILLiterate
05-06-2009, 10:48 AM
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

dommafia
05-06-2009, 10:55 AM
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.

Kikuichimonji
05-06-2009, 11:26 AM
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 questionsHe could have armor cancelled into ultra.

nyuro
05-06-2009, 03:11 PM
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

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

Veet1
05-06-2009, 06:42 PM
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

Hoppa
05-06-2009, 10:08 PM
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:

ILLiterate
05-06-2009, 11:28 PM
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.
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


He could have armor cancelled into ultra.
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

Tw1sted
05-07-2009, 01:38 AM
i can barely get it done on the right side of the screen and i still can't get it done at all online.

Kane Blueriver
05-07-2009, 06:18 AM
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.

Ephemeral
05-07-2009, 06:48 AM
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.

nyuro
05-07-2009, 07:31 AM
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 :(

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: )

Ephemeral
05-07-2009, 07:52 AM
but... but.. theres no escape :(

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

nyuro
05-07-2009, 07:57 AM
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.

ILLiterate
05-07-2009, 12:09 PM
i dont use it unless i can finish with it. it shouldnt be used outside of that imo.
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 :(

Ephemeral
05-07-2009, 06:18 PM
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!!!

c22sickle
05-12-2009, 08:29 AM
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.

CidNinja
05-12-2009, 09:43 AM
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.

NukleuZ
05-14-2009, 09:16 AM
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.


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.

Hotobu
05-18-2009, 03:45 AM
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.

Kelevra
05-18-2009, 07:35 AM
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.

SLICK RICK
05-18-2009, 08:50 AM
#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.
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?

Hotobu
05-18-2009, 12:48 PM
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.

SLICK RICK
05-18-2009, 05:47 PM
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.

MagnetoManiac
06-03-2009, 10:58 AM
I like activating at around torso height, pkp(whiff)kk(last hit).

apatpatchuuken
06-03-2009, 06:50 PM
when do you start doing the inputs for the ultra? while balrog is still in the air or when he lands?

otter
06-03-2009, 07:10 PM
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?

joeymax08
06-12-2009, 03:43 PM
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.

Sallabout08
06-12-2009, 04:35 PM
i just hold kick the whole time for super.

sage2050
06-14-2009, 08:28 AM
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.

thxyoutoo
06-14-2009, 08:45 AM
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.

apatpatchuuken
06-22-2009, 06:34 PM
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.


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.

Mexicant
06-23-2009, 03:05 PM
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.

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.


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.

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.

DBR x Justice
06-23-2009, 04:05 PM
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:

http://www.youtube.com/watch?v=vYsUCqXsKFU

SeedyROM
06-23-2009, 07:24 PM
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?

Here's an HD video I made about that tactic last month. It shows both the Super and Ultra as well as the notation in the description section :tup:
http://www.youtube.com/watch?v=6TrBZrFxZSY

DBR x Justice
06-24-2009, 04:33 PM
Here's an HD video I made about that tactic last month. It shows both the Super and Ultra as well as the notation in the description section :tup:
http://www.youtube.com/watch?v=6TrBZrFxZSY

haha seedy, remember that guy on your youtube video of you playing dhalsim that asked what capture card you used, his name is 7583476, thats me xD

anyway, ill get to that vid :D

M1tchapalooza
06-28-2009, 05:44 PM
why is it for the super you should hold down all kicks

a falling mango
06-28-2009, 06:04 PM
why is it for the super you should hold down all kicks

The fourth upper should whiff if you activated super at waist height, enabling you to land the last straight - which is the punch that matters. You could kkkp to be safer I think, but you lose TAP charge.

otter
06-28-2009, 11:26 PM
Here's an HD video I made about that tactic last month. It shows both the Super and Ultra as well as the notation in the description section :tup:
http://www.youtube.com/watch?v=6TrBZrFxZSY

Is there any reason this is better than going through a fireball with ultra?

Mexicant
07-01-2009, 03:38 PM
Is there any reason this is better than going through a fireball with ultra?

I'm confused by your question...because he is going through a fireball with ultra and with super in the video.

It's just a method of advancing on your opponent when you've been pushed back to the other side of the screen through blocking fireball spam and you need a clever way to get it.

Although a regular full screen jump forward would be perfectly safe if your opponent (Ryu) doesn't have super considering Ryu's standing RH and Fierce Shoryu will both miss.

heishin concept
07-03-2009, 01:53 PM
why am i having trouble doing the ultra after the headbutt??

Newbie Balrog question

a falling mango
07-03-2009, 03:01 PM
why am i having trouble doing the ultra after the headbutt??

Newbie Balrog question

:db::ub:+:hp:

It keeps your back charge enabling you Ultra after.

It's just like doing :db::ub:+:lk: with Guile, maintaining back charge in case the fk trades, enabling you to juggle with EX Boom.

a falling mango
07-03-2009, 03:05 PM
I'm confused by your question...because he is going through a fireball with ultra and with super in the video.

It's just a method of advancing on your opponent when you've been pushed back to the other side of the screen through blocking fireball spam and you need a clever way to get it.

Although a regular full screen jump forward would be perfectly safe if your opponent (Ryu) doesn't have super considering Ryu's standing RH and Fierce Shoryu will both miss.

It's better to just jump-in at full screen IMO. Dash Ultra from full screen won't connect IIRC, Ryu has enough time to recover from fb and block... could be wrong though... I've had instances where I tried it and only the tip of the punches connected, giving me about two clean hits and then Ryu was able to block the rest.

heishin concept
07-03-2009, 04:10 PM
:db::ub:+:hp:

It keeps your back charge enabling you Ultra after.

It's just like doing :db::ub:+:lk: with Guile, maintaining back charge in case the fk trades, enabling you to juggle with EX Boom.


Mango....your the man...hahahaa DUH (im such an idiot)...obviously...i should have thought of that..since im a Guile player...hahahah....big ups to you bro..

joeymax08
07-04-2009, 09:34 AM
I'm having a real hard time pulling off the headbutt>>ultra from the 2nd player side of the screen. I'm getting so frustrated because I can pull off the motion like clockwork on the first player side but have such a difficult time on the 2nd player side. Suggestions please.

Hoppa
07-05-2009, 11:49 PM
I'm having a real hard time pulling off the headbutt>>ultra from the 2nd player side of the screen. I'm getting so frustrated because I can pull off the motion like clockwork on the first player side but have such a difficult time on the 2nd player side. Suggestions please.

sometimes it does feel the same as writing with your left hand (assuming you are right handed), but practice makes perfect. you may have to spend some time in training mode so eventually you can do it 9 times out of 10.

DemonLos
07-06-2009, 12:38 AM
I'm having a real hard time pulling off the headbutt>>ultra from the 2nd player side of the screen. I'm getting so frustrated because I can pull off the motion like clockwork on the first player side but have such a difficult time on the 2nd player side. Suggestions please.

I had this problem once. What helped was doing the motion like this: :df: :uf: :hp: for headbutt, now rather then bring the stick back to :r:,for the ultra, leave it at :uf: then do :ub: :uf: :ub: :3p:

This should be easiest on a square gate. Hope it helps.

joeymax08
07-07-2009, 08:56 PM
Thanks for the suggestion. I took Hoppa's advice and practiced in training mode your suggestion and it works well. I'm still not 100 there yet but it will come in time. Just need more reps in training and in games. Thanks for the suggestions.

Hotobu
07-07-2009, 09:08 PM
The fourth upper should whiff if you activated super at waist height, enabling you to land the last straight - which is the punch that matters. You could kkkp to be safer I think, but you lose TAP charge.

No you can't do this on super. You have to hold all Kicks. The punch animations are slower. If you do KKKP the last hit will whiff no matter what.

skemar007
07-09-2009, 11:38 PM
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 forward 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:

http://www.youtube.com/watch?v=vYsUCqXsKFU

i have the same problem

does anyone no how to do this?

G Slip8
07-10-2009, 12:24 AM
i have the same problem

does anyone no how to do this?

Charge back, FA~forward,forward, back, forward, ppp/kkk

you want to dash instantly after you absorb the fireball, if you find it easier you can practice it with out the FA by just doing Charge back,6,6,4,6, ppp/kkk and then add the FA when your ready. Whatever you find easier.

Note that the second option will not absorb a hit it will only dash forward then ultra as seen on 2:22 of the video.

ZER011
07-15-2009, 01:07 AM
For ultra, why don't I see anything about PPKKK? It does the same damage as KPKKK and doesn't drop the characters that fall weird (honda). Am I missing something or does this work fine?

ZER011
07-15-2009, 01:26 AM
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

Yea but ...if you're reversaling after a cmk and armor canceling to absorb the hado couldnt you have just ultra'd through the fireball for way less margin or error?...:wonder:

G Slip8
07-15-2009, 01:29 AM
For ultra, why don't I see anything about PPKKK? It does the same damage as KPKKK and doesn't drop the characters that fall weird (honda). Am I missing something or does this work fine?

It works the same and your supposed to use it against those characters or else they will fall most of the time.

a falling mango
07-15-2009, 01:31 AM
For ultra, why don't I see anything about PPKKK? It does the same damage as KPKKK and doesn't drop the characters that fall weird (honda). Am I missing something or does this work fine?

I tried it in training awhile back and I'm sure you get one more hit on the last upper with KPKKK than you do with PPKKK. Of course it could just be human error on my part.

SF_crazy
07-15-2009, 08:44 AM
Nah it's the same damage.

You can do PKKK in the corner against some characters (Sagat comes to mind) for an extra hit though.

infidale
07-21-2009, 05:49 PM
So I've recently started practicing the J.HK, ST.HK ~ ST.LP xx EX RU ~ C.LP ~ C.LK xx HP.Headbutt combo but I am having trouble getting more than 2 waves of hits off my ultra if my opponent is anywhere close to the corner.

I've tried using kpkkk, and pkkkkk, as well as slightly altering when I activate my ultra but so far I have not been able to land the full deal. What happens is during the first kick wave of the ultra if I release kick the enemy is immediately falling and I pass through them and my third kick wave whiffs. If I hold kick down the whole time I get the 2 hits and then I pass under them.

This is the only combo I have had this problem with since I've discovered kpkkk. I can do a normal EX.RU loop like C.LP xx C.LP ~ C.LK xx EX.RU ~ C.LP ~ C.LK xx HP. Headbutt into ultra just fine in the corner. Any thoughts on what I should try or do other people have this problem or?

joeymax08
07-23-2009, 05:55 PM
What the hell does Boxer say at the beginning of the Violent Buffalo/Ultra in the Japenese dub? I always say "Oh contain" LOL.

tapent
07-23-2009, 06:23 PM
does balrog have any ultra combinations that are character/corner specific.
because i know on sagat in the corner you can do PKKKK

Tekkaman
07-23-2009, 07:29 PM
"For ultra, why don't I see anything about PPKKK? It does the same damage as KPKKK and doesn't drop the characters that fall weird (honda). Am I missing something or does this work fine?"

It's the only one to use honestly. It works in the corner and best of all, no matter how high or low then are, the first will always hit, the second will whiff, and the next 3 will always hit.

I never do another, plus you can't really mess up the KPKKK since you just wait for the first two punches. It's the most efficient I believe.

comoesa
07-25-2009, 12:36 AM
so does the different combination of puches and kicks pressed at during th ultra determine the the order of the ounches thrown?

bytex
07-25-2009, 06:20 AM
Yeah, you're influencing whether each ultra punch should be uppercut or forward punch. He executes 5 punches, and you can change between each punch.

mgdamitri
07-25-2009, 07:25 PM
"For ultra, why don't I see anything about PPKKK? It does the same damage as KPKKK and doesn't drop the characters that fall weird (honda). Am I missing something or does this work fine?"

It's the only one to use honestly. It works in the corner and best of all, no matter how high or low then are, the first will always hit, the second will whiff, and the next 3 will always hit.

I never do another, plus you can't really mess up the KPKKK since you just wait for the first two punches. It's the most efficient I believe.

ppkkk can hit one more time but imo its not worth it since they have to be really low when you start it and the problem in the corner

Tekkaman
07-26-2009, 05:22 PM
I don't know man, I haven't missed anybody by starting extremely early on the P P K K K mid screen. As for the corner I haven't really Ultra'd early in forever so I think that goes with all button combos.

Exceed^
07-26-2009, 06:30 PM
What the hell does Boxer say at the beginning of the Violent Buffalo/Ultra in the Japenese dub? I always say "Oh contain" LOL.

I'm pretty sure he's saying "No Escape," just with a really good Engrish accent.

Stuperen
07-29-2009, 04:59 PM
I've done a fair share of tries doing the Ultra with both KPKKK and PPKKK in training mode, and the results show that both do the same ammount of damage 9/10 times, with very small differences each way when you alternate the activation time.

I've used PPKKK since I first saw it worked, cause unlike KPKKK it doesn't matter when you activate the ultra, you'll always get the same ammount of hits and damage, and you'll never drop the character, whether you're in mid-screen or in a corner. Imo it's the best way to do it.

a falling mango
07-30-2009, 12:07 AM
Agreed. PPKKK is more reliable than KPKKK.

squarebob
08-01-2009, 01:52 PM
not sure if this has been posted but...

sometimes when i headbutt i ultra WAY too early. However to remedy this, i've discovered that i can use all KICKS to get a pretty decent ultra that was initially messed up.

This only works if you ultra very early after a headbutt (by mistake of course). By early I mean that in that mini-cutscene for the ultra, the opponent's back is ABOVE your head level.

a falling mango
08-01-2009, 02:08 PM
not sure if this has been posted but...

sometimes when i headbutt i ultra WAY too early. However to remedy this, i've discovered that i can use all KICKS to get a pretty decent ultra that was initially messed up.

This only works if you ultra very early after a headbutt (by mistake of course). By early I mean that in that mini-cutscene for the ultra, the opponent's back is ABOVE your head level.

Yeah, when I'm antsy I'll Ultra early, but PPKKK hasn't failed me yet if I happen to Ultra a little early. It pretty much always works AFAIK - unless you Ultra early on AA lp.hb at the peak of their jump

Diclawsus
08-01-2009, 02:17 PM
To everybody wondering what combo to use in specific situations practice. As with most things i've learned in the game there are a ton of scenarios that u can't just talk about on a very blant forum and to post a video or segment for every situation the forum would get clustered with links which would probably make people trip out here(been here for a day and ive had like 5 people trip on me over irrelivent crap when all that had to do was say something politely and normally...without the nerd rage). In any case it is all based on reactions and your own ability to juggle somebody properly. Things to keep in mind is that the straight and uppercut do just as much dmg as one another regardless of location hit be it air juggle or on the ground(tested with pc version with the numbers in front of my face...to save an argument) so go on that. If u wanan hit them but not bounce them too high make sure u land a straight...if u need to bounce them up hit and uppercut. if u need to wiff then...wiff:P There will also be tricky situations where u meet a corner and u get a weird setup where u need to hit all but the second last hit so the last hit has max dmg. Again its all on you are a player. Practice your pair of bajigalees off and you will learn what u need to know in due time.

a falling mango
08-01-2009, 02:30 PM
To everybody wondering what combo to use in specific situations practice. As with most things i've learned in the game there are a ton of scenarios that u can't just talk about on a very blant forum and to post a video or segment for every situation the forum would get clustered with links which would probably make people trip out here(been here for a day and ive had like 5 people trip on me over irrelivent crap when all that had to do was say something politely and normally...without the nerd rage). In any case it is all based on reactions and your own ability to juggle somebody properly. Things to keep in mind is that the straight and uppercut do just as much dmg as one another regardless of location hit be it air juggle or on the ground(tested with pc version with the numbers in front of my face...to save an argument) so go on that. If u wanan hit them but not bounce them too high make sure u land a straight...if u need to bounce them up hit and uppercut. if u need to wiff then...wiff:P There will also be tricky situations where u meet a corner and u get a weird setup where u need to hit all but the second last hit so the last hit has max dmg. Again its all on you are a player. Practice your pair of bajigalees off and you will learn what u need to know in due time.

lolwut

Leoncio
08-03-2009, 09:51 AM
To everybody wondering what combo to use in specific situations practice.

:pleased:

As with most things i've learned in the game there are a ton of scenarios that u can't just talk about on a very blant forum and to post a video or segment for every situation the forum would get clustered with links which would probably make people trip out here(been here for a day and ive had like 5 people trip on me over irrelivent crap when all that had to do was say something politely and normally...without the nerd rage).

:pleased:

In any case it is all based on reactions and your own ability to juggle somebody properly. Things to keep in mind is that the straight and uppercut do just as much dmg as one another regardless of location hit be it air juggle or on the ground(tested with pc version with the numbers in front of my face...to save an argument) so go on that.

:pleased:

If u wanan hit them but not bounce them too high make sure u land a straight...if u need to bounce them up hit and uppercut. if u need to wiff then...wiff:P There will also be tricky situations where u meet a corner and u get a weird setup where u need to hit all but the second last hit so the last hit has max dmg.

:pleased:

Again its all on you are a player. Practice your pair of bajigalees off and you will learn what u need to know in due time.


semi fixed

mudshovel
08-05-2009, 04:08 AM
Try this:

When you shot a charging punch (PPP or KKK), many people quickly try to counter.

Then, charge back, pull off the PPP or KKK to do the move, and inmediatly before, do the Ultra.

About 80% of times, you catch your oponent throwing some move.

All the hits of ultra will be PPPPP, all directly to face.

This only works when your oponent blocks the charging punch, if you hit, then he can block the ultra.

ILLiterate
08-05-2009, 11:33 AM
mudshovel no one has ever thought of this, you'll be a king in this land for centuries!

It's not a combo, only works on scrubs

thxyoutoo
08-05-2009, 02:57 PM
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.

Travenport
08-19-2009, 06:36 AM
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.

TheMonkey
08-21-2009, 06:34 PM
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:

superlollo
08-22-2009, 03:37 AM
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

BehindTheLight
08-22-2009, 01:39 PM
This is what I do. headbutt, Let them fall to face height, ultra with kicks, hold 3 kicks for first upper hit, let go of 3 kicks and let the straight whiff, hold 3 kicks for the rest of the ultra.

Go into training and try this a few times, it's not to hard to get the hang of and good luck.

cool

RopeDrink
10-12-2009, 04:35 PM
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.

http://www.youtube.com/watch?v=VZ9rLEnzUG4

DASH_KANCEL
10-29-2009, 04:15 PM
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 ;)

Thanks!

AQUA-PURA
10-29-2009, 04:33 PM
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 ;)

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.

DASH_KANCEL
10-29-2009, 05:25 PM
Good choice for not started 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?

azproc
10-29-2009, 05:47 PM
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)

DASH_KANCEL
11-01-2009, 07:27 AM
I'm having trouble with this one too, but not for the same reason as the OP. I'm just having a tough time pulling off the Ultra motion after the headbutt. The input window seems so small and I always end up rushing and missing. On the occasions when I actually do pull it off, I hold a kick button and everything connects. Any tips/suggestions on how to pull off the combo more reliably?

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?

rainscape
11-01-2009, 07:32 AM
@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

Dontdodat
11-12-2009, 12:14 AM
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.

MrChowda
12-14-2009, 12:06 AM
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.

bodydouble
12-27-2009, 04:14 PM
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.

StevoKanevo
12-27-2009, 05:49 PM
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,

StevoKanevo
12-27-2009, 05:57 PM
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?

Dutycalls
02-02-2010, 05:22 AM
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.

Conqueror Kenny
02-02-2010, 07:46 AM
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.

StevoKanevo
02-02-2010, 05:06 PM
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.

DaiLo23
02-05-2010, 07:54 AM
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?

I think because most of us TAP and then dash punch after to build meter, seems natural to hold those kicks down on the last punch

2BAD4U
02-12-2010, 04:33 PM
Yeah I used to do that too until I found out it was more logical to go with ru, tap, ru after the ultra so I now hold 3P at the fifth hit to charge for the tap. Even more logical would be holding 3K then dash, tap, dash, but I find it easier to charge tap with index, middle and ring finger and using my thumb for the ru.