Balrog Thread

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  • geadomgeadom Reversal Counter Hit Joined: Posts: 1,083
    Can anyone help me w/ Balrogs mirror match? What are some good tips?
    "He´s different, he´s special." Pick up your spear, the only thing you can do is your best
  • SystemSystem Joined: Posts: 508,676 admin
    Yeah thats something I would like to know too. AS well as Rog vs Chun. She is such a bitch to fight against
  • geadomgeadom Reversal Counter Hit Joined: Posts: 1,083
    To Graham: If i upload a few vids of my 'rog, would you check them out to give some tips? I'm also waiting for some tips in Rog's mirror match.

    Also: What are 'rogs worst matchups, besides honda / sim?
    "He´s different, he´s special." Pick up your spear, the only thing you can do is your best
  • geadomgeadom Reversal Counter Hit Joined: Posts: 1,083
    Graham: I need to thank YOU and everyone that made this great thread. Yesterday i won a local ST torunament (in Santo Domingo) using all the techniques described here..

    KEEP UP THE GOOD WORK!
    "He´s different, he´s special." Pick up your spear, the only thing you can do is your best
  • SystemSystem Joined: Posts: 508,676 admin
    I think Zangief is one of Boxer's worst matchups, if not the worst.
  • SystemSystem Joined: Posts: 508,676 admin
    I think Zangief is one of Boxer's worst matchups, if not the worst.

    Yeah i have alot of problems with that match up too. Lariat ends up beating out dash lows at times and keeps rog from jumping in with hp/hk. I end up jumping in with MP most of the time against geif and it works. When geif jumps i end up mashing jab to keep him away too. But the match up hs very hard for me to win. Any suggestions??? And did graham like die or something? He hasnt posted in a good while =(
  • SystemSystem Joined: Posts: 508,676 admin
    I guess this thread is dead then <_<
  • SystemSystem Joined: Posts: 508,676 admin
    What's the largest hitting combo you can do with the boxer?

    One time I did a 5 hit combo, but I'm not very good. Jumping strong (immediately charge) two ducking jabs a standing jab then a weak dash punch.

    What are just some good combos in general? Any dizzy combos?
  • Aaron BrooksAaron Brooks Joined: Posts: 185
    Off of about any jump in you can land, jab, jab, standing jab, fierce normal rush punch on moderate to big characters. (assuming you are fairly close) As far as I can tell you can only do one of the crouch jabs on smaller characters. You can also do something like standing mk into high rush, because i believe the high rush has less charge time. You can do crouch jab times 1 or 2, standing jab super, or just crouch jab times 2 into renda kara cancel super. You can probably renda kara the low rush for a combo to hit crouching characters.. but that seems hard. It seems like the only good set ups for balrog jump in combos are safe jumps and dizzies.

    As far as ground combos, you can link c mk into c mp and cancel the mp into low rush.

    Does that all sound right?
  • NKINKI Mashers Joined: Posts: 1,788
    Biggest Boxer combo I've seen is 12 hits:
    Against crouching Zangief, cross-up j.Fierce (or j.RH), cr.Jab x6, super

    Practical combos:
    cr.Forward, cr.Strong xx low rush
    safe jump Jab, cr.Jab x2->st.Jab xx high rush
    j.RH, st.Forward xx low kick rush (the one that knocks down)

    Also, you can link the super after his cr.Forward.

    To dizzy the opponent, Daigo uses meaty cr.Forward, far st.Fierce.
    It was a fun ten years.

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  • Aaron BrooksAaron Brooks Joined: Posts: 185
    Are there any knockdown combos that work on crouching characters besides combo into super? I was trying to do renda kara low rush.. but as far as i can tell that's impossible.
    Biggest Boxer combo I've seen is 12 hits:
    Against crouching Zangief, cross-up j.Fierce (or j.RH), cr.Jab x6, super

    Practical combos:
    cr.Forward, cr.Strong xx low rush
    safe jump Jab, cr.Jab x2->st.Jab xx high rush
    j.RH, st.Forward xx low kick rush (the one that knocks down)

    Also, you can link the super after his cr.Forward.

    To dizzy the opponent, Daigo uses meaty cr.Forward, far st.Fierce.
  • jchensorjchensor Salty Chen Joined: Posts: 1,934 admin
    I think Zangief is one of Boxer's worst matchups, if not the worst.

    Actually, if Balrog knows how to fight Zangief, the fight becomes largely 50/50. Jab Low Rush with Punch beats the Lariats if you distance it properly. But Zangief can whiff stand jabs a lot which will hit the Low RUshes before they reach Zangief, discouraging you from doing the move. But Balrog can Stand Fierce Zangief from the same rance he wants to do the Low Rush, which will beat or trade with Gief's Stand Jab. And, of course, Zangief can Lariat the Fierce. So you can bait him into doing the Lariat and Low Rush him.

    It's cyclical, but it makes the fight much more manageable to Balrog. Good Zangiefs WILL make this a very hard fight, but a good Balrog will make the fight much more honest.

    - James
    http://jchensor.blogspot.com
    http://jchensor.blogspot.com

    "We don't stop playing because we get old. We get old because we stop playing." -- Doyle Brunson

    "Every time you win, it diminishes the fear a little bit. You never really cancel the fear of losing; you keep challenging it." -- Arthur Ashe

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  • SystemSystem Joined: Posts: 508,676 admin
    Zangief can cripple boxer's options with crouching roundhouse, a much better tool than standing jabs. Cr roundhouse mixed in with lariats can really lock down and push Boxer back into the corner with very little skill.
  • jchensorjchensor Salty Chen Joined: Posts: 1,934 admin
    Good Balrog players will wait for Low Roundhouse, then react with a Low Rush Punch on whiff if you do it that much. Zangief may block in time, but there is little else he can do. Maybe try for a miracle SPD, but good luck there. You won't win many match ups going for things like that.

    But you're right, it's a good weapon, but you cannot use it too much. Balrogs who learn the right distnace to Low Rush Punch make the fight hard. I don't think the fight is in Balrog's favor, but I don't think it's in Zangief's either. I feel like this match is almost 50/50.

    - James
    http://jchensor.blogspot.com
    http://jchensor.blogspot.com

    "We don't stop playing because we get old. We get old because we stop playing." -- Doyle Brunson

    "Every time you win, it diminishes the fear a little bit. You never really cancel the fear of losing; you keep challenging it." -- Arthur Ashe

    (AV art obtained from here: http://meatbun.us/blog/?p=162)
  • SystemSystem Joined: Posts: 508,676 admin
    Good Balrog players will wait for Low Roundhouse, then react with a Low Rush Punch on whiff if you do it that much. Zangief may block in time, but there is little else he can do. Maybe try for a miracle SPD, but good luck there. You won't win many match ups going for things like that.

    But you're right, it's a good weapon, but you cannot use it too much. Balrogs who learn the right distnace to Low Rush Punch make the fight hard. I don't think the fight is in Balrog's favor, but I don't think it's in Zangief's either. I feel like this match is almost 50/50.

    - James
    http://jchensor.blogspot.com


    I guess you would know more than i would lol. But I have a really hard time fighting this match up. Its really hard for me to stay on Geif with out getting grabbed or random lariet. It sucks =(
  • jchensorjchensor Salty Chen Joined: Posts: 1,934 admin
    I guess you would know more than i would lol. But I have a really hard time fighting this match up. Its really hard for me to stay on Geif with out getting grabbed or random lariet. It sucks =(

    No, admittedly, it looks like the fight is totally in Gief's favor. In fact, I used to believe it too. I remember long ago saying that on agsf2 and Bob Painter, a great Gief player, telling me it wasn't true. I was upset by that 'cause I like Gief and always thought that match was mine.

    But since then, I've fought a lot of good Balrogs who know the fight and it's harder. Zangief is still one of the best characters to FIGHT Balrog, since every other character mostly gets mopped up by him. I just don't think Gief has an overwhelming advatange anymore.

    - James
    http://jchensor.blogspot.com
    http://jchensor.blogspot.com

    "We don't stop playing because we get old. We get old because we stop playing." -- Doyle Brunson

    "Every time you win, it diminishes the fear a little bit. You never really cancel the fear of losing; you keep challenging it." -- Arthur Ashe

    (AV art obtained from here: http://meatbun.us/blog/?p=162)
  • afro legendsafro legends Pugilist Specialist Joined: Posts: 256
    I agree with Chen. That match can be hard for Rog if he gets knocked down, that's why you have to be careful and choose your attacks wisely. Rog has some tools that he can work with. If Gief likes to use the cr. roundhouse a lot, Rog can just standing fierce on the whiff and hit him clean. For Gief's standing jabs, Rog can just st. fierce and trade in Rog's favor. For anti airs, Rog has the st. jabs, st. strong, st. fierce, cr. fierce, and high rush depending on distance and what Gief does. Like Chen said, Rog can low rush Gief's lariat at the right distance. If Rog gets knocked down, it can be trouble so you have to play this match very carefully. Using TAP a lot isn't good cuz Gief can see it and lariat on reaction. Don't let Gief bully and corner you, use the tactics above and fight him. If you are getting near your own corner and happen to knock Gief down, do a jump in combo that ends with a low rush to push him away.

    afro
  • SystemSystem Joined: Posts: 508,676 admin
    I agree with Chen. That match can be hard for Rog if he gets knocked down, that's why you have to be careful and choose your attacks wisely. Rog has some tools that he can work with. If Gief likes to use the cr. roundhouse a lot, Rog can just standing fierce on the whiff and hit him clean. For Gief's standing jabs, Rog can just st. fierce and trade in Rog's favor. For anti airs, Rog has the st. jabs, st. strong, st. fierce, cr. fierce, and high rush depending on distance and what Gief does. Like Chen said, Rog can low rush Gief's lariat at the right distance. If Rog gets knocked down, it can be trouble so you have to play this match very carefully. Using TAP a lot isn't good cuz Gief can see it and lariat on reaction. Don't let Gief bully and corner you, use the tactics above and fight him. If you are getting near your own corner and happen to knock Gief down, do a jump in combo that ends with a low rush to push him away.

    afro

    Post more often scrub. lol

    And thanks for the advice i will put it to use
  • technique121technique121 Joined: Posts: 218
    does anybody know how to fight blanka i am trying to use tips from this forum posts to help my skill in Champ edition
  • GrahamGraham Joined: Posts: 571
    I think Zangief is one of Boxer's worst matchups, if not the worst.

    I used to think that, it still is somewhat valid but not nearly as bad after i learned the proper way to play the match watching daigo play my brother with his rog vs my brothers gief.

    But the best strat vs gief is one my brother created which is stupidly simple, just keep pressing low strong.
  • GrahamGraham Joined: Posts: 571
    Biggest Boxer combo I've seen is 12 hits:
    Against crouching Zangief, cross-up j.Fierce (or j.RH), cr.Jab x6, super

    Practical combos:
    cr.Forward, cr.Strong xx low rush
    safe jump Jab, cr.Jab x2->st.Jab xx high rush
    j.RH, st.Forward xx low kick rush (the one that knocks down)

    Also, you can link the super after his cr.Forward.

    To dizzy the opponent, Daigo uses meaty cr.Forward, far st.Fierce.


    ok my favorite combos are these for anyone looking for some bad ass rog combos that arent too hard to do.

    Dizzy:
    simple combo:
    Jumpin roundhouse/fierce, low strong, low kick rush with short (knockdown)
    highest damage combo:
    jumpin roundhouse/fierce, 2 lob jab, standing jab, straight fierce rush punch

    on wakeup:
    low forward early, low strong, low jab dash punch

    after grabbing them and walking behind:
    low forward early, low strong, low jab dash punch

    on wakeup for quick dizzy:
    low forward early, standing fierce (on big chars)

    on jumpin on certain chars during fireball (chun li for example)
    refer to simple combo

    on jumpin on sagat for example if he does low fireball:
    jumping roundhouse, standing fierce (connects cause opponent is ducking)

    simple super combo when they're dizzy or on wakeup:
    jumpin forward or jab or strong (see it hit, cant use fierce or roundhouse or you wont be able to get the full amount of jabs), 2 low jabs, standing jab, super
  • Aaron BrooksAaron Brooks Joined: Posts: 185
    Did anybody mention that zangief can punish balrog super with 360/720? Something worth knowing about that match. Almost worth learning the balrog combo into super just for that reason.
  • Saotome KanedaSaotome Kaneda Watch your back Joined: Posts: 5,332 mod
    GRAHAM


    Give me tips on rushing down WW Guile w/ST Boxer plz >=O
    This dude is the only thing keeping me from dominating Okinawa


    WW Guile is so full of BS I swear to God

    help me plz :sad:
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  • GrahamGraham Joined: Posts: 571
    help me plz :sad:

    well its a losing battle, youll have to accept that. But ways to win are like this. You need to use alot of grabbing. Dont charge the TAP , just do rushdown with short low dash and grab, also do low forwards and low jab dashes along with standing fierces. Chances are youll lose but if you can grab enough youll win. thats all i can say is cheap cheap cheap.
  • Axel KellyAxel Kelly Joined: Posts: 1,477
    whoa whoa whoa whoa....
    Balrog actually has four dashes. He has two punch dashes, but he also
    has two kick dashes. The second kick dash is done the same way the low
    punch dash is done - from back to down/forward. The animation is very
    similar, but it looks more like a low fierce than a dash, and balrog
    comes rushing in while crouched. The advantage of this dash is that by
    charging low back to foward/down, you can conserve charge for the BH.
    I also think (but I'm not sure) that it recovers faster than the high
    dash.
    taken from:
    http://groups.google.com/group/alt.games.sf2/tree/browse_frm/thread/5f979a1f774fa885/e6c88151206c16ff?rnum=1&q=julien+balrog&_done=%2Fgroup%2Falt.games.sf2%2Fbrowse_frm%2Fthread%2F5f979a1f774fa885%2F4c989fe12b3f1471%3Flnk%3Dgst%26q%3Djulien+balrog%26rnum%3D9%26#doc_4c989fe12b3f1471

    That's not true, is it?
  • Saotome KanedaSaotome Kaneda Watch your back Joined: Posts: 5,332 mod
    well its a losing battle, youll have to accept that. But ways to win are like this. You need to use alot of grabbing. Dont charge the TAP , just do rushdown with short low dash and grab, also do low forwards and low jab dashes along with standing fierces. Chances are youll lose but if you can grab enough youll win. thats all i can say is cheap cheap cheap.
    That's what I figured, but he's been able to counterthrow the fuck out of me. Thanks bro. =D


    What's funny is, he recently went up to mainland to take a job up in Nagoya for 6 months, so this is the beginning of my 6 month rule over Okinawa. lol Headbutt throw crossup mixups FTW.
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  • dogberrydogberry l33t OG Sagat tactics Joined: Posts: 358
    Graham:

    I was wondering if you could break down the Balrog/Dhalsim match.

    What is the best time to release the TAP? Like when you see that sim is hesitating about whether to throw a yoga fire or when you need to close the distance should sim happen to be in the air?

    It seems to me that the game plan is to look for hesitant moments/missed moves from sim and then close in/trade hits. Is that it or is there something else?
  • geadomgeadom Reversal Counter Hit Joined: Posts: 1,083
    Good question. I just finished 3rd in a tournament, for losing to 'sim..

    PLEASE Graham, can you break this fight?
    "He´s different, he´s special." Pick up your spear, the only thing you can do is your best
  • RenegadeRenegade Joined: Posts: 3,128 ✭✭✭✭✭ OG
    Ok... this isn't the "ASK GRAHAM" Balrog thread. I'm sure he's not going to do that kinda stuff, so think up strategies and post them yourselves.

    As far as Sim vs Rog... I would use the TAP whenever you're pretty certain that there won't be a fireball coming. I.e. headbutt through a fireball, release TAP. Jump Straight up over fireball, TAP. Etc. You're trying to hit/trade w/ his pokes. So, release TAP when you think he's going to poke!

    Ok. I got beat by a pure wall dive vega in a tourney the other day. And I was super pissed. So I'm going to share some thoughts on it.

    1. Vega Can't try to claw in front of you, as then your buffalo headbutt will hit him clean. So 99% it's going to be throw/claw behind
    2. Beware of Reversal Flipkick. The only guarunteed knockdowns he has to set up the walldive shenanigans are slide, flipkick, and izuna drop. Throw is too fast and can be teched.
    3. If you are standing, use HK rush when you see him go to the wall. You will either tag him, or if you were too late, you're safely out of the way.
    4. Make sure you get enough charge time when you do get knocked down for headbutt. Try multi release to ensure you'll get one.
    5.If you have a lead, the corner is your friend.

    Anyone else want to add thoughts?
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  • GrahamGraham Joined: Posts: 571
    Ok... this isn't the "ASK GRAHAM" Balrog thread. I'm sure he's not going to do that kinda stuff, so think up strategies and post them yourselves.

    As far as Sim vs Rog... I would use the TAP whenever you're pretty certain that there won't be a fireball coming. I.e. headbutt through a fireball, release TAP. Jump Straight up over fireball, TAP. Etc. You're trying to hit/trade w/ his pokes. So, release TAP when you think he's going to poke!

    Ok. I got beat by a pure wall dive vega in a tourney the other day. And I was super pissed. So I'm going to share some thoughts on it.

    1. Vega Can't try to claw in front of you, as then your buffalo headbutt will hit him clean. So 99% it's going to be throw/claw behind
    2. Beware of Reversal Flipkick. The only guarunteed knockdowns he has to set up the walldive shenanigans are slide, flipkick, and izuna drop. Throw is too fast and can be teched.
    3. If you are standing, use HK rush when you see him go to the wall. You will either tag him, or if you were too late, you're safely out of the way.
    4. Make sure you get enough charge time when you do get knocked down for headbutt. Try multi release to ensure you'll get one.
    5.If you have a lead, the corner is your friend.

    Anyone else want to add thoughts?

    watch the vid on youtube of me vs my brother at evo west, youll see alot of well timed Tap's if you need a visual understanding of when i use em

    keep in mind rogs lifebar is also there to take a beating as he dishes it out, trading hits is fine on any attack, youll alwys hit harder on nearly any opponent.
  • geadomgeadom Reversal Counter Hit Joined: Posts: 1,083
    LOL, good point, Renegade. Against Claw, headbutt fucks his dives, and if you do the HP one, usually, you can escape safely.

    Another choice when you dont have charge is cr.HP. Most of the time beats the dive clean.

    WHOEVER (even Graham or Renegade) that can give me this answer, plz help me:

    When sim does a Yoga fire, what is the best course of action? Headbutt is kicked on reaction..

    If i jump that fire, what moves trades with st.mk/Hk? And what trades with st.Mp/cr.(st?)Hp?

    Lots of thanks again. :D


    P.S: It might not seem like that, but i know a little stuff with Rog too.. So anyone can ask me things too :P
    "He´s different, he´s special." Pick up your spear, the only thing you can do is your best
  • GrahamGraham Joined: Posts: 571
    LOL, good point, Renegade. Against Claw, headbutt fucks his dives, and if you do the HP one, usually, you can escape safely.

    Another choice when you dont have charge is cr.HP. Most of the time beats the dive clean.

    WHOEVER (even Graham or Renegade) that can give me this answer, plz help me:

    When sim does a Yoga fire, what is the best course of action? Headbutt is kicked on reaction..

    If i jump that fire, what moves trades with st.mk/Hk? And what trades with st.Mp/cr.(st?)Hp?

    Lots of thanks again. :D


    P.S: It might not seem like that, but i know a little stuff with Rog too.. So anyone can ask me things too :P

    well there are multiple options when you see a yoga fire, i do either a jab straight running punch (trade) if its a slow fireball, a tap trade, a standing fierce trade, a jump straight up if far away and guided fierce punch to move down and avoid, or a jump toward at last second and fierce/roundhouse or i walk toward them if its slow and block at last minute to gain a bit of ground. There are many options you just need to be willing to block sometimes. sometimes if the player is really close i do a fierce headbutt through it, but once you get the super youll shut down his fireball game fast if he isnt full screen.

    but honestly most of it is just pure practice, you need to play matches alot to get the feel of what to do, ill say this alot of the times i build a strategy on the spot to accomodate some players.
  • technique121technique121 Joined: Posts: 218
    expert turbo balrog beginners super balrog

    um i was wondering what are some gameplay variations for ssf2 balrog cause i normally play with hyper fighting balrog and when i switched the turn punch inviceblity frame dosen't work and i can't figure out how make the buffalo rush work

    i think i need a new gameplay style or some type of renovation to it cause it is not working to well with st


    i am so use to playing hyper fighting turbo balrog
  • RenegadeRenegade Joined: Posts: 3,128 ✭✭✭✭✭ OG
    Man, Graham, looking at the matches between you and your brother.. I can safely say i have never played a good Sim. Seriously, no one plays Sim on EC that I know of.

    The matches really illuminate the fact that you can't use headbutt at all to get through fireballs.

    Anyway... a couple of things I was thinking about.

    When I combo into super... I get cr. jab, cr. jab, st. jabxx super, and i'm basically doing the jab at the same time as the super. But...

    Is that right? is it possible for the stand jab to not even come out and the super to still combo? Is that the preferred way of doing it?

    Anyone else get that?

    Also, I'm thinking that comboing the super isn't nearly as important as using it as a tool to get in on fireballers. Is there any time outside of a dizzy that anyone goes for combo into super?

    Also, I read somewhere that Honda and Blanka stand up automatically after being hit w/ 2 moves. So, I'm guessing that makes crouch jabX2, stand jab xx fierce rush or super more feasible on them.
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  • TriplejjjTriplejjj Joined: Posts: 260
    In response to your question about the super, that is correct you never see the standing jab that is cancelled, it is the same principal as comboing into super with Ken's cr shorts. With regards to when you would try going for that combo with Rog, I would say it can't hurt to try to hit confirm it after a safe jumped short. At least that the impression I get from watching vids of top boxer players.
    Fighting game enthusiast
  • GrahamGraham Joined: Posts: 571
    Man, Graham, looking at the matches between you and your brother.. I can safely say i have never played a good Sim. Seriously, no one plays Sim on EC that I know of.

    The matches really illuminate the fact that you can't use headbutt at all to get through fireballs.

    Anyway... a couple of things I was thinking about.

    When I combo into super... I get cr. jab, cr. jab, st. jabxx super, and i'm basically doing the jab at the same time as the super. But...

    Is that right? is it possible for the stand jab to not even come out and the super to still combo? Is that the preferred way of doing it?

    Anyone else get that?

    Also, I'm thinking that comboing the super isn't nearly as important as using it as a tool to get in on fireballers. Is there any time outside of a dizzy that anyone goes for combo into super?

    Also, I read somewhere that Honda and Blanka stand up automatically after being hit w/ 2 moves. So, I'm guessing that makes crouch jabX2, stand jab xx fierce rush or super more feasible on them.

    you're right about the super being more important for going through fireballs than to be used in combos. There is going to be the rare situation where you're really down and a super combo on a dizzy foe would give you the win.
  • technique121technique121 Joined: Posts: 218
    g thread

    anyone find guile thread i mean i saw a link but it sending me to this balrog thread

    (hope i don't get TAP by all yall balrog fans for asking this question)
  • NKINKI Mashers Joined: Posts: 1,788
    You obviously didn't take 2 seconds to look for the Guile thread yourself, and your post has no place here in the Balrog thread. You've been warned about stuff like this before, and nothing's changed, so you have now been banned.
    It was a fun ten years.

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  • SystemSystem Joined: Posts: 508,676 admin
    Thanks for banning that freak...
  • MizukiMizuki ayy lmao Joined: Posts: 3,200
    You obviously didn't take 2 seconds to look for the Guile thread yourself, and your post has no place here in the Balrog thread. You've been warned about stuff like this before, and nothing's changed, so you have now been banned.

    NKI rocks in ST, and banning unwanted idiots!
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  • SystemSystem Joined: Posts: 508,676 admin
    how do you do headbutt into super? i saw daigo do it once. do you just charge and release it diagnolly so you get the buffer for holding back and and forward?
  • NKINKI Mashers Joined: Posts: 1,788
    Charge D/B, U/B+punch, then do F, B, F+punch as you land.
    It was a fun ten years.

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  • zasszass Da 'Mizer Joined: Posts: 1,122
    Boxer's dash->super question

    I was playing around on the PS2 CCC2 training mode, practicing the kick dash -> super, and I found something strange.

    When I did the down kick dash, I could interrupt into super every time.

    When I did the regular kick dash, I couldn't interrupt the super.

    So specifically, I found that

    Charge, then down/forward + short, then back, then forward + punch resulted into a dash, then a super.

    but:

    Charge, then forward + short, then back, then forward + punch resulted into a dash, but no super.

    This is annoying because the down/forward + kick dash knocks people down, which means you can't combo the super if the dash hits.

    Is my observation correct or am I just messing it up?

    Julien
    Taking shit back to the RESERVOIR
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    SF2 Code v1.0: t+ c+ T+ r+(-) f g+ m+ s+ v+ M+(-) n+:++ o+ (av by Tat Guy)
    http://web.archive.org/web/19970219205915/hannibal.mit.edu/things/sf2/sf2code.txt
  • jchensorjchensor Salty Chen Joined: Posts: 1,934 admin
    I'm sure you can do the non-knockdown one. I've seen it in Combo Videos before, someone doing the regular Kick Dash version so it hits late enough to Combo into the Super. It would be tough to distance properly and you would need really good execution to do it, but I'm pretty sure I've seen it before.

    (Good to see you back, Julien. ^_^)

    - James
    http://jchensor.blogspot.com
    http://jchensor.blogspot.com

    "We don't stop playing because we get old. We get old because we stop playing." -- Doyle Brunson

    "Every time you win, it diminishes the fear a little bit. You never really cancel the fear of losing; you keep challenging it." -- Arthur Ashe

    (AV art obtained from here: http://meatbun.us/blog/?p=162)
  • Grits'N'GravyGrits'N'Gravy I used to oicho throw people. Joined: Posts: 977
    http://youtube.com/watch?v=lqYHVFIDSbc

    Are you talking about the dash upper > Super like in the last round here? Hopefully if this is the tactic, Phil can come in and talk about how it's done... I'm interested to know too.

    Also, I sent you a PM about playing in Seattle when I come out there... hopefully it can happen. =)

    BTW: Are you going to be adding to the T Hawk threads and wikis? My boy Craig really wants to get all the information possible besides the stuff on agsf2.
    CFN: BatmanWithAGlock
    E. Honda is gone forever. 。・゚゚・(>д<)・゚゚・。
  • zasszass Da 'Mizer Joined: Posts: 1,122
    http://youtube.com/watch?v=lqYHVFIDSbc

    Are you talking about the dash upper > Super like in the last round here? Hopefully if this is the tactic, Phil can come in and talk about how it's done... I'm interested to know too.

    Yeah, it's what happens at 6:21 in the video. That's exactly what I'm talking about. The question is can you do the non knockdown kick dash (or any other dash for that matter), and can you still do it if the dash connects (rather than whiffs as in the video).

    James, thanks for the reply! I'll definitely try it out. It's good to be back! The SF bug has bitten me again :)
    Taking shit back to the RESERVOIR
    http://tea-hawk.blogspot.com

    SF2 Code v1.0: t+ c+ T+ r+(-) f g+ m+ s+ v+ M+(-) n+:++ o+ (av by Tat Guy)
    http://web.archive.org/web/19970219205915/hannibal.mit.edu/things/sf2/sf2code.txt
  • jchensorjchensor Salty Chen Joined: Posts: 1,934 admin
    OMG... I just noticed in your sig:

    SF2 Code v1.0: t+ c+ T+ r+(-) f g++ m+ s+ v+ M+(-) n+:++ o+
    http://web.archive.org/web/19970219205915/hannibal.mit.edu/things/sf2/sf2code.txt

    Classic!!!

    - James
    http://jchensor.blogspot.com
    http://jchensor.blogspot.com

    "We don't stop playing because we get old. We get old because we stop playing." -- Doyle Brunson

    "Every time you win, it diminishes the fear a little bit. You never really cancel the fear of losing; you keep challenging it." -- Arthur Ashe

    (AV art obtained from here: http://meatbun.us/blog/?p=162)
  • NKINKI Mashers Joined: Posts: 1,788
    Hey Julien, great to see you back on the scene.
    :smile:

    You can combo the super after hitting with the straight kick rush, so obviously you can also do the super after whiffing the straight kick rush.

    It's a lot easier to whiff with the down/towards kick rush because it actually has less frames than the straight kick rush. (The short version of the straight kick rush has 25 frames, while the down/towards version only has 21.) You can take a look at all the frame data for ST here:
    http://nki.combovideos.com/ST
    It was a fun ten years.

    http://nki.combovideos.com
    Thanks to BlazeD and Preppy for hosting!
    Avatar by Buttermaker.
  • zasszass Da 'Mizer Joined: Posts: 1,122
    Hey Julien, great to see you back on the scene.
    :smile:

    You can combo the super after hitting with the straight kick rush, so obviously you can also do the super after whiffing the straight kick rush.

    It's a lot easier to whiff with the down/towards kick rush because it actually has less frames than the straight kick rush. (The short version of the straight kick rush has 25 frames, while the down/towards version only has 21.) You can take a look at all the frame data for ST here:
    http://nki.combovideos.com/

    Hey NKI!

    I'm told you're the one to thank for the American ST revival. So.. thanks! Up until a few weeks ago, I honestly didn't think I'd ever get to play my favorite game again. And now, I just played in an ST tourney last weekend, and I'm considering getting a home arcade setup like one of these :

    http://www.killercabs.com/forum/viewtopic.php?t=6264

    (OT: If anyone can point me to tips on how to get one of these japanese style sit down cabinets, I'd love to hear them! I want my ST setup to be one of those!)

    So.. thanks again NKI!

    Anyways, thanks for the link on frame data. I remember those old T. Akiba forums, I used to post there :). I'd forgotten about it. It's cool to have the frame data confirm what I've always "felt", which is that the dashing ground upper is "faster" for whiffing than the dashing upper!

    So anyways, back to my question. how do you combo the dashing upper into a super? I've just never been able to do it. Is there some trick to it? I can do the whiffed dashing ground upper into super, but I can't seem to do the dashing upper (whiffed or not) into super. I'd really like to know how to combo it so I can do combos like jump fierce, low jab, stand jab, dash upper, super.

    Julien
    Taking shit back to the RESERVOIR
    http://tea-hawk.blogspot.com

    SF2 Code v1.0: t+ c+ T+ r+(-) f g+ m+ s+ v+ M+(-) n+:++ o+ (av by Tat Guy)
    http://web.archive.org/web/19970219205915/hannibal.mit.edu/things/sf2/sf2code.txt
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