Xeno-V, post: 1299635 wrote:
Guys do you have any suggestions for some attack strings that i could use on turtling opponents?
I use sth like j. mk, cr. lpx2, cr. mp, low jab rush.
ImmortalTechnique, post: 1299637 wrote:
So I don't know how many opportunities i've had online to get the extra damage. I land meaty cr.forward-cr.strong all the time. But I've only properly canceled it maybe 1/15 times. And that's probably a high estimate. I am on a HRAP 3. So what is the motion I should be doing? As soon as I hit cr.strong button, and before I even see anything come out should I be bringing the stick across for the rush? Anyways any help you can offer would be great. And i'm sorry if this has been asked earlier in the thread. And what buttons should I be pressing for the rush? jab? or negative edge from the cr.strong?
zerodotjander, post: 1299639 wrote:
What are good options for Balrog on wakeup against an opponent that is jumping in for a crossup?
Reversal headbutt seems pretty obvious, but if you miss the reversal, you can eat a big combo. Plus, depending on how deep they jump in, on occasion I'll get a headbutt out and we'll both whiff, then I get punished on headbutt's recovery.
Lately I've been trying LK rush on wakeup, which seems to work pretty well so far - it can straight up anti-air them, or move me out from under them and recover immediately in time to either block or headbutt or try something. Is this safe? Also, can it be buffered into super? I feel like you could hold DB, go to DF, press LK, DF turns into DB because they crossed you up, then go back to the other side (now DF) and press punch for super. So you just move the stick from diagonal to the other and back. Does this actually work?
studtrooper, post: 1299633 wrote:
I just gave up on it. My hands are too big to be holding down KKK with the bottom of my fingers. LvL 1&2 TAPs ftw!
Airthrow, post: 1299641 wrote:
You don't hold it down with the bottom of your fingers. At first I thought my hands were too big too, but you use the ridge of your palm....
It's debateable whether large TAPS are worth it, IMO it only is against certain characters.
studtrooper, post: 1299645 wrote:
That's a tough matchup to describe since Bison can be played so many different ways. Some things to note:
You should be able to counter a blocked slide or knee bash nearly all the time if you are charged with a headbutt. If you have meter, use your super instead of headbutt. Usually GGPO at that point.
Headbutt will beat just about everything Bison has (pretty much everything except his super I think). Keep this in mind if your opponent likes to constantly throw out annoying standing MKs.
Jumping HP/HK will stuff the psycho crusher. Use this if you see a psycho coming from a mile away but don't have charge.
Even though Bison is known for his throw shenanigans, 'Rogs throw shenanigans are better! Do not be afraid to walk under him after a throw, crouch MK, and throw again (try to use the MP throw as it has more range).
If Bison gets meter, try to bait him to use it while you're blocking. Bison players have a bad habit of attempting to throw out of a blocked super, so you should be ready with a nice headbutt reversal for him to eat.
Personally, I like to throw Bison in a corner with 'Rog and keep him in a continual state of blockstun. I win this match with 'Rog WAAAY more than I lose it.
zerodotjander, post: 1299649 wrote:
Jump straight up over the fireball, release TAP when you land. He can cr.MP or cr.HP you out of this, but if you have a higher TAP (5-6) it will be extremely fast and if they are trying to fireball again you'll generally hit them and at least trade. This is also a good option for building meter.
Jump straight up over the fireball, press jab. You'll stick out your fist, which can stuff some of Sim's attacks. Release TAP when you land.
megakuma, post: 1299648 wrote:
Thanks for the info!
Some more questions:
- Will my super beat his super or is it vice versa?
- What is the best strategy against a turtle dic? If he's in he'll chip the hell out of me with his normals and scissorkicks.
- What's the best way to approach him from distance?
Khiempossible, post: 1299650 wrote:
sim punishes straight jumps over fireballs with low jab. so i'm not sure how effective these two strats you bring up are.
scaryice, post: 1299662 wrote:
Honda - st.LPs beat headbutt. I notice in a lot of the high level matches, Rog players use st.HP a lot to keep Hondas from walking in.
Cammy - Shouldn't be much trouble. The risk vs reward of being aggressive is highly in Rog's favor in this match. Once you get the lead you can turtle a bit as she really can't do much.
Claw - cr.MK works great. HP headbutt for the dives.
Against fireballing shotos, you should almost exclusively be using LP headbutts as you said. st.HP trades with fireballs. You can do low rush into a headbutt. You can jump straight up and HP and move slightly forward.Don't hesitate to just walk forward and block either.
If you gonna meaty with cr.MK, go into the combo (cr.MK, cr.MP into LP low rush).
Airthrow, post: 1299562 wrote:
Totally agree with you on the O. Ken thing though, I would definately like some tips on that fight. Short Kick rush>super to blow through fireballs doesn't work very much, plus headbutting through fireballs=Shoto walk forward and st. MP, it's an amazingly tough fight and I have to get really lucky on trading charged TAPs, which is risky as hell.
Does MP straight rush trade with fireballs like in the Chun fight?
ShinVega, post: 1299668 wrote:
When playing O.Kens just learn the exact landing frame and adjust your timing accordingly. I repeatedly throw out random safe attacks to keep my timing and to confuse the opponent. ESP. O.Ken, bait his stupid DP then use Short Low Rush Upper to counter (BE SURE ON THE TIMING). This works well because once you punish several DP whiffs, they start to realize you can't be fooled by that BS. O.Ken is evil but just sit back and wait for a mistake, I use a lot of mix ups against O.ken (especially waiting after link strings for a whiff DP, works every time).
Be patient with O.Ken, and use low rush Upper to advance, and time the s.fierce to counter wiffed DP. This works well for me, hope it helps you.
jpj1983, post: 1299671 wrote:
i saw someone do a dash uppercut and go straight into the super. is there a trick to this?
jpj1983, post: 1299673 wrote:
i'd been trying K then P
Bob Sagat, post: 1299674 wrote:
That also works. You don't always want to start with kick super, since the first punch might not connect.
Btw, you can even do it from a low mk rush, if you time it right.