Sorry it took so long. Here’s a quick list of Rog’s anti-airs.
st.Jab(cancel into dash upper when able)
st. fierce(at a distance or to catch them on the way up from a distance)
cr. fierce(has two hit locations just like old school. Utilize both)
cr. strong(duck late and cancel when charged)
jp. jab(use on the way up in any jump direction)
lvl1 super(hold down kick and watch to see if they flip after the second hit to know how to follow up)
Rog’s bnb would be jumping jab(why jumping jab? Cuz you can stick it out early, it stays out a while, has high priority, and if it hits it causes as long of a stun as any other button without the push away allowing you to attack high yet still land and combo with jabs into a rush or super.
On the ground it would be any 2in1 really(especially super if you have it). I utilize jab and strong 2in1s. Once you learn how to counter consistently the combo is pretty much decided by the distance between Rog and the opponent. If I counter with a strong from far, only a jab will fully extend that far in time to combo. If I counter from close I use strong. As a safe rule on counter combos, if they are close enough to link another attack, use jab for far range and strong for closer. Of course any level super aside from the gigaton blow will land as well. Also, from far, be 2in1ing the low dash knockdown to start a wake up game or the ducking dash upper on standing opponets. Using other dashes becomes very advanced cuz they are used to either whiff OR hit and set up a counter. It would take too long to fully explain how to choose dashes and it’s probably better to develop your own flow.
The low dash upper is used to literally duck high and come up from below with a low fierce. This move has the high and mid hitpoints the crouch fierce does so, it’s more like a rushing crouch fierce that knocks down. This move is used in anticipation to a counter that would cleanly hit your other attacks. For example, I would use this move on another using st. fierce too often as a counter or Gief using the clothesline as a counter. I’ll use the short one when facing someone with fast reflexes or the forward one to duck longer when they are very far or counter less than immediately. Kinda got feel for that one. Once you use this effectively ppl must think twice on their dash counters which then allows this move to become a counter set up. The low dashes are also good for escaping or for baiting jump ins. The low dashes recover longer but they give you some time to charge to back em up with a super.
Charlie vs. Rog is 50/50. I’d have to explain it fully but to avoid a sonic boom you jump on reaction to a sonic boom and hit jab early(as stated early). You will still be able to land and combo and then he’s knocked down and has to find a way to get you off of him. You must use discretion on ranges and learn the distance at which he can’t vc you when you jump over the fireball. Until you learn that I suggest that jump straight up or back over sonic booms and then watch so you can sock him in the face if he follows up or tries to throw another one. This match is all about timing your opponent which is what a lot of Rog’s matches are like.
Gigaton Blow blows completely through projectiles(once it’s out) and the main invincibility is in the mid. So he can counter dhalsim standing strongs and such and nail it. You have to use this with some anticipation. Other than that, I only use this to get clear to the other side of the screen to reset the match kinda like a blanka ball but if they were jumping or crossing me up I’m totally invincible. I don’t recommend this but, you can play and charge once you rethink things so, if it comes down to getting flustered for whatever reason, I’m the type to blow my super for the hell of it cuz I don’t rely on it at all to win anyway.
The best level to use super at is always the highest level except when dealing with a character with unblockables(v-Akuma) where you need an AC just to keep him from winning for free. His supers are all invincible and instant at all levels. You can reverse blocked forwards often with these they are so instant.
Cr.Fierce into super is gold. Great guard crush and you can back it up with the super on reaction. Just do the motion afterward and pause and if they move, hit the button. Or you can use it to guardcrush too. Wasting it is not bad if you have a point. I’ll waste it if I’m well enough ahead just to get them to reversal with their biggest super or vc. Why? Because now I can rush them down for free without worry of vc, super, ac. I won’t let em breathe to charge after that. But generally, in a close match, just time the motion to coincide with the recovery of the fierce and wait. The cpu will store the motion for a second so that if you see them flinch, you activate(hella personal secret tactic, heheh). If they don’t flinch, they were smart not to move but they also gave up the initiative and now you can inflict more guardcrush or confusion.
I don’t recommend whiffing without a specific timing to bait their counters. If you whiff too often they will see your rhythm instead.
cr.jab or cr.strong dash upper is a classic tick. I’ll post more sometime. But I don’t recommend using the dash straight on smaller characters. Although it still works, ranging a short dash upper from just outside throw range is more likely to draw a counter throw attempt or a trip attempt. The dash upper tick is so old(been using it for 10 years at least!) that ppl instinctively react to it if they’ve been playing sf for a while. So, you gotta use their experience against them.
I use floating fierce because, when they block it, it does the guardcrush of the fierce without the pushaway since I moved towards first. So afterward you are close enough to tick or guardcrush more than you would from a normal jumping fierce. It also combos when it connects of course. You can also use it to float early over some characters AAs. Floating back is used more to adjust your range in the air. Say you jump straight up over a sonic boom and charlie follows it in. Floating back is a good option against some of his. This moves takes getting used to to make effective. Of course it’s great for going over projectiles without committing to moving forward too much to avoid it. It’s a tricky move.
Muskau:I’ve never had a friend to try that with but I doubt it. Standing 2in1s work from a cancel. You can’t standing block and cancel the blockstun at all so you’d lose your charge.
I think that’s everything asked so far:D