somit hat auch boxer einen thread ohne vorgegebenem topic
akuma matata.
youtube.com/watch?v=cCtEPFrRmsg
youtube.com/watch?v=cCtEPFrRmsg
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New rog tricks most rog players don't know about. Just thought I would share
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Tricks 1 through 10 were compiled as visual aids on how to do them thanks to xaaz !
Here is a link to the video: youtube.com/watch?v=qYIB821e-Ts
** Trick #10 was wrong the first time so he re-did it. Here's a link: youtube.com/watch?v=OR6ZWiHE-4c
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Trick 1: Force Stand Combo -vs- crouching ryu/akuma/ken/balrog/rufus
-If you jump in on crouching ryu with jump fierce then when you land immediately press close st. fierce, the st. fierce will hit with its late active frames giving it more +frames on hit (normally it's +2 on hit, this trick makes it +4 or +5) and it forces stand, allowing you to combo far st. jab or cr. short into EX rush upper combos (normally EX rush upper whiffs on crouching opponents but this combo forces stand). This trick can come in handy to maximize your damage on a crouching Ryu/Akuma/ken/balrog/rufus instead of just doing his basic headbutt BnB.
*this combo also works on Claw and Dictator but the timing is tighter.
*Note to land this combo on Akuma, replace Jump-in Fierce with early jump RH.
-thanks to tetrisburger for confirming this trick on more characters.
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Trick 2: Full Combo punish on blocked Bison/Blanka Ultra's.
-If you block Bison's ultra, once you start blocking, hold up-back. When you come out of block stun you will jump at Bison as early as possible then do an early jump-in RH. Bison will not be able to block and you can get a full combo on him such as jump RH, close st. RH, cr. strong, EX rush upper, cr. jab, cr. strong, Fierce headbutt. That's a really nasty high damage/stun punish and it builds good meter.
-If you CROUCH block Blanka's full ultra (must be a complete crouch block or it will not work), then immediately jump at Blanka with an early Jump-in RH, you can also get a full jump-in combo. This punish is tougher than Bison's because you have to go from down-back (for the crouch block) to up-forward (for the jump-in) as early as possible. If you do it even 2-3 frames late Blanka will be able to block or EX vertical ball. It's still very a good punish to know for maximum damage.
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Trick 3: How to combo into headbutt on crouching blanka
- Normally when you try to do Balrog's cr. jab jab short >> fierce headbutt BnB on a crouched blanka, the headbutt whiffs. If you end the link in cr. strong instead of cr. short, Blanka's hitbox moves higher allowing the Fierce headbutt to combo and obviously from there into Ultra for that extra needed damage.
* Thanks to Jwong for learning that trick.
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Trick 4: Jump back fierce trick after knockdowns. * New Combo into ultra. *
-If you knock someone down in the corner with throw or cr. RH, then dash up while they are knocked down, then immediately hold up-back during the dash, then do Jump fierce on the way down, the Jump back fierce still reaches even if they are crouching (except blanka). If you stored the charge properly you can then land after the fierce connects and combo into Ultra for 12 hits. If you don't have an ultra, super is faster and that combos also. You can even connect Standing forward after the jump back fierce, and cancel the st. forward into super for big damage. It is a nice trick because when people see you jumping back they think the pressure is off so they naturally stay in down-back or they try to move and get hit. Shotos can DP the Jump back fierce but if balrog does not press fierce the DP will whiff. Also if the opponent tries to jump straight up or back, they eat a fierce headbutt, if they jump at you, you can jab headbutt or cr. fierce. This trick works because when you dash in to the opponent while they are knocked down, you are deep into their hitbox, essentially making your jump back a shorter jump. If you wait til they get up the jump back fierce will whiff.
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Trick 5: Speeding up your Supers and Ultras by 1 frame + useful punishes
-If you activate rog's super with a kick button, it comes out one frame faster. It comes in handy when you do Dash>>super vs fireballs because sometimes one frame makes all the difference. Two good punishes for using super with kicks is punishing blocked Honda EX sumo headbutt with super, and punishing blocked akuma cr. RH with super. Being able to punish blocked EX headbutt in my opinion makes the matchup 6-4 in Rog's favor because Rog doesn't really need to use much meter vs Honda and being able to limit one of Honda's safe chip options is very crucial in tight games. There are probably more attacks that rog can now punish with super activated with kick but those are two big ones.
*UPDATE* You can punish blocked Honda jab headbutt with ultra if you do Reversal Ultra +1 frame faster trick. The 1 frame faster trick for the ULTRA is when you activate ultra, instead of holding kicks to start with uppers, you drum the kicks (basically mash on all the kicks) as it is leaving the ultra freeze and the first uppercut of the ultra will hit honda once then just release kicks so that the rest of the straights do all the hits. If you use uppers the whole way, they will each only hit once because honda gets pushed out too far. Thanks to Liston for this find.
** You can also punish blocked EX headbutt with ultra but you MUST STAND BLOCK and it's NOT 100%. You can test this by recording honda to do EX headbutt then blocking in training mode. You will notice that he gets pushed back much further if you crouch block but not so much if you stand block. For some reason, the amount of pushback varies even when u stand block, sometimes honda recovers close enough for you to punish, sometimes, he's out of range, even if both times you stand blocked AND did reversal ultra. For this particular punish, you do not need to mash on kicks to make it 1 frame faster, you can just hold Kicks, but I would advise you do anyway just to increase your chances.
*** Video demonstrating how to make your ultra 1 frame faster. Thanks to MagnetoManiac for recording this for me.
youtube.com/watch?v=JbnE1PTH8Jw
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Trick 6: Force Stand Combo on characters that you cant combo into HB after OH.
Normally on Sagat and some other characters, after hitting with an overhead (Dash Swing Blow), the most you can get is st. RH or cr. RH. Instead of doing that, after overhead you can do cr. strong into Fierce Dash Straight (forces stand) FADC, cr. jab jab, short, fierce Headbutt. Fierce Dash Straight has enough hitstun to allow cr. Jab to combo after the FADC. It is a 1 frame link but it can get you the win in tight situations.
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Trick 7: Cancelling St. Forward into Super safely and after max range j. Fierce.
St. forward is a very good underused poke because it has good range and a big hitbox. It also does the same damage as Rog's Cr. RH and is only 1 frame slower and slightly less range. It is very good to for stuffing shoto's that like to spam cr. Forward AND it can be focus canceled or canceled into super. A nice safe trick I do vs Shotos and Rufus players that abuse df+forward (the rolling attack) is after a block string, walk back and press st.Forward buffered with Super. Since I walked back, the st. forward whiffs if they dont press anything and super will not come out. However, if the shoto tries to cr. Forward or cr. RH , rog's st. forward will beat it clean and it will cancel into super for a big punish. The same applies to rufus doing his rolling attack.
Also normally when Rog lands a max range Jump-in fierce the most he can get is a sweep with cr. RH but I learned that if you Jump-in and store your back charge early, after hitting the max range jump-in fierce, st. forward still reaches and then can be canceled into super.
* Far st. strong beats sagat's max range st. RH --CLEAN-- and can be canceled into super. Use the same way as st.forward described above.
- thanks to Moose for that find.
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Trick 8: How to auto-correct Balrog's ultra/super to punish cross-up tatsus and EX psycho crushers.
-This one is very simple but VERY useful. Normally Balrog's ultra motion is charge B, then press f,b,f+PPP (or KKK). Well if you add B to the end of the motion then press PPP or KKK, the Ultra will auto-correct on the side switch. Useful applications for this trick:
-- When you know a shoto is going to cross-up tatsu, you can wait to see the hurricane kick come then auto-correct ultra and you will punish the shoto will a full ultra because they will still be in recovery from the air hurricane kick.
--When you knock down Bison and you know he wants to EX psycho crusher out you can keep your back charge then do the ultra motion and add Back to it as he is crossing through your body. The ultra will activate then just dont press anything (let the straights come out, if you hold kicks it will sometimes juggle for less damage) the full grounded ultra will punish. A good setup for this is after hitting Bison with cr. RH, whiff a cr. Jab for timing, then hold up/forward during the jab for instant jump and jump-in with early RH. That is rog's safe jump on Bison because none of bison's reversals are fast enough to punish the jump RH and if he just stays there he has to block or backdash/teleport which you can sweep (to punish teleport you have to walk up slightly). Or you can do a variation of that trick by sweeping, THEN immediately holding up-forward during the sweep then whiffing a jab when u land to bait out the EX psycho crusher.
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Trick 9: If you crouch block ryu that walks up to you and does cr. forward >> EX tatsu. The EX tatsu will only hit twice and you can punish with reversal ultra (holding kicks) or super.
*This trick may also work on akuma but I have not tested it.
*Thanks to Eduardo-Perez "vVv-Scrub" for learning this.
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Trick 10: I had to save the best for last because this trick is mind blowing. I call it the "BACK TO THE CORNER BITCH!"
-If Ryu is in the corner and does Jump tatsu over you to get away full screen, you can still auto-correct dash ultra him, and punish with full grounded ultra when he lands. It literally takes him back to the other corner of the stage. Here's how to do it. When you are holding a direction forward,downforward or back/downback then charge focus, you do not need to double tap the direction you were holding to make it dash out of the focus. For example, if you are holding back, then charge focus, then immediately go to F,B or Neutral,B , a backdash will come out. So if you are holding back, then charge focus, then immediately do F,B,F+PPP or KKK , you will get a BACKDASH >> ultra. This works for all characters with BFBF charge supers. Now after thinking about the way this game handles auto correction of special moves, dashes, and supers/ultras I figured out how to DASH ultra as soon as ryu goes over your head with the jump tatsu. When you have ryu in the corner, you should always have a down-back charge stored just in case, if he does jump tatsu, wait for him to get over your head, THEN charge focus, the focus should be facing the direction in which ryu is headed, then immediately when you charge focus (since you were holding back on the original side the back becomes F, on the focus charge), press B,F (dash will come out) then one more B,F + PPP or KKK and the ultra will come out. An easy way to think of it is when you have back charge and ryu is in the corner, wait until he Jump tatsus over your head then charge focus, wiggle stick left and right then press PPP or KKK at the end of the dash and ultra will come out. It looks really cool once you pull it off and I wish I had a camera so I can record it but I don't so I would really appreciate it if someone could and bring this trick to light.
It's all about sharing knowledge especially for the rog army
Shoutouts to the rogs out there DS, Ben Fong, Moose, Keno, Bryant the Tyrant Crackfiend, Antwan Ortiz, Justin Wong, JayWang, Eduardo Perez, Gootecks, Ronstoppable and any other solid rog mains
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