Tekken Tag Tournament Roger

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The Great OutbackRoger Vs Alex Ver 2.0Written By: Grim WalkerEmail: [email protected]==============================================================================1) Legal Matters2) Something to Remember3) Introduction4) Conventions5) Okizeme and Wakeup Games6) Move List7) In-Depth Move Analysis8) Strategies9) Tricks of the Kangaroo (Having Fun)10)Styles of Play - Crouch Dashing - Wave Dashing - Crouch Canceling - Custom Strings11)Vs Character12)Conclusion13)Tekken resources14)Credits==============================================================================1) LEGAL MATTERS================TTT is registered and copyright Namco. All char's etcare also copyright Namco. This faq is to show how touse and when to do moves of Roger from the hit TTTand is not to be changed or altered without my consentand permission. This means, in simple terms for youdumasses out there who are going to go around it anyway.That if I find you ripping my faq, I will be rippin youappart. This faq is PROTECTED. So there.Now ON WITH THE FAQ==============================================================================2) SOMETHING TO REMEMBER==========================This was origionally a "Dish Out" Faq because of the amountof requests I have been recieving to get Mine and Synnersbut synner has "Dissapeared" leaving me to do a full flegedfaq BY MYSELF. So, I will do my best over the next few weeksto take this dishout faq, and revitalise it. Also this is theONLY faq I have written, all other faqs with my name on it areFRAUDS thou and throu, other than the Faq I wrote but neverfinished with synner.19\09\2000 - Well first overhaul, not much changed actually,Ver. 2.0 more of a focus on some tactics, like wave dashing with roger (yes this can be done) and crouch canceling etc.. There are some really good new features, I have added a bigger custom string section, as it has been asked for so many times, I thought I would add it. Oh, and now I think of it, killed the Ideal Tag Partner section, have decided that that is personal opinion, its up to you who you team 'em up with, I am here to show you how to use roger. =) And added the styles of play section to add to some fun. And also added some VS players char strats.. These are still open for anyone that still has any, I am happy to hear it. Ya all know my email.==============================================================================3) INTRODUCTION===============Roger is a very tactical character to use, a lot of hisoffence and defence ride on the quick poking ability. Allreferences to Roger also refer to Alex during the faq. Thereis no case in which either character is better than the other.Keep in mind, that the tactics may include command throws,that are or can be, hard to do the motions for, and will needpractice. All you advanced players out there are cool with thesethou I am sure.==============================================================================4) CONVENTIONS===============These are the conventions used throughout this FAQ andthese are recognized as the general commands used indiscussions regarding TTT between online Tekken players.(based on formats by Tragic and Abrar)-commands-f - tap forward F - hold forwardb - tap back B - hold backu - tap up U - hold upd - tap down D - hold downd/f - tap down+forward D/F - hold down+forwardd/b - tap down+back D/B - hold down+backu/f - tap up+forward U/F - hold up+forwardu/b - tap up+back U/B - hold up+backQCF - quarter circle forward (d,d/f,f)QCB - quarter circle back (d,d/b,b)HCF - half circle forward (b,d/b,d,d/f,f)HCB - half circle back (f,d/f,d,d/b,b)Button Layout--> (1) (2) (5) (3) (4)1 = left punch2 = right punch3 = left kick4 = right kick5 = tag buttonCon: * -Hold the movement shown before the asterisk tillthe end of the string.Con: 315deg - f,d/f,d,d/b,b,u/b,u,u/fCon: ~ -commands after this sign is done immediately before/after each other.Con: n -Neutral position. There should be no joystick motionfor about 1/2 second.Con: + -When commands on either side have to pressed together.-Abbreviations-GS - Guard StunTag- Can tag if last hit connectsTTT- Tekken tag tournamentFC - Full crouchSS - SidestepSSL- Sidestep leftSSR- Sidestep rightWS - While standing (rising from crouch)var- variableBT - Roger has his back to opponentCH - Counter hit-Hit ranges-L - Low hitm - Mid hith - High hitSM- Special mid hit! - UnblockableG - Ground hit==============================================================================5) KANGAROO STYLES OF PLAY==========================Bulldoging| Definition: to stay in your opponents face and smash them up.---------- How to do it: Basically bulldoging with Roger is anticipation, frustration, and anoyance. Poke like crazy, mostly low and mid if you can help it, and pull out throws whenever you feel your opponent is fully content with blocking everything you can do. Your main idea here is to get your opponent on defence, and keep him on defence untill you feel capable of tagging, or doing a substantual amount of damage. A few "BULLDOG" moves can consist of: WC, 1+2 d+1,N+2 d/f+3+4 f,n,d,d/f+1 The idea is mainly to set the moves up, train your opponent to block at certain heights at certain times with strings.. Here are a few of mine for easy reference: 1,d+1,WC,1+2 SS+4,d/f+1,d+3+4,f,f,N+2 Those are only 2 that I use in an offencive game play. For more reference, see "CUSTOM STRINGS" Section. The more you keep your opponent on defence, also means that there offence will consist of fast hitting high, mid or low moves to gain initiative. This is easly choosen by the type of character you are fighting. E.G. Heihachi: Best played at CD distance, when bulldoging Heihachi, dont let him move out of range, his moves to watch out for are the shadow steps, b+1, his d/b+1 (basically a d+1), and his deathfist. These moves will slow your momentum down, and come out fast, or do good damage, sending your opponent backward. Most, ALSO hit mid and high, so when bulldoging, try to keep your offence, while standing, and dont get caught crouching. Every character can be choosen in this manor, for more reference, please read "How To Beat" section.Turtling| This is hard with Roger for reasons of he can bulldog and_________ poke well and most people prefer to do so. But when you are forced to turtle, block as much as you can, roger has no real "POWER" moves like the deathfist, so HIGH amounts of damage arn't really going to be an option. His closest resembling move to a DEATHFIST is the f,f,N+2 that does decent, unfortunatly not devestating, damage. Most likely if you are turtling, then you will be forced to poke finatically to survive. You can not let big power moves come out, and ones that you are not sure of what are going to happen next, can normally be countered with a simple d+1. D+1 is your best friend with Roger. It is the best way to get into your WC position, and can stop anything that may be of threat. The most used, IMHO, of all the moves in the game for ANY character (EX Hei\Paul) is the d+1. For roger, he has been blessed with the N+2 after the move, that hits mid, and also, he has a nice range WS+4. The D+1, has its secrets thou. As Reverend C said in his Anna? faq, "The key to the d+1 is not doing it when your opponent does the move, it is to do it right BEFORE they do there move." In other words, it is best to anticipate the move that your opponent is going to do. Rogers CH 4 will juggle, and has amazing range, thanks to those Kanga legs, (SAME AS ALEX) and when in doubt of a powerful move, this may be the best thing to pull out. In short notice, it may not be the best of things, I am not saying try to take on the deathfist. Because you will not hit him, and be slaped with a counter dor %60+ life. No, I am saying if they wiffed a move, and you just want a simple button press counter, this is the move to do it with.Chickening| Roger has stubby arms. That does not mean, that he cant__________ chicken or punch. Chickening is all about buffering what moves you think are going to be reversed. The first round, just play and watch what the comonly reversed moves are.. Things like the (1) in 1,2,(1) and the last hit of the animal rush. Moves like these are EASY to chicken.. Simply do this. Hold down the LAST button you pressed for the move. Then push FORWARD and the corosponding button as of this list. Left Chicken: f+1+3 Right Chicken: f+2+4 So it would look like this sorta. Roger: f,f,N+1 (hold 1) push f+3 Paul: Reverse Roger: "CHICKEN"Chicken Baiting| This is more of a fun thing, if your opponent does LOTS_______________ of reversing do this to change his mind. Give him easy reversals all the time, and when he blocks them, HAMMER him, forcing him to reverse. When he does, lay the "CHICKEN" into him. This is bessed used against scrubs and the like who have never seen chickens before. It is not likely that chicken baiting is going to work on an advanced player, infact, a good player wont use reversals to beat his opponent, but if you happen to find a reversal happy chappy, please, go right ahead and turn him to lunch.==============================================================================6) MOVELIST===========Here is the complete official movelist for Roger/Alex withcommands, damage and hit levels in TTT, adapted from TTT online.If something is incorrect or if wehave missed out something,please e-mail me about it.-Throws-Throw name Command Throw-Type Damage Escape/Note--------------- ----- ---------- ------- -----------Head Butt 1+3 front 30 1Jumping Powerbomb 2+4 front 30 2Animal Face Crusher 1+3_2+4 left 40 1Animal Rolling Arm Lock 1+3_2+4 right 40 2Reverse Throw 1+3_2+4 bt var varReverse Neck Throw 1+3_2+4 back 50 InescapableGiant Swing f,b,HCF+1 front 70 1, #1Pile Driver QCF+1 front 25 1, (3+4)Tomb Stone Piledriver d/b,F+1+2 front 58 2DDT d/b,D/B+1+2 front 45 1+2#1 = Any button upon landing to tech roll...1/2 dmg (35) on tech roll.==============================================================================-Moves-Move name Command Level Damage--------------- ------------ ------ -------One Two Upper #1 1,2,1 h,h,m 6,10,10A.Rush to W.Punch #2 f,f,1,2,1,2,1 h,h,h,h,m 10,15,10,15,20Animal Gigaton Punch f,f,N+1 m 23Elbow Sting d/f+1 ? ?Wind Mill Punch #2 f,N+1 h 30Animal Godfist f,N,d,f+1 m 50Animal Head Butt d/f,1+2 m 20Animal Gut Punch d/f+2 m ?Low Jab Uppercut d+1,2 sm,m 5,15Wind Up Punch #3 b+1 ? 100Jab Uppercut 2,1 h,m 12,12K's Flicker #4 f,f,2 m 20Stomach Smash f,f,N+2 l 6Crouching Uppercut #4 D,D/F,2 m 20Head 1st Lunge f,f+1+2 h or l 15Capital Punishment u/f+1+2_F+1+2_f+1+2 m 35Animal Smash F/C+1+2_f,N,d,d/f+1+2 m 22Tail Tripper d/b+3 l 17Konvict Kick f,f+4 m 26Rolling Animal{RA}#5,#6 d/b+4,2 m,? 17, n/aAnimal Kick Rush{AKR} d/b+4,3,4,3,4 m,m,m,m,m 17*Animal Sweep SS+4 l 17Exploder 3+4_f,f,1+3 m 25Running Exploder f,f,F+3+4 m 40Franken Steiner d/f+3+4 ? 15 #7Jumping Knee Drop u/f+3+4 m 40Stagger (Ali) Kick d+3+4_D,D/F+4 l 13Stagger (Ali) Kicks d+3+4,4x2_D,D/F+4x3 l,l,l 17,7,7Stagger (Ali) Kicks d+3+4,4x4_D,D/F+4,5 l,l,l,l,l 17,7,5,4,3Animal Jumping Sweep u+3+4 l 17Animal Drop Kick {ADK} b+3+4 m 30{ADK} to {AKR} b+3+4,4x4 m,m,m,m,m 30,17*{ADK} to {RA} b+3+4,2,4x4 m,m,m,m,m 17*Elbow Drop U/F+2+4 m 35Supercharger 1+2+3+4 n/a n/a#1 = f+1 on 1st hit changes damage to 7.#2 = If Windmill Punch is blocked, Animal Upper is guaranteed during block-stun.#3 = Unblockable.#4 = Tag on hit.#5 = Press 2 during 1st or 3rd hit to shift to Rolling Animal.#6 = Press b after 3rd hit to roll backwards.#7 = Shifts to throw on deep hit or guard, throw damage 45. Tag on throw only.#* = The rest of the hits are the same damage.==============================================================================7) IN-DEPTH MOVE ANALYSIS=========================In this section, we'll analyze only those moves that wedeem worthy and effective, including {of course} all of the new movesthat Roger has acquired in TTT. Hence, not all of the moves from themovelist above will be analyzed.I've decided to use a basic "Five Star" rating system:* - Custard does more damage than this.** - It has its purposes, just not many of them.*** - Not too shabby...**** - Now here is a REAL move you can use!!***** - Abusing a move is, bad right?? Not this one!!?? - Varies on SituationAnd a basic "How Often To Use" rating:1 - Out of the blue perhaps.2-9 Basic Move..10 - Main ArsenalNOTE: All the moves are not on this list as of yet. Only the useful ones.It is currently assumed that you know how to use basic things likeAli Kicks, as they are a very well known and basic move. In later updatesof this faq, you will find all the moves posted with uses anddisadvantages.==============================================================================KANGA-THROWS==============Throw name Command Throw-Type Damage Escape/Note---------- --------- ------------ -------- ANIMAL STONEHEAD 1+3 front 30 1Grabs opponents head and headbutts them viciously...Common throw, there are better ones than this, but forreasons of completeness I will add it here. This is actuallybetter that the Jumping Powerbomb IMHO because most char'sdefault to {2} for an escape, and this has good followups.So really its not TOO bad.** 5/10 Just for the mixup.==============================================================================JUMPING POWERBOMB 2+4 front 30 2Grabs opponent and plants a powerbomb with pretty blue stuffall over the place...This throw looks cool, but its not really a good one for abig arsenal. Agian, learn to pull off the command throws fasterand substitute them for this. If you really have the need to dothis, make sure you mix it up with the A. Stonehead.** 5/10 Just for the mixup.==============================================================================DDT d/b,D/B+1+2 front 45 1+2Roger\Alex grabs opponents head, before falling to the groundand making them eat dirt...This move is THE BOMB of all moves, it can be done WC or,with practice, standing up too. Do it from the WC positionif you are in need of a throw, it works really well. Andthe double button escape makes it nasty just to pull outwhen ever you feel the need. Just dont get too predictablewith it. Dont give them a chance to catch on. Mix it up withthe normal and other throws, and beat them up with the Artsof the Kangaroo. =) Also keep in mind, that if you need todo this, try to keep it on the retreat. It's D/B motion isa handy buffer for the d/b+4 animal rush.. So you can decideweather or not you want to do the DDT after all.***** 8/10 Mix it up!!==============================================================================GIANT SWING f,b,HCF+1 front 70 1Takes opponent by the legs and turns around a few times beforereleasing, throwing them a huge distance...This move, again, is one of his best. It is good for stoppingmomentum, and can REALLY do some damage if they do not know howto quick recover. If they do, it does half damage, and leaves adistance between you and your opponent, and you with theinitiative. Also the reach of this move is VERY good, so ifyour opponent thinks hes out of throwing distance, hiffhim for a mile. Roger does not have a slide, but he does havea running ali kick. Its not quite as effective, but it will do.Just run up, and use it for OKIZEME or if you feel that youropponent is going to do a rising sweep, or kick, then go intoa SS+4 combo for some nice damage.For those more advanced users, you will all know that rogerscrouch cancel and crouch dash are very fast, if you want tocrouch cancel into a Giant Swing the comman is something likef,n,d,d/f~f,b,hcf+1***** 8/10 Mix it up!!==============================================================================ANIMAL DRIVER QCF+1 front 25 1, (3+4)Grabs opponent by the arms, turns them upside down, and dumpsthem head first onto the ground...Sounds cool right?? Well thats about right.. It SOUNDS cool.Trully this is a WASTE of a move. It is the WORST move in thearsenal, does BAD damage, and has no use whatso ever. Ok, soit leaves your opponent FU/FT but really, it is useless, takemy word for it, he can't do anything with it like king can.Try it if you like..* 1/10 Not even for the Mix up.==============================================================================TOMBSTONE PILEDRIVER d/b,F+1+2 front 58 2Roger\Alex turns opponent upside down and drops to his knees,planting opponents head into the ground...Learn this motion FAST and FLUENT cause you are going to NEEDthis move!! Huge damage, no recovery, front throw, looks cooland gets aboout a whopping score. This move ROCKS plain andsimple. I mean, if you dont escape it (Damn 1 button escapes)You are going to be in a world of pain!! Damn, it even givesyou initiative, and leaves your opponent really close!!What a move!! Follow up with a SS+4 if they like to quick recoverwith a rising kick, and you will plant them to the ground again.Many times I have killed an opponent masher who has rising kickor sweep by doing nothing but this. Also, if they just lie there,a simple sweep or d/f+1+2 headbutt will do a fine job of hittingthem for some good damage. The headbutt leaves your opponent alittle furhter away thou.***** 8/10 Mix it up!!==============================================================================ANIMAL FACE CRUSHER 1+3_2+4 left 40 1Roger/Alex grab the opponent in a headlock, run alongand drop to the ground planting their face into theground.When you have to do a side throw, do it. Not much tosay really. Go for it.*** 9/10 Only at their side.==============================================================================ANIMAL ROLLING ARM LOCK 1+3_2+4 right 40 2Roger/Alex take the opponents arm, jump up, swing aroundtheir head, and ends up with an arm drag, kinda like thetag throw 2+5 with a cool twirly bit.**** 9/10 (**** only for style, else its only ***) Side throw!!==============================================================================REVERSE THROW 1+3_2+4 bt var varVaries. Roger/Alex turn around real fast and throw.Try to stay away from this unless you KNOW they are goingto run into it. Its a basic throw, and really there is nohuge advantage of it. Dont wait for the charge to do this,youll just get run over.*** 7/10 Use it if you feel it nessesary.==============================================================================REVERSE NECK THROW 1+3_2+4 back 50 InescapableSlides in behind the opponent and grabs their head, then hiptosses them onto their stomach.Its a Back Throw.**** 10/10 When your behind, do the damage.==============================================================================KANGA-MOVES=============Move name Command Level Damage-------------- ------------ ------ ---------ONE TWO UPPER 1,2,1 h,h,m 6,10,10Roger/Alex does a right punch, then a left, then an uppercut.Basic and OLD. The last 1 can be a ready chicken. Cause thatsthe one thats always reversed.The first 1,2 is a very good poke, and on its on has a userating of 8/10. You can also throw after the 1,2 to getconfused opponents. I dont even use this in custom strings anymore.There are better options, and if you REALLY need to do a midhit, do thed+1, N+2 for a poke, faster, same range, and chances are, itisnt going to be reversed, but buffer a chicken anyway.This move was really under rated in the last faq, it cant beinterupted, and is good for killing time, so rather thangiving the whole move a byast rating of 4, I boosted it to6 as there are some uses for it.**** 6/10 Use it when you need a poke.==============================================================================CROUCHING UPPER D,D/F+2 m 20Roger\Alex simply does a smallish uppercut.Good poke, JUGGLES! Its fast, and has a LONG range, so notall his moves are short like a lot of people believe. Thisalso hits mid. So its good for EDDY's and LING's. The bestthing about this is IT JUGGLES. Yes thats right, and youcan pull of any standard juggle.. Its main use thou, isto move roger back into a standing position fast andefficiently.. When the headbutt doesnt seem like its goingto work, then this mid hitting move is proberbly a betteroption. Dont be afraid to use this as an interupt, if youget it, you have your juggle, else it will be blocked androger will recover before anyone can seriously hurt him.Just dont be TOO predictable with this move, cause sooneror later, your opponent will catch on. Do this in stringsand you should be fine.Any standard juggle can be followed onto this, also thetag is a pretty good idea, you have to be fast, cause itleaves the opponent a little far away, but that should befine if your not a cheeze JIN b,f+2,1,2 Generic mishimauser..***** 10/10 Poke Poke Poke==============================================================================ELBOW STING d/f+1 m ?Roger/Alex does a rather hard and good distanced elbow downwardson top of the opponent...This move is fast, even thou its an elbow, it can be reversed.It has a slight guard stun, good recovery, and knocks opponents FD/FAso it gives good initiative, and follow ups on a counter. Itsmain purpose thou, is to damage those anoying RISING KICK players.This move will knock them right back were they started, and toboot, they will be FD/FA. This means that the sweep is proberblycomming.. Any player that likes to TECHROLL is allso fearful ofthis move. It has the tendancy to put them back on the ground too..With a quick follow up of ali kicks, for the extra damage, this moveturns out to be not as bad as it looks.Its speed adds to its usefulness in custom strings, and does greatdamage.. I still do not know the damage for it, anyone know emailme.. But I have decifered that it hits mid. Meaning a crouchingopponent would get a good headache of you slammed him ontop of thehead with this move.. Great priority, but dont try and beat outmoves you dont have to, like the WGF and TGF..**** 6/10 Stop the initiative of an opponent.==============================================================================ANIMAL GIGATON PUNCH f,f,N+1 m 23Roger\Alex leans back (ducking) and then drives a hard punchinto the opponents ribs...This is a really nasty moves in the hands of a skilled player.It takes effort and time to learn which moves it is good againstand which not. It is also good for wakeup and will hit groundedopponents like Kumas and Jacks. It ducks high attacks and hasno real noticable start up frames whatsoever, it only looks that way.Its not like Pauls deathfist, so you cant pull it out to put amajor counter with it and wipe out %80+ of an opponents lifebar (OK I exadurated.. %60+) This move has just enough start timefor any anoying poker to have finished a wiffed poke, to eat this.What I mean, is when you see a poke, and it wiffs, do this. Whenyour opponent brings his arm back, this should go in and hit him.Its not quite an ANTI POKE device, but it serves useful. Also,when you want to punish an opponent, or an opponent tags, thismove is the way to gain initiative. Its ducking ability is enoughto anoy jacks who enjoy the f+1+2, and also, the big bonus, isthe fact that if it is blocked, it knocks an opponent back, andprevents roger from being hit. There is, to my knowledge, noretaliation that is guaranteed, against this move. The mostuseful part to this move, is the fact that it hits techrollingopponents, and if your quick, can have the ALI KICKS follow up.There is also the opportunity to do this move out of a crouchcancel, its very easy to do, and its usefulness is invaluable.The motion is simple to look at, but to do its not so easy..f,n,d,d/f,f,f,n+1Got that? Try it, its easier than it looks..Also, if the move hits, and is NOT kickup recovered,(When the opponent flips up onto there feet)Then the u/f+2+4 elbow drop is guaranteed for some bigextra damage, as that is the ONLY escape from it.**** 8/10 Learn the timings for this one.==============================================================================ANIMAL GODFIST f,N,d,f+1 m 50Roger\Alex crouch dashes and then lets off with a ratherlarge and nasty uppercut....This is the move most people DREAD. Roger/Alex are smallcharacters in there own right, I mean, they are REALLY small.(Ok not as small as that little orange ugly mug impersonatorgon, but small none the less.) And well, the AGF does SOO muchdamage on a counter its not a move you can leave out of yourarsenal purposly. It one of his strong points, and should beused as one. When I say this, it is used it custom strings,and fast damage on duckers. It hits mid, so a ducking opponentwill proberbly fall for it. An idea is to use the f,n,d,d/f+1+2a few times during an erlier match, and then pull this move out.A lot of SS+4 animal sweep will also train the opponent to ducka lot, so all you really have to do is get them of guard. DONOT base your arsenal around this move. It is not THAT useful.Just use it as a "TRICK CARD" so to speak. It is also THE MOVEto do after the f,n+1. It becomes unblockable, and you can CDright into your opponent. It is a Guaranteed hit, and most likely,after a few of these, your opponent will be DEAD, or eating theF,N+1, or DUCKING. So the AGF is useful at many points, a quicknote, DO NOT go head to head with a MISHIMA with the CD. YOU willloose, and about %50 of your life while your at it. Although Rogercan CD fast, it does not match up to the pattented WAVE dash, andHELL SWEEPS that the mishimas posess.However, this can be chained, like all his other moves, into hisWAVE DASH. So it can come out somewhat like a wild card. =)***** 9/10 Use it when you KNOW there is a High attack.==============================================================================ANIMAL SMASH (a) f,N,d,d/f+1+2 m 22Roger\Alex crouch dashes, before charging slightly, then doinga vicious headbutt...No need for this, it has short range and bad start up.You can use it for wake up games, but I just dont. Andyou shouldnt eather to be quiet honest. There are muchbetter options than this. The times that I do use thisthou, is when my AGF is being stopped, and I want theopponent to feel content with ducking. This is aneasy move to see coming, and has a little too muchlag time at the start to be of any REAL use otherthan TECH ROLLERS, wich, I might add, is the BESTtime to do this move. The CD will close the distanceon the tech roller, and the headbutt will knock themright back down. This is actually easier than theAGF to land on techrollers, and this is the one Iprefer. Otherwise, I use the f,f,N+1** 2/10 Use the AGF if you need a Crouch Dash attack.==============================================================================ANIMAL SMASH (b) FC+1+2 m 22Roger\Alex charges slightly, doing a vicious headbutt...A very cool and dangerouse move. Rather than doing a WS move,mix it up with this. It knocks opponents back, anddoes good damage, leaving you momentum. When you duck ahigh hit or throw, this is the move you will use to get backup on your feet again. If its blocked, Roger/Alex backs awayAnd is esily out of there. The speed of this move makes itone of the best WC moves in the game.. It hits mid, but hasVERY fast recovery, and leaves the opponent with a slightstun that is BRILLIANT. The real trick to this move, iswhen you have a grounded opponent, like one that has fallenfor the SS+4 or d/b+4 tail triper. Just do a d+1 (This willesnure that you will not get hit by quick recovery) And dothe FC+1+2. This will hit if the opponent does anything otherthan roll sideways, or just lay there. If this happens, andyou dont get hit by a rising kick, then by all means, go forthe d/f+1+2 headbutt that will stun an opponent long enoughto gain momentum if blocked, or put an opponent right backdown on a counter.***** 8/10 When your down, hit 'em with your head.==============================================================================Tail Tripper d/b+3 l 17Roger\Alex turns around, using his tail to trip the opponent up.. This is a really good move, it is used as a close range sweep,the best bit, is it keeps you standing, and has no realretaliation to it, there is nothing to my knowledge that isguaranteed on this as a block. The best bit is that if itsblocked it has no "Trip" animation. If its blocked, you remainstanding, so you can retaliate with d/f+1, d/f+2, f,f+4 andstuff like that..Mostly thou, keep in mind that this move has LOW range, and ifit is wiffed, it leaves you wide open for some dangerouseretaliation techniques.. And that is not something you needto be taking. The best time to use this is Okizeme, and ifsomeone is bulldoging like mad.***** 10/10 Look ma, Im spinning Im spinning..==============================================================================Konvict Kick f,f+4 m 26Roger\Alex lunches forward with a huge kick..Big damage from a kick, it actually knocks down the opponent,unlike Rogers standing 4, and does good damage. It has excellentrange, and does big damage considering most of his other moves.It takes a lot of people by supprise for some reason, and isperhaps one of the best retaliation moves..If the opponent is running toward you, or even if your fast,tag diving.. This can be used as an interrupt. Chances arethis will become your favourite move for punishing wiffed movesalso, so always keep this one in the back of your mind..Oh and it hits mid, so any of those feeble crouching turtlesya can give a hammering to.**** 7/10 And..... kick...==============================================================================LOW JAB ~ UPPERCUT d+1, n+2 sm,m 5,15Roger\Alex do a simple jab before hitting with a nice uppercut...This is your main poke. It is fast, REAL fast, and it can do somereal mean moves when your in tone on what to do next. Add thisto your custom strings, its worth it. And this is the MAIN poketo do. Also you can stop at the d+1 for a WC position. You shoulduse this VERY often. It will stop ANY attack if you are in close,its recovery is VERY good, and being a poke, it is to fast toretaliate against. You might get a reversal, although I have neverseen it reversed. A lot of the time, I run into an opponent and dothis. It stops any anoying pokes that arent d+1, and roger can beatout a lot of characters with his d+1 (other than Anna who has thefastest d+1 in the game) The REAL bonus of this move, is if theopponent is ducking at the time, the N+2 part will hit for thelittle damage that it does. BUT being a poke, this move can be donea few times over. The other thing is DONT forget the plain d+1. Thatis the move you should NEVER forget and USE all the time. It is astop block for any move in the game other than a faster d+1. It caninterupt strings and combos very fast. And, the main advantage ofRoger is the fact that everyone thinks he has short arms, and rangematters.. Well heres the trick, his short arms are VERY hard to seeat times, especially when you are doing custom strings and pokinglike mad. You wont need to worry about range, you get in close witha CD and poke like crazy with this and the other pokes.***** 10/10 When you need to poke, POKE==============================================================================WIND MILL PUNCH f,N+1 h 30Roger\Alex "rolls" one hand over another before leaning forward,and hitting the opponent with his fist.This is a good move for those scrubs that think blockingeverything is the way to survive. This leaves the opponent withNASTY guard stun, and for all you scrubs that like damage do theGUARANTEED AGF for some good damage. Else if you all are like me,remember Roger\Alex can crouch dash REAL fast. So Crouchdash andbuffer a DDT for some COOL looking STYLE points. The bonus of theAGF thou, is that it can not be broken. As the DDT can. If you findthat the DDT is being broken, then do the AGF.NOW, after a few weeks of tantalising play, I have found this moveto be VERY VERY good, and it has risen from a 3 to a 9. I will explainwhy.First of all, it has a "hypnotysing" effect on some players, they justsit there and block it. When I say "hypnotysing" I mean that it wont becountered. Because of the wierd lag, I have NEVER actually seen thismove countered at a CD distance. Anyway, the main reason it went up,was the fact that everyone sees it as an oppening to do free damage.THIS is a bad idea. I have knocked out a range of moves, from Kings:WR+3+4 Sattelite Dropkick, to Laws: f,f,f+3 Flykick. If you just pullthis move out of the blue, after, say, you pummel your opponent attackafter attack of pokes, then the slight pause has a confusion effect onthe opponent as you have trained them to block. During this time, theywill realise that the attacks have stopped, and try to attack, in wichthey will eat this move. Or block it, then you just do the damage onceagain.Dont OVER use this move, cause it looses its effect. And people learn.Once per person on a good player, or if the opponent cant figure it out,twice a round perhaps, but dont teach people around you how to stop it,by giving them the opportunity to see it over and over. This is a scrubtactic, to do the f,N+1 over and over with the AGF on the end.If its blocked, anything moving is guaranteed. Anything from a sweep,to headbutt, to throw. Its all unstopable on the "catch" but throwscan still be broken. So all in all, use it often, if you can, butsparingly, and be careful. Its recovery is fast, and can preventa lot of ducking opponents poping you up for a big juggle. LikeJin's WS+2. But be careful anyway.***** 9/10 Use it when you KNOW its going to hit.==============================================================================ANIMAL RUSH TO WINDMILL PUNCH f,f,1,2,1,2,1 h,h,h,h,m 10,15,10,15,20Roger\Alex rushes forward with a series of jabs, before doinga "Wind Up" and nice hard punch to the mid...This is a good move on a counter because it is unstopableand does good damage after the first hit. Else it is stoppableand the opponent will duck you, if this happens agains Kazyor Jin, be ready to have your stomach hangin out of yer assand about %60 of your life bar gone. If its a scrub, and standsthere blocking all of it, the last hit also leaves with NASTYstun, leaving an opening for whatever you plese. The main oneis the AGF. I tend not to use this. After the first punch, thereis no reversal option. On a counter, this move makes me laugh everytime, the second to last hit, puts them on nasty stun, and the lasthits sends them flying backward. And the damage is good, forpunishment on a wiffed move. Else I dont use this, maby once a day,and thats how often you should use it.The real advantage, is if your timing is good, rather than finishingthe string with a wind up punch on a counter, slam the AGF in there..It does way more damage, and looks so much cooler!!*** 5/10 Use it when you know it will counter.==============================================================================HEAD 1ST LUNGE f,f+1+2 h(close),l(far) 15Roger\Alex dives headfirst into the opponent and ends up rollingonto his feet.You can use this on a running opponent. If he/she isrunning toward you, simply do this. The damage sucks,but the other good thing is if you buffer a throw in,the only thing an oppoenent can do after blocking isthe d+1 or just d. Thats why you mix it up with aD/F+2, or a d+1, N+2. Again, it is a seldom move thatcomes out on when you feel its nessesary. I dont usethis unless I am being told by instinct alone. The actualmove can stop a lot of things, be ready for shining fistsafter you stand, they are not guaranteed, if you are readybut, they can be suprising none the less.Also, at a distance, this can be used as Okizeme, it hitsground opponents, and is exellent for taking out air asaultopponents..*** 5/10 This is really personal opinion.==============================================================================CAPITAL PUNISHMENT u/f+1+2_F+1+2_f+1+2 m 35Jumps into the air and lands, hands together, on theopponents head.Good long distance move for those who are running in towardyou, or tagging or whatever at a distance. Its also reallygood for low fighters like EDDY and LINGS. If you've usedA.King then you know how to use this move quite well.Its damage is somewhat more of a powermove for roger. There isno real retaliation vs this attack, if you get caught in mid airthou, be ready for a small juggle. Else, if you are against anEddy or Ling, use this when they do handstand or phoenix positions,were they can not block, and this move will evade most of thereattacks. The other option for this move, is stopping tech rollerswhile they are rolling. Again, like the SS+4 you can do it overand over. It also kills quick recovers, and should be used on aground opponent atleast once a match. Its most likely going to hitany moving character, and if the opponent is smart, then he will liethere and take the Ali Kicks that should follow soon after. Thisis not an OKIZEME tactic, as it will not hit grounded opponents,but it sure as hell comes close.On a taging opponent, this will knock them right onto the ground,and any basic OKIZEME follow up will hit to keep them there or dosome free damage.This hits large characters on the ground.**** 7/10 When you need a move, pull this out as a last resort. Or to kill taggers and LINGS and EDDYS.==============================================================================ANIMAL HEADBUTT d/f+1+2 m 20Roger/Alex does a downward headbutt with the side of their head...This move is really rather short when it comes to hittingstanding opponents. But to hit a ground opponent this canbe your best friend. Ground games this is your best friend.On a standing opponent, it will leave them with a good guardstun, sorry no follow ups here, and should be used as a fastretaliation if anything. It knocks WC opponents to the floorand thats were you want them. Its recovery is decent, butthats ok, if you are using it, you are going to be hittingthe opponent anyway. You dont want to overuse this move,its not like a poke, but it works very well in custom strings,and on a rolling opponent. However, a rolling opponent may behard to catch, a lot of the time, if I catch a rolling opponentwith this, I meant to use it as OKIZEME, and the opponent movedout of the way. Its tracking isnt bad either, so an opponent thatrolled sideways should also be damaged. But this is not guaranteed.It is not often I fight someone who rolls sideways untill beingcharged.*** 8/10 Remember ground games are one of the main points of assault.==============================================================================JAB ~ UPPERCUT 2,1 h,m 12,12Roger\Alex simply does a jab, then an uppercut...Good poke for the moke mix up, remember if you mix pokesinto your strings, you can manage to confuse and anoy anopponent to hell, and back. On generalisation, I use thed+1, N+2 a lot more than this, because the 2 is a lot slowerthan the d+1, but if you cant do the d+1, N+2 then by allmeans this is the next best thing. The BIG bonus on this move,is the fact that the first 2 hits high. And if an opponentducks, and does not do a d+1, the 1 on the end will hit, butother than that, this is GREAT in custom strings if you canbe bothered using it, which you should! See custom stringslater on.This combo leaves a good stun when it hits, it comes outslow thou, not ineruptable. King can put a giant swingguaranteed after this, I am not sure it is the same withRoger as his arms are a little shorter.***** 10/10 POKING, POKER, POKED.==============================================================================ANIMAL GUT PUNCH d/f+2 m ?Roger\Alex puts his elbow hard into the opponents ribs...I love this move, it is part of my custom string all the time.I cant get enough, it hits mid, so any ducking opponent is in fora mean suprise, and in custom strings, it keeps opponents on theirfeet. I also use this as a poke, as it is very fast.You can use this pretty much anyware you feel, there is no limiton how many times you should use it, its a poke, and being one,I cant actually say too much about it. There is no downfall toit that I can see, perhaps its short range, but thats what youget for a poke..***** 10/10 MORE POKING==============================================================================TAIL TRIPPER d/b+3 l 17Spins around, tripping opponent up with tail...This move is one of his best. If you manage to get rogerwith Tetsujin or Mokujin then this is a mean glitch. WhichI am going to let you figure out, because I personally thinkit is very cheep and should not be done. Or just email meand I will tell ya how to do it. =)This move comes out fast, its short range means you have to beclose to an opponent to do it, but its ability to sweep whilestaying standing is invaluable none the less. The fact that hestands is more so used in the custom strings. If you teach youropponent to stay high, this can be the move to finish the stringoff, and lay some OKIZEME down.This can also be used as an okizeme tactic. The fact that it leavesyou standing gives you all the standing attack options that canput a tech rolling player back on the ground. Like the Knuckle Bomb.Luckily, I have never seen this move low parried, so it is VERY hardto low parry, but if you wiff, you are looking into a whole new worldof pain. But thats ok, if your doing it, you arent going to wiff areyou?**** 10/10 Suprise!! Your on the ground!!==============================================================================JUMPING KNEE DROP u/f+3+4 m 40Roger/Alex Jumps up and lands on opponent with both knees...This is more of a Lei masher than anything else. When Leidoes the "Play Dead" bit, then you just smash him into theground with both your knees. This move can do great damageto players that like to play possom. And at 40 damage, itis one of the more powerful of Rogers moves, infact, if youcan land this, it is going to do a few things. Close thedistance between you and your opponent, it is also going todo good guard stun if it is blocked, and 40 damage if it hits.There is nothing really bad about the move, it leaves you onyour feet again, and IMHO is one of the best OKIZIME moves inthe game. As long as you dont wiff, but then again, how manypeople already know this?**** 8/10 Get back up fool..==============================================================================Elbow Drop U/F+2+4 m 35Roger/Alex jumps into the air, and does a BIG elbow drop...Again just a Lei masher, use it the same as the above really,only difference is this one leaves to on your back.Its not as useful as the knee drop, and I dont use this.If anyone can tell me good ideas, please email me.Also dont forget it is the guaranteed followup to thef,f,n+1 if the opponent doesnt kick up. The knee drop is not. =(*** 4/10 I said GET UP!!==============================================================================EXPLODER 3+4_f,f,1+3 m 25Roger\Alex waits a while, before leaping into the air fora double leg dropkick...This is a good move for when you block someone that has justdone a really bad lag move. Or is about to sway backward.This move realy is a good one with the effort of findingout what its good against. If an opponent sways, I do thisoften, the dropkick has the tendancy to beat anything thatthey do. Also, if an opponent is running at me, I do this.If they slide, you go right over them, and if they do anthingelse, your dropkick will leave them flat on there back, and youon yours. From there it is whoever can gain initiative again.At 25 damage, it is not the best move in the world, and if youcan do the Satelite Dropkick on command, then thats a better idea.*** 6/10 Meet my Feet.==============================================================================RUNNING DROPKICK f,f+3+4 m 25Roger\Alex leaps into the air for a double leg drop kick...(no lag)Much faster than its brotherly counterpart. Its damage isunderstandable and its speed is good too. The main use ofthis move however IS its range. Taggers, long range blondbomers, who ever likes to stand out of range and do bigmoves. This is the one to nail them with. Its also goodfor people who are running in towards you. The mainthing about this move, is the guard stun it leaves behind.You should not be OKIZIMIED if you use this properly. AndI think it is one of the most underused moves in the game.If you mix this up, with a running ram, then you can pulloff some nasty damage. If the opponent ducks however, youwill find yourself sailing overhead harmlessly.**** 8/10 On those runners..==============================================================================SATELLITE DROPKICK (RN)f,f,f+3+4 m 40Roger\Alex runs along, before leading into the air and doing aSPINNING dropkick...Very cool looking.Its better than the dropkick counterpart, damage and stylewise, but its also harder to pull off. If you need thedropkick, try for this. You will only get the drop kickif you miss.. Otherwise it has the same tendancys as thelast two dropkicks, except for a noticably larger guard stun.***** 8/10 Whenever nessesary.*NOTE* After the dropkicks, do a d+4 or a 4 while on your back,this will stop any ground or wakeup games that are aboutto happen.==============================================================================STOMACH SMASH f,f,N+2 l 6Roger/Alex crouches forward and smashes the opponent in the stomach...On a counter, this causes double over stun. Useful to the point ofif your quick, you can catch the double overed opponent, orif they tag of the stun, you can catch the tagging opponentoff guard. This is also fast, good range, and good recoverytime. And can be mixed up with the K's Flicker. The main useof this move, is to do a long range counter. It wont jugglelike K's Flicker, but it hits low, wich is why it suprisesso many people. It is one of the few high moves that hits low.The damage is nothing, you get more out of a poke, but used incustom strings, this is one of the best moves you can come outwith. To start a match, this can also be a good idea. It leavesa good stun, and chances are, you and your opponent both went fora move. So the chances of a Counter are rather high. Use this alsoon falled players as OKIZEME. Dont overuse the move, unless you are training an opponent to blocklow. If so, then use this in conjunction with the SS+4 and the d/b+3.Also, if the guard stun hits, the AGF is the esiest follow up.**** 9/10 K's Flicker has the same animation so mix it up.==============================================================================FRANKENSTEINER d/f+3+4 ? 15Roger\Alex flips over head first. On a good connect he catchesopponents head with legs and flips back over planting opponentshead into ground...This move is the MAIN arsenal of all the moves. The damage isUNCANNY. It leaves for good follow-ups, and when you block anopponent, pull out this move, straight away. It catches quitenicely after a blocked EWGF or TGF.. Also, when the opponentcrouchdashes, do this. If its hellsweeps, you will massacrethem. If its TGF you will beat them to it. If its WGF againyou will beat them to it. If they are unlucky it will eventhrow them.The main advantage thou, is the long range, and the huge damagethat follows on a good throw. It is supprising what close rangeattacks will leave you an easy frankensteiner after the attackis done. If your opponent deathfists, a quick crouchdash intothis move may come in handy for some larger amounts of damage.Aslo, a running in opponent, has the tendancy to run right intothis move, which is funny to watch in the least. It leaves forgood OKIZEME and anything from a d/f+1+2 to a d/b+3 will hitfor that little extra damage.Its also taggable to a lot of moves.. Hwoarangs d/b+3+4 for a start..***** 10/10 Whenever you need to, get dirty.==============================================================================Animal Sweep SS+4 l 17Roger\Alex sidesteps into a large sweep, and stays very close tothe ground.It will duck all high hitting, and even mid hitting move. Thismove has never been low parried in my sight before, and it willconnect almost every time. Dont wiff it, cause if it is blocked,it will leave you in a sweep stun position. For this reasonit should be mixed up with the Hop Kick u/f+4, which shouldbe mixed up with both of them. This is one of my most used moves.It can be the best move if you use it carefuly. But the thing is,it can also do small juggles off the animal sweep. My favourite,is the damaging d+1, CC, 1, f,n,d,d/f+1.That does great amounts of damage.If you find that your opponent blocks low a lot, you may want tochange to the hopkick more often, so that when he\she is notexpecting it, you can do this move again, and knock them down.***** 10/10 Look, its the floor.==============================================================================8) COMBOS AND JUGGLES==========================Unfortunatly, Roger/Alex really lack in this department, its kinda shame really, thats all they need to be REALLY mean..Sweep: SS+4, U+3+4d+1, WC 1+2