Advanced Balrog (Boxer) Mind Games + Tricks

Rainscape,
out of curiosity, were you able to land this on ANY crouching opponents? If so, under what conditions (ie counter hit, corner, midscreen)? Because I had no luck on crouchers period for the exact reasons you mentioned.

Yeah, Have it on video if it helps (Look at 1:40) : [media=youtube]yBesh8jq7mY[/media]

No counter-hits, I just set the dummy to crouch and hit them with an OH.

@rainscape: I actually meant that those characters I mentioned have a bad oki game, which means fairly easy jump in pressure without worry of being punished. This means you either score a combo, or get a block-string both of which would build meter very quickly which means the fact that using 3 bars to do this combo although meter costly, is not so bad because you should be building meter rather quickly.

@Stevo: I managed to get it working pretty consistently on crouching Gouki and M. Bison. Others it seems a pretty difficult link. Gotta do some more testing…

@MrChowda: Ah, ok. Sorry, my bad. I thought you were talking about using it as a wake-up meaty.

Chowda and Rainscape:

Thanks for the heads up on the Dash Swing Blow cancel into FA lvl 2 on crouching characters. I found the timing to do this on standing characters so amazingly easy, that i quickly dismissed it as not plausible on crouchers. I’ll be in the practice room trying to figure out on whom this may be a good idea to use and if the timing varies for any characters with odd hit boxes. I’ll let you know what I find, that is unless someone already knows. However, I’m beginning to wonder if cancelling into a FADC -> combo of your choice may be a better idea as it seems like one would be less likely to mess up the timing this way and either way you are using 2 EX Bars. And (correct me if I’m wrong) but as far as damage scaling is concerned doesn’t a FA count as two hits? eg LP xx Dash Straight both hits would be 100 % but FA lvl 3 -> Dash straight the FA would be 100% and the Dash Straight would be 80% as a result? If I’m correct then this may not be a bad trade off to forego the damage of the FA lvl2 and just go straight into your combo sans a 20% damage reduction!

I experimented a bit with FA cancelling OH a few months back:

-If you FADC the OH, you need 3 hits to get enough charge to do a special move (Or maybe my execution/timing sucks because I’ve never been able to do it with less than 3 hits). Also note that your opponent will be crouching, so you won’t have that many damaging options. IMO it would be much better to use the standard OH follow-ups except in certain situations (e.g.: if landing a scaled headbutt ultra after the OH would win you the match against someone you can’t normally headbutt after an OH.)

-One thing to note about cancelling into level 2 FA is that it force stands your opponent, allowing you to do combos that only work on standing opponents (ex RU, fs. jab links, etc.)

That’s the main reason I’ve been experimenting with this. After making a small combo video tutorial, in the video I said ‘You should be doing this combo after any FA crumple.’. So it got me thinking about lost damage potential when going for an overhead mixup.

I’ve still yet to get at it testing it out on everyone, but in my opinion, it could be very useful against M.Bison seeing as in that match up in my experience, whoever is on the offence is most likely gonna win. Having Super in the matchup isn’t really a game changer, so I think the option of being able to make one of Rog’s mixup options safe is worth it. Against someone like Gouki who has a DP and Teleport… that remains to be seen.

i realised that its possible to interrupt a ryu/akuma/ken Cr.mk xx Hadou by doing an ex-headbutt immeadiately after the Cr.mk

If they don’t cancel it, then yeah. Otherwise no.

Depends on the range and character. Really, you can actually ultra in between at max range.
With Ken, I don’t think it’s ever a blockstring, as his fireballs are too slow. Ryu can do c.mk xx hadoken safely though I believe.
Your best option against this is actually ex dash punch cancel to ultra. Reason being, if for example Ryu just did c.mk and you Ultra expecting a fireball, you’re getting a big punish after. If you armour cancel though, you’ll only go to Ultra if be fireballs. Or SRKs I guess, but that’d be range dependent so I’m not sure.
Either way, if Ryu is using c.mk a lot, out footsie him with st.hk, far st.mk, and c.lk (buffer dash straight). This can stuff it clean and punish nicely.

Ryu’s cr. mk xx fireball isn’t a true block string at max range. You can do a reversal after the cr. mk.

will there be an update on the overhead followup guide?

Hi,

when i make a kd untechable and i decide to jump in, i always do j.hk cause i think it’s better than j.hp.
But according to the frame data, i don’t really know why !
Do you know if it is the best option when jump in, and if not when to use j.hp and j.hk ?

Thanks

J HP has more active frames…Supposedly this is for max distance safe jumps?
J HK hits at 45 degree angle…A use for this one is safe jumping blanka’s electricity wakeup

Not really sure about which one to use, I usually go with gut…Any Balrog players please express any opinions you may also have

Yeah i sometimes touch blanka at the wake up, probably cause they try to do electrecity wake up :slight_smile:
Do you know what other reversals the j.hk breaks ? Cause i heard it breaks the shoryuken of Adon, but it doesn’t work.
Also sometimes i make a double touch with a shoryuken or a ex spinning bird without knowing why…if only someone knows i could make my jumps in more safe :slight_smile:

Yeah i sometimes touch blanka at the wake up, probably cause they try to do electrecity wake up :slight_smile:
Do you know what other reversals the j.hk breaks ? Cause i heard it breaks the shoryuken of Adon, but it doesn’t work.
Also sometimes i make a double touch with a shoryuken or a ex spinning bird without knowing why…if only someone knows i could make my jumps in more safe :slight_smile:

Had an interesting session of SF4 today, put my shinanigan cap on and hopped into FightRec.

[media=youtube]mrpwpB6KlD4"[/media]

None of it is new but you rarely see it and maybe some up’n’coming Rog’s may get some kind of benefit of knowing some things.

-Blowing through Sagat’s Ultra with EX HB.

-Reversal Ultra (Upper) to knock Blanka out of his Ultra as he’s rising (Certain distances won’t work - Normally I just block and punish after but I knew I wouldn’t survive the chip).

-The age old Violent Buffalo through Ryu’s Ultra… Just wish I was consistant with Dash-Ultra, have yet to do that in a match, so I still only get to do this versus silly people throwing the Ultra out of their ass at silly times. Still, I see many vids of players who will sit and block it rather than headbutt through it or Ultra/Super through it.

-Using stocked charge to EX HB a Punish attempt after I dropped a combo ending with a regular Headbutt. Will catch anyone who decides to use slow punishes or throws depending on the blocked headbutt and general reaction time. I guess I was just lucky the guy went for Ken’s slow overhead kick O.o Ah well, he ate a Dizzy into FA3 Crumple to CSMK>Headbutt. Don’t often see people doing those, can be quite painful.

-Stuffed CMK still being combo’able while deep, followed by a fluky throw which caught Ryu during Hadoken Animation, long enough for the Hadoken to still come out. Same things works vs Ryu’s Ultra, Dhalsims Ultra etc as most know already.

General Shinanigans vs a Cammy (Ambiguous Crossup / Baiting CSpike) and a funny case where someone I had a 10game session with a week or so ago realised it was me/Balrog and just quit rather than play… Meh.

Again, nothing new or interesting but worth seeing for nostalgia value I suppose. Not exactly Mindgames or Tricks (Well, some people clearly got flustered with my garbage so it can confuse some people) but it’s not Combo’s or skill so no other thread to put it in :frowning:

This thread is too naaaasty!! Good stuff ephemeral & other informative contributors. This is and has helped my Rog play hella. I’m gonna keep studying this stuff and get my Rog play crispy. You already know I got this bookmarked. Hollla!!

Just wanted to put 2 things out there that I saw for the first time while watching a stream…

  1. Against chun li, if she has a super, and you do a lp.dash straight, basically you are fucked. however if you do an lp.dash strgith and FADC back dash, she cannot punish you with her super. I saw somenoe do this, and chun activated her super as she would after a blocked dash to get the full super, and there was enough time that the rog blocked it, and punished with a raw ultra.

  2. I know some people do a j.hk after a BnB combo to try and mixup the opponent by landing on the other side of them after an untechable knockdown, trying to throw them off right into another BnB, but I saw someone do a j.mk which for some reason just looked so odd, and it threw me off just watching it because i’m so not used to seeing that move.

Pulled off something nasty for a change using my tried and trusted Headbutt Crossover during a friendly set with a sparring partner.

He (for once) got caught out on a jumpin near the corner so a typical JRH Jab Jab Short Headbutt, Instant Headbutt over Knocked Down-Cammy to land on the other side on wakeup, CounterHit Jab Jab Short EX Upper Jab Short EX Upper - Dizzy - JRH CSRH FSJab L.Upper - Throw Reset - 12 hit combo and lucky to end it in a throw.

It’s the first time I’ve done something quite extensive from a simple counterhit jab so I’m quite proud. Really loving the Headbutt Crossover - It’s the similar to ambiguous crossup which also builds meter as you can mix it between fierce/medium to hop over them or light to stay at the front so if you’re in a position to use it often you can get some mindgames going though I wager regular ambiguous allows easier meaty timing.

Sadly it’ll be beaten if you mistime the jab (by a throw or wakeup SRK and the likes) though I’ve had moderate+ success with it versus all characters, just a matter of wether you want to take the risk.

/PrideOver