AE Update - What would you change (add, remove or simply modifiy) about Balrog in the Update?

I’d like to see ex gut punch (df+kick) to be -1 on block again

Definitely didn’t think of that, thanks for the clarification.

Headbutt recovery is probably the most needed change, not only can he use it to avoid fireballs safely 3/4 - full screen, but it’s his only real way to build meter albeit unsafe, especially if you’re in a turtle fest. I can accept that ex.hb was really OP’d with the quick recovery, but non-ex doesn’t come close. I’d accept returning the non-ex.hb’s grounded recovery to what it was in Super and keeping the recovery on ex.hb…if a compromise is necessary, i’d certainly enjoy super recovery on all headbutts. It’s also really important to note the distribution of grounded versus airborne recovery frames. That’s one thing that makes Ken’s lp.dp scary, because its grounded recovery frames were nil. Balrog’s extra frames of whiffed headbutt recovery are ALL/mostly grounded frames.

I’m kind of neutral on modifying the startup for his dash punches. I think it would make him unbalanced in terms of what he could/couldn’t do. It’d definitely give him a frame trap with OH that doesn’t have some gargantuan 10-15f gap if you were to make it 15-17f at melee range instead of 22f. (cr.mp xx lp.oh) I don’t know if that would count as fuzzy guard, but it opens the possibility for them to still be in blockstun when OH goes active.

Interesting.

I’d be content if they reverted the changes made to headbutt recovery and the properties of far standing jab. Hell, even undo the change to jump fierce.

i hate threads like these because all it does is bring in the complainers

give him a non shit FA and some sort of quick overhead for even just 10/20 damage. other than that any sort of buff would kind of break him. no one is scared to just down back and hang out and wait for us to fuck up.

Also, make his Dash OH faster. For the love of God, shit so easy to read.

Where can we post these? I know there’s a petition out of there of some sort. Ono needs to see this

give back ‘super’ rog and i’ll never complain.

Nice post Jav1ts.

I just want to add a better FA (more range) and c.lk being +4 on hit so that Boxer can have a better low game. c.mk just doesn’t cut it.

Of course having all those changes would be unrealistic, but if some of them gets included Boxer would have a better way to mixup is opponent and will defo be more fun.
And if they wan’t to be really good to boxer fans they would give him a command grab :stuck_out_tongue:

I made some revisions to my original post and even linked a video of how aggressive rog should be in the next version of 2012.

Make his Ultra 2 an instant grab, and add an ear bite to it.

they better touch dudley up on buffs before they even consider touching balrog up in buffs. That’s my 2 cents.

Here’s some more footage of what a change to Rog can look like. This is how balrog is SUPPOSED to fight !!!


I’ve been playing the same old balrog for 3 years already! it’s time for a change! who wants to sit in the corner for the rest of the life of SF4? not me

I would like to see balrog have a projectile in this update.
they also need to program bigass black women to assist rog when he selects pink alternate3 and give him a lariat

theres also some characters where his close MP just straight up whiffs on crouching like blanka and i think akuma sometimes like after a jump in. dont give us a force stand that can whiff crouching. kinda defeats the purpose.

Balrog doesn’t need a buff, he just needs the bullshit characters to stop being bullshit, and then he’ll be back to SSF4 standards.

This is kinda a big deal.

I also wish the overhead was just faster and less obvious or make it safe on block so the correct punish is to hit you out of it. I just feel like the only thing Balrog has is safe rush down and dictator simply does that better in every way.

I would also absolutely love headbutt recovery back or the damage. The move literally feels like it exists to hit confirm into ultra and that is it.

i think asking for reduced startup on OH is…short sighted. I think if you want to change OH, you should change the “Curve” for the special’s startup. Reducing the startup for any strength of OH will royally fuck the move, one way or another. For example, I use OH to punish FADC backdashes. If it had faster startup, maybe it would track the character only to where they were before the backdash, or worse yet, it’ll hit them while they’re in the air and not allow a follow-up. What you guys are probably looking for is to soften out the startup curve for one of the dash punches, so it comes out faster when you’re closer to the opponent and not faster startup in general.

The curve i’m referring to is, the curve that determines the startup for the attack taking into account where the opponent is in relation to boxer and the strength you used. lp and ex have soft curves, while mp and hp have really steep curves. just practice j.hk, cr.mk, lp.ds, then try it with other strength high dashes (rush upper and dash straight).

a lil more dmg on headbutt to make up for recovery and id be happy, id take the old jab too. screw comboing into standing strong :stuck_out_tongue:

Have you guys been able to incorporate the standing strong at all? I find that I can’t confirm into it because two jabs pushes me out too far for it to connect. I thought I’d be able to walk up and do duck jab, duck jab, stand strong and then either combo into EX dash upper or end it with duck jab, stand jab, duck roundhouse. Haven’t been able to get this to work at all.

So far I’ve been moderately successful using it as a counter hit frame trap, and using it to force stand people on jump ins.

I use it when I think my opponent is going to jump on wake up while they are in the corner then dash under for mixup. I also use it in counter hit situations.

My #1 use for standing strong is for mixup. When you do a jump roundhouse on someone’s wake up and they block it then do jab standing strong or just raw standing strong to OH most players get mind f’ked and don’t block the OH. It looks very weird and most people forget that the move is cancelable.