Balrog a3

Aism has many advantages over Xism. There really isn’t a main one. The AC has many advantages in itself. A-Rog can almost always have an opportunity to use a reversal super if on the defensive. If you use your whole super, it’s not long before you can charge a lvl1. Rog has great lvl1s. That’s a nice advantage to, heheh.

His added specials provide necessary functions in certain matches. Of course, his low rush is great in every match. Opponents whiff for many reasons. That thing has range and knocks down. It also completely changes the momentum. They can’t roll or flip safely and have to land with you on top of them. Not to mention it’s a nice AC set up. It’s a common anti-Rog tactic to jump back sometimes when in the corner(especially when you have a VC stored). The low rush is too low to be hit by the jump back so the opponent has to wait until you can AC:) It’s just nice to chase with this in many matches. It goes under air-fireballs, ducks cross-ups…etc. Too many applications.

Aism Rog gets to roll:) You don’t have this option in X. There are some VCs that you can roll out of that you couldn’t flip out of without gettting reset. The roll should be used sparingly but it’s a really nice option.

A-Rog has a superior ability to cause dizzies. The low rush and the AC are the main reasons for this. The low rush sets up more hits that you wouldn’t get in Xism. The AC does a nice ammount of dizzy too. When you’re on top of them landing big hits, opponents often attack recklessly when they have an opening and eat the AC after taking those hard hits=dizzy:)

The Gigaton Blow is useful at times when players disregard it. It’ll get you free damage if you need it when players throw projectiles from far off. I’ll use it for 2 hits from full screen if it means the match. You don’t have that option in any other ism, heheh.

Different levels of super also have different speeds. This is good to know because you can nail reversals by reversing the reversal. I’ll often bust a level1 at a specific range against a confident shoto player. Usually, they bust the dp right out of the flash and then get hit by the rest of the super. If that were a level3, the dp would’ve hit it clean. Instead, I use the lack of speed to actually land the super based on knowing how my opponent reacts to super flashes. It’s minor, but, an advantage nonetheless. Not to mention Aism has the ability to juggle with the uppers while still having super left. Using the xism super like that can often be a waste.

Gotta go. I’ll post again later.

Apoc.

How do you keep an opponent cornered?

I have a hard time with this, because They just either jump over if I play down and I try 2 anti-air but I am always just tad too slow or they fake going up and me low, however one good thing I’ve found out is if you have them cornered, and they jump over you, you can go immidiately as you turn around into a over head rush which hits them then you can combo off that, but its hard 2 get the timing down, also do you use Rog for c vs. snk2? because I find the snk2 guys super hard 2 beat with Rog.

Also Apoc- what was the link for your rog matches?

Really quick; I just want to note that the TAP is only has invincibility in X. I find it the most fun against Sagat and Honda. It’s much easier to land “finals” on them, heheh.

For slide characters, Rog is great. He’s one of the few characters that Sim’s short slide crap is not smart to do against. As long as Rog’s punches are fully extended before the slide connects(provided Sim is in range of the punch), Rog will hit cleanly. So there’s a range issue which you’ll learn and a speed issue. Also, the length of time the move is out is a factor. Rog’s moves stay out longer in X than A. I don’t know why it is, technically(I don’t care, heheh), but the thinking that’s applied when assuming this is fact is, by all means, applicable(if that makes sense, heheh). Anyway, when Sim tries multiple short slides, you can interrupt and combo with either cr.jab or cr. strong depending on the range. I usually prefer to nail them when they are at the optimum range for my strong to be effective. It just gives me the chance to do strong, strong, low dash sweep which is better damage and leaves Rog in complete control of the situation regardless of Sim’s next move. Still, the jabs are best up close because they reach full extension faster. Rh should only be used at its’ furthest range that it can cause a block. It’s very good for keeping sliders honest:)

Vega’s slide(hah, both American and Japanese) are a liability against Rog. At their effective ranges, you can see them coming easily. That, and the fact that, if you don’t counter-hit them and block instead, they’re easily reversal and just asking for a combo or super. Without explaning it fully, those two characters would be stupid to slide against Rog from just about every range.

Sodom’s you can see coming and counter it cleanly with the strong. I don’t know why Chikyuu somehow countered me in the final round of our match, but you can see him eat the strong throughout the rest of the entire match when he attempts to slide.

As for your problem. Just don’t rush from that far without a 2in1 unless it’s a reversal of some sort. This way, they are forced to block it or take the hit because they don’t have time to do anything aside from a super or vc.

When they toss a fireball, sometimes it’s best to jump straight up and back yourself up with Rog’s attacks to counter far anti-airs like Sim’s. If they have time to get a slide or any attack out, you need to have a good idea of which anti-air they’ll want to use and at what range. Frankly, you need to understand the opponents ranges as well. This comes from experience, I suppose, but you can see an example of this in my match against Tokido. I jump a lot. But I was able to do it effectively because I knew the best and second best counters at the ranges I was jumping from and that way, I could counter accordingly. In this sense, his jump is more of an attack rather than a defensive maneuver to avoid a projectile. The great part about projectiles is that it narrows down their counters for you. If Sim chucks a fireball and Rog jumps, Sim can now only choose from AAs that he can fully extend after waiting for the recovery of the fireball:) In the end, it’s the same concept as hitting slides except that Rog’s usually on the offense when he’s jumping. Well, I should say it’s the whole match. I end up playing the whole match by trying to counter exactly what Sim is going to do whether he’s on offense or defense. It’s like trying to parry everything with individual attacks. If Sim doesn’t run into my sh*t, then he’s never attacking or defending so, it’s a good strat. You can do all sorts of fun stuff like bait with a jab and then nail the slide clean.

The important thing to remember against a lot of sliders is that jumping, when used wisely, is a HUGE asset. If you jump at certain ranges where they can only touch you with a slide, and you know the counter to the AA they’ll use at that range, you’re solid. If they were being defensive and trying to counter you, they’ll eat your counter. If they were being aggressive trying to attack you, Rog just got a nice huge jump in combo after countering the slide. If they block the jump, it’s time for guardcrush games. Guardcrush games make them stick sh*t out:)

Anyway, since I’m assuming your problem is mostly with Sim, use jumping strong and jab when jumping over a fireball. RH is cool sometimes but not prudent. Use jab when you think they will use st.jab as AA. Do it early enough so that it’s fully extended right when you’re in range to be hit by the st. jab. Rog knocks this cleanly. This is also back up against the slide at the same time. If you think they will use a close st.mk you’ll use strong. Well, strong is also good for the far one but there’s no point in jumping from that far.

In the end, you want to stay in Rog’s fierce and cr.RH range. Sim can’t throw fireballs from this range without some sort of 2in1 which he needs the slide for and if he cancels those, Rog can easily trade with the fireball. This is the best counter range once you get inside. Don’t make them block so much to where you push yourself out of this range. Make that fool earn the escape himself, heheh.

Um…ACs. You don’t want Sim using these effectively. I recommend being very aggressive early to bait these out. If you already have him near guardcrush but clearly winning, waste your supers baiting him to use his on you. If he uses the lvl3, he has no defense but to stick out normals to protect himself from being guardcrushed. Make him waste his super and go after him. At worst, he’s going to be easier to guardcrush even if he survives. I don’t believe Sim has any true defense against Rog without the teleport and the AC. You can only teleport so long without getting caught, heheh.

And nope. Deejay isn’t in the arcade.

Apoc.

omg not another a3 balrog thread…

I honestly don’t see anything wrong with that.

Is there any uses for X Balrogs Floating Fierce Punch? And what are the best anti-air moves for him to use, because I find some whiffing at weird angles.

A buddy of mine burned me a bunch of A3 vids off of his laptop, and one of the files was named “vegastraining for evolution” or something like that, I don’t quite have it with me at the moment. You can probably get it off of the gamecombos channel on IRC or the goforbroke hub…it’s Danny L, Apoc, and PSX 2000 training for the A3 tournament at Evo 2k2. A lot of Balrog (it’s actually all V-Akuma, A-Balrog, A-Gief and A-Sim), to help you view some of the stuff Apoc is posting about.

Really long vid tho…

Once I thought that Rog sucked… tried him a bit, found that he couldn’t headbutt, the rush punches behaved differently than in the sf2’s… and left him.

Then I saw Apoc’s EVO2k2 matches.
!!!

Now I’m starting using rog… and aside from being effective, he is fun to play, and I mean FUN!!! More than most of the high/top tiers.

I’m not still good with him, but I can win, and I’d like to strenghten my skills.

So, some questions… what are the differencies between arcade rog and console rog? If I get to pklay on console I don’t want to develope bad habits doing stuff that isn’t possible on arcade.

About anti-air options… cHP seems good, I like standing jab too. Is there any option against crossups?
Also… what are the best pressure strings? And the best guardcrush strings?
What are the uses for the various pokes?
What’s best to do against characters that can crouch under standing fierce?
Is blocked lvl1 safe?
Is the airtrhow good?
thanks

PS: Apoc, you rock. A great player and a great poster, I always read your looong posts carefully, I feel I’m learning something everytime

Arcade Balrog and Console Balrog are two different versions of Balrog, but you can choose Arcade Balrog on Console, if you complete World Tour Mode on PSX then it tells you how, or if you finish the game on the DC you can choose Arcade Balrog by holding Start when you select him.

Console Balrog has a much wider assortment of Punches, like CVS2 Balrog, his punches are straight punches and his kicks are cross punches, thats the easiest way to tell.

The anti-air’s that I’ve been using have been cr. FP, st. SP, st. JP, sometimes I cancel them into a dashing upper, but sometimes I get counterhit so perhaps it’s better to follow with crouching dash upper?

Against crossup’s I usually end up blocking the other direction and pressing JP and I’ll get a reverse dashing straight, since I was charging beforehand.

I fought a Chun-Li player with Balrog today who was able to keep me out of the perfect range with her high priority pokes. Man I hate Chun-Li, good Chun-Li players always kick my ass.
:mad:

just some random stuff on a3 rog for shits and giggles:

basically I’m masterful at x-copying apoc’s rog cause i can’t think up my own shit lol… anyways yeah tap is pretty ass in a3 and he no longer has many of the throw tricks/traps that existed in the older game. bah.

One helpful thing in a3 would be his floating fierce well it’s not ACTUALLY that helpful but it’s always nice to have one more little gimmick/trick you can never have enough of these.

One little trick that survives from the older games is doing the little throw trick with dash k space it just right so you can throw after or if you want you can space it for s. fierce or c. strong both are pretty nice for general poking. Basically you just want to make it so your opponent never feels like they have the opportunity to throw a projectile. It’s like zoning them out always staying close enough ready to counter I definitely wouldn’t suggest just sitting back and charging it’s not his game in a3.

jumping in with lp although it sounds stupid is quite useful and it actually does counter some things you might not think it would just play around with it for a while and you’ll see it’s uses.

sorry if i repeated anything mentioned before from apoc’s posts but the guy just writes wayyyy to much and my eyes start to bleed after a short while of reading his bullshit :stuck_out_tongue:

ninja

K, you’ve been watching too much Smallville. Just take another injection and your eyes will be cool:D

Apoc.

Just some answers to questions that I hadn’t gotten around to answering.

In Xism, the TAP gets more invincibility time per level of charge.

The dash straight in Aism is still good against characters that can crouch under it. It’s more of a counter or trade though. The jab version is still his fastest special and can nail many moves on start up or other standing pokes on recovery. Bait folks into hitting a counter to the st. fierce and follow it in with the jab. Although, I would recommend that you use the low jab dash to retaliate whenever you can.

The low dash upper is for moves that usually hit other dashes cleanly, particularly Gief. Since ol skool, Gief is the character I’ll use this most against just because Giefs like to whore the clothesline against Rog. Think of it being similar to Dudley’s ducking upper except that it knocks down.

To keep an opponent in the corner, you must understand the match and Rog’s anti-airs completely. He has a TON. Jab 2in1s, st. strong, cr. fierce, super with kick to start juggle set ups, air throw, jumping jab, st.fierce is always nice to keep them pinned. I usually concentrate on guardcrushing them while paying close attention to anytime they have breathing room that I didn’t give them on purpose. Check the range and know the opponent and mix up your anti-airs. When they jump, be sure to AA them so that they have little hope of trading and, if they do, watch closely to react to them flipping or not flipping after the trade. I think the mentality to guardcrush will help out in keeping your attacks tight and keep you on your toes to react to them trying to escape. Don’t sweat it if they do escape. Just stay on top of them. But hey, it’s best if they need to use their meter to escape:) When mixing up your AAs, be sure to factor in how long you have to AA them. If you have a split second then you need to use the airthrow, st.jab, or a level one super with short(learning to juggle well with this just comes down to paying attention. I’ve juggled 3 level ones many times, so…just letting you know it’s possible). If they are jumping and they somehow get over you as you’re trying to push them back, jab dash out of the way to their otherside. This is great because it puts Rog back at optimum distance while the recovery of the dash gives you enough time to see and react to their retaliation.

Temujin:you suck. Any A3 thread is a good thing at this point. HATER! Using V-Sak and hating? That’s low, heheh.

Xism floating fierce is good because jumping straight up is good. The floating fierce can be used on reaction. I find that reacting with floating back when you can’t attack leads to them attacking and eating a st. fierce or super when you land. Of course, whenever you can float towards them and hit them cleanly is good. Otherwise, it’s also nice as a tick or to make them think you’re ticking and nail em with a counter. You move toward them so the push away effect is kind of negated a bit. Look at it this way; it’s 2 more attack/defense options when jumping straight up. It’s not broken at all but, a nice addition. Floating back against normal AAs is usually a clean hit so…yeah, it’s good to have.

Anti-cross up attacks would be AC:) Also dashing out of the way as stated above. Jump and Airthrow or jab.

For opponents that can crouch under standing fierce, you’ll notice that when opponents whiff certain attacks while crouching, their sprite changes and makes them big enough to be hit on the counter. Not all characters, but you’d be surprised. But usually, in these cases I suggest using whiffed dashes to close the distance and to set up counters or to get close enough to attack them with other buttons(what White Ninja was saying). Cr. RH isn’t so much shorter than st. fierce so, substitute this, when you can, in your guardcrush strings or counters.

Common guardcrush strings would be jabs into cr.fierce(it’s unpunishable) or low RH. Cr.jab x’s 2, cr.strong, st. fierce. Cr.strong x’s 2, st.fierce. TAP, on wake up, into whatever string already mentioned. You’ll want to mix in short dashes and fake them once in a while as well for more guardcrush like: jab x’s2, cr.strong, short dash upper, low strong, st. fierce. Implement the dash when your fierce or RH would counter(because they would be smart to sit still then). Don’t forget to add a grab in their once in awhile after a short dash for me:)

um…when using jab as AA, you have to pay attention if you want to use a dash straight on the 2in1. They have to drop lower and you don’t give them as much time to flip or time for you to attack again if they don’t flip.

Chun Li should rape Rog. Although she has to get ontop of him first. (k, just noticed how I worded that) To win, you have to master her low RH range and dance around it to counter her with sweeps of your own but even better, once you learn to bait her into it, it becomes her biggest liability when you consider how low Rog’s jump is. She’ll be eating most of the damage trying to use that high priority move. Without this, Rog can’t win.

um…that’s all for now:)

Oh! Glass, the jab into final trick…nice. I tried this long ago and noticed that, at many levels against many characters, the TAP will pass them:/ I didn’t find it valuable enough back then to lose my kick buttons over it. HOWEVER, now that crouch cancelling exists, I think it may be very useful. I’m thinking counter hit jumping jab, cc jumping strong, cc walk st.jab-let go of kicks. This could give Rog a really nice midscreen crouch cancel. Too bad I can’t experiment with this. If anyone else wants to, pass what you find onto the rest of us in the thread. If someone finds a great one that works with the final…that’s a 60% comeback off of a jumping jab! In this case, losing the kicks might be worth it. I wish I could test it out:(

Apoc.

Balrog vs. E.Honda

I just start fighting an E.Honda player and he is hard I can’t get by his hundred slaps attack and his f.rh have any tips?

Any tips on how to charge while jabbing ?? I need hella practice on this