What moves would be good to use againist shoto scrubs who do all the following 2 things.
Jump in and HK spam and Sweep Kick Spam.
What moves would be good to use againist shoto scrubs who do all the following 2 things.
Jump in and HK spam and Sweep Kick Spam.
*back dash *- keeping out of jump-ins is an art form of its own.
*c.hp *- anticipate his jump-ins. follow it up by a dash throw, or dash x 2 crossup (requires good charge buffering
hold back - (buffering back charge while walking back) he lands in front of you. C.MP, exRU (you gotta at least have one block of meter cmon), c.lp x 2 xx hb. This is the punish i use the most often because it does a truck load of damage. (top end 3XX)
OR
SA 2/3 - c.mk, c.lk xx HB if you have no meter. I just believe the outcome of every game will be drastically different simply because of the choice of punish. (obviously)
and conebone my best friend almost looks identical to your AV lol only no blonde hair.
Awesome, I will try some of that. Thanks abunch!
Hi… i seem to be improving with Balrog but i cant seem to beat shotos who basically turtle… it made me lose my patience and try to get close to them and get punished…
If you compare this to an offensive Ryu for example, he tend to shoryu, focus cancel, cross up much more and seems easier to beat…
OH gosh… any advise ?
I’ve found that they are easy to deal with… (compared to offensive shotos)
If you manage to push them into the corner, their options are limited.
Keep just out of their sweep range, and punish when they use it.
Mixup ex overhead punches, ex running low punches and grabs and sweeps.
If they try and throw a fireball - headbutt through it into ultra. (or any ex attack, or even TAP through it).
If they try and jump over you, just c.hp them (might trade) and they’ll land straight back into the corner. (or you can headbutt through it).
If they are FA happy, just use your armor breaking moves & grab.
If they hurricane kick away, tap towards them to keep the gap and pressure right on.
I’m sure i’ve missed a whole load of other options that Rog has, and i’m sure you can get much better advice from other players here, but this is what I use, and it works for me.
He is fully equipped to deal with shoto’s.
thanks for the explanation. Luckily there is this thread for scrubs like me to post such question. I was playing a Ryu yesterday who keeps focus attacking me whenever i did a low dash punch and in the game i did not even know what was my armor breaking move!!!
damn, i suck.
I also got a noob question. I’ve been playing SF for years but always afraid to pick up charge characters because usually I find srk, hadouken characters much easier to pick up because I like the offensive side of the game. And because I got quite some trouble with charge partitioning in these games, playing offensive can be difficult.
Problem is:
I don’t get the ultra juggle (sounds nice) out. I charge db (to be sure) press up and punch and I do the back-forward motion xx PPP directly afterwards. Doesn’t work the way I would like it to do. So here’s the part I don’t get. What do you guys mean with ub? and why is it important to hold the button? And why is the follow up motion forward, down, forward instead of forward, back, forward?
Thanks for helping out this charge noob
I also read in the OP that there is no such thing as charge partitioning in SFIV. Is that really so?
You charge your headbutt with down back then release it with up back so you can maintain a back charge throughout the motion to pull out the ultra. And it’s supposed to be forward, back forward, the down was just a typo.
thanks, will try this when I get back from work.
a good idea for defensive shotos and fireball happy characters is to, rather than try and respond to every fireball with a tap/ex dash/headbutt, neutral-j.hp over it. You gain a small amount of space over it without being predictable. Possibly even more if say, they throw out a jab dp immediately after the fireball expecting to respond to a TAP
W00T! I was repping Balrog at this year’s game developer’s conference! I had the highest scores in qualifiers on Wednesday and Thursday, and ended up getting second in the tourney today despite us still playing on those crappy pads that I’d never seen nor touched before I got there. I was so close to getting that limited edition Chun poster but got peaced to second in the round robin section thanks to the fact that this isn’t a game where meatying people with full ultra with crouch roundhouse is a good idea. >.>
I was a bit of a traitor though as in 1 match I used Sagat, and I scored one perfect as Seth when I had to go up against the resident Gief of the tourney and let loose with the pain.
The person who ended up winning was named John/Kingpin exclusively Bison and only took 1 loss throughout the round robin, not to me sadly. >.< Afterwards I rematched him (except as Seth) and won, but my time I played him in the tourney I tried out Guile since I normally can take Dictators down with the guy… since the controllers made even a sonic boom difficult I had some issues and got rather basted by him since he’s a pad warrior.
But the moral of the story, meaty low roundhouse is not an option when people have ultra gauge!
you’re clearly too predictable
I notice the ex rush punch of choice seems to be using K. What is the reason for this?
There were also a lot of missed/blocked wake up ultras against me, just 2 of them hit when I got greedy. =p I am likely too predictable though, need to get a console to play the game on since I can’t afford to go to the arcade every day. >.<
I think I was overconfident on them since the controllers were so bad that I assumed people pulling reversals with anything useful wasn’t going to happen, I forgot that some people unlike me are pad warriors, safety doesn’t actually exist.
does balrog have a crossup? his jumping roundhouse looks like a crossup, but i am not sure.
negative on the crossups.
Doesn’t the torpedo punch has to be blocked high ? When I try it in training mode and set to block all the computer stands up to block my hp torpedo.
I have a question that might sound insanely stupid, but it ruins my timing quite a bit when I try to link a Jab after an EX Rush Upper, and sometimes canceling into his headbutt.
Is the sound of your hits suppose to come out a second after you hit a button, or at the exact same time? I find that I get so confused sometimes in the heat of battle listening to the sound of Balrog’s punches and the sound my finger tapping the button on my arcade stick itself. It’s like a slight second after I tap the button that I hear balrog’s punches connect… but I swear sometimes I think my audio setup has calibration problems. I use to have the same exact problem playing Rock Band.
Thanks for the help.
i dont listen to anything balrog says or any other sounds, just practice it till you get it down: Ex Rush Upper hits>pause>C.jab>C.jab>HB
i haven’t seen it mentioned anywhere, i have a problem where my friend is catching me with a normal throw before my rush (straight and upper) punch connects. the punch isn’t whiffing. is this a weakness of the move, or am i just doing something wrong (using the wrong strength attack)? are all his rush punches susceptible to this?