cr.lp - cr.mk(4f frame trap), against 3f normals st.lp - st.mp - st.lp xx EX/light straight
st.lk(shimmy bait) - throw/st.mk frame trap > cr.mp xx EX straight/light dash low
st.hk - st.mk(3f trap) or st.hk for the people who delay normals
st.lk(max range) - st.hk beats some 3f normals due to hitbox, namely Chun-Li’s cr.lp and possibly Necalli’s
st.lk(max range) -st.hp also goes over some 3f normals, pushes you out into a safe distancing as well.
regarding walk forward/shimmy pressure - Balrog can get charge from any of his hit confirm tools barring cr.lk - cr.lp. St.mk confirms give you time to earn any back/down charge and st.hk gives you fucking forever to earn charge as well, same goes for st.mp into st.lp, you should always be utilising his ability to walk forward to keep up pressure. Don’t down back 24/7!
st.mk - st.mp xx v-skill overhead set-up, hold down and wait for Balrog to begin crouching, as soon as you see him begin crouching press st.mk. It’s an assisted manual meaty timing, I’ve tested in training and I beat Chun’s 3f cr.lp 10/10 times.
I saw bits of this in a video, but something I was messing around with yesterday was cross unders with Rog after c.hp cruch counter.
C.hp (CC) -> Instantly cancel into HP rush punch, which whiffs. Then you’re free to jab, walk under. Or C.HP again into another special to reset/cross under, like overhead/empty vskill into c.lk, lk mk hk target combo. Or do MP rush punch instead of HP, to not cross under, and then you can still reset/cross under them. Was trying to find a few setups from different options to make it truly a guessing game, before I post a video, but not sure if I’ll have any time soon.
You’ll need counter-hit AKA the frame trap to work to connect the st.lp afterwards. Also, it may be character specific but it worked against a crouching Chun and crouching Nash for me. I had to be point blank with the initial cr.lp for it to work.
My bad it isn’t st.lp - st.mp, it’s cr.lp - st.mp. My mistake, st.lp pushes you too far away.
It simply means you’ll manually time your meaty attack, but you have some semblance of assistance in getting the timing correct. In this instance holding downback and waiting for Balrog to begin his crouching animation helps time the meaty st.mk very well.
Battle Lounge Session 2 - more random shit I’ve picked up or just noticed.
Really like walk forward - st.mk/throw, it’s a hell of a mind game if you pressure correctly.
After you land any non-ex variation of a dash punch you’ll be in prime distance for a walk back - cr.mp. So, after any dash punch lands simply take a step backwards and keep your eyes peeled for a button press, if you see anything nail them with another cr.mp xx dash straight. I’ve managed to do this in succession up to 4 times into a stun, lmfao. Once they’re scared to press anything, dash forward - st.mk/throw is the way to go.
I’ve all but stopped using his v-skill gimmicks at this point, I’ll commit to an overhead at most once every game. I’d say I actually commit to the overhead once every couple of games, bottom line is that the move is too slow and it’s incredibly easy to react to just like Ibuki’s overhead, only issue is that we can’t threaten a throw to make it land.
cr.mp xx dash straight buffers are probably the most ridiculously good online tactic against Ryu’s, Nash’s, Chun’s, Ken’s and anybody else who tries to utilise dash forward pressure. You just nail them and it completely shuts down the dashes, I love it.
Started to use st.hk CC - dash forward > st.mk - st.mp xx KKB overhead into the meaty set-up I mentioned earlier, it’s very strong. Balrog gets really good follow up pressure from his crush counters.
St.hp? Fucking GODLIKE DUDE. I throw this out in the mirror match and stuff a lot of sporadic rush punches, it’s just a brilliant mid-range poke. You have to convince them not to jump first so obviously patience is the key to getting the most out of this normal.
General thoughts on his toolset/which tools are the flatout best in his arsenal IMO(Kind of ordered…? Very loosely though) -
St.hk
Cr.mk - stomp TC
St.mk
EX dash straight
St.hp
Light dash low
Cr.mp
St.mp
TAP
The “Anti-Air” combos are NOT practical. C.LP cancels into MP Straight and S.MK cancels into HP Straight. I didn’t show that in the video though. I’ve learned a ton from this thread so hopefully this helps someone as well!