Balrog Thread

i kinda want to know what rog is capable of after being tagged in

curious if you can charge enough to do a dash punch while you’re using the other character before the tag in (if that makes sense)

i’m also curious about his combos that he can do off his pokes which are looking pretty nice.

i wish one of the players who knows what they are doing did the gamesradar preview haha

edit: also - ty =D i do what i can haha

Yea i’ve been wondering about the tag in charge myself. I wouldn’t seem like the charge would store before the character came in which would lead me to believe that the charge characters are more suited for the point slot. I realize that the game is drastically different than SF4, but I would assume the main goal with balrog to out poke and pressure the other character and push them into the corner is still the same, the roll wake up option is going to make corner mix ups less consistent but the low combo damage output problem that he had in SF4 seems to be mitigated by the engine of the game. Also what types of gems would you think would most benefit balrog? Speed gems are the first thing that come to my mind, to further allow his footsie game to excel

I’ve played balrog exclusively for the last 2 years in ssf4. Hes my main and I love him in that game. But I really couldn’t care less about him in sfxt. I’m just way more excited about what other characters bring to the game, and I don’t feel like rogs playstyle is what I want from my sfxt experience. I will probably still play him early on in the games lifecycle, but he just doesn’t excite me at all in this game. That being said, I bet his normals will kick butt, and rog will be able to move forward more (not saying he should in this game, just that he can) since you don’t need charge for chains into launchers for some pretty heavy combos.
Can you start charging the instant you perform a tag cancel? This could be enough time to do a normal and then a charge special I think? Or is it after they finish their run animation forward? Just curious.
As far as gems I think damage will be good on balrog. It will just make those pokes more devastating and allow for rog to be more aggressive. I don’t see him benefitting from speed gems as much. I know it will help with footsies, but rog is not a mix you up, rush down character which is what I feel speed gems help the most. If he already has better footsies than most, and then you make those normals do more damage, and his walk forward 3f jab into more damaging chains, that just sounds solid to me.

i love how every GR preview was awesome exept for rogs. shit at least get a staff member or something who has ever even seen rog played

Some Balrog info for you guys. He seemed to get hit with slight nerfs bar one pretty big one, and received some great buffs I’ll go over a few.

Buffs:
Standing jab hits crouching opponents
Ex torpedo wall bounces, can follow up with headbutt then fierce rush punch
Close Roundhouse forces stand on crouchers
Headbutt can lead to crouching strong xx fierce rush punch anywhere
Can link crouch strong after close standing roundhouse
Turn punch wall bounces on airborne opponents

Nerfs:
Headbutt whiffs on crouching opponents
Ex rush upper loop is distance specific now, in order to link crouching jab you must already be close when you start the upper even then the crouching jab will be at max range so you’ll have to go to standing jab
Close standing strong punch does not force stand
Ex overhead and torpedo no longer have armor instead they ground bounce and wall bounce respectively
Sweep Seems slightly slower though that may just be me.
Crouching jab cannot link into crouching strong.

One other thing, fierce headbutt gives the most time/height for you to tag out but knocks back slightly further, jab headbutt does more damage but has less range however it might be easier for some tag combos ie King hopkick x3 xx powerbomb

There might be some more things I’m missing or overlooking, but overall he still looks pretty solid, his wall bounce combos are badass.

How’s the damage output looking?

Without a jump in starting from cr. jab you can get 243 damage, 268 if you waste one meter for a wallbounce combo a little on the low side for me, 422 off a jump in with one meter.

cr.:lp: > cr.:lp: > cr.:lk: xx :mp:headbutt cr.:mp: xx :hp:rush punch - 243

cr.:lp: > cr.:lp: > cr.:lk: xx ex torpedo, :mp:headbutt, :hp:rush punch - 268

j. :hk:, st. :hk: > cr. :mp: xx ex torpedo, :mp:headbutt, :hp:rush punch - 422

cr.:lp: > cr.:lp: > cr.:lk: xx :mp:headbutt, cr.:mp: xx super - 375

m headbutt does more damage than fierce headbutt.

combos are not optimized but you can get the general idea from there

You can do more damage depending on your partner if you tag cancel off headbutt. With king after you can get 322 starting from cr.:lp:

Standing and crouching normals:
:lp: 30
:mp: 60
:hp: 90
:lk: 30
:mk: 60
:hk: 90

Jumping normals:
:lp: 40
:mp: 70
:hp: 100
:lk: 40
:mk: 70
:hk: 100

Rush punch and rush punch low, jab to fierce 100, 110, 120 140 for ex.
Rush upper 70 for all ex 140
Overhead 100 for all ex 130
Torpedo 100 for all including ex
Headbutts 100 90 80 jab to fierce.
Super 320

Use L. headbutt and :hp: rush punch they do the most damage.

Hit confirm 0 bar(opponent must be standing)
cr.:lp: > cr.:lp: > cr.:lk: xx :lp: headbutt cr.:mp: xx :hp: rush punch–250 dmg

0 bar punish
cr. :mp: xx :lp: Headbutt, cr. :mp:xx :hp: rush punch–292 dmg. If you’re having trouble landing the cr.mp as they come down use M. Headbutt instead, they go higher up so you get more time.

1 bar punish
cr. :mp: xx EX torpedo, turn around punch, cr. :mp: xx :hp: rush punch–354 dmg. You have to activate torpedo with 3 kicks and hold them down, then let go as early as possible as they bounce off the wall but late enough so turn around punch will come out.

Or if you you’re low on hp:
1 bar punish
cr. :mp:xx :lp: Headbutt xx tag cancel,[juggle combo]–I managed to get 362 dmg with steve

3 bar punish
cr. :mp: xx EX torpedo, turn around punch, :mp: headbutt,super–524 dmg. I couldn’t get L. headbutt to land for this one

im so glad no seth or vipers

Sigh i know this isn’t SF4 so i can’t expect him to play the same… but damn man… his BnB’s from sf4 just dont feel right, real hard to get some GOOD air counter punish follow ups as well. Also the pushback on his EX upper dash is just not cool man. don’t expect to do ex dash upper from across the screen to absorb a fireball and then link into combo.

[media=youtube]hHf11YDXmDM[/media]

why would you do that? WHY WOULD YOU MAKE HIM LOOK LIKE THAT?

Dunno if anyones mentioned this but St.:hp:causes STAGGER on counterhit. That is delicious.

After headbutt you can juggle with dash upper so heres a little BnB I got for a little extra damage in the corner(idk if either are really useful, cool to checkout though):
cr.:lp: > cr.:lp: > cr.:lk: xx :lp: Headbutt :hk: Rush Upper st. :mk: > st. :hk: - 262 dmg

0 Bar Punish in the corner:
cr. :mp: xx :lp: Headbutt :hk: Rush Upper st. :mk: > st. :hk: - 312 dmg

Also off of EX Dash Swing Blow:

EX Dash Swing Blow > cr. :mp: > cr. :mp: xx :hp: Rush Straight - 322dmg



double wallbounce with ex smash and TAP sold me on the character for now

Did they nerf crouching short? I feel like it whiffs more…but i haven’t played SF4 in a long while now and may just be forgetting how to play.

Only far s.HP

ex smash -> tap has funky timing i’m finding it really tricky - any tips from anyone out there?

Press the 3 buttons for TAP as fast as possible after the input for EX Smash, release as soon as they come off the wall. And as far as I could tell it doesnt work in the corner.

I felt like it whiffed a lot too but found it less so when I started getting better at doing the BnB. Still not convinced however.

I might have to leave Balrog for this game, feels too different from SF4.

Instead of using two buttons I use three buttons to activate EX smash so you’re charging the TAP before the smash even lands and let go as soon as they hit the wall from the smash

is anybody else having trouble canceling headbutt from a normal in a combo? if not tips please