Balrog Thread

Normal Headbutt no longer is able to hit crouching opponents which really limits any BNB without meter.

So be careful when you go for headbutt without meter because it leaves you wide open if they are crouching

Balrog has a cross up. Jump LK. That’s all I know right now, since I got to play for about an hour before work.

We will need to finish with straight if we jump-in or hit confirm the opponent in crouching hitstun.

I played one match of 5 sets at my local game store today (against the store clerk!) and although I won, I didn’t like the feel of Balrog too much.

Is it me or his walking speed is slower? Not only that, his dashpunches don’t cover as much distance as they do in IV, right?

played at a local game store tournament today with balrog.

jab dash straight covers a MUCH shorter distance, and his normal anti airs (s.mp, c.hp) don’t have as large of a hit box as in ssf4. opponents can jump over you far more easily now, and because you’re recovering from trying to anti-air them, they can do a full ground combo on you.

cr.jab, cr. strong link is impossible now. needs to be chained and can only be cancelled into an ex move.

rush upper loop is possible, but i haven’t figured out when a cr. jab or s.jab is linkable. all i know for now is a cr. jab or a s.jab is linkable after ex.RU only while being deep into their hitbox, after a jump in for example. simply doing an ex.RU to punish bad pokes or fireballs won’t combo.

also haven’t been able to find any type of safe jumps after a knockdown. seems to me overall he’s less imposing and cannot apply as much pressure in sfxt as in ssf4.

Simply put balrog is ass, sure it’s day one or day 5 for me, but I’ve tried enough and seen enough to tell you this. I’m the one who uploaded the crouching whiffs video. Seeing as to how in this game every has a target combo that can be linked into a lot of people will just mash lights on your wakeup or even meatier normals, balrog can no longer get past that, headbutt not only missed on crouching opponents but gets stuffed by any crouching normal, and a good number of standing ones. Dash punch isn’t as good, for a charge character a lot of his combos in this game don’t give you much time to charge, his jab jab short link hit box was nerfed so he whiffs a lot on the short. He’s only a threat with bar for armor punches. His overhead is worse then ever can be mashed out by Jab and thrown a lot, and the fact it dosent have armor is a joke on ex. You only get 3 ex bars in the game so that in itself is a big Nerf to rog. His dash upper has stupid pushback so no more loops unless you do it in breathing range of your opponent in which even then it’s harder to pull off. This is the time to show your loyalty fellas, you’re going to lose a lot given that most people are going to use the good characters in the game

^ I disagree Boxer is strong imo, very basic but strong. He hurts alot when he hits, and his jab pressure is as good as rolento it seems. You wont be fooling anyone with boxer which has always been his weakness.

Well we’ll just have to agree to disagree or maybe we can play online and you can show me the strengths you see in boxer. Also big difference in him having a good jab and rolento is that rolento being a non charge character can easily walk jab into hitconfim into combo, as to where boxer is limited due to being a charge character you won’t be able to cancel into special move as easily. and like i said if you don’t got bar you don’t got a chance of hitting, or reversing the onslaught of offense that you deal with in this game. I’m not saying he’s usless but hes easily hands down a shittier version of his previous self, and the worst of all the charge characters in the game.

cr.lk, cr.lk, cr.lk into whatever is a good hit confirm combo

Cr.lk also has 1 less recovery frame then cr.lp which makes this preferred combo starter (at least for me) since it does the same amount of damage and also easier to execute.

also want to add that the sfxt wiki on srk is wrong. ex dash swing blow and and ex dash low smash do not get armor, which is pretty huge, considering how shitty ex RU, ex straight and ex sweep is. ex dash low smash just gets wall bounce properties, and dash swing blow gets a ground bounce.

will try your suggestion to hit confirm with c.short instead of jab, pirateguru.

This is great, linking the crouch jab was a little hard since the timing is different from sf4. Thanks.

I Started ending with dash low straight for any non juggle combos to get knockdown and it has the same damage as straight.

edit: forgot to mention it also gives you the option to hold headbutt charge.

[media=youtube]NhDmJ6axQiE[/media]

his dashpunches having shorter range is more than made up for in the fact that they are SAFE. you have basically free pressure you can apply. just have to get used to the spacing

I’m not sure what you mean by his antiairs not being good, c.hp is the beast its always been, and now has a tendency to trade a lot more in your favor in this game which is also a big plus. you can hit c.hp a lot later in sfxt than you could in sf4 and still let it connect, so thats pretty awesome. s.mp puts opponents into a juggle state(i haven’t tested this in training mode, this is just match experience) but I think this may have to do with hitting s.mp as a counterhit more than the move itself causing the juggle

couple other things:

charge times seem longer in this game to me for some reason(could be because i’ve been playing kof almost exclusively for the last 5 months and takuma’s takes like .5 seconds lol), so i’ve been doing c.mp, c.lp xx whatever. its really easy to link and gives you plenty of time to charge. also, its a great frame trap in itself

off of juggles for now i think his best option is c.mpx2 xx lp/mp headbutt or hp dash straight, depending on the angle people fall into you

if you juggle into ex smash, instead of wallbouncing it does this crazy slow spinning knockdown, it reminds me of the spnning knockdown you get from thor’s air
super in mvc3

balrogs tick throw game is intact from sf4, you have to get closer, but throws do a boatload of damage in sfxt

i like power/meter gems for balrog. he’s already got decent life, his footsies are really good naturally, and he hits like a truck. the gems i’m using on him right now are power(off teammate launch)/power(5 blocked hits)/meter(dont remember). i run balrog 2nd, so whenever i tag into him i get a huge damage boost, and can put on pressure immediately. st.lp to keep them locked down. typically if you put some work in with your point, tag into rog, get both power gems you can end people pretty quick if they’re cornered

balrog seems to have really bad matchups so far vs grapplers in sfxt. my most dominant matchup in sf was probably vs grapplers, but in this game they have lots of answers. maybe you can, but i dont think you can keep sfxt gief away with st.hp/c/hp and sweep. he’s pretty dangerous in this game. maybe that will change with more matchup experience, but who knows. games only 2 days old

also, counterhit j.hp causes a juggle, you can c.mpx2 xx headbutt/dashpunch/super for pretty substantial damage off an air to air

Balrog can do the jin spin glitch if you do EX low smash, Cr.mp, Cr.mp, EX low smash

so what are people doing after a standard tag in combo for rog? im just doing c.mp twice into dashing upper

anyone being more creative on this one?

I would use Fierce dash straight or low straight to end it, they do the most dmg.

What do you think will happen to Balrog with the inclusion of the dash cancels?

Rog’s defensive game is mostly at mid range, he has no DP to punish mindless blockstrings punishable by quick-starting moves. And he’s a charge character, meaning that Dash Canceling won’t be common thing for him.

With circle-motion characters’ offensive/pressure games/comboability being ‘buffed’, I fear for his viability.

When juggling with 2x cr. :mp: I find it easier to do cr. :mk: > cr. :mp: instead.