Balrog Thread

Some (if not all) of this might be redundant…
[LIST]
[]:lp: dash straight is garbage compared to its SF4 counterpart. Not entirely useless, but doesn’t cover nearly as much stage as it used to and it’s less safe on block. In my opinion, this is his biggest downfall in this game.
[
]Seems like Boxer has to rely more on his poking game than ever. Standing :hp: and standing :lp: are solid in a footsie war. Standing :hp: crumples on counter hit which is amazing for starting a combo.
[]He does have a lot of solid combos and he can do some nice damage. Decent health too.
[
]EX dash low smash to TAP is situational and overrated.
[]Headbutt is the business. Functions much more as a move that chains rather than a move to end with though. But the whole “whiffing on crouching opponents” thing is a brutal nerf.
[
]From what I can tell Balrog is going to be all normals until you can combo. Literally 0 of his special moves seem safe to throw out unless they’re EX.
[]Again–his wake up game is terrible. More so than in SF4 even.
[
]Crouching :hp: is still good as an anti-air but it also received a noticable down grade. Seems to trade more.
[*]I’d say he should be played as an anchor rather than a point. Get someone in there first to build meter. Similar to SF4, if you have meter with Boxer you become a huge threat. EX dash swing blow and EX dash low smash are both combo starters. So a tag in that leads to one of those and then a combo ending with crouching :mp: into super will put you in a great position to take the round.
[/LIST]

^this^ sounds like you my friend actually played some decent people with rog, you’re points are the same i’ve been trying to make. Yeah crouching fierce is still a good anti air… no where near as good as SF4 though, same could be said for A LOT of his moves. While its true that this isn’t SF4 characters like guile kept a good number of their strong points while rog got all of his watered down. But i’ve been preaching to everyone i know that you NEED ex bars to do things with Rog, and i still can’t get over the fact that EX overhead is not only SLOWER but they removed the armor from it… lol,

yeah ex overhead is retarded lol

especially since you can combo off the non ex

what am i REALLY gaining from that?

Lol a groundbounce? you know so you can throw in one more medium punch lol.

idk man while i will admit the slow down on cr.jab is acceptable a lot of things they did to him is just not right,considering guile and ryu work just as fine if not better then their SF4 counterparts.

but i can net more meter and more damage off a regular one by going straight into a tag combo into steve than i can solo with rog off an ex with a groundbounce =/

Hello fellow Balrog users(all 3 of you), just chiming in to talk about his charged dash punch. Specifically, how dash canceling it is kinda cool. Sorry if you don’t like number notation.

Example blockstring: 1LK, 1LK, 1MP xx 46[LP] xx 66 1LK/1MP/Throw.

Puts you right on top of them for throws and all that fun stuff. It’s a little trickier to see compared to the same old jab jab throw kind of stuff, at least at this point in the game. If you wanna retreat and they’re a little close than you would like, stick out cr.mp and dash cancel backwards. It’s only a little thing, but I think it makes him a bit more interesting. Testing against mashing jab and it’s safe, but you can’t get an attack of your own in, have to block. I don’t think it’s too big of a deal though(yet), since max range cr.MP isn’t exactly within jab range for most characters, AFAIK.

Lol at all 3 of you, thats some interesting stuff you found there i’ll test it out next time i go out to play.

Interesting stuff. Never thought of using Balrog like that.

Personal observations from training mode:

-If you charge up his dash punches into their ex version and then dash cancel, his next attack is a guaranteed counter if it hits.
-forward throw gives you almost enough time to fully charge an ex dash punch without getting interrupted. If your opponent doesn’t roll they’ll be too far away to do anything, so you basically get to charge up to an ex dash punch for free. If they roll forward, releasing the dash punch while they’re rolling will cause you to switch sides. Dash straight puts you right beside them, and might be useful if you want to apply close range pressure. dash upper puts you a bit farther away, which is good for making reversals whiff so that they can’t be tag cancelled. I still need to test this a bit further to make sure it’s safe though.

-Reversals don’t break armor. ex dash punches will thus connect against most single hitting reversals.

-After connecting with a cr. hk at the tip of its range, and if you correctly predict your opponent’s forward roll, you can mix him up by immediately doing a neutral jump and using wiggle punch (nj. hp + hold either direction) on the way down to pick which side to land on. Spacing might be different for different characters.

Using rog and king need help asap

What about that team? You need to build meter first before both characters can become effective…Though (IMO) Rog has a better ground game then King.

Oh god what the hell? Hahahaha I use that exact team! Lay it on me, bro!

You can do cr.mp, ex dash low smash, TAP, dash upper, hard dash straight or low straight for 361 dmg
I’m not sure how much you can get starting with a jump in though.
You can also start it with dash swing blow for around 412 dmg

Its the most damage I’ve been able to do with Balrog by himself and just one bar of meter. But it doesn’t work in corners.

You can also start with cs. hk. the cs. hk > cr. mp link seems a lot easier than it was in sf4.

haha funny you guys mention those specifically

[media=youtube]VbJXjICQiPg[/media]

i guess we don’t got news in here - but hopefully this’ll make it on the front page or something so people will see balrog doing stuff

This is my main team as well. I use meter and speed gems for Boxer and speed/damage for King. With Balrog on point I control the match with footsies, cr. forward, cr. roundhouse, st. jab, st. fierce, and st. forward. standing at the max range for st. forward I will buffer in either sweep or st. fierce to launch if I get a hit confirm. Stop those jump ins with cr. fierce and a headbutt if you know it will hit which you can combo after. Off of a launch I will do st. jab, knee lift, st. fierce, power bomb or cr. jab, st. fierce power bomb depending on the lag. Then I will use st. short with King to control space and buffer in st. forward to st. fierce into EX convict kick or whatever. When I play this team I actually don’t use meter with King at all, I don’t feel that his ex moves are really worth the meter. With both characters I try not to get knocked down at all costs because their reversals are terrible. Of course there is nothing wrong with blocking on wake up, just make sure you familiarize yourself with any Tekken overhead/low strings so you don’t get blown up. Basically I play both characters very offensively frame trapping with Balrog’s low jab into st. cl. roundhouse or cl. strong for a counterhit. Make sure you are using cr. short instead of cr. jab with Rog as it is noticeably better. With King I keep pressure up with his foward 2, 2 string (elbow string) mixing up into low short or overhead which can be linked after into convict kick or launch or whatever. Basically I play very offensively with this team and switch between the characters often. You’re going to get more damage with launch switch combos unless you want to use EX which I don’t recommend unless it will give you a big advantage. I think EX is better spent on wake up EX straight/low for Boxer and for supers. Basically I think your footsies need to be on point with both characters to do anything. Good luck, and get that fight money

Checking out the frame data, it seems they buffed the hit/block stun on most of Rog’s other normals. Of particular note:

cr. lk: now has frame advantage comparable to SF4 Rog’s cr. jab. Only problem is you can’t chain cancel into itself, so airtight block strings are impossible using .cr. lk alone.
cs. rh: up from +7 on hit to +9 (!) on hit. Seeing as reversals are pretty awful in this game, this might be a good choice for a wake up meaty (force stand, decent damage, frame advantage, comboability).

MP dash straight is generally safer on block (-3) then LP dash straight (-4). Weird.

Gimpyfish62 what overhead did you use in the last combo?

Light Overhead punch?

Here Rog players. You probably already know, but when you’re playing 2v2 you can charge TAP while waiting.

[media=youtube]l79MdDjz_CE[/media]

I have an even more ridiculous example uploading shortly.