Balrog Thread

Okay, I’m by no means a great player and have only recently started playing higher level players.
Apparently I play a “decent” boxer, but this one guy picked Dhalsim and kept drill kicking into Yoga nugi. It really pissed me off and I couldn’t figure out how to get out of it.
Any suggestions? Are these kind of techniques (similar with Boxer and Ken, etc) impossible to escape from?

Thanks.

Drills can be blocked low, you can either try the craptitude of counter throwing, or you can go for a safe on block reversal jab headbutt of smacktitude!

I’ll try that next time, thanks!

Worst comes to worst, you can always jump and take the reset damage.

On reset though can’t they just repeat still before you have a chance to actually do any action?

This is not exactly right, through correct in overall spirit. They actually have the exact same throw range. Granted, Dic has an easier time with counter-throws since he can alternate strong & fierce.

So yes, fake the tick and headbutt/sweep/low strong xx low rush to scare him, and look for low kick rush -> throw/headbutt mixup.

I dunno if it’s just my opponents, but I always block his “crossups” just by holding back. He’ll land on the other side, so switch it up then.

And low strong beats scissor kicks. Forget how jabs do vs. his specials…

As for the Sim tick throws, do the headbutt motion with jab immediately followed by strong. Increases your chance of escaping. I usually try not to include fierce in the piano input since it’s unsafe.

-Josh

Also, I’m beginning to think Old Ken has the edge over Boxer.

This matchup is rather similar to the Guile fight actually. Thanks to his jab fireball, you should almost never headbutt or jump forward - either one of those gets swept for free. The difference from Guile is that O.Ken has the safe DP and none of his stuff requires a charge, making things more difficult.

So you’re restricted to blocking fireballs and looking for the right spot to jump over one with the directional air fierce…and then what? Should you hang back and charge the TAP to level 4+, attempting to trade with a fireball? It’s hard to think of any better options since no headbutt makes it hard to fit any low rushes in.

Any ideas would be appreciated!

Thanks,
Josh.

I don’t have much problems with Guile, I think Chun and Honda are much tougher fights.

Well, I don’t have a problem with most Guiles either, though I need more work against the really good ones. My point was that Old Ken is kinda similar but a harder match IMO.

I’m thinking you want to get into the range where you can jump over a fireball, and work your offense from there…

BTW, as for Honda, I used to hate that fight until I learned that mashing stand jab beats almost everything he can do. Far as I can tell, his only option against that is to walk up and go for the standing roundhouse sweep, and you can low rush him without risk if you see him move forward.

Good advice, I think I try too hard to punish headbutts with specials too much, I really should be jabbing him out of it more.

Totally agree with you on the O. Ken thing though, I would definately like some tips on that fight. Short Kick rush>super to blow through fireballs doesn’t work very much, plus headbutting through fireballs=Shoto walk forward and st. MP, it’s an amazingly tough fight and I have to get really lucky on trading charged TAPs, which is risky as hell.

Does MP straight rush trade with fireballs like in the Chun fight?

Alright, I played against the same guy tonight!
He immediately started out with Dhalsim, so I could try some of the stuff you guys told me.
For some reason I can barely do anything on wakeup when I’m playing online, so it was very hard to headbutt him out of the drill after a nugi. I did find a way out though:
I could just jump back and jab out of it. I didn’t even trade hits with him and it worked consistently. Was this guy just bad, or am I on to something here? :confused:

Anyway, I finally beat his Dhalsim, then he started picking other characters. I would usually lose the first match against a new character, but then I’d find a way to beat them.

Last time we played the guy didn’t say a word. No lying that I’m pretty good, so smack talk, nothing. Tonight was no different, until I beat his Blanka.
He just said: “Hmm.” :bgrin:

Then he picked Honda.:sad:

Loss after loss for me. In the end I finally beat him, but it took a long time. Good thing I read this thread, it was very satisfying jabbing him out of his super. (Though I didn’t use the jabs much. I need to learn how to use them well.)

Out of almost 30 matches I only won just over a handful, but it was much better than not winning at all due to those nugi’s. I even turned the tables on him in one round by repeating that Dash Upper>Throw trick a couple of times. Didn’t want to just abuse that though.

All in all I had a lot more fun this time and I feel I’ve improved a little. Thanks guys!:pray::pray::pray:

How can balrog stop scruby bison, that the unique thing that he does, is fierce crusha from side to side, WITHOUT the headbutt. I know rog can beat everything with the buffalo headbutt, but i just want to know how to stop the crusha with normals :wonder:

Get to a corner and try to throw him out as he is getting out of his PC. Alternatively, get to a corner and start jumping up with FP (try to time it so it is still sticking out as it makes contact with the PC). I would seriously try to learn how to bust out reversal headbutts too.

The fierce torpedo can be punished with s.fierce outside the corner, though the shorter versions are safe. Reversal headbutts come in handy here.

Does anybody know what frame advantage each of his TAP’s set have?

I can’t find specific advantage/disadvantage for moves, but I can tell you a few things from personal experience.

Level 1 TAP always gives him advantage, though it doesn’t leave him close enough to tick throw. Still a great move obviously.

Level 2 TAP has a very slight disadvantage if it hits ASAP - still safe except maybe from Blanka ball or something. If you get it to hit from further away or as a meaty, you get advantage.

And the higher-level TAPs progressively have a larger disadvantage, but that’s just because they have more active frames. If you get any TAP to hit meaty, it’s a nice advantage for you.

But hopefully that answers your question a little bit, and explains why people stick to level 1/2 in most matchups.

I find Lv1/Lv2 taps to be the most efficient. Mostly for wakeups and suprises. If only the TAP kept its invincibility from HF…

And how people manage charge up to higher levels is beyond me. Not having PPP or KKK available to me just feels wrong for what is essentially a gamble punch.

Actually I forgot that even if there was official frame data, it would give me the info assuming im close so it was kinda pointless for me to ask because thats not what I wanted. Thanks for your info tho.

What I do want to know now is the amount of time each one takes to charge. Against Sim you cant do shit half the time so I would definitely think thats good knowledge to have.

Even so, most people aren’t gonna try to reversal anything over a level 3, so it gives you room to keep working between charges.

I find it easy to get 5’s+ in the Dhalsim match (where higher taps are more important) by staying fullscreen and jab headbutting through yoga’s until I can neutral jump and fierce over a yoga, land, and try to trade with a limb.

I also find starting off matches against certain characters with two immediate LVL 2 TAPs or “2!..3!” to be a good way to get things started. If they block both of those you’ve already eliminated a fat chunk of their life bar, plus you are closer than when you started.

On almost all knockdowns I do a lvl1 to build meter and get closer so I can do cr. mk meaty or just cr. mp and then confirm into jab low rush.