Balrog Thread

woah! the 4 hit guile combo was brutal

Guys do you have any suggestions for some attack strings that i could use on turtling opponents?
I use sth like j. mk, cr. lpx2, cr. mp, low jab rush. I know that it won’t combo on hit and that it can be reversed after the cr. lpx2 but I guess that it’s not that easy, especially when I’m playing online.
After that I may follow with a lv 1-2 TAP or a straight jab rush (whiff) into throw but I’m sure that there are better things to do and more varied mixups.

Any suggestions?

End with low dash uppercut instead, then either throw or go into a headbutt.

Need help canceling cr.strong into low dash.

So I don’t know how many opportunities i’ve had online to get the extra damage. I land meaty cr.forward-cr.strong all the time. But I’ve only properly canceled it maybe 1/15 times. And that’s probably a high estimate. I am on a HRAP 3. So what is the motion I should be doing? As soon as I hit cr.strong button, and before I even see anything come out should I be bringing the stick across for the rush? Anyways any help you can offer would be great. And i’m sorry if this has been asked earlier in the thread. And what buttons should I be pressing for the rush? jab? or negative edge from the cr.strong?

Jab or short rush, of course. Try executing it as soon as you see the cr. strong connect (blocked or not). The whole three-in-one should have a steady “rhythm” to it.

What are good options for Balrog on wakeup against an opponent that is jumping in for a crossup?

Reversal headbutt seems pretty obvious, but if you miss the reversal, you can eat a big combo. Plus, depending on how deep they jump in, on occasion I’ll get a headbutt out and we’ll both whiff, then I get punished on headbutt’s recovery.

Lately I’ve been trying LK rush on wakeup, which seems to work pretty well so far - it can straight up anti-air them, or move me out from under them and recover immediately in time to either block or headbutt or try something. Is this safe? Also, can it be buffered into super? I feel like you could hold DB, go to DF, press LK, DF turns into DB because they crossed you up, then go back to the other side (now DF) and press punch for super. So you just move the stick from diagonal to the other and back. Does this actually work?

I believe you can execute the super whilst being crossed up, yes. But it’s generally not a safe move to headbutt on wakeup, as most characters have a safe jump that will completely negate the headbutt. Your safest option is to simply block and be ready for throws or crossup shenanigans.

You don’t hold it down with the bottom of your fingers. At first I thought my hands were too big too, but you use the ridge of your palm…

It’s debateable whether large TAPS are worth it, IMO it only is against certain characters.

I recently got lucky and won a match I was gonna lose with a large TAP. That was awesome.

If it looks like it won’t be a meaty crossup, I usually go for a lp low rush. The recovery is so quick that it moves me out of the way and I usually get a free throw out of it.

If they do it right though (meaty or really damn close to meaty), just block it unless it is Honda/Gief/Hawk (who would almost always nail you with a command grab afterwards).

Guys, do you have any good strategies and tips against dictator?
I can’t find any real info about this match-up on the Net.

Thanks!

Megakuma

That’s a tough matchup to describe since Bison can be played so many different ways. Some things to note:

You should be able to counter a blocked slide or knee bash nearly all the time if you are charged with a headbutt. If you have meter, use your super instead of headbutt. Usually GGPO at that point.

Headbutt will beat just about everything Bison has (pretty much everything except his super I think). Keep this in mind if your opponent likes to constantly throw out annoying standing MKs.

Jumping HP/HK will stuff the psycho crusher. Use this if you see a psycho coming from a mile away but don’t have charge.

Even though Bison is known for his throw shenanigans, 'Rogs throw shenanigans are better! Do not be afraid to walk under him after a throw, crouch MK, and throw again (try to use the MP throw as it has more range).

If Bison gets meter, try to bait him to use it while you’re blocking. Bison players have a bad habit of attempting to throw out of a blocked super, so you should be ready with a nice headbutt reversal for him to eat.

Personally, I like to throw Bison in a corner with 'Rog and keep him in a continual state of blockstun. I win this match with 'Rog WAAAY more than I lose it.

Headbutt loses to lk scissors I believe though.

Does anyone have more input on the sim matchup? Im having serious difficulties with him.
To be precise i dont really know what to do once im in that kinda-in-but-not-really-so state.
I predict a fireball, jump it and land safely. What now? I feel naked without the charge for low rush punch and st. fp doesnt seem to do the trick.
Also, are there any tricks to his fireballtrap? Unless i have the outmost precision in jumping over the fireball, i eat a st. rh or a st. fp just before landing.

Thanks for the info!

Some more questions:

  • How can I beat or at least trade with his headpress after blocking?
  • Will my super beat his super or is it vice versa?
  • What is the best strategy against a turtle dic? If he’s in he’ll chip the hell out of me with his normals and scissorkicks.
  • What’s the best way to approach him from distance?

Disclaimer: not an expert.

There’s no simple answer for what to do against Sim, it depends on your opponent and a lot of it is just mind games. Fortunately, you win a lot more every time you guess right than he does when he guesses right.

Various options-

At absolute full screen, jab headbutt through to build meter, he shouldn’t be able to hit you from that far away.

Jump straight up over the fireball, release TAP when you land. He can cr.MP or cr.HP you out of this, but if you have a higher TAP (5-6) it will be extremely fast and if they are trying to fireball again you’ll generally hit them and at least trade. This is also a good option for building meter.

Jump straight up over the fireball, press jab. You’ll stick out your fist, which can stuff some of Sim’s attacks. Release TAP when you land.

Walk forward, block - gain a little ground.

Jump over, MK - will hit or trade with some attacks.

Jump over, HP/HK - will hit or trade with different attacks then MK.

Jump over, MP - will hit or trade with different attacks than MK or HP/HK.

If you guess right once, that’s worth 2-3 times you guess wrong, so mix it up and try to figure out what he is going to do.

If you are guessing wrong all the time, stay defensive and just do little jab headbutts and higher TAPs.

Once you have meter, the whole game changes and you have various new options, like jab headbutt, LK rush into super; fierce headbutt, super; jump back in corner, tap, super, etc.

The most important thing is to capitalize once you get in and knock him down, don’t let him push you back out.

sim punishes straight jumps over fireballs with low jab. so i’m not sure how effective these two strats you bring up are.

I believe if neither of you are in invincibility frames anymore then his super will beat yours or trade. It might be possible to time yours later so you have more invincibility frames, but since his super is a scissor kick which beats rushes, I think in general you get lucky if it even trades instead of losing.

This is off the top of my head though, but I sure don’t remember ever being in a match and thinking I could punish his super with mine.

Throw, d/f+short kickrush>throw. You can’t tech get thrown by a crouching opponent. Deep Jump in RH him all day which will beat anything he can do crouching (unless you shallow jump, which he can cr. fierce).

Jump a lot with RH and j. jab to beat a lot of his stuff, then straight punches and taps, low rush is less good against Dic because of scissors.

Most of the time when I play Balrog against Kens/Ryus , I just turtle and dodge fireballs by the leapfrog move . Than depending what happens next , I either charge attack if they jump back or jump and attack if they do a hadouken . The others I pretty much charge in and do throw or charge sweep thing , one thing a lot of people fall for when I play online ( and its unbearable lag for PS3 :frowning: ) .

Thank yall for the nice tips for us Balrog players :smiley:

Off topicness :frowning: : What ever happen to this one persons avatar that had a defeat background with dudley signature against a defeated Ken ? I loved that avatar animation lol ! GUTTER… TRASH !

This obviously works better at longer ranges, and I believe your jump straight up jab will beat his low jab.