Balrog Thread

I hear that. Even with Chun’s good throw punish game, I like to sit and crouch-block the super and his follow up (then throw, lol).

Evading Ken’s super: link.

[media=youtube]HL8jhUOMmQE[/media]

Jump to 18:03.

How difficult is that link from cr.forward ~ super? I’m surprised I don’t see more Boxers doing it.

For me I think it is easier to link than cr strong. Could just be that I am more used to linking from cr forward

YT’s frame rate does not help, but it looked like a cancel. Probably a low-throw mix-up.

It’s definitely low or throw, but it seemed like Boxer was too far away to go for a tick, unless the other guy pre-emptively hit buttons to stop Boxer from walking forward.

It looks like a link, since there seems to be quite a lot of delay between the cr.forward landing and the super coming out. But according to srk wiki, it can be super-canceled, so I guess there’s pretty generous input window for the super on cr.forward?

It’s a late cancel. The timing is actually kind of strict but you don’t have to buffer any motions for it. You can also link the super too; the timing between the two is only different by a few milliseconds so sometimes it’s hard to tell which one they did by just watching.

So the fact that you can both cancel, and link into it, make it much easier to land?

Well you still have to execute for either the cancel or the link; the link doesn’t really work well as a fail-safe for the cancel. The timing requirement for both of them is strict enough so I wouldn’t call it easy, but it’s not really that hard to do.

Yeah, I messed up. I double-clicked the play button, trying to find a recovery frame, but I tried only once. Stupid me!

does Balrog have a similar OS to hawk’s dp/ 360 ?
lets say rog safe jumps with jab, then cr jab, then grab attempt + up n punch, so if opponent reversal, his grab attempt gets canceled into buffalo headbutt?

Look at 11:45 of video:
[media=youtube]yR96Q0XUaLY[/media]

Can’t anyone with an invincible move do that

That’s a little more challenging technically, and has different properties, but should be possible (possibly also out of low rush…). Blocking is safer than the headbutt (by a little) and T Hawk has better throw range on his 360 than Balrog does on his normal throw.

It also requires throw range and the invincible move to be ‘good’ enough to beat whatever reversals the other guy has available. It’s unlikely to be a strong option for, say, Cammy.

I mention rog due having a long ass start up, so most chars if try to reversal, their attack invincibility runs out n by the time rog’s buffalo headbutt is active, it beats the opponent’s clean.

also rog’s mp grab has has big range so he can loop most of the cast

this is just what boxer needs! maybe now he will be viable ;p

vomits

I’m pretty sure Sesho is right, and the Japanese - and probably even the better US Rog players - have been using it for quite some time.

Probably common knowledge for every Rog user, but just now I realize that you can use low TAPs while still having a high K TAP charged. Hold all three punch buttons immediately after you execute a rush punch (or a standing HP for example), holding the button you used for the rush and piano-holding (for a lack of a better term) the rest. You can do a 1 TAP immediately after the move ends, easier if your TAP hit or was blocked of course. So you can still have access to TAPs while still holding that K TAP.

It looks like these are from the same day Tsuji did those FT10 against Sashishi, Sasori and Mattsun, at Mikado:
[media=youtube]4aDuiz9pLfc[/media]
[media=youtube]54r3TQRvyBY[/media]
Edit: 17:27 on second video is pretty unfair

^^ It’s unfair, but Ryu should always be using red fireball in this match. Chalk it up to execution error.

There’s something I’ve been doing a lot lately, don’t know if this is well known, but it may be worth exploring.
If you ever find yourself getting hit with a fireball, yet you have charge, with the right timing you can hold forward for a while during the fireball slowdown and press punch really late. You’ll almost do two steps forward before the rush punch comes out.
It seems to be pretty good to gain some extra distance to hit opponents who should be out of range and it can throw people off, because the punch comes out so late after you hold forward.
If this turns out to be useless, at least it’s oddly satisfying to do.