Balrog Thread

Hmm well coming from HF are the only differences with rog the headbutt and the low sweeping punch? I know some attacks were changed slightly, like his crouching attacks looking like they hit low now. I guess I’m trying to figure out how to better my rog while playing HF so that when ST comes out…I don’t suck even more than I do now because I’m so far off course.

  • :bluu:

Rog is completely different, all his hit boxes and graphics were redrawn. He has no invincibility with turnaround punch, his low attacks hit low now generally have different speeds as well, he has a super. Straight punches dont hit crouching opponents, i could go on and on, two completely different characters.

I was going ask something similar, I’m looking for mostly Turbo Balrog strats (somebody at my job bought an actual Street Fighter 2 Turbo machine). I know he’s way different than ST, I seem to have problems with Guile mostly. Ken/Ryu don’t pose TOO many problems, Guile and anybody with a good down MK seem to stop what I’m doing sometimes.

rogs low mid kick hits low mid kicks, try it out, vs fireball chars you can jump in and pop em easily as well as turnaround through fireballs
use standing fierces into straight jab rush punches as a strat vs most chars
low roundhouse and your jump and fierce or roundhouse overheads are important as well in close game.
Pretty simple char just learn his gimmicks

thanks for the tip. My friend whores the shit out of the lariat.

thought about rogs matchups lately. i would like to discuss some random bs (not only matchups, but rog in generall, thread seems abit dead atm). anyway matchups are ofc factwise based stuff, but its also a personall point of view. if i showed ya’ll my matchup list from hardest to easiest ~ your list may not look identicall to mine. rog do have a hard time to these fast walking airborne chars like chun, vega and bison imo, god damn they are a pain in the ass imo. anyway here’s my list, i think rog’s worse matchup is chun-li, but im gonna put both vega/bison before her, they just takes rog of his game imo.

1)m.bison
2)vega
3)chun-li

to lazy to think of the rest, but imo sim, guile and rog mirror could be a pain sometimes.

As a Vega player I’ll suggest some stuff that works on me.

Until he knocks you down, a lot of claws don’t get terribly mobile, because if they have a charge when you go down, instant walldive shenanigans. Instant overhead j.MK combos work well on claw for that reason, and it’s easy for you to get in, just watch out for his flashkick. Your best mixup against claw is instant overhead combo/throw, but you can throw in whatever off of a low if you think it’s going to hit him.

Claw has piles upon piles of free runaway against you. His punch walldive (red pin?) can fly right over your head with the jab version, screwing up your charge. If you can keep the charge, knock him out of the air as he recovers with a dash uppercut, or a super if you have one.

TAP is mostly useless in this matchup; you need your MK a lot more.

A properly played Rog should almost always beat Claw, right? His normals beat all of claws, and he can just charge headbuts to either hit or run away from walldives. It’s a slow bland match, but it’s pretty simple, but definitely played differently than most of them.

Can anyone help me out against Guile? If I get him into the corner I have a chance to win, but from full/mid I get owned, and even jab headbutting over booms leaves me vulnerable to backfist hell.

Also, how do you use jumping neutral fierce to get over fireballs, can anyone explain?

jump up, press fierce, forward on joystick.

Can’t I get backfisted just as easily as headbutting through booms with it?

It travels a much shorter distance than the headbutt and I’m pretty sure it recovers more quickly, if you’re far away guile can’t hit you, if you headbutt guile can walk up and backfist from about 3/4 of the screen.
It pretty much acts as jump straight up, but it inches you forward a little so you can avoid fireballs with ease.
I don’t know what properties jump up fierce has, but if it had good priority it could be used to beat a backfist?

You can control your straight jump as soon as you hit fierce.

If you just want to clear a projectile:

  1. You can jump early, hit fierce and edge forward to hop over it

  2. You can jump normally over it and then hit fierce and guide your way down.

Sorry guys, i may be kinda late in asking bout this but what the hey. Boxer kicks ass. More power to the boxer players out there! That means Graham, Tsuji, Daigo, Tamashima, Afrolegends, and more. If it were not for your vids i would not have taken an interest in Boxer. BTW Super turbo is practically dead here in the Philippines. Thank god for kaillera.

My two main questions center on these two juggles:

  1. j.MK/HK  cr.LP  cr.LP  st.LP  dash punch or super
  2. cr.MK cr.MP dash punch

1a. I have seen this juggle performed by daigo and tsuji. For the easier part, i am pertaining to landing the “j.MK/HK cr.LP cr.LP st.LP” 4 hit juggle part. It seems easier to get this on characters like sagat. I have also landed this on CE guile. Ive tried it on Ken but to no avail (and the jap players seem to land it consistently on the shotos). So is this characters specific or is is strictly timing?

1b. Now i am going to be asking about the cancel thingy into the super. Ive seen this in past posts.

How do you button press the whole j.MK cr.LP cr.LP st.LP -> super (with the whole “j.MK cr.LP cr.LP st.LP”-part hitting)?

I am guessing that the complete input would be: j.MKcr.LP cr.LP st.LP 4646 st.LP~HP.

  1. I know that this is basically a meaty cr.MK cr.MP dash punch. From the (throw) headbutt i get it sometimes. The problem is that i find it really hard (more like “i never land it”) when it’s from the cRH or the dashing ground straight; it seems that you are never close enough to land a meat cMK. Is there anyway that you can get close to land this?

Thanks a lot guys. I am planning on buying xbox 360 just for ST HD revival. LOLS.

Yeah when I was in the PI in Manilla/Quezon City in 2006, I never even saw an ST machine… I will be going back probably around May, are you in Manila? If so, we should play…

The trick is to do cr. lp x2, forward, neutral, back+lp, f+lp. As far as I know it’s not character specific.

You don’t need the cr. mk to be meaty (if by meaty you mean that it’s out before they completely stand up, which is how I understand the term), you just have to be close to them and have charge.

Getting in close with Balrog, use TAPs and Dashes, and also the b, d/f+short kick rush to headbutts.

Wow great! I am at the heart of Manila! All i need now is to order some decent joysticks.

Thanks for the method on the 1st combo.

I’ll try out the 2nd one more. Having a hard time getting the c.MK -> c.MP to combo (just like sometimes i don’t get to combo on Claw’s j.HP -> c.MK -> c.MP).

For that combo, which has very specific timing, I tend to hit c. mk while holding down back, mash cr. mp, and then move the stick to df and press jab.

But both cr. MK and cr. Jab are able to be blocked high as well as low, and I find cr. jab> cr. jab>stand jab> low rush to be a much easier combo to do, but since cr. mk is such a high priority move, I just go for that combo when I land a close cr. mk since it’s the best option.

You can get real far without ever using the combo into super. It is very hard because on the ground the opponent can crouch block or high block ANY of your normals that link into super, so you have to catch them completely not blocking.

You can setup a jab x3 > super after a grab and then a crossing sides.

Also I recently blocked a flashkick in a money match and punished guile when he landed with jab x 3>super.

But…considering I’ve probably played in around 15 tournaments since I learned how to do it, it’s very rare that you’d even be in the situation to land that combo…and since he has the best super in the game, it’s one of the best psychological tools just to have a full super bar and know you can reach out and touch someone if they make a mistake…

Good stuff! Thanks! :tup: I have been wondering this myself. I do not play boxer, so I konw very little about his advanced links!:nunchuck: +rep 2 you! :woot:

Thanks. I’ll get off my lazy ass and post some vids of Seattle ST tonight, I have the match where I link to super too. :nunchuck:

I am having trouble trying to link cr. short x2 > super with Ken (My new char). :shake:

ST is such a weird game, I ALWAYS am learning new stuff when I watch videos, it’s almost esoteric… I really think Capcom just got lucky, I doubt all of the awesome things about the game 15 (or whatever) years later are intentional…

Don’t you have to do two complete qcf’s in order to kara cancel from low shorts? I know I can’t get it stopping at df, and the wiki agrees with me.

edit: http://www.shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo#Chain_Canceling_.28formerly_known_as_.22Renda_Canceling.22.29