Figured id do a quick write up on Balrog since my XBL has gone down for the night, here goes.
Balrog
The matchup id say is even once you get used to it, im guilty as charged for complaining that Rog is way to good and what not, for the most part thats true because he can zone in quickly and deal large damage really quickly, this match is a test of your personal capability when it comes to reactions, and thats it.
Ultra Selection:
Either, For the most part U1 is good because you have good meaties to use on his wakeup (cr.mk). U2 is also good for catching dash moves on reaction, especially TAPs and Ex Rushs (you can bait these with full screen fireballs) and as well to punish a blocked super, ultra, headbutts and level 4+ TAPs (hard to notice them and headbutts recover fast so you need to recover quick).
Full Screen Tools and Options:
Right at full screen the match will play like this, you want to zone him with fireballs, which will keep his regular dash punchs at bay, just dont misplace a high fireball or you leave him gaps to get in. His tools at fullscreen to get in on you (aside from walking, blocking and jumping properly) are:
TAP: your fireballs are slow enough that it might tag TAP most of the time, if youre still neutral and can react to it, throw out cr.mk, this will go under TAP, hit him and now you can special cancel into pinwheel or fireball.
EX Rush Punchs: The most reliable way to beat these id say are the 2 hit far st.mk (placed well) and the ex lk fireball. During fireball zoning its possible more often than not to throw a Ex fireball to stop this. If you already threw a normal fireball while hes making his way towards you and he absorbs it, try hit him with a Leg Raise fuhajin, now hes on the ground and you have an extra fireball at the ready.
Midscreen Play and Footsies:
Cr.Mk is the best thing you have in play at this range, it goes under:
Dash Straight
TAP
Any Headbutt
Dash Upper
Not only that but it has better range than most of what he has available. Also if you block any dash attacks some Rogs like to Frame Trap them with Ex Headbutt, but ofc your cr.mk goes under it so its completely safe to poke cr.mk even if you think hes trapping you, it still loses to Ex Dash Lows but if you cancel into lk pinwheel you can sometimes at the very least trade with them.
Anti Air
Anti Air of Choice: Cr.Mp
In terms of Anti Air you want to always store a fireball off the Anti Air, then on reset throw out cr.mk xx fireball xx whatever. It should beat any buttons he presses, if he does headbutt, fireball doesnt come out and you get to punish the whiffed headbutt with cr.mp xx ex pinwheel or whatever have you.
Additionally after a deep cr.mp you also have the option of doing dash under and then cr.mk, once again its safe from headbutts and you have nothing to lose since the back charge was lost when you dashed under him.
Your Knockdown Game:
On Knockdown a well placed neutral jump right next to him will make reversal headbutt fly past you and you get a free punish on landing. This tactic loses to non reversal timing and regular anti air cr.hp.
When hes in the corner, use j.mp and j.hp to make both wakeup AA’s whiff, so essentially your safe.
Meaty Cr.mk on Rog’s wakeup still makes Dash Straight, upper and Headbutt whiff but loses to wakeup Ultra, Super, and Ex Dash Lows (but can beat them by cancelling into lk pinwheel) and TAP (you recover before it hits you so cr.mk doesnt make it whiff).
Dealing With his Super:
Its usually a combo ender so there wont be many occasions where you have the luxary of blocking his full super, you can crouch under the “upper” hits if they place any, but its hard to counter it from then on. The super itself is hard to jump away from so its best to crouch block it unless hes trying to chip you out. Also it armour breaks so dont try and focus or counter it.
On block punish with: Cr.mp xx HK/Expinwheel, Cr.HP xx MK super, Ultra 2.
Dealing With his Ultra:
Im refering to U1, because U2 its literally never used. If this isnt used in a combo he has probably tried to chip you out, in these situations you can:
-Use Ultra 2’s invincibility to beat out his Ultra on reaction.
-Mash out Expinwheel on block hoping to god theres a gap somewhere in the string of hits (happens sometimes if done at full range away).
-Jump over it (wont work if he chooses to do Uppers), then punish with hk dive kick or something else if your closer.
-Crouch an upper (if you think hes going to try stop you from jumping out of it) and do cr.lk xx expinwheel/mk pinwheel.
-Use HK Super (Works even if he activated point blank, wont trade).
If you block, punish with:
Cr.mk xx HK pinwheel (200 dmg)
Cr.mk xx Expinwheel (210 dmg)
Cr.mk xx Super (430 dmg)
U2 (looks like it might be too far away at times, but in my testing it has always hit)