Hey dudes, do me a huge favor and add me on XBL/PSN, if you’d be so kind. I really need to learn the Balrog matchup.
EDIT: Shit, my PSN/XBL is Xgrayninja/LikeThisOneTime, respectively.
sure
3n1g,
I should be getting the unblockable later
cool keep me posted
Enig, I noticed the Ryu matchup spoiler is empty. Would you like me to fill it up? I have CONSIDERABLE experience fighting Ryus.
For sure!
Happy Holidays everyone,
I didn’t get to see the crossup unfortunately
Owrite!!
Ryu
This character can be played in two ways: as a zoner, and as a rushdown, though I find that a mixture of the two is a build most effective. He has a good fireball game and damaging combos of simple hit-confirms (cr MK, j MK/HK, cr LP). He builds meter quite rapidly and can be quite economical in using it.
Zoner: Use FADC forward dash to work through fireballs, alternating with neutral jump HP till about half-screen distance, then start charging TAP. At this range or closer, any projectile he throws out will be evaded with TAP and he will get hit. Really good players will react to this with st. HP, so if you find yourself up against one, get closer before using TAP or reduce to using it very sparingly. Alternatively, you can use my favourite tactic, HB dem plasma! Catches everyone by surprise, experienced duelist or otherwise, and with the dam rebuff in 2012, is back to being a forced to be reckoned with. Oh, and you can combo straight into ultra. Speaking of ultras, if one is feeling gutsy, feel free to mash super/ultra just prior to the projectile hitting your face. Do this within a half screen distance, press P/PPP and watch your opp shake his head till it comes off!! Very nais. Jump-towards HP/HK works well too, assuming they aren’t too good with reaction DPs/stand block, but don’t make it your go-to, since, like TAP, it can be read and countered all-too readily.
All the above suggestions can be used by players of all skill-levels (mashing ultra in response to plasma may take a bit of practice, but using TAP helps with this timing). A good idea would be to mix up the above strategies, cycling through them again and again, mixing the order so as no to get predictable. Higher level players should aim to channel our Lord MaedaTaison and armour cancel your Ultras (enig, can you put a link for armour-cancel OS here? Cheers), for extra oomph! The mindfuck is immense. And might get you laid.
Rushdown: This Ryu plays more like a Ken, using cr MK to initiate just about anything standard pokes being cr MK into plasma. In this case, its best to keep a distance btw you and him. If his cr MK whiffs, the follow-up plasma can be TAP’d, FADC’d, exDS’d. Anything you want really, so keep a distance btw the two of you. In this instance, the Ryu will take to jumping in. This is my favourite bit since you can HB/cr HP him into next week for FREE!! On KO, dash-straight (builds meter) up to him and throw the guy (you may tick throw him off a jab if you like), then make some space again. Alternate this approach with dash-straight into cr. block to screw with his reversals (he’ll mash DP everytime after getting KO’d then thrown). Maintaining a minimum distance of about 3-4 steps also prevents Ryu from crossing you up, and allows you time to react to his attacks. This is very useful, esp for new players who may not be able to block crossups that well (develop this skill regardless).
Here I would like to take the opportunity to highlight two powerful tools that Ryu has in his arsenal, the crossup tatsu and the focus attack.
Crossup tatsu: Ryu crosses you up (no button presses yet), then, when he’s just above you, initiates a tatsu in mid-air. He can control this tatsu with the joystick and will almost always cross you up. Block it like you would block a normal crossup. This is very important, esp when he has super bar, since he can cancel the tatsu into a super for massive damage. Smarter players will initiate the tatsu before they cross your body, but again, will normally use it as a crossup. Seeing how slow Ryu’s tatsu is, preparing oneself for this is doable. The REALLY sneaky ones, will neutral jump, then tatsu, leaving the moves random hitbox to do the work. In this case, the moment you see an NJ, backdash outta there!!
*Focus attack: *Whilst his FA may not be as sick as Fei Long’s or even Sakura’s, Ryu players get a shittonne of mileage of this move. From fakes, to all-out ultra combos, Ryu’s FA is an integral part of his game (go on Youtube and search for a player named jyobin to see how Ryu can use his FA offensively and defensively). To avoid this, spacing in key. Maintain a distance just outside Ryu’s FA max range to ensure that no matter what, he will FADC either backwards or forwards, during which you can punish him any number of ways (with ex bar preferably). Alternatively, if you have time, use TAP or or dashing low uppercut to break armour (uppercut is preferable since charging it won’t result in you sticking a limb out first), OR, just mash super/ultra. Gets them everytime. Avoid jumps as Rog is kinda slow in the air and they can FADC lp SRK.
Final note: Sweeps. Ryu has one of the worst sweeps in the game. EVERYTIME he throws it out, punish him, its free damage, whether on block of whiff. Use your own sweep, or a dash-straight, or even OH - cr MK - ultra. Whatever you please, just punish him for it.
That’s all I’ve got folks. Hope it helps you guys out there.
Merry Christmas and happy holidays!!
I’ll work on this today, hopefully i’ll be able to paste it in verbatim, but if not i’ll get it in there paraphrased and link to the original post.
Thanks! You gonna upload my Juri post as well? This was some weeks ago I think.
Edit:
Anyway, here are my two prev matchup suggestions, one for E Ryu and the other for Juri. If you’re ok with these, you can upload em all to the first post of this thread.
Some notes on Rog v** Evil Ryu** @ Teh Ebils:
E. Ryu is a rushdown character in the extreme, in a similar vein to Akuma.
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Dive-kicks - AA that shit! Low fierce or HB the nuts outta that move
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Pressure strings - They love their low strong 2X plasma FADC overhead DP-nonesense. This can be punished by ex-ing your way thru most of their moves. If you show him you WILL block the ENTIRE sequence, he will usually end the series with plasma rather than a DP. Since its also an FADC sequence, the chance of him doing an EX move throughout will be low, so your EX’s will win out, best done AFTER his FADC.
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If he starts throwing projectiles, get within HALF a screen of him with walk/block/walk/block, then TAP him. Mix this up with neutral jumps and EX rushes. His HP is lower than average, so your every successful hit will hurt him.
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Punish back-teleports and dash-backs with your own dash-straights/supers. Save ultras for HB combos, or, like what I do, to punish whiff DPs and reactions to plasma/focus attack games.
Remember, he has less life than you. Most trades will be favourable towards Rog, and eventually, he’ll stop trying to win an attrition war.
Good luck!!
Got some Juri tech if anyone is interested.
My best mate plays Juri as a main and is pretty experienced at it. Our games are always close, but I have a slight advantage as long as I keep things tight.
In the event Juri backdashes and starts spamming plasma to build meter, inch your way in (walk), once you are about half a screen away from her begin charging TAP, next projectile that comes out, release and you’re in. Begin mix-up game with tick-throws and jab-straights or jab-short-HB.
In the event she rushes you down with dive-kicks, get ready to go HB crazy. Don’t hold back and use the fierce HB whenever possible (spacing and angle knowledge are key here), you’ll trade hits, but Rog deals more damage and has more life, so you’re ahead already. If you have really good reactions, cr HP works just as well, I’ve knocked her out of an EX dive kick clean with this move (damn I love those gloves). Pinwheel pressure on wakeup can be negated by sweeping her as the pinwheel begins to wind down. Punish EX pinwheel by staying JUST outside her range, then unleash a super or Ultra (if you have bar), or just sweep as usual. In weeks past, I have leveled up my game and now punish these with cr MP - EX RU loops for extra damage, just be sure to end the loop with a KO so you can start tick-throw headgames.
Its not a difficult matchup, but best err on the side of caution and play a tanking game. You have more life and deal more damage with fewer moves. Use it you your advantage.
done, i’ll fill in the holes soon. Still thinking about what all goes into those matchups (at least the Ryu matchup, not too sure about e.ryu and Juri yet, esp with her U1 buffs…scary).
Hello fellow Balrog users! I have posted in here before but it was a really long while ago. Anyways, I’m looking to take my Balrog to the next level and just need some general help with the character. I hear he has tools that work very well against the entire cast, but I don’t know what those are or even of there are such tools. If so could someone point those out to me? Any advice on any videos I should watch would be great as well. Hopefully I can get some footage of myself playing to get some feedback on my gameplay. Characters I struggle with are Cody and Bison so any additional info on those two characters would be awesome. Thanks again.
Answer the following questions to help us help you:
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How’s your execution? Can you do his BnB’s? Do you KNOW his BnB’s as well as its implementation?
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How frequently do you play?
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Do you play online?
Read the first post of this thread. Use that info and test against first, the AI (set to hardest difficulty) and then on human players. Then come back and ask us more specific questions. There are few generic tips anyone can give a person we know very little about.
Hope the above helps.
Thanks for the reply an, now to answer your questions:
- Its mediocore at best. I can do his B-n-B (jab,jab,short,headbutt) about 75% of the time. I actually prefer to do the jab jab mp headbutt for damage. I can do it about the same rate as well. I can’t consistently do the rush upper combos yet.
2)I try and play about 2 hours a day, with rest on Sunday. but with the holidays that has severely shrunk.
- Yes I play online. Had an ok record in super but in AE, not so much. I play on PSN and my gamer tag is gdbell87 so id anyone here is on PSN please hit me up for games.
I didn’t know playing against the AI really helped but I will give it a try. I am going to try and take match-ups one by one starting with Cody so I will come back with more specific questions as I keep playing more Cody’s.
Thank you.
Playing against the AI gives you an idea of the usual moves a player will do in any given situation. It lets you practice punish timings, blocking (does the move cross you over) and lets you recognise invincibility frames (if any). The only thing an AI set to hardest does NOT give you, is the human sneaky factor. This you can only circumvent by playing online or with other ppl offline. Thing is, with existing experience against the CHARACTER, you can now move on to playing against the PLAYER, which is the hallmark of all top level gamers.
Went through the cast on the OH follow-ups, OH cr.mp xx hp.hb works on the entire cast except Cammy and C. Viper. Also finished the sheet for the headbutt mixups, will probably update the docs on the front page tomorrow.
Wanted to give a semi-lengthy explanations for my notations for the headbutt mixups. I’m sure i’m probably over thinking it, but i don’t like using anything i dont fully understand so…
headbutt mixups work by hitting headbutt and doing an immediate jump, they tech the knockdown, it’s hard to tell what side you’re going to land on. You land a couple of frames before they wakeup, so they’re all safe, but if you press a button, it’s possible you will get hit by any reversal. You can control (for some of the cast) what side you will end up on by the strength of the headbutt and the normal you jump with (mostly if you don’t or you do use j.mk).
mp/hp.hb - by far the easiest, these mean that if you use mp.hb you stay on the same side, but if you use hp.hb you cross-up. mp/hp.hb look more similar than lp/hp.hb. You can also mixup hp.hb by using or not using j.mk. For example, Against Akuma, you could do the following:
[LIST]
[*]cr.mp xx mp.hb, j.hk (doesn’t cross-up), cr.lp, cr.lp, cr.lk xx hp.hb, j.hk (crosses-up), cr.lp, cr.lp, cr.lk xx hp.hb, j.mk (doesn’t cross-up) until he dies or you block a shoryuken.
[/LIST]
ex.ru-mp/hp.hb - with these, the mixup only works on standing opponent, so it’s best to use it after an ex.ru combo (where the opponent is obviously already standing).
keno-lp/hp.hb - these are a bit easier since st.lp, cr.mp is an easier link that cr.lp, cr.mp, doesn’t work on all characters though.
ex.ru-lp/hp.hb - these are the most difficult, and probably the most useless since you have to use lp.hb and hp.hb which don’t look very similar since the opponent has to be standing and comboing into lp.hb requires you to combo like: ex.ru, cr.lp, cr.mp xx ex.ru, cr.lp/lk xx lp.hb
Seth’s dive-kicks.
Cannot crouching anti-air it if he starts the jump right in front of me, so I was wondering, can I:
- stand MP the dive-kick?
- FADC back-dash?
- back-dash without FADC?
I could block the thing, but want some space to avoid SPD mix-up.
PS - the Seth i usually play against doesn’t 'port a lot.
you probably want to use something that will trade. But it’s really difficult the angle and all that. It doesn’t have a good hitbox though, st.lp or st.lk should get you that trade that puts you out of the spd mixup, but it won’t be in your favor, that’s for sure. backdash and fadc backdash get eaten by O/S legs or reaction legs, definitely not safe to do it over and over again.
I’m trying to do my best to get out of the habbit of fadc backdash versus anti-airing, since everyone is learning how to punish it, hard.

Unfortunately, there’s only a slim window to AA his divekick with lp HB/cr HP, and most decent players know how to play around those moves’ ranges.