Jab? I wanna say jab…
against ken anyway.
Sounds like you just need to up your footsies game and be more careful about which buttons you’re pressing
Jab? I wanna say jab…
against ken anyway.
Sounds like you just need to up your footsies game and be more careful about which buttons you’re pressing
Anyone got some new delayed wakeup safejumps with Rog?
Against Fei Long, you’re just getting frustrated and probably doing dash punch too close. cr.lp xx rekka is an incredible footsie tool that you have to respect, but fei long has to deal with Balrog’s pressure too. I feel like Fei Long has a lot of tools, but he has to play really honest. Both characters have to respect each other. Fei Long can’t press buttons all willy nilly, almost all of his buttons except cr.lp/cr.lk get blown up by balrog’s cr.hk esp his st.mk xx super. Fei long doesn’t get free reign to frame trap with cr.hp because balrog has armor and only his light normals are cancellable. You have to play the match slower and keep Fei Long mid-screen or with his back to the wall where he he has to space his rekkas so they don’t whiff. If he’s a fei long that likes to guess with jab rekka, you can just mash cr.lk and buffer dash straight all day. You have to be able to react to his ex.rekkas with red focus, and focus his overheads (or use armored attacks). U2 can punish his rekkas and overhead on block (now not just in the corner), but the 720 is hard to do. Just think “PLAY SOLID” and also think that you’re goal is to get Fei Long to be aggressive and come to you but mid-screen and not in the corner.
Against Ken you just need to maintain pressure. Ken does step kick, you burn your meter, you block step kick, take the throw then delay wake-up (I don’t think his unblockable works on delayed wakeup). I think Balrog’s lose the ken matchup because they can’t block and they’re impatient. Ken’s kara throw is a bit slow, so it’s a tad bit easier to crouch-tech and he (IMO) can’t really blow up crouch-techs really good at the distance he’d be kara throwing. So this too, just play really solid, Ken has to aggress on Balrog to win, so you can be kinda passive as long as you have good reactions.
You can add a cr.lp or st.lp to a handful of his safe jumps to make them work for DWU:
For example:
bwd.throw, fwd.dash, j.hk OR bwd.throw, fwd.dash, cr.lp, j.hk
Fwd.throw, fwd.dash, cr.lp, j.hp OR fwd.throw, cr.lp, fwd.dash, cr.lp, j.hp
Thanks bro!
Was it ever established which characters -> LP or HP dash punch xx Red Focus connect on? I only remember Javits saying Blanka and Sagat.
Started the spreadsheet, but haven’t finished filling it out. I am aware that its a VERY short list.
Does anyone have any tips against Rolento? Hate fighting him so much right now I’d rather fight Vega 100 times before I face another Rolento.
Does this not work anymore? Keep getting spd in my face
EDIT: Read the youtube comments, doesn’t work on SPD my bad XD
I don’t really have a decent opinion about Rolento, i feel that its not as bad as Vega, but incredibly more annoying. I think Vega is certainly one of Balrog’s worst matchups now more than before simply because he shuts down boxers buttons with ease and can control mid-range so much better than Balrog.
Yes, it still works, non ex.SPD is specifically hard to grab for three reasons: (1) starts up in 2f, (2)Gief is difficult to meaty, (3)If grapplers wake up neutral, they are throw invincible for 2f or so, so they’re particularly immune to meaty throws for the most part. So 1 coupled with 3, makes it almost impossible to meaty throw giefs regular spd, ex.spd can be meaty thrown pretty easily since its startup is slower.
Is there a list of U2 punishes somewhere?
Not that i know of, i started making a list a long time ago, but with it’s damage nerf and increase in range, the list isn’t as useful as it used to be. There might be a small subset of attacks (<20% maybe) that you can punish with U2 but can’t punish with cr.lp/st.lp .
Need a rolento write up
Write one. I don’t have enough exp in rolento to even chance a write-up. But if you do (or someone does), please do.
Wish i could but im in the same boat as u friend
This is “common” knowledge to some degree, but i feel it may be a better way to describe what to do if you block a step kick by Abel. This doesn’t give a picture of the entire matchup, but it gives a picture of what i feel is Abel is at his most advantageous in the matchup since it gives him an opportunity to “Get in” and mix balrog up, since balrog can win almost effortly at mid-range where abel exceeds inside mid-range or up close with frame advantage.
Step kick is positive on block (about +1 after the dash cancel forward). Abel has a variety of options after being +1 and that close on block, all of which Balrog can 50/50 with jab or throw making this hella difficult since a good guess favors abel. Keep in mind that Abel has no 3f normals so after blocked step kick his fastest normal is equal in startup to cr.lp. I generally feel that blocking exclusively, backdashing or jumping out of this mixup puts you in a worse position than guessing the situation.
f+mk, non-ex.tt/ex.tt
This is fairly common, you can beat this with a reversal (1-2f) cr.lp. TT is 5f, jab is 3f, but abel’s +1 so you have a 1f window to interrupt his string. Abel can 50/50 you on just TT by using ex.tt which is throw invincible but obviously not available if he has meter. IF you replace the reversal cr.lp with a normal throw, Abel gets thrown out of his ex.tt.
f+mk, cl.hp
This is how Abel trains you to NOT press buttons after f+mk because you can. This is his most solid frame trap after step kick and will 9/10 CH any attempt to reversal cr.lp. You CAN do a reversal throw, but the timing is incredibly tight but on the bright side you don’t open yourself up to a CH. cl.hp is his fastest follow-up normal which gives him an opportunity to cancel into lp.cod which is -3 on block and difficult to punish. I feel like normal throw/exclusive block is the best option here. You can’t backdash cl.hp, but if you can’t keep him out, you open yourself up to a lot of possibilities like f+mk, ex.fs, delayed lp.cod, or cr.hp xx roll, cr.hp xx lp.cod etc. So i feel like the fewer options you give him the less mixup you have to deal with.
f+mk, cr.lk/cr.lp
This is a run of the mill string, generally (I feel) to be able to re-establish the f+mk mix-up or mask the TT mix-up if you’ve thwarted attempts to TT right after blocking f+mk. Keep in mind that he can lp.tt you from at least two cr.lk’s w/o using a kara technique (don’t know what they are, i remember them existing).
Against rolento and on wake up should option select jab to fierce punch because jab os to sweep doesnt work. This is for roll. Rolento isn’t that really scary and when he tries to escape using that ex wall jump jump back fierce late dont try to wait an anti air unless you have the spacing right by the timer. Most of his buttons can beat you if you try to press jab during his frame trap combos.
Finally finished filling in some of the items on my spreadsheet.
safe jump instant air nj.hp works on: Abel, Claw, Gouken, Sagat, Seth, Zangief, Adon, Cody, Deejay, T. Hawk and Hugo (obv).
safe jump instant air jump back j.lp works on everyone except: Akuma, Blanka, Dhalsim, Fei Long, Ibuki, Makoto, Yang, Yun, Rolento.
All tests were done with safejump: bwd.throw, fwd.throw, j.hp/j.hk, instant overhead nj.hp You HAVE to commit to the nj.hp, you can’t delay or wait a bit so you block reversals that don’t freeze the screen. I’m still trying to figure out where the inconsistencies are when doing combos where the spacing is a bit different. I’ve ran into inconsistencies on Cody and Gouken. Not quite sure what’s left.
This is the goal:
But against everyone using either jump back jab (50 stun) or nj.hp (250 stun). I’d like to create a flow chart of sorts, where balrog threatens with an instant overhead, a 4f low, a 3f jab into pressure or a throw into unscaled stun city. Balrog has some stun issues, but should be able stun the cast in at most three resets, the third being the instant overhead and the second most likely being a throw. I attempted to do an instant overhead with the setup that @ugo_2u posted on youtube, but no dice, seems like they have to be extra wide for it to connect mid-screen.
now that’s awesome. never really thought about that. Since we are talking about this there is something that used to bother me. if you performed a meaty balrog overhead swing blow on wake up the opponent will be hit in a standing state if they held only down, but if they held down back they get hit in a crouching state. I wonder why that is.
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@3nigmat1c what are your opinions on the Balrog/Hugo matchup? As far as I’ve heard from UltraDavid, it seems widely agreed that Hakan has an edge against Balrog and I’m starting to get the same feeling with Hugo.
I didn’t think Hugo was a great character at first. But the more I play against Hugo (with any character, not just Balrog), the more I feel that to be competitive against Hugo, you really need a character with plasma AND a dp. He has great mixup potential, insane range on his standing normals and jumping normals (and priority). Combine that with a Hugo player’s ability to read/guess/OS your wake up options. He kinda seems like an underrated character (if he still is rated low).