How to dash punch? - Balrog General Q&A thread

start with the basics. Play absolute barebone. I had a similar experience recently. So definitely go into training mode and do a couple of reps with your bnbs, but also when you play a match, start remembering what you should be doing in the match. Start with universal stuff like i should be watching my spacing, or i should be attempting to bait an attack, get in his head. Try being extremely defensive, and then play really offensive where you don’t hold down+back at all. Get familiar with your normals again. Start remembering matchups, think about what you should be looking for, what you should be doing as far as the character is concerned.

Look at matchup vids, even better if they’re vids that you’ve seen before, it might help jog your muscle/matchup memory and get you back into the game.

<div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Hey guys, in this vid at 5:30, how does he auto correct ultra when akuma teleports through? Like what are the inputs? Ultra David tried to explain, but I didn’t really get what he was saying.</div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://www.youtube.com/watch?v=xBXGPEeYnkg</span></font><br></div>

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>He buffered it in the normal. Most likely it was an O/S, but usually you can “force” the autocorrect if you press bwd, fwd, a second time so something like charge d+b, fwd, bwd, fwd, bwd, 3P/3K.  That’s only if you’re trying to force it.  If it was an O/S, the jab recovered as akuma went behind him and because the input was stored, when it was actually executed, it went the direction Akuma was traveling. </span></font><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Edit: Also the game “remembers” you back-charge for Ultras/Supers noticeably longer than specials, so auto-correct is easier.  I don’t have any source to prove my findings, but it feels like it and I remember someone saying it.  If I remember/find out i’ll post it.</div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Like this:</div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://www.youtube.com/watch?v=vC71I7WsPvU</span></font><br></div>

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>Hey guys, a couple of things:</span></font><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>I’ve been doing Dash ultra for a while now but only by focusing first then dashing out into ultra. for some reason this has always been easier for me.</div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Does anyone have any tips on how to get it easier without the focus? faster timing? slower? </div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>also is it beneficial to not focus? looks like you get foward a little futher and faster?</span></font></div>

<font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>This should help: </span></font><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://youtu.be/jGSewCf8q30</span></font><br><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Also i’ve found that wiggling the stick an extra bwd, fwd, helps when you bwd.dash ultra.  You don’t need to use focus attack but it helps to plant yourself and is very useful if you’re not sure what side the opponent is going to end up on. Similar to what I said earlier, it remembers your back charge for super/ultra longer than regular charge specials.</div></div>

I thought I was the only one who did an extra back-forward for dash ultra. But yes, I find it helps me get it out every time.

yessir, I feel the extra wiggle is almost required for backdash ultra. Also doing half circle forward for the final back forward, versus just back forward, makes it a bit easier to execute without messing up. Similar to Bison’s j.mp, j.mp Ultra 1/2. You can ride the gate the whole way. So: down+back, fwd, fwd, (bwd, fwd), bwd, half circle forward 3P/3K

Can someone give me some boxer safejump setups off of throws and sweep if any?
Edit: I see some on throws on this thread, but are there any on sweeps?

Guess I’ll try the half circle thing on the dash ultra’s. it’s frustrating me since I can do Focus dash ultra like 90% of the time but really struggle with timing for normal dash.

@Demonfang.
Off the top of my head without checking you can do
Backthrow, dash, j.hk at I think 4 frame safe jump?
fwdthrow, dash, cr.lp, j.hk at 5 frame safe jump.
(those 2 are just the ones I use I’m not sure on the fwd throw one)

as for sweep, is it even possible to get a consistant safejump due to distance? I usually just go for a walk up meaty or shimmy/tick throw.

Just started playing in January and I’ve got a couple of questions about frame-traps with Balrog. Still learning the fundamentals of the game, I got a few questions about good frame trap setups. The two most common ones I think I’m seeing are

  1. Cr. LP 1 or 2 --> st.RH, cr.LK, Headbutt/Punch
  • I’m not really sure how to implement this one. What kind of frame gap is in between the LP and HK? When I go for this setup I feel like spacing is frequently an issue because I’ll get Far St. HK unless I walk up which leaves time for me to get hit and also drops my charge.
  1. Cr.LP 1 or 2 --> step back Cr. MP, Headbutt/Punch
  • This one seems much more applicable to me with my limited experience with Balrog and this game. After, a series of blocked cr. LPs, tick throwing is pretty big with boxer and I this option seems to work really well in those situations. There may be others as well.

Any tips on how how to utilize these or any other frame traps better? Im a literal sponge right now looking to level up with this character.

Read the matchup thread, also you should check out each of the articles for my sf4 game mechanics series. It should answer alot of the questions you have, and it should also give you more questions to ask:


Look at the section labeled Game Mechanics, there are videos/articles etc.

On the topic of frame traps:




I also found that if you do backdash ultra, it works almost 100% if you hold down+back, then focus attack + fwd, bwd, fwd, 3K/3P. It comes out almost 100% and you do the final bwd, fwd, relatively slow (you can also wiggle, but the timing is pretty easy to get used to i think).

hello, i’m collecting kara throw data for all of AE 2012’s characters, i don’t know how much of the information here is outdated, so i wanted to ask: what’s balrog’s best kara throw?
all of the data will be compiled into a list including normal throw ranges, added ranges and kara throw ranges.

I know of no kara throws with Balrog, i remember there being a discussion about it maybe a year to a year and a half ago, but i don’t remember any mention of kara throws having any noticeable increase in range past normal. Armor cancel U2 is about it and I can’t get it consistently enough to give you an idea of the increase in range (which is still moot).

Anyone else who knows anything different speak up (por favor).

it doesn’t have to be noticeable.

Hey, I browse the site every once in a while and I think i may have stumbled onto something. I’m not sure if it’s already a thing that people use or how to even apply it myself as it’s very hard for me to get it to work.

When I do J.HK~CS.Hk~C.MP
at the end of that without pressing another button if I finish the motion into a straight sweep, from the downback when i linked the C.MP, he will do it without me hitting an additional punch button.

Why is that? And has anyone found any cool tricks for it?

Like…negative edge? Like if you do the motion and release cr.mp he does dash straight, dash sweep or OH?

Oh, thanks a lot! So that’s what that was. Yeah, I’ve never heard of that before. Are there any real cool tricks to using this for balrog?

Yes. st.mk/cr.mk O/S super can become really easy with negative edging. For example, st.mk (hold) buffer super directions, release st.mk. Negative edging is said to be the preferred way to armor cancel, i’m not very good at it, but that’s an impression I get. Other characters get better use out of negative edging I think (I remember Ryu having some nice negative edging option selects with his fireball or something another).

For an example check out 2:50 of my sf4 game mechanics: option selects 2 video on utub, you definitely don’t have to negative edge it but it simplifies the execution.

Ok, thanks a lot. I had no idea what was happening when it first started happening to me. I’ll check out your vids too. Thanks!