Problem with that is that upper won’t whiff on crouching tall characters, and the rest of the cast will certainly use their option selects to escape before you can even try.

dammmmmnnnn dbull is just dirty against dudley, wow

this ultra is so cool.

I actually think U2 is really good. Sure its weak, and I never stunned anyone with it yet. But it works great against turtles, and normally being Balrog, thats all you ever face. As soon as you get your ultra, jump ins become devestating for the opponent, they do anything they can to avoid it, and that means jumping back alot, which you can capitalise on, and also helps you get them in a corner easier. Not only that, but its fairly common to grab someone with the ultra atm, since no1 expects it.

With my very limited time playing with Balrog, i think his stun dmg has increased, been getting everyone dizzy quicker and more often… not sure though, only had like 15 matches. But if this is the case, then U2 only gets more devestating.

you sure about these two? Slide is was +1 in vanilla when spaced correctly, and scissors were generally too far to be punished by anything when spaced.

They do work, you just obviously need to be at the right distance to punish it (most things in this game are distance dependent to begin with).

Good find bro. I was wondering, do you know a shortcut to 720 motion? I can’t seem to do it while I’m grounded but can do it if i jump.

There’s no trick, you just gotta go it. Don’t use the gate, make small motions and feel how hard you have to push to make it click, and just enough to not make it click. In all directions. Then make small circles

kind of hard to explain via text but once you do it you can go pretty fast. U should be able to dash 720 pretty easily once you figure it out

things ive noticed about this ultra so far (as a dudley mainer, maybe i shouldnt be giving this info out? haha)

U2 > incoming MGB, even EX

U2 > any incoming jump attack

U2 is pretty much immediate when you land, so if youre jumping, and someone is dashing in on you, do the 720 in the air and when you hit the ground rog will go right into it

“Dirty Bull” set ups: [media=youtube]y7mXL1e11b8[/media]

nice setups Dragonfave723. The problem with those setups is that since U2 doesnt have 0 frame startup, they can just jump out of all them :frowning: and your overhead into Level 2 focus crumple was on a STANDING T.hawk. level 2 focus usually whiffs on crouching opponents :frowning: This ultra just sucks man.

Um, that wasn’t me playing. :lol: I just found the video and decided to post it in this thread.

Fun to use vs. Dudley at least lol

could you use the dirty bull after a block string on an apponent, and visa versa or would the timing be too strict?

I’ve had more success with Dirty Bull defensively than offensively. Against lease than stellar players when they’re attempting difficult combos or tight links you can mash circles and punches in hit stun and reversal them if they make a mistake.

Plenty of people mash reversals during my rush upper loops so I’m happy to return the favour.

I haven’t had much luck with this besides ending the combo with a whiffed Upper or blocked TAP. I’m still searching for opportunities to use this ultra besides reversals. I’ll be in the lab testing out some situations.

This does work but I find myself killing people with it by the time I have an opportunity to mash it out leaving the 700 stun wasted. You can FADC out of dash punches into it and land it but it takes a precise 720 input to get it out after the dash without jumping. Its the same as FADC out of a Dash or turn punch into a grab but has a faster start up time than normal grab so why not use it as a mix up?

I’ve had luck with these motions on my TE. Looking at Number Pad (Standing on the left.)

  1. Dash -> Ultra = 66 32147869632147 + PPP

  2. Ultra -> 63214789632147 + PPP

This command feels like a 360 command since you don’t have to hit 896 on the second 360 which helps a lot on cutting down accidental Jumping HPs. I’m not sure if hitting PPP on 7 registers as hitting 8 (UP) as well (Maybe?) but the best way to do this Ultra is to have a consistent way of executing it. This was the main problem for me since I found myself meat spinning this ultra out and since its not instant, the people I play with heard me entering a 720 command on a charge move character and backed off/jumped out of it. This command is quick, and quiet which is very important for offline play. This has been working for me so far maybe you guys can test it out as well.

Note: If your trying to punish a move similar to Ken’s EX DP on block or whiff. If you time and space it right you can taunt and cancel it into the Dirty Bull without having to dash or jump. Just mash it out.

against shoto’s who like to spam with c.mk xx fireball, end their block strings with c.mk xx fireball or spam fireballs in general…

you can block the c.mk and fadc the fire ball to dirty bull.

An interesting setup is to mix it in with tic throws. However, what I mean is to cr. jab, cr. jab, level 1 focus. If you hit him with a counter hit it’ll crumple and you can ultra. If he blocks you can dash in and throw or continue a block string.

I was thinking earlier, that safe jumps might help land dirty bull a lot, i.e. safe jump > op DPs > you neutral jump and buffer in the ultra, or whatever. In training mode if you time it right, you can do jumping FP and dirty bull right after hit stun, you’ll whiff if you do it during, but if you time it right.

oh and also I think it’s really hard to dash into ultra with balrog, because he doesn’t have the grappler’s dash. I.E. characters like Zangief, T.Hawk have dashes that are >23 frames, versus balrog who has 19, or honda who has the same. It’s near impossible for me to dash into ultra w/o using a focus attack. (Does backdashing into ultra work? lol)

http://www.eventhubs.com/guides/2010/may/02/walk-speed-comparison-super-street-fighter-4/

If you try the motion I listed above its actually very easy. (You can whiff a standing HP and practice the command in training room) I’ve started using it as a mix up to catch people off guard for an instant stun and massive damage.

Dash -> Ultra = 66 32147869632147 + PPP

I landed this on a Ryu yesterday.

Jumping HP (over a fireball) -> Cr. LP -> Cr. LK -> HP Dash Straight -> FADC -> Dirty Bull into INSTANT STUN followed up with Jumping HK -> Standing HK -> Cr. LK -> EX Rush Upper -> Cr. LP -> Cr. LK -> Buffalo Head.

Now the Dirty Bull didn’t combo but instead of my FADC Grab mix up I used the Dirty Bull instead and paid off HUGE. I hit the lab to see exactly what happened.

  1. Jumping HP -> Cr. LP -> Cr. LK -> HP Dash Straight = 238 Damage/430 Stun and hits all targets. (Crouching and Standing)

  2. FADC -> Dirty Bull (DIZZY) -> Jumping HK -> Standing HK -> Cr. LK -> EX Rush Upper -> Cr. LP -> Cr. LK -> Buffalo Head = 569 Damage since the dizzy counted the punish as part of the Dirty Bull.

This paid off huge for me as I was going to lose this match, but won instead. I know the Dirty Bull doesn’t combo but using it as a mix up/reset has some huge possibilities. I’ll be compiling a video and continuing lab work on the Dirty Bull since its one part of Balrog’s game that I want to be able to use.

Stole my thunder there. I was also working on this yesterday. I was experimenting with FADC through pokes and projectiles. Its a very viable strategy and works very well. Have to react very quickly but no faster than the Dash -> Ultra 1 on reaction to a fireball.