The Sweet Science: Balrog (Boxer) Q&A Thread

Are there any tricks to balrog’s dash ultra? Do you have to return the stick to neutral after holding downback, then dash forward + b + f +3p.
I was talking to keno about this and he said he inputs the last forward as a hcf motion. Does anyone else have any tricks? Thanks.

Don’t you return to neutral position anyways as you are going from a back charge to a forward motion?
The input speed required is quite lenient. Lets say the fastest speed to do dash ultra is 100%…you can slow it down to around 95%
However, after the last forward input, you must press all K or all P right away. The maximum frame input time is around 1 frame, so you either press F+KKK/PPP or F,(1 frame) KKK/PPP. Holding forward during your last input probably doesn’t hurt.
Personally I like to break down dash ultra into two parts…Charge back, ff…b, f(KKK if I see a fireball)

Keno’s method is a very good method to doing dash ultra. He can easily confirm if a fireball is thrown during the smooth HCF motion. You can also input PPP/KKK finish at DF/UF during the HCF method. The downside to the method is that it requires more input accuracy, as your are inputting a HCF instead of a F. No problem for Keno, as he has gdlk execution. Whatever your dash ultra method is, you should make it consistent and practice it.

Setups and using/landing the dash ultra in game is a whole different story…

gotta love that buffer confirming…I still remember justin wong landed that C mp xx dash straight xx super method twice against daigo last year

Timing differences between PS3, XBox and arcade are the main reasons I don’t use it or bother learning it. Didn’t even PR Rog have trouble adjusting to timing differences during an old recent tournament?

If you are going to learn it only for EX Upper Loops, keep in mind that if you use c lp c lk xx headbutt combo, you are going to need gdlk execution switching between those two different timing links. The loop also only works on standing opponents so you can’t only just do c lp c mp XX EX Upper but also confirming if your opponent is standing while you are hit confirming your c lp

I’m not sure why u need to buffer confirm if you do C mp dash xx super… once that c.mp hits, you know the dash is gonna hit too and so is the super.

I was more referring to naked dash punches to catch dashes or to chip and close distance. right now, if it gets focused, I fadc back… which is pretty bad…

ohhh i see what you mean, i didn’t read right :slight_smile:

yes you can - i do it like once a match for the most part

just always always always buffer super when you have it, and when you are throwing dash punches you need to really pay attention to if its going to connect or not and all you have to do is press a button

Makes sense. I guess more training mode fo me.

Thanks man.

btw, just wondering, how do you fare against zakky?

hmmm ive only ever actually played zakky once, against his sagat and i want to say rufus? i think we went even but it was a while ago. his sagat was serious business :X

I’m so glad you said this…I thought I was losing my mind. I have been playing on the Xbox for a while now and recently fired up the PS3 and found it strangely harder to do his EX upper loop.

I’m so glad you said this…I thought I was losing my mind. I have been playing on the Xbox for a while now and recently fired up the PS3 and found it strangely harder to do his EX upper loop.

honestly the difference is extremely negligible

on to your other points - NOT learning it is a really unwise choice. why bother limiting your options just because of timing differences?

Once you learn it its really not that hard of a combo to do whatsoever, it just takes practice

PS c.mp will stand opponents so that you can hit them. this has lots of applications including replacing c.lk with c.mp in your regular combos against blanka so you can get a headbutt ultra off on him

C mp does not stand opponents…You might want to check out training mode and the frame data. C mp xx headbutt works on blanka because C Mp has some properties that changes crouching blanka’s hitbox for a headbutt to connect. Also max range C Mp xx headbutt doesn’t work on crouching blanka

What is rog’s big weakness? For instance my current main Vega is pretty good unless he gets pushed into a corner in which case he is screwed.

I also play a lot of cammy who is much better at escaping the corner but she can be zoned.

WHAT THE HELL SHOULD I BE DOING TO ROG? I know he’s supposed to be bad at waking up but I have to knock him down for that to happen.

I can poke him because his jabs shut me down, I can’t jump in at him because his uppercut shuts me down, I cant long range poke him because I get light dash punched. then about 3/4 of the way through the match I make a mistake (I jump because I cant help but jump if I dont know what I SHOULD be doing in a match up) then get ultra’d

How the heck do you approach Rog?

I dunno, some ppl I play against try to move in and out of my sweep range and focus through it if I throw it out. you can also try and move into sweep range and immediately jump if you predict a sweep. Balrog’s sweep has a lot of recovery on it, so you can punish with a pretty big combo. If you see balrog throws his sweep while ur outside his sweep range, you can probably punish with spiral arrow or something else with vega.

Cammy’s standing roundhouse is pretty solid at keep balrog away if you have the lifelead.

You can also do the classic walk forward -> cannon spike if the rog throws out a lot of pokes.

In any case, it’s a bad matchup for you no matter what. dunno what else to say

I stand corrected, I assumed that it stood opponents because it seems to almost always work where c.lp/c.lk would not ie: blanka/rog after an overhead

Is there any other instances where c.mp would not work other than max range where c.lp/c.lk wouldn’t?

Corner-Trap, I have a question for you. I have a lot of rog down pat. What I don’t have down is good decision making. Mainly while playing defense and getting rid of bad habits like punishable block strings:

like after a throw I safe jump rh, cr. lp, cr. lp, cr. mp, cr. hk
the last bit gets focused because the gap is so huge I guess everyone catches on.

There’s just so many techniques in so many matches that I feel aren’t shared on here. Option-select jab/sweep on wakeup is so important, but I’ve seen it barely as a footnote. Other option-select normal combinations that help out in so many matchups just aren’t posted or something… crouch-teching + cr. hp versus chun-li is apparently very good? did you know that her dash in + throw is fast enough by her to punish a whiffed cr. RH easily on reaction?)

I feel overwhelmed at how much I have to learn to be good at 35 matchups. What pisses me off is that I feel like the gods of SF4 who know all this shit occasionally spit out some useful techniques against other character’s annoying shit. Then you ask around about it and everyone already knew, but there’s nothing really on the forums. Everyone does the same research in training mode? I’m either out of the loop or just bad at recording a dummy and playing back. Sometimes I really do feel that people are trying to not tell everyone all the secrets because there’s something to lose.

I don’t know if this has been posted here or anywhere else on these forums, but does anyone else ever get the wrong dash punch to come out?

I’ve put the punch input in so many times only to have a upper or smash come out instead of a straight or low straight. It also happens the other way around, even with the super, Ultra. This is all according to input display though.

It’s not a huge deal, but it sucks when I’m playing in a match, go to do dash straight on a crouching opponent and somehow an upper comes out instead, wiffing.

I think it has something to do with which move you use before the dash punch and just how fast you input the next button, so say you did c. mk -> dash straight, if you do it fast enough sometimes the forward movement counts the kick instead of the punch.

Just my speculation though.

Nah, it’s negative edge.

Try:

press mk
f+press lp
release mk during dp

the block string you described is effective, but it barely works because after c mp, most people expect the gootecks string, clp xx clp walk back cmp xx dash punch…so they use FA after c mp. balrogs main block strings involve c jab and s jab, being to cute won’t always work…you might need to stick to the bnb block strings sometimes because balrogs jab block strings beat FA users from close

I don’t think most people don’t share on purpose. I think most people don’t want to give bad advice out, at least for me. I usually answer or post when I am pretty sure it is good advice. For example, I don’t understand or know the correct answers to some of your questions even in this post…except the one asking why your blockstring doesn’t work.

On the other hand, this discussion board is quite bad for balrog compared to the other ones. Eg. the Chun Li discussion has shizza, mags and many other high level chuns sharing any strat or video input they have. There are much more balrog players in the world, so this discussion board is shouldn’t dead compared to Chun Li.

Maybe we need to goto the gootecks forums to get word from him… maybe we need to speak in spanish to get eduardo perez in…

i think its not a lack of wanting to share information - i will freely give any advice as needed

the problem is that to type out the ins and outs of 35 different matchups is kind of difficult, and this is not a very active board, so its not as practical as say…the sagat forums or something. in here when theres one post every day or so it’s not worth it to go into extremely granular detail on matchups unless someone asks

Well EVO is next week, so if balrogs have been holding out on information, the embargo will be lifted (lol) when EVO’s over. It might not be a bad idea to attempt to just put together a list of all punishable normals/specials/supers/ultra with each character (like the gen matchup thread). And then go into detail about the match as a whole later on.