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

are you sure those are legit safe jumps? What if the ryu just grabs? Idk, just seems a little awkward

Dafro

There can be a slight delay before/after the low strong off the fwd throw. The low strong is just to eat frames to help with timing the jump.

There is a bit of wiggle room off of the bwd throw. I find it easiest to setup with a reversed qcf (that is to say, Forward, Down-forward, Down) then the jump. The motion is just to eat frames to help with timing the jump.

Your damage potential is limited if the jump in connects. I don’t recall ever landing a low strong after the jump in fierce due to the range during my tests. The simplest combo is jump in fierce into low roundhouse for ~200 damage, ~320 stun, and an untechable knockdown. Beyond that I don’t believe there’s much more you can do. Feel free to experiment.

I wouldn’t get too bent out of shape working 3 frame safe jumps into your game. The videos I made are just a proof of concept. They make them look a lot easier to do than they actually are. I originally thought the discovery of 3 frame safe jumps was going to change Rogs matchups significantly, but given their difficulty of use, high risk (if you’re one frame too early then you’re eating a shoryu combo), and low reward (200/300/ukd isn’t bad, but it doesn’t set you up for much), you just don’t see them used very much. It’s not that pros don’t know about them either. I’ve spoken to Jav1ts at length about them in the past. But a favorable risk/reward factor just isn’t there.

But hey, I’m not the be-all end-all authority of Balrog gospel. If you see potential there and insist on working them into your game, go for it. More power to you, bud.

I didn’t even know about them, and I think they’re EXACTLY the sort of thing to work into my game.
Fact is, risk/reward doesn’t exist if execution is on point for something like this - I just need to get it so I never miss it. Then suddenly that’s a whole new realm of pressure vs Ryu/Ken.

Seriously though, I figure that the reason guys like JWong and Daigo and all th other REALLY top guys are so sick is because they incorporate everything they can into their game as perfectly as they can. Without this, my Balrog is missing out on something he can use, and therefore isn’t pressing his full advantage. The barrier is only knowledge and execution - now I have the knowledge, s’all about the execution!

Don’t suppose you have one for Gief’s Lariat?! :stuck_out_tongue:

Cheers though bro, this info is gonna be SO useful.
Might have to PM you my new (and I believe Dafro Exclusive =P) mix up! I was gonna save it for a while, but I figure I should offer something in exchange!

Edit:

Ryu’s grab, or even Kara grab I believe, would not reach Balrog from that range. Given the added start up on a Kara grab too, I think he’d just eat the jump in. As for standard grab, he’ll either eat the jump in, or whiff a throw and be punished for it.

The way it sounds is as if perfectly executed safe jumps reset the match on wake-up to either even footing or to balrogs advantage, so that you’re in a point-blank position to do anything like reapply pressure, back-off, or punish the blocked special.

(Theory Fighter) Attacking safe jumps seem like they would lose to command throws with hit invincibility/absorb (i.e. abels ex TT or Zangief’s EX kick spd) but empty safe jumps would win, since both of those examples lose to normal grab.

Xaaz how do you set up a safe jump against non 3f reversal moves after a sweep?

Actually, there are ‘safe jump OSs’ you can do against Abel’s EXTT. Jump HK with OS throw. Beats EVERYTHINg.

wow…now that I think about it, that’s pretty true, got a feeling there’s some wiggle room in it losing to Breathless and back-dash. How do you do it, just jump in and press all hk + lk + lp ?

for safe jump i do a forward throw then cr strong then jump torwards with a jumping fierce. ive done it against shotos and i land before they can reversal dp.

theres another safe jump against chars with bad wake up games. after a forward throw dash forward then cr jab then jump torwards with a roundhouse

You jump in with HK, and click throw JUST as you land. It SHOULD give you time to jump out of Breathless (Abel will delay, you’ll eat it anyway :p).
Everything else though, it’s godlike.
TT, CoD, a Normal, a Grab, normal and EX Wheel Kick, they’ll all lose to a properly timed HK, which needs to be hitting Abel at his ankles with Balrogs elbow!!
EX TT loses to the throw, as do all rolls and EX Roll. I’ve not got a set up for it yet, but that it works is awesome - Abel HAS to backdash, after which you can start doing a sweep to catch the end of it to counter :).

Experience and practice.

There are plenty of ways to teach yourself how to safe jump. Here’s one:

Record a Sagat in training mode mashing a tiger uppercut for five or six seconds. Then set it to playback the recording, sweep/throw him after he whiffs an uppercut, then try to do a jump in attack. Do this until you stop eating uppercuts. Eventually you’ll just know the timing. Once you can reliably safe jump Sagats 5 frame uppercut, you’re made in the shade on safe jumping.

One thing to keep in mind though is that not all characters wakeup at the same speed. Most do, but there are a couple characters that get up faster than normal, though it’s not really a huge issue, so your training with a Sagat dummy will serve you well overall.

Beyond that you’re looking at 0-4 frame reversals. If the char has a 0-2 frame reversal, forget about it. If they have a 3 frame reversal, you’ll have to train using the technique in the videos I posted above. If they have a 4 frame reversal then odds are they also have a 3 frame reversal (ie, Ken’s jab and fierce shoryu’s are 3 framers, but his strong and ex shoryus are 4 framers), so you’ll have to decide if it’s worth learning the strict timing and distance of the 3 frame safe jump or if it’s worth tightening up your 5 frame safe jump timing.

If you asked me, the whole concept of safe jumping is just way too complicated. Just play the game, listen to your heart, and everything will work out.

Balrog in SSf4 has that new normal i think it is standing m.k

is there anything special about this move??

i have seen some top level players using it in matches

waynoes

I’m not entirely sure what you’re talking about there. Unless I overlooked something back in April, all his normals are identical to Vanilla.

Of Rog’s two standing fwds, far fwd is the more useful one. An example of it’s use is shown in the video below.

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If so, that particular normal has been around since SFIV came out back in 08 (Arcade), and it is particularly useful for catching pokes as you step back (like a shotos low fwd), which you can os into a dash punch or super if it hits, as the video above illustrates.

Otherwise, if I’m mistaken about what you are referring to, please explain in more detail what this new normal is.

Pretty sure it’s only Super cancellable - I certainly am not aware of being able to dash punch off of fs.mk. Cl.mk is Special cancellable, but fs.mk I’m certain is Super only.

After watching Zak vs J.Wong, the need to safe jump is shown so clearly. Zak missed being knocked down by Messiah Kick so much because of this, and allowed him to really pressure Rufus’ wake up.

I was particularly a fan of LP Dash Straight under the HK overhead off of Messiah, then maximising the punish with cs.rh, c.mp xx EX Upper etc.
That’s a lot of damage!

Balrog is top tier!

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Anyways, my question…What is safe/unsafe when Seth has super or ultra?

@ Xaaz: Actually I was asking for a specific set up (if there’s one). Like whiff this normal after sweep then jump. But thanks for the explanation nontheless.

I can safe jump sagat TU but It’s kind based on timing instead of having a set up to make it more reliable.

Dafro

You’re right. Super only. I am mistaken.

hellooo

His Super has different startup and ranges depending on which button it is activated with. In general though, the following moves are technically unsafe. Though to be fair, for Seth to punish some of the moves below with his Super requires some tight spacing and solid reaction.

Unsafe on block vs Super: Far Fierce, Strong/Fierce Straight, Roundhouse Upper, Jab/Strong/Fierce Low Straight, Strong/Fierce DSB, Fwd/Roundhouse Smash, All Headbutts, TAP 3-Final, Super, Ultra.

Unsafe on hit vs Super: TAP 4-Final

His Ultras are slightly different. They both come out slower than his fastest Super so you generally don’t have to worry too much about eating a reversal Ultra.

Unsafe on block vs U1/U2: Fierce Low Straight, All Headbutts, TAP 4-Final, Super, Ultra

Unsafe on hit vs U1/U2: TAP 5-Final

I may have missed a move or two, but ultimately most Seth’s that know what they’re doing aren’t going to risk burning all of either of their meters in an attempt to reversal Rog’s dash punches. Since Rog has tracking on his dash punches it’s very difficult for the opposing player to determine which version is being used, and it’s commonly known that knowledgeable Rog’s stick to the light or EX versions of dash punches outside of combos, which are pretty safe in most circumstances. So even though a lot of Rog’s moves are technically unsafe vs Seth’s Super, it’s really not a huge issue.

Lastly, I wouldn’t jump around very much when he has either meter full. There are obviously times when it’s alright to jump, like if the Seth has ultra1 loaded and there’s a fireball on screen, but in general jumping is not very safe when he has Ultra or Super loaded. He can easily catch you as far as 3/4’s or fullscreen given the right conditions.

I have some safe jump setups for sagat/cammy(they have the same wakeup time):

After sweep: C jab right away, then jump in with late attack

After back throw: dash forward once,jump in with late HK(only)

After forward throw: Mine is based on walking forward and timing here, so I have none… The C MP one for shotos might work on sagat

After fierce headbutt, opponent quick stands: walk balk around 1 step, jump in with late attack. Be careful if choosing to safe jump after a headbutt, as sagat can delay his quick stand and mess up your timing of your safe jump, also messing your safe block string.

After fierce headbutt, opponent doesn’t quick stand: walk back around 1 step, jump in, move back around 1/2 step, neutral jump wiggle forward HP. You can confirm if your opponent does not quick stand and then use this one to safe jump.

All of these safe jumps are pretty hard except the back throw one. Be sure to practice if you decide to rely on them in a real match

That was pretty gawdlike.

Bojador

I see. Well, as pointed out by hellooo, there are no doubt normals that can be used to eat frames to help you with timing the jump. The problem with that particular technique is that after you do it once (or if your opponent has prior knowledge of the technique) then you are essentially telling your op what you are doing during their wakeup. Versus some characters that have crap reversals knowing that you’re timing a safe jump doesn’t change much, but vs others it can allow them to counter your safe jump. You may have noticed Dafro, 3nigmatic, et al, talking about moves that beat safe jumps several posts above. That’s what telegraphing your intentions with a whiffed normal could set you up for; eating one of those counters.

It is my firm belief that telling your opponent what you are going to do is never a good thing in itself. Sure, it can potentially lead to good things, such as another whole level of mind games where you train your opp to expect you to do B after doing A, then you do C after A when they try to counter B. In fact you’re probably thinking, “But isn’t that the whole idea behind pattern recognition and mixups?” And you’re right, it basically is, and it works a lot, but that concept will never be more reliable than keeping your op completely in the dark as to your intentions. Manipulating pattern recognition is insanely important in the genre, but broadcasting the pattern you intend to use in such an obvious way with a whiffed normal to help you with timing is just unfavorable. Better to train your own internal timing so that your op has to guess what you’re doing. That’s how I see it, anyway.

That being said, I am not the be-all end-all of Balrog gospel. In fact, my opinions on the matter above are highly debatable. If something works for you or you see potential where others do not, then forget about what anyone else says and just go with it. Experiment to find what works best for you.

Actually you made a very good point xaaz. Better work on that timing. :slight_smile:

Cheers mate