squirtguns is on point, if you can do auto-correct headbutt, you have enough time to properly AA with st.mp or maybe even punish with walk under st.lp, cr.hk . It’s useful against Seth or some opponents who try to dive kick in really close (At least the once with height restrictions)
just curious if its good to learn to link ultra off of rog’s aa ex upper? i mean train to react too it bc it seems that no one does it really
you can pretty much land utra off any AA dash punch. I’d definitely do it once or twice, so you know what the opportunity looks like. You’re much more likely to land AA TAP to Ultra/super for sure though. The spacing and situation for it is really unsafe, so don’t plan to land it on purpose, but know what it looks like if you get the opportunity.
To actually land the juggle, you have to do it from about 3/4 screen and hit them with the last active frames where they’re either going up, or generally higher in the air, since there’s a lot more recovery from the dash punches and it doesn’t really pop them very high in the air (unlike TAP). You can set the dummy to jump, and just practice, ex.ru and ex.ds from about 1/2 to 3/4 screen.
You an actually juggle ultra off an lk/ex.smash in the corner grounded if you hit with just the tip, but it’s not easy.
:nunchuck:more tools added to my arsenal lol…ok let me ask you guys this question: the other day i was sparring with a rufus player who did consistent dive kick pressure (triangle dive kick, throw etc.) anyways i started to notice a pattern…so i decided that everytime he did a dive kick, i did cr.:hp:+:lp:+:lk:…if he’d dive kick he ate aa’s…if he attempted to throw, it throw tech’d…so basically is this an option select for balrog against rufus? (sorry for the noobness, but currently learning anything that will level up my game
Yes, it’s a crouch-tech, can also be called a modified crouch-tech (e.g. cr.lk+cr.lp+cr.mp or cr.lk+cr.lp+cr.hp). This may also be useful knowledge against Rufus’ dive kicks. Although, for the most part any/all technology with Balrog is “well-known” or “Vanilla tactics”, don’t be afraid to mention something that you discover or find out in the event that’s its new, or it leads to something new.
:]
well, hopefully i was on to something :clapdos:maybe i should experiment this idea with the twins to see if it goes anywhere
Ah didn’t know this was possible. Learn something new all the time.
How do you dictate a match with Boxer so that you can create situations where you can make “good reads”
For Example, Ryu can throw a fireball which can force a jump. Thats a simple option of what I mean. Does Balrog have this ability. It just feels like Balrog always is being forced to deal with my opponents action, and its less about ok I do this they have to this. I have reached the point where I have to generate an offense to win, and its less about just punishing what I can. Its possibly my brain is just wired to always worry about what my opponent is doing.
Understand that my roommate is an Akuma player who vortexs and demon traps well. So I feel like I am constantly on my heals in most matches even when not fighting Akuma.
cliff notes: increase your yomi, most if not all of Balrog’s baits/reads/conditioning comes from meta-game and not from certain attacks to some extent.
it’s one thing balrog has a lot of trouble with, i think. and even more so a lot of that “baiting” or “good reads” comes from experience. When you play a certain way to force the opponent into tunnel vision so they feel that they don’t have any options to beat your offense/defensive that puts you in position to take advantage of good reads.
I’ll give three examples i think of ways Balrog can bait or force some opponents to make mistakes:
(1)use of cr.hk, certain sweeps in the game are -6 on block, but have a crap ton of pushback. A trick a japanese balrog (maeda I believe) did was to use cr.hk. Afterwards, during the blockstun, he’d buffer U1 and if he saw the reversal signage, he press 3k/3p to punish their attempted reversal.
(2)if you’re in the heat of the match toward the end and you’ve got the life lead and only need chip damage to win, you can fake them out and get a dash straight (or bait focus attack/jump, by walking forward slightly, using crouching jab, or doing a walk forward lp.ds (which can be telegraphed by walking forward if you’ve used it before, kinda to snipe opponents @ 3/4 screen). If you’re unsure of how this looks PR Balrog’s video on specials shows it in action as a way to extend the reach of your dash punches.
(3)lp.ds used as a way to get in is expected from all Balrog players, most opponents (except Cody), can’t punish it on block at max distance, nor can punish it on reaction. Thus what opponents will do is neutral jump or focus fish to crumple stun you. With this in mind, varying your max distance dash punches with short smash and jab dash straight effectively makes the opponent not want to risk trying to focus fish or neutral jump (which can be beat by short rush upper). Toward the end of the match when they don’t have a lot of life left, you can use this to your favor because some opps may get tunnel vision and think that the only way they can win the match is by punishing the inevitable dash straight, so you walk forward and jab and they fire off their buffered ultra.
it’s extremely character specific, for example the idea you mentioned earlier about ryu forcing a jump with hadouken, he’s not necessarily forcing a jump, so much as if gives it as an option. To bait a jump safely, he’d had to hadouken at max distance where you couldn’t punish it with a jump-in, hp.hb, or dash ultra. so a lot goes with it as far as weighing your characters options, and having a feel for the options they will most likely chose, a lot of it, well all of it comes from really good observation and sometimes conditioning.
I am aware of Rogs’ two non-super non-ultra armour breakers, but sometimes when I do a dash-straight, I get the glass breaking effect. Why does this happen?
you can see it in action there.
So its largely for reversals then? Thanks.
yuup, i should change the verbage, reversals are any strikes done after leaving stun or waking up from a knockdown position. so hypothetically if you got hit, and did a reversal as soon as you left hitstun, it would count as a reversal.
Why do some high level Balrogs jump in with a short/lk? What’s the reasoning behind this?
lol, i jump in with short because i’m peculiar. AFAIK i’ve never seen a high level Balrog jump in with short. i’ll tell you why I jump in with it though:
In general, it’s a terrible jump in, it’s got its uses but generally j.hp and j.hk are better. It can stuff a lariat if he doesn’t lariat late since balrog’s hurtbox will clear gief’s hitboxes (the big red outline), but still come into contact with his hurtboxes, kinda like Dudley’s j.hk (the elbow, whichever normal that is).

For comparison:



If you look at his feet, you’ll see the red outlines, that’s hit strike vulnerable hurtbox (invincible to projectiles though). On the j.lk, it’s much closer to his body and harder to hit, so it’ll clear some AA’s that don’t have great vertical range (which are very few).
So j.hp has the most horizontal range, but the least vertical range, j.hk has the most vertical range (deepest jump-in), but less horizontal range, while j.lk has a deeper hitbox, so you can hit earlier at higher heights than j.hk and your hurtbox is closer in, but you have significantly less hit/block stun and less damage obviously.
Yeah I’ve only seen used from time to time in replays, but usually from online play - ice0age and some others. Might have seen PR Rog do it once, but can’t remember. Also, yes I’ve only ever seen it used to mislead a throw tech, or to setup a counter-hit. Didn’t really think about the change in the hurtbox. That’s food for thought.
I use jump short quite often. It’s actually really useful. For one it straight up beats hella normal move AA’s from some ranges, like Bison’s HK and Honda’s HP, even Rose’s cr HP.
Secondly you can safejump it real deep and if Guile say, does a flash kick, it will whiff. Same thing with most hp SRK’s. Also lots of people will think you’re crossing them up and block the other way.
Thirdly you can put your opponent in block/hit stun the fastest with j short. (time after you leave the ground to when you hit them with the tip of j. short)
Fourthly, you can do it really late on a jump in and people will think you’re empty jumping and press buttons.
Fifthly, you can air to air jump short and cross under/fake cross under.
The hit stun is actually surprisingly good for a light move. You can easily combo into jab except for when hitting some of the tallest characters on the very top of their head. It’s block stun is ass tho. Prepare to be outright punished if you don’t properly space it and it gets blocked.
It also does cross up, i’ve done it maybe 3-4 times in a real match, all but one time against Honda and once against Bison. It was offline and needless to say they were mindfucked. However the spacing is much too strict and your opponent always has to crouching, so i don’t see it having much practical use in that regard.
I’m still having problems with crossup defense. Not blocking them but preventing them.
Some players will constantly spam jump ins at a perfect range where none of my AA works. I see it coming but both cr. hp and st. mp miss because those are directed in front of Balrog and not right over him. Both would work if I did them psychic right before the jump in, but otherwise they whiff (lag is also a factor). Headbutt never works up close either, only when they’re jumping in from far away and the angle is right. Are auto correct headbutts what I should be doing?
When I watch videos of high level Balrog players they don’t seem to worry about close spacing, so I’m really confused.