Crush cr.hp > hk.Screw Smash > mp.Dash Straight (midscreen)/ lp.Dash Straight (corner). Both over 250 damage, both do 435 Stun metreless. I find it dumb you can’t juggle with his anti-air special but I guess they didn’t want people doing hk Screw Smash over and over until their opponent was cornered.
Dash punch was -3 in USFIV so about the same level of use in SFV, safe if spaced but punishable if not. TAP has always been the free in and its the same thing in SFV but now we can cancel it with V-Skill to be extra in with V-Metre on top.
I’m just loosing against these shitty scrubby balrogs that can’t even get past 2K cause they’re just hitting every button in the universe and it just hits me all the time, I can’t beat it. I go to block and they just fucking insta throw me like they are telepathic and then go back to mashing st.HP and sweep
How are you supposed to beat Ryu when he just keeps crossing you up and doing MP when he lands or throwing.
You go to tech and you get a full combo. You don’t tech and he either gets away Scott free with 2 mp’s or you get thrown. Rinse and repeat. It’s really pissing me off.
Maybe I’m just the unluckiest person in the world. Maybe.
How are you supposed to know if someone’s going to grab you after a blocked jump in or press a button. There’s no way out of it. You can’t not tech forever cause I’d just get thrown every time. Literally from round 1 to the final round they just seem to know when I’m going to try and tech and throw out a button. There’s no pattern, it’s just random.
Is that the game? Is it just that I’m guessing wrong? I’ve lost 800 points because of this and I don’t know how to stop it.
And fuck you to the people who leave after one match you little pussy’s, you know who you are. I hope you get run over by a Lorry.
Edit: wow I’ve calmed down now. Jesus.
I still need to know any tips for stopping that situation though. I don’t understand it. If it’s just a complete guess I may aswell just stop playing ranked because I’ll never win against it.
I’ve tried the second approach but I just get hit still, or thrown and then it’s too late.
And I look out for anti-airs as much as possible but it’s more when they are jumping at you from really close and crossing you up and also on a jump in from your wake up.
Has anyone else noticed as well that more often playing Balrog, they will jump and you and hit you in front but still land the other side? Or visa versa, they’ll hit you cross up but land the same side. It’s happened to me quite a few times, more often that when I was playing Cammy.
Most of SFV’s system depends on you avoiding bad situations rather than dealing with them.
In your example, if you block a jump in instead of anti airing, the following mixup is your punishment for not controlling the space. If you consistently block jump ins instead of anti airing, you are inviting your opponent to try and try again. As long as you dont anti air, jump ins will always be a viable option to close distance and open you up regardless of whether you can block it or not.
Instead of wondering how to guess throw or hit after jump in, think about how to avoid that situation (anti air) and force your opponents to find other ways to open you up; ie limiting his options.
I understand what you mean but there are situations where you cannot which is where I’m getting beaten. Like on your wake up you cannot anti-air and those jumps that are really close quarters you can only anti air by jump back jab or something. They are the real problem, I rarely see many of the great players catch those let alone my lowly self!
Here’s my problem with this. Because of reasons, Balrog (and Bison) don’t always get to anti air you because they aren’t bestowed with the magical AA Jab of the gods, nor anything that can reach above their heads really. So my best options are to either try for a jump back j.LK/LP/whatever, which also doesn’t always work, or I can escape with a dash/vskill (or sweep in Bison’s case).
Having to choose escape most of the time feels shitty and isn’t really a defense. They’re going to keep jumping at us as long as we’re not AAing them, and sometimes even that doesn’t phase them because we can’t DP their shit in on landing after someone inevitably tries to throw. Best case scenario I Hell Attack into a super, which Rog can’t do obviously.
I’d really like an explanation from the combat designer as to why characters like Ryu get to have every single good thing in the game except a command grab other than “he’s on the box”.
I fully understand that Ryu’s archetype is the jack of all trades, but in this game he’s a master of all trades and that just doesn’t make any sense to me.
I mean if you’re confident in your neutral, getting away by dashing/walking under is great cause it lets you reset the neutral where you win.
With Air to airs it’s a little tricky because of dumb things like being negative after successfully air to airing your opponent. But a very viable decision.
If you’ve been swept then they earned the right to mix you up. Especially since as Rog, you have a million ways to punish a bad sweep from any spacing. But don’t make it easy for them, mix up your wake up timings, quick get up, don’t quick get up, normal recovery, back tech. You just have to be wary of Ryu’s sweep and avoid being swept by it to avoid the situation that’s causing you to lose, right? (Things like does the Ryu have v-trigger to make his sweep safe?) I also know for a fact that back tech on a almost to max range sweep will put you back enough to never get crossed up upon waking up.
There are situations where you cannot avoid a jump in. Those are some of the situations you shouldn’t find yourself in if you were truly outplaying your opponent. For example, try to be unpredictable with your wakeup. Capcom gave you 2 different quick rise options so your opponent can’t have a guaranteed oki setup on every knockdown IF you aren’t predictable with your quick rise. If you get a hard knockdown, the guaranteed wakeup timing would be your opponent’s reward for getting a counter hit sweep.
The 2 wakeup options are still in favor of your opponent, and by no means do you get out of the pressure for free even if your opponent guesses the wrong quickrise. But then again, that is his reward for getting the knockdown. This is also where characters with invincible reversals shine since they have another option to escape pressure.
The same is true in reverse. You can capitalize on knockdowns just like he can (depending on matchup). That’s where SF5 rewards good offense and punishes bad defense harshly.
Balrog in particular has horrible defense and weak wakeup options so it’s only reasonable you are more frustrated than say a Cammy or Necalli player. The bottom line is: offense is the best defense.
Christ, there’s some heavy whining going on in here, the fuck? You’ll never get good at the game acting like an emotional 13 year old on a forum.
Though there is truth to jump-ins; it’s hard to AA them on reaction. At first I thought mp was good but that mostly applies to a read. On reaction, it gets stuffed by lots of things and like I said before, it’s not active for long. It’s the only thing that pisses me off about him thus far. The hitbox on it is BS, i’ve had it partially overlapping people in deep jump-in and it won’t hit.
What a GOOD meaty setup for him? I find most of his setups predictable or gimmicky and they get blown up a lot. My go-to is dash low x forward dash x st.mk(then follow up on counterhit with c.mp). It works wonder on all non reversal characters. I’m having some issue playing good wakeup pressure on characters such as ryu, nash, ken, chun, etc.
Also I find having birdie in the corner is almost worse for you in a way, he can just downback mk you all day. At that point all you’re doing is waiting for a whiff punish. Jumping in is NOT an option.
Truth is the game is not 100% balanced. Every character has the tools needed to win, it’s just some character have an easier time using those tools. Just pick the character you like, play him, and learn to git gud. If the character is the reason you’re having a hard time, no one is stopping you from switching. Sure it’s hard for Balrog to win at times. Sure he has bad match ups. But it’s not like he doesn’t have the tools he needs to win. Sorry to say, but whining won’t get you anywhere.
Does that meaty setup work on both quick rise and back roll?
Also, how does Nash fit in to that list of good wakeup? He has no invincible reversal or 3f normal to mash against badly timed meatys. Unless you are referring to block, vreversal, then you need to mixup with throw otherwise you are getting too predictable.
Can’t you counterpoke Birdie with sweep from a distance and try to catch the extended cr.mk? I doubt hell be able to punish if he does win the poke. If you have vtrigger, you can even counterpoke with cr.mk and buffer the stomp target combo. On hit, cancel to vtrigger. Jumping in vs Birdie is never advisable unless you read a straight chain or some really long recovery normal.
I don’t really appreciate being told I’m whining when I wasn’t. I simply find the situation wanting and am a little irked by the favoritism to certain characters as far as tools go and that’s that. I’m still gonna play Rog and Bison.
Anyways, when should I be attempting a fat TAP charge?
I’ve noticed with anti air, I guess he really doesn’t have a reactionary one. Standing strong and crouching fierce require prediction to the opponent jumping. If somebody jumps at me and I don’t predict it, I mostly go for v reversal. I do notice that his style is more along my lines as opposed to Nash who still is my main. That run away game gets exhausting for me. I don’t think my Balrog is as good yet, but the transition has been pretty smooth unlike when I was trying to learn Chun during the beta and beginning of the game. I guess his fundamentals still apply from 4. I love his EX dash low and his low forward low forward target combo. For meaty set ups I use his standing forward and standing roundhouse. Any other tools you guys would suggest? He is fitting perfectly with my complement of characters along with Nash and Chun Li. Tried Guile and got bodied, and Birdie was too boring