Man, the rush punch V skill to get in is already dead. All people do is hold up from full screen and that’s it or just mash sweep and it beats out all the rush punishes.
I need to find another way to get it, they only really seem to be useful in combo’s, I wish we still had the upper from 4.
I guess I’ll just have to work on my neutral and walk in, LK as the 3 frame is really weird to get used to and I seem to be loosing most of my matches due to getting thrown. I just can’t react to someone dashing in online especially with characters like Nash.
I also find it hard to predict when they are going to throw like if Ryu throws out a medium will he throw it use anther medium, because he doesn’t have to walk forward to then throw me so it’s a hard decision, if I press LK I eat a super to the face lol
Use Turn Around Punch at -1 on block to or EX Dash Punch at -2 on block to get in safely. EX Dash Low is punishable on block but super fast and pretty much unreactable if you catch them not protecting low at a distance. If they keep blocking high on dash punch start vskill canceling without punch or kick and hit cr. LK or sweep to catch them low.
His Vskill overhead isn’t really that great because of how readable it is, but your opponent must respect the potential of a long distance overhead whether you actually use it or not. Use this to your advantage. Just whiff one or two on purpose from a safe distance to get them watching for it and then catch them with a faster low instead.
If you’re getting beat by throws you can use a close range st. LK for an unmoving shimmy to catch throws. It is quick and pushes you just barely outside throw range on contact.
Those resets are a 3 frame trap if your opponent does anything but block they will get counter hit. You could even use st.MP for more damage and it would still counter hit if you didn’t want the low. You aren’t doing it fast enough. Vskill cancel punch leaves you +2 and cr. LK is 4 frames. You should catch anything but invincible reversals and some critical arts. The cr.LK itself is +1 on block so if they block it just keep up the pressure with more frame traps. Balrog should be able to stay at a positive advantage and maintain relentless pressure and traps at close range pretty much the whole time with his positive on block normals. I know that is easier said than done but what his normals lack in range they make up for in frame data. If the Tasmanian Devil were a Street Fighter character he would be Balrog.
That’s not true, the overhead itself is 12F (practically unreactable).
KKB into cr.LK is total 33F
KKB-> K overhead is 29F
So mixing up these options here is the key, too bad KKB by itself is pretty slow for this kind of thing and has little usefulness outside knockdowns. BUT I BELIEVE IN BALROG.
Balrog is just fine but by no means top tier. He is just an advanced character to use and plays differently than most other characters. He requires good awareness of spacing and knowledge of frame traps. He has all the tools needed to win but no extra frills or cheap gimmicks to rely on. If you don’t know how to play defense effectively you will get wrecked, but if you do his burst damage is probably the best in the game. Good fundamentals are a must and you must earn your wins. Pretty much the same as every other incarnation of Balrog for the past 20+ years, though his defense is somewhat worse this time with no headbutt reversal.
I still have to play more matches to get a feel of this new Balrog, but right now he feels like a stubby agile power character. His dash looks good, some normals look solid (like st.MK, st.HK, st.LK) and the Target Combos are pretty useful. His throw game is good, he gets plenty of time to close in and meaty something. With meter his damage potential simply skyrockets.
I’d say, give the boxer a little more time. I think he has the right tools to be a threat in this game.
His Vskill works good to go under crossups and jump ins. It doesn’t have any directional commands so there isn’t really anything to auto correct it just goes in whichever direction you a facing when you hit it same with Turn Around Punch which also works. Dash Punch can be used too and might auto-correct it’s directional inputs but I’m not real sure without checking. I usually just dash under. Balrog has a good forward dash and a great back dash.
What I meant by autocorrect is what’re the chances he doesn’t do the punch followup where your opponents landing and instead throws it out where they jumped from. Thus making it a really bad idea to ever do any of the followups.
Someone feel free to correct me if I’m wrong but I’m pretty sure it depends on where the opponent is the frame that you hit the Vskill. If they are still in front you will move forward. If they already crossed you up you will go the other direction. He will not change direction mid move. There is no direction to auto-correct with a single frame directionless input.
You are probably best just considering it a 0 advantage reset if you vskill or dash under a jump in though you could end up positive if you do it early.
If you absolutely must have auto-correct your only real option would be a Dash Punch but I don’t know any specifics about how well that would work as I don’t use it. Most likely you will end up out of range anyway though going this route though it might work.
Honestly, if you can just anti-air it with st. MP and immediately use a LP Dash Punch for an ambiguous cross under (MP canceled to LP Dash Punch crosses under, a delayed LP Dash Punch stays in front though it depends somewhat on the timing of your anti air but works most of the time) or just st.MP then empty VSkill for the frame advantage on reset. His St.MP hits pretty high in the air above him and should hit crossup attempts pretty easy. Not meaty crossups though, Balrog has no option but to guess which side and block these.
Lp dash straight/ex grandblow is a good option when you wanna escape and cross under. Especially from the corner. Just beware of things like Ryu’s OS’ing st.rh or tatsu to catch you going under.
Im pretty sure Zangief is his worst matchup. He can out zone out Balrog with his better range normals and Vskill SPD. I haven’t been able to figure out anything substantial for Zangief either.
FYI To anyone doing the EX low -> Vskill P ex straight combo
c.hp xx upper xx ex straight does more damage unless you hit the ex low raw.
it’s all style points, don’t do it.