Go watch prbalrog videos. His damage stun isnāt just goodāitās absurd. At first I thought it was lower than Necalli and Ryus but then I started seeing real combos. Dude stuns off combos probably better than Alex does off resets and grabs. Prog has matches online where he is losing hard, gets V trigger and then comes back off two combos without using CA. Also his chip is strangely high. Finally heās very safe so he can pressure like no tomorrow.
His defense is awful but so is Vegaās, R Mikaās, and Simās. And he does have a 3F normal and 1 mill health and stun to help offset that. This isnāt Marvel. A character of Rogs level in SFV can win consistently at a high level.
At least Balrog has a crappy armored reversal. Some characters donāt even have that. He does have some pretty big weaknesses for sure but most of them can be overcome with good smart play.
Iād say vega is at the bottom of the defense pool with no good anti airs, a v reversal that doesnāt get people off of him while keeping him in the corner snd he is the only character in the game that does not have ANY invincibility on wake up (CA has no invincibility).
After maining vega, balrogās defense is a blessing for me. This version of rog is super fun.
My God Rog is so free against Gief and Laura itās not even funny. Not sure if Iāve even beaten a Gief with Rog yet and I actually have to respect that lightning projectile from Laura. I can only hope they add some more defensive options for him down the line.
Rogās jump forward mk is pretty godlike against Laura and her fbās. At max j.mk range if she does fb you can snuff it out before or even after sheās released and the fireball will disappear, if she tries to fierce elbow AA you itā'll whiff if you donāt press jump mk.
The use of j.mk is very similar to SF4 Giefās jf.hp
Gief is a pretty hard match up I admit, but itās not like Giefās parry is free on Rog. he takes considerable white life with any normal/dash punch he absorbs. Play around the fact that most Giefās will use parry and build up their white life. Being SPDād to death by grapplers is more of a player thing than a character thing I feel. Gief cr.jab will forever be annoying to any character though, itās that good.
I havenāt had trouble with Birdie so far. He canāt keep me out at all and he canāt do much when Iām in. I stuff a lot of bull heads even with the armor on 'em thanks to LK target combo. Only thing he has that gives me any fear are VT and CA. Yet to actually play the Rog-Gief matchup even once, so no comment there.
Iāve gotten pretty good at landing some of Balrogās basic moves but Iām having a hard time figuring out what attacks (if any) I can follow up with afterwards in these five scenarios:
After a successful turn punch (when his Vtrigger isnāt active, obviously)
After a successful medium punch anti-air
After a successful fierce punch anti-air
After a successful standing roundhouse kick
After a successful standing fierce punch
What do you guys normally do after landing those five moves? It seems like Balrog should have an opening for some follow up options after those connect, but I canāt figure out what to do next.
This all depends on the spacing afterwards. TAP doesnāt leave you positive enough to do anything crazy s when left close enough I go for his lk>mk>hk target combo. It is a 3 frame trap from TAP normally and the whole thing will combo on counter hit. If left farther away then lk range I usually just try to trap them with cr. MP or whatever I feel will work best in the match-up. TAP leaves you +1.
2 & 3). After both of these I usually cancel them to dash punch for an ambiguous cross under mixup. Normally it stays in front but if you cancel the DP with an empty V-skill you will cross under.
After st.Hk you are +3 so either go for a frametrap or his best combo combo is probably his MK>HK Vskill K combo if you are close enough for the bonus V meter or MK>HP Dash Punch for a little more damage and positive advantage. You can link cr.MP>MP Dash Punch if further away.
St. HP doesnāt lead to anything unless you have a stocked V Trigger cancel. If you then either link st.MK>HP V Trigger Dash Punch mix-up or cr.MP>MP V Trigger Dash Punch mix-up depending on spacing.
Be He has really good pressure. You just donāt wanna use specials. Use his buttons to pressure, but always be ready to end with the dash low to get the knockdown. But his pressure is really good. But he is rush down. At least when I play him. The gimmicks that you talking about are actually very real. I would like to play you if you have time. ID is SET099 psn: SHAYNET9 add me.
2 & 3). After both of these I usually cancel them to dash punch for an ambiguous cross under mixup. Normally it stays in front but if you cancel the DP with an empty V-skill you will cross under.
Better to always dash punch vskill because you are at advantage. Empty dash punch leaves you either punishable or, at best, zero. I know you can get cc.cr.hp into mixup/damage after the vskill if they push buttons. Really good for now.