jaminbenjamin, post: 1299405 wrote:
I think Zangief is one of Boxer's worst matchups, if not the worst.
NKI, post: 1299410 wrote:
Biggest Boxer combo I've seen is 12 hits:
Against crouching Zangief, cross-up j.Fierce (or j.RH), cr.Jab x6, super
cr.Forward, cr.Strong xx low rush
safe jump Jab, cr.Jab x2->st.Jab xx high rush
j.RH, st.Forward xx low kick rush (the one that knocks down)
Also, you can link the super after his cr.Forward.
To dizzy the opponent, Daigo uses meaty cr.Forward, far st.Fierce.
jchensor, post: 1299414 wrote:
Good Balrog players will wait for Low Roundhouse, then react with a Low Rush Punch on whiff if you do it that much. Zangief may block in time, but there is little else he can do. Maybe try for a miracle SPD, but good luck there. You won't win many match ups going for things like that.
But you're right, it's a good weapon, but you cannot use it too much. Balrogs who learn the right distnace to Low Rush Punch make the fight hard. I don't think the fight is in Balrog's favor, but I don't think it's in Zangief's either. I feel like this match is almost 50/50.
Shin Touyokouzan, post: 1299415 wrote:
I guess you would know more than i would lol. But I have a really hard time fighting this match up. Its really hard for me to stay on Geif with out getting grabbed or random lariet. It sucks =(
afro legends, post: 1299417 wrote:
I agree with Chen. That match can be hard for Rog if he gets knocked down, that's why you have to be careful and choose your attacks wisely. Rog has some tools that he can work with. If Gief likes to use the cr. roundhouse a lot, Rog can just standing fierce on the whiff and hit him clean. For Gief's standing jabs, Rog can just st. fierce and trade in Rog's favor. For anti airs, Rog has the st. jabs, st. strong, st. fierce, cr. fierce, and high rush depending on distance and what Gief does. Like Chen said, Rog can low rush Gief's lariat at the right distance. If Rog gets knocked down, it can be trouble so you have to play this match very carefully. Using TAP a lot isn't good cuz Gief can see it and lariat on reaction. Don't let Gief bully and corner you, use the tactics above and fight him. If you are getting near your own corner and happen to knock Gief down, do a jump in combo that ends with a low rush to push him away.
Saotome Kaneda, post: 1299393 wrote:
Give me tips on rushing down WW Guile w/ST Boxer plz >=O
This dude is the only thing keeping me from dominating Okinawa
WW Guile is so full of BS I swear to God
Saotome Kaneda, post: 1299423 wrote:
help me plz
Balrog actually has four dashes. He has two punch dashes, but he also
has two kick dashes. The second kick dash is done the same way the low
punch dash is done - from back to down/forward. The animation is very
similar, but it looks more like a low fierce than a dash, and balrog
comes rushing in while crouched. The advantage of this dash is that by
charging low back to foward/down, you can conserve charge for the BH.
I also think (but I'm not sure) that it recovers faster than the high
Graham, post: 1299424 wrote:
well its a losing battle, youll have to accept that. But ways to win are like this. You need to use alot of grabbing. Dont charge the TAP , just do rushdown with short low dash and grab, also do low forwards and low jab dashes along with standing fierces. Chances are youll lose but if you can grab enough youll win. thats all i can say is cheap cheap cheap.
Renegade, post: 1299430 wrote:
Ok... this isn't the "ASK GRAHAM" Balrog thread. I'm sure he's not going to do that kinda stuff, so think up strategies and post them yourselves.
As far as Sim vs Rog... I would use the TAP whenever you're pretty certain that there won't be a fireball coming. I.e. headbutt through a fireball, release TAP. Jump Straight up over fireball, TAP. Etc. You're trying to hit/trade w/ his pokes. So, release TAP when you think he's going to poke!
Ok. I got beat by a pure wall dive vega in a tourney the other day. And I was super pissed. So I'm going to share some thoughts on it.
1. Vega Can't try to claw in front of you, as then your buffalo headbutt will hit him clean. So 99% it's going to be throw/claw behind
2. Beware of Reversal Flipkick. The only guarunteed knockdowns he has to set up the walldive shenanigans are slide, flipkick, and izuna drop. Throw is too fast and can be teched.
3. If you are standing, use HK rush when you see him go to the wall. You will either tag him, or if you were too late, you're safely out of the way.
4. Make sure you get enough charge time when you do get knocked down for headbutt. Try multi release to ensure you'll get one.
5.If you have a lead, the corner is your friend.
Anyone else want to add thoughts?
geadom, post: 1299432 wrote:
LOL, good point, Renegade. Against Claw, headbutt fucks his dives, and if you do the HP one, usually, you can escape safely.
Another choice when you dont have charge is cr.HP. Most of the time beats the dive clean.
WHOEVER (even Graham or Renegade) that can give me this answer, plz help me:
When sim does a Yoga fire, what is the best course of action? Headbutt is kicked on reaction..
If i jump that fire, what moves trades with st.mk/Hk? And what trades with st.Mp/cr.(st?)Hp?
Lots of thanks again.
P.S: It might not seem like that, but i know a little stuff with Rog too.. So anyone can ask me things too :P
Renegade, post: 1299435 wrote:
Man, Graham, looking at the matches between you and your brother.. I can safely say i have never played a good Sim. Seriously, no one plays Sim on EC that I know of.
The matches really illuminate the fact that you can't use headbutt at all to get through fireballs.
Anyway... a couple of things I was thinking about.
When I combo into super... I get cr. jab, cr. jab, st. jabxx super, and i'm basically doing the jab at the same time as the super. But...
Is that right? is it possible for the stand jab to not even come out and the super to still combo? Is that the preferred way of doing it?
Anyone else get that?
Also, I'm thinking that comboing the super isn't nearly as important as using it as a tool to get in on fireballers. Is there any time outside of a dizzy that anyone goes for combo into super?
Also, I read somewhere that Honda and Blanka stand up automatically after being hit w/ 2 moves. So, I'm guessing that makes crouch jabX2, stand jab xx fierce rush or super more feasible on them.
umbrellastyle, post: 1299425 wrote:
whoa whoa whoa whoa....
That's not true, is it?
NKI, post: 1299440 wrote:
You obviously didn't take 2 seconds to look for the Guile thread yourself, and your post has no place here in the Balrog thread. You've been warned about stuff like this before, and nothing's changed, so you have now been banned.
Grits'N'Gravy, post: 1299447 wrote:
Are you talking about the dash upper > Super like in the last round here? Hopefully if this is the tactic, Phil can come in and talk about how it's done... I'm interested to know too.
NKI, post: 1299450 wrote:
Hey Julien, great to see you back on the scene.
You can combo the super after hitting with the straight kick rush, so obviously you can also do the super after whiffing the straight kick rush.
It's a lot easier to whiff with the down/towards kick rush because it actually has less frames than the straight kick rush. (The short version of the straight kick rush has 25 frames, while the down/towards version only has 21.) You can take a look at all the frame data for ST here: