Good point Xaaz, but I think that a combo like j.HP, s.lp, c.mp, ex upper would be worth it if you have doubts that the jump in will connect and you want to confirm it with a s.lp. Spacing could be a problem with this combo though. And if you p.link the c.mp it would be an easier 3 frame link.
IMO it would be a better idea to just hit confirm off the jump-in and go directly to cr. mp ex ru if it hits a standing opponent, and/or headbutt otherwise.
You can also try Javits’ force stand combo instead…
In this particular instance I agree with you. If you’ve got the spacing down on the jump in, your opponent is standing or a large char, you plan on doing an ex upper loop or your personal style with Balrog involves finishing combos with dash punches instead of headbutts, and you are not capable of hit confirming off of just the jump in yet, then I agree, it would definitely be better to go from a far jab into the low strong instead of a low jab into the low strong in this particular scenario. Removing a layer of complexity and ending with the same result is always a good thing. A straight 2 frame link is better than a plinked 1 frame link.
In general though, beyond certain instances like the one above, I see no reason to use far jab instead of low jab when comboing into low strong. And as rainscape mentioned, you want to work towards being able to hit confirm off of the jump in itself.
If we are talking a standing opponent i’m always a fan of deep j.HK c.LP s.HK c.LK ex rsuh upper stuff. Some people find it hard to confirm into c.MP/etc if they hit the jumpin, but going c.LP after the jumpin gives you that extra second to confirm. Also using s.HK after a c.LP is really solid to stop people trying to tech throws if you delay them. It’s something i’ve been trying ot use more (close s.HK)
Balrog also has a Jumping HK or HP -> Crouching MK -> Crouching MP -> HP Headbutt for 520 stun and 348 dmg. Pretty strict timing but landing 2 of these is a stun on 75% of all fighters in the game, and requires no EX.
how is it as a blockstring though? if someone blocks the j.HK can we get the c.MK in without issues? if so then i’d say it’s fine. because you can go j.HK c.MK then c.LK dash punch or whatever.
I think J HK/HP gives enough blockstun to make cr.mk pretty safe. I don’t know if you can hit cr. mk, cr. mp from a safe range, though (eg, a range where you can’t be grabbed). I haven’t spent much time in the training room ever, so I (or someone else) would have to test it.
Wonder if they’ll lengthen his jab recovery in Super…
haha man it would be sweet if they did!
why not just use j.hk/hp ->standing hk -> st.lp-> hp dash straight? damage is 300 and roughly the same stun but its safer to use and the link is much easier imo. of couse if you wanted you could really say st.hk -> clk-> exdash for further combo flashyness.
Well, to be fair, jump in fierce/rh, low fwd, low strong, fierce hb works on everyone all the time, whereas jump in fierce/rh, close rh, far jab, fierce straight only works on standing and large. They’re both fine combos though. Low fwd into low strong isn’t as bad as it seems either. It’s a 1 frame straight link, yes, but it can be plinked into a 2 framer. I’ve talked to a lot of Rog players that can do ex upper loops with their eyes closed yet shy away from his 1 frame links. It’s a shame really, because if someone has the discipline to learn the timing for ex upper loops then they certainly have the discipline to learn how to plink 1 frame links into 2 framers, whether they realize it or not. Wasted potential, I tell you. WASTED.
good point. i suppose if your going to take the time to learn the loop you might as well learn a 1 frame thats even more useful. are you plinking hp to mp for c.mk->c.mp? or is it mp to lp?
For plinking you always stagger inputs down in terms of priority. That is to say, Roundhouse (hk) is above Fierce (hp) is above Fwd (mk) is above Strong (mp) is above Short (lk) is above Jab (lp). So to plink low strong you would stagger strong into jab or short for it to register strong in two successive frames. It’s usually easier to stick with the same line of normals when plinking though, which is why most people use strong~jab instead of strong~short.
thanks for the insight. i must have missed that when reading the plinking guide. man i am blind sometimes -_-
I haven’t put in alot of time into the combo. I was more or less looking for less hits/meaty combos to break away from your typical LPx2 -> LK -> HB combo. But I did direct input with no plinking.
i’m trying to get better at the standing or crouching LP - LP - LP - s.HK or c.HK type combos. i’m starting to realise that if you get the timing down for those combos it can really mess peoples heads, it’s pretty hard to get used to the timing but it’s worth doing whenever you feel it’s neccessary. also the s.HK - c.LK - Headbutt - Ultra, is pretty nice as well, haha.
close standing HK -> cr.LK doesn’t give you enough time holding down after the standing roundhouse to gain enough of a charge to use a Buffalo Head. On the other hand, if you had a full Super Meter, you could HK->cr.MP (or cr.LK) xx Dash Straight xx Super Combo for some good damage.
Also, I just wanted to say that it is good thinking on your behalf to learn to use the far standing LP into far standing HK or crouching HK. Seeing as how Balrog has some pretty incredible jabs and if you are successfully outpoking your opponent, anytime you land a standing or crouching LP (or a few other pokes) you can combo into a f.LP -> f.HK (or cr.HK). Also, depending on your opponents wake up options you may opt for the f.LP -> cr.HK link to score that untechable knockdown and safe jump (and/or bait) them to really keep the pressure on.
Ive been really rusty with my bnb as of lately… idk why either. The only think i can think of is that i was learning the crjx4 to sweep and that maybe messed with my timing for my other combos ? anyone here go through this before? any tips for me? it sucks missing a link you could hit 99% of the time
What part of the combo is actually messing up for you? Assuming you are referring to cr.LP - cr.LP -> cr.LK xx Buffalo Head, is the Buffalo Head not coming out or are you hitting the link to cr.LK too late, cr.LK not coming out at all, chaining cr.LK instead of linking it? I can’t say I’ve experienced quite the same thing but if I don’t play for a while and come back to it occasionally I will wind up overcompensating for the slight pause needed to link cr.LP to cr.LK rather than chaining the two and will drop the combo as a result of pressing cr.LK just a frame or two late. As embarrassing as that is to admit for me the best thing I can do is put my ego aside and work through it. Luckily I haven’t experienced anything like this as of lately.
^ yeah I think i was just pausing to much between the clpx2 and the clk… it was happening more when i was doing clpx2 clk to dash straight. I sat in training mode for a while and actually got my timing back and ive been pretty much back to normal since then, I even learned some new stuff too! thank you for replying though
Not related to the discussion all that much but I just have to restate my enjoyment and happiness whenever I get a CMK, CJab, CMP, Headbutt to Ultra, hurts quite a bit though you absolutely must be squashed right up to the opponent to have a chance at hitting it and I’m sure certain character hitboxes are too small for it to work, though it works fine on characters like Ryu and I’m sure some of the bigger characters.
Naturally you could just remove the CJab altogether and go for CMK>CMP>Headbutt for less scaling and better overall damage, just the CJab in the middle makes the combo look a lot fancier - Nothing new or interesting, however.
EDIT: No idea why I wanted to say that… Too much coffee doesn’t bode well for my discussion skills.