You mean a dash punch after OH?
Yes - For example, Overhead, CMP, Dash Straight - I see -R- doing it occasionally and it’s been shown for ages as nothing ‘new’ but try as I might, even with the joy of added charge thanks to Keyboard, it never comes out, ever.
You can’t do it point blank, you have to do it at a distance. I do it in the meaty TAP video, if you’re say a block away, you have enough time to get the back-charge. If you’re point blank, you don’t have enough time and thus have to extend the combo to say oh, cr.lp, cr.mp xx lp.ds or something of the like.
Aye, though for some reason a lot of OH attempts from higher ranges makes him do a DLBlow instead unless I hold the buttons down for half the moves forward movement whereas up close it seems more lenient - Meh, I’ll practice another time.
Here’s that other vid with the shorter RU loops and jumping into Headbutt etc
Nothing fancy but may open up some possibilities or thoughts - That last combo was quite a bitch to perform.
[media=youtube]aL1tVNJdU-8[/media]
It’s possible on keyboard, you just have to be really quick with charging (easy on keyboard) and delay the cancel a little bit, did you already try delaying the cancel?
Yup tried everything. Problem is at a distance there’s not a lot of leeway to get an overhead, you have to physically hold down+forward for about a second for it to register at a distance (Otherwise I get a DLB) but up close this doesn’t happen. It doesn’t bug me much because I always HB from Overhead in matches anyways but it limits my ability to experiment with fun combo’s in training room -.-
I hope this is relevant to someone out there who is learning Balrog or plinking in general…
I have really been trying to learn to use cr. mp instead of cr. lp or cr. lk in my bnbs, so I have started learning to plink cr.mp in a combo like J.HP, cr. lp, cr. mp > HB. I had learned the plink pretty well, but I don’t think I was taking my fingers off of lp and mp fast enough, and it kept negative edging into a mp headbutt instead of hp headbutt (which whiffs). Anyway, this may sound strange, but I started hitting the plink with “authority” or “like I mean it.” Basically putting a little oomph into it has not only made me hit the plink more, but it also fixed my problem with negative edging.
…hope this helps someone.
I kinda have the same problem. Your post makes sense to me. It has helped me!
I totally agree. Out of all the plinks i’ve attempted, Balrog’s cr.lp cr.mp is the most “deliberate” plink i’ve ever done.
In other news, i’m working on something, a non Balrog/SF4 specific article. This is a piece of it and I wanted you guys to look at it and let me know if I missed anything.
SF4 Balrog Combo Tree
Spoiler
- may be done multiple times depending on distance using links/chains
! means at max distance
** Has to be done at a distance, not point blank
$ Done within close normal range
% Anti-air/Juggle
[If you get confused…follow the points /\ ]
ds - dash straight
OH - overhead
TAP - turn around punch
ru - rush upper
smash - dash uppercut
Normals (links)
cr.lp -- cr.lp* -- st.lp
\-- st.lp* -- st.hk
\ \-- cr.mk
\ \-- cr.hk
\ \-- Ultra 1
\-- cr.lk* -- st.lp
\-- cr.mp
\-- cl.mp -- st.lp
\-- cl.hp
cr.lk -- st.lp
cr.lp! -- st.lp!
st.lp! -- st.hk
\-- cr.hk
cr.lp$ -- cl.hk -- cr.mp
\-- cl.mp -- cr.lp
\-- st.lp
cr.mk -- cr.lk
\-- cr.mp
\-- cr.lp -- st.lp!
\-- st.lp -- st.lp!
cl.mp -- cr.lp
\-- cr.lk
2.FA --/\-- forward -- cr.lp$
3.FA --/ \-- backward --/\-- TAP%
\-- Ultra 1
3.FA--\ -- forward -- cr.lp$
\-- backward --/\-- Grounded Ultra 1
\-- TAP%
3.FA% -- (anything)
\-- forward -- TAP%
\-- hp.hb
\-- ex.ru%
\-- ex.ds%
Specials (links and cancels)
cr.lp --/\-- ex.ru -- cr.lp -- cr.lk /\ -- ex.ru
cr.mp --/ \ \ \-- cr.lp --/ \-- lk/mk/hk.ru
cr.lk --/ \ \ \-- st.lp --/\ \-- lp/mp/hp/ex.ds
st.lp --/ \ \ \-- cr.mp --/\ \ \-- hp/ex.hb
cl.mp --/ \ \ \-- cr.hp / \ \-- st.hk
\ \-- cr.lk -- cr.lp --/ \ \-- cr.hk
\ \-- st.lp -- cr.lk \-- ex.ru -- cr.lp -- lk.smash
\ \-- st.lp \-- cr.lk --/
\-- lp/mp/hp/ex.hb
\-- lp/mp/hp/ex.ds
\-- lk/mk/hk/ex.ru
cr.mp -- lk.smash
OH -- cr.mp -- hp.hb
\-- cr.lk --/
\-- cr.lp --/
\-- st.lp
\-- lp.hb
\-- mp.hb
OH** -- cr.mp -- ex.ru
\-- cr.lk --/\-- lp.ds
\-- cr.lp --/
\-- st.lp --/
\-- hp.hb --/
\-- cr.hk
\-- st.hk
\-- st.hp
\-- FA -- Ultra 1
\-- Ultra 2
\-- cr.lp$
hp.ds -- FADC -- cr.lp$
ex.ds --/
hk.ds --/
mk.ru --/
OH --/
hb --/\-- Ultra 1
ex.ds% --/ \-- Super
ex.ru% --/
TAP% --/
Counterhits (lights are +1, mediums are +2, heavies are +3)
cr.mk --/\-- st.hp
cl.hk --/ \-- cr.mk
\-- cr.hk
\-- hp.ds
\-- ex.ru
\-- Ultra 1
cr.lp -- st.hk
\-- cr.hk
\-- cr.mk
cr.mp -- cr.lp
TAP -- cr.lp
\-- cr.lk
1.FA -- forward -- cr.lp$
\ \-- Ultra 1 (grounded)
\ \-- TAP%
\-- backward --/
Regarding using cr.mp in bnbs, I’ve been watching some videos and noticing that cr.lk still gets used quite often by high level players. PR Balrog was using it often in his matches at EVO, even in the basic overhead combo.
Why might this be? Shouldn’t you be able to get to a level with that plink where it’s just like hitting a regular button and thus universally the preferred option?
This was touched a while back, but i’ll re-iterate briefly what the consensus was. Generally, cr.lp, cr.lk is a better “hit-confirm” low damage, but you get to confirm with balrog’s only real confirmable low, also it’s a much easier link than cr.mp, even with plinking, it’s difficulty is still higher than linking cr.lp and cr.lk.
That’s generally the only reason. In about every case you can replace cr.lk with cr.mp for more damage and stun as well as a hit-confirm with much longer reach, but you lose the low setup and you don’t get to cancel cr.lk into OH against newbs. Lows are better for hit-confirms because it forces them to be planted in space. personally, i think cr.lp is good for walk up tick throws, while cr.lk is good for point-blank tick throws since it’s even on block.
There are other minute pros and cons, generally against certain crouching characters (e.g. Juri and Blanka) where cr.lk xx special doesn’t connect, but it all really boils down to what I said earlier.
Eh? Vs blanka its cr.lk xx headbutt that doesnt connect. replace that with cr.mp and all straights/head lands. with regards to jury you’re way off again. cr.lk xx all straights/head lands but keep in mind if you land 3 consecutive cr.lp u cant link that into cr.mp.
with Juri i’m probably thinking about cr.lp, cr.lk after ex.ru. I remember it from a long time ago (and I haven’t tested it), but I recall cr.lp, cr.lk not working after ex.ru but cr.lp, cr.lp or cr.lp, cr.mp. I distinctly remember it whiffing, but I haven’t tried an ex.ru loop on Juri in a while.
correct with the loop. and the cr lp x3 to cr mp doenst whiff just doesnt link. Becomes an untrue string.
I was referring to the cr.lk whiffing. what do you mean with cr.lp, cr.lp, cr.lp, cr.mp becoming an untrue string?
if you are right in juri’s grill while she is ducking cr.lp x3 and try to link cr.mp after the third cr.lp it doenst link…combo ends and u get cr.mp that can be blocked mashed etc.
Well we know what you mean now. But “untrue string” isn’t really commonly used terminology. I tend to agree with 3nigmat1c, it kinda made the statement more confusing that it should have been.
I think this is absolutely true when you’re talking about a low as the first hit of a confirm, but as the final hit I don’t think it provides much of a benefit in most situations (definitely not as much as what cr. mp provides IMO). Most players seem to immediately down-back once they’re in a blockstring, so even if you’re capable of confirming and cancelling a special off of that single hit (at the end of a string), they’ll probably be blocking 99% of the time.
but that’s the point of a block string no? if they’re blocking, rather, blocking down+back, most characters except say Balrog/Guile/DeeJay and some other charge characters, don’t have an invincible reversal that they can use that doesn’t force them to start blocking low. True Balrog doesn’t have a mash-able short or the ability to create true blockstrings with lows, but they still have a purpose. Not having them block low makes it more difficult for most players to attempt a special reversal (e.g. DP), also cr.lk is even on block, so if they do press a button, it’ll generally come out.
cr.mp is good at a distance, but IMO outside of stun/dmg/long distance hit-confirm, cr.lk has more uses.
I use cr. mp only as my hit confirm. There’s a few situations where cr. lk is better, but not many.
I use cr. lk mainly in jab pressure and then just link into cr. jab ~ cr. Strong