Balrog Combo/Tech Thread

It’s so far from working I think we must be talking about different things.

I’m talking about Charge down up+hk, mp+mk~p

Can’t get the punch to connect, by the time it’s come out they’ve usually already hit the floor.

Ah sorry, I mixed up the combos. I was actually thinking cc c.hp walk forward kkb+p. Yeah it is not viable after dizzy.

Still changing sides after corner dizzy makes it easier to go for the normal c.hp xx screw hk combo with lp or ex dash.

Doing the usual j.rh > cr.fp > hp.screw with or without lp.dash is still good damage and corner pressure on wakeup. Use EX.dash if you never want to miss, it will always hit and you are awarded a free mixup after as well. If you do not want to use meter then you can always do:

j.rh > st.rh > cr.mp > mp.dash – opponent is still left standing
j rh > st.rh > cr.mk x 2 – opponent still left standing good for mixups
j.rh > st.rh > cr.mp > lp or mp. dash low - mixup on wakeup
j.rh > st.rh > st.mk > st.mp > followup or no followup

*Note that these do less damage but offer a strong mixup and bait oki game

Personally I don’t cheap out on using my meter. The amount of time that i’ll need to regain it is negligible since Rog is a meter building machine.

j.rh > st.rh > st.mk > st.mp > followup or no followup

I might start using this as the oki is really easy with vskill.

Found out that there’s enough jp (juggle potential) to add an extra hit into a v-trigger combo, this ONLY works with the P > K variantion and not with the K > P variation after connecting with dash low while in v-trigger :
st.lk > st.mk xx v-trigger, cr.hp xx hk.dl, f+P, f+K, KBB > P, ex.ds, f+K, f+K

dmg/stun values are pretty negligible once the opponent is <50% health. The above variation does slightly more stun.

Also found the following, but don’t think it can be extended or if it can that it’ll matter much:

CH cr.hp, walk forward, KBB > P xx v-trigger, TAP

I did it vs. Birdie, it felt like a 1f link between the v-trigger and TAP, it doesn’t pop the opponent high enough if you dash punch cancel into KBB. I tried really hard to get ex.dash low after the TAP, but i’m pretty sure there’s not enough jp, but i was able to get ex.ds and CA to connect.

Also KBB > K trade can be combo’d into lk.dash low (although it’s a tighter link):
[set dummy with a 4f reversal (e.g. Mika’s cr.lk) and block all]
st.hk xx v-trigger, cr.mp xx lp.ds xx f+k xx KBB > K (trade)
lk.dash low xx f+p xx f+k xx KBB > P, CA

Can someone tell me when what pos/neg frames rog is at in vtrigger after after a dash straight and each followup? Are the frames uniform or does do they get progressively worse after each followup?

afaik they’re uniform. They don’t change unless you go to the final punch, then that’s negative/punishable.

I dabbled with Balrog when he came out but didn’t main him. I had a cool combo. s HK, c MP, d,u+K, b,f+P. I can’t hit it. I see PRrog use it often, usually ex dash punch not regular. How do I get it to hit?

Also, if someone could point out a tutorial video on how to do the best, most optimal season 2 Balrog V Trigger combos, that would rock!

Well the input for the upper screw punch has changed from D,U+K to DP with kicks. Make sure you do it with HK, and for the rush punch make sure you do it with EX or I think you have to use LP if you don’t use EX.

But I don’t think c MP, DP+HK combos. I thought it was s HK, c MP, DP, b,f+P.

And is there a tutorial on maximizing V Trigger combo damage?

https://youtu.be/xqmoaRa8g2A

https://youtu.be/BpNwZN_Orq8

Just realized I was probably thinking of s HK, c MP, EX DP, b,f+P. I don’t think c MK worked without EX DP ever.

Yeah c.mk cant link straight into uppercut.

Anyone else super cancel mk.dp into CA?

I havent checked if im losing a lot of damage but landing st.hk, st.mp, mk.dp, CA feels good. Looks like the CA might whiff but it connects. Cr.mp works too with more range (i think)

I think its because im used to shotos but this feels pretty natural to me.

Im finally getting my v-skill ex dash low cancels down. Gotta hold back before the v-skill input. Took me a while.

I’m always looking for combo starters beginning with st.hk or cr.hp

If the st.hk CC and i’m in range for a cr.hp followup then i’ll do the hk.upper into dash straight > CA
If the st.hk CC and i’m not in range for a cr.hp i’ll go for a dash > st.mk TC > Vskill corner carry
It’s also possible to dash and do your CA combo at that point for some damage

If st.hk does not CC you can follow up with st.mk (if in range) or cr.mk > Vtrig
If you know it’s not going to be a CC you can do the cr.hp combo for some big damage with or without meter usage

I’m not a big fan of using st.mp to start combo’s since the range is ass, it does have it’s uses tho

Season 2 combos (?)

What seems like the most efficient high-damage combo w/super & v-trigger, leaves you with a little under 1/2 of the trigger gone
j.hk, st.hk, st.mk xx hp.ds xx v-trigger xx st.mk xx hk.dl xx f+p xx f+k xx v-skill > P, Super (536/630)

Most efficient high-damage reset situation:
j.hk, st.hk, st.mk xx hp.ds xx v-trigger xx st.mk xx hp.ds xx f+p xx f+p xx v-skill > P (371/630)

You can also get conversion from non ex-dp with v-trigger.:
lk/mk/hk.dp xx v-trigger, lk/mk/hk.dl xx f+p xx f+k xx v-skill > P
lk/mk/hk.dp xx v-trigger,ex.dl xx f+ex.p xx f+k xx v-skill > P

If you’re really good with holding lk+lp, you can charge a high level TAP with this combo:
j.hk, cr.hp xx hk.dp xx v-trigger, TAP xx Super (464/495)
j.hk, cr.hp xx hk.dp xx v-trigger, TAP, ex.ds

If you hold TAP between the j.hk and cr.hp, you can get a lvl 2, you can get a self-charging lvl1 if you hold TAP right after hitting the v-trigger

Wow wtf you can do TAP by holding lp+lk? I thought it was still holding all 3 kicks or all 3 punches!

Yeah, they changed it where you can do TAP by just holding any two buttons. That’s how Desk was able to pull of the combos using multiple high-level TAPS (https://youtube.com/watch?v=pAEPvuBp5UI)

Which hold is preferable?

Both lights? Both mediums? Both heavies?

It depends on what you want to be able to do. I think lp+lk, gives you access to your important buttons, but you can’t tech throws. So there’s that. I think whatever you choose shouldn’t prevent you from AAing. IMO lk+mk+hk or lp+lk will allow you to keep access to your AA’s and still have about 60% of your combo potential.