Should be noted that when going for v-trigger punch follow ups, instead of the gimmicky vskill into overhead, use vskill punch follow up as it is +2 on hit and leaves you right next to them which sets up any situational frametrap, shimmy, throw. Etcetc.
Just a quick and dirty concept, where you can convert c.fp crush counters into mixups. Obviously I just did target combo, but you can get creative on the reset options.
What frame traps can I use without relying on s.HK? I was messing around with s.LP/c.LP > s.MK > c.MP and I could confirm into specials if the s.MK counter hit… but those are 4 frame gaps, so they don’t work against 70% of the cast. His frame data is pretty tough to work with at first, coming from playing Nash.
edit: also s.MK > s.MP doesn’t seem to have enough range to be useful… which is a huge shame because it would be a great frame trap otherwise
The best way to utilize frame traps with Balrog is either st.HK on block as mentioned or also with a HP Dash Punch on hit. Both of these leave you +3 and lead to a 2 frame trap with st. MP, 3 frame trap with st.Mk and cr. MP, a 4 frame trap with cr. MK, and if you want to risk it a 5 frame trap with cr. HK or cr.HP.
I think that st.Mk is the best thing to try to catch them with. Even though the range kind of sucks and it wont connect with them if they don’t bite, it tags the area in front of your opponent real well if they do throw anything out and it has a lower than normal hitbox for standing normals and works decent against low attacks that aren’t slides or otherwise at ground level. A counter hit st.Mk is +7 on hit and can lead to another 3 frame counter hit opportunity with st. HK immediately after (which again might not actually make contact if they don’t hit a button), another HP Dash Punch for more traps, or other special/EX special ender for damage.
If you absolutely must make contact, cr.MP is the next best option. It has way more range and is special cancelable to MP dash punch, which is only +2 on hit but still usable as a 3 frame trap when followed with st. Mp (another one that only makes contact with an opponent that hits a button), a 4 frame trap with st. Mk or cr.MP, or a 5 frame with cr. MK.
Counter hit st.MP is +4 and can lead to lk->mk->hk target combo, other combos off of jab, 3 frame trap with cr. MK, 4 frame trap with cr.HP or cr. HK, and a 5 frame trap with st.HK.
Counter hit cr. MK leaves you +4 and leads to the same stuff as counter hit st.MP.
Counter hit cr. HK is a sweep and leads to hard knockdown mixup potential and counter hit cr.HP is a crush counter that leads to HP Screw Smash -> MP Dash Punch soft knockdown, any EX versions of this, or Balrog’s weird cr.HP cush counter -> LP Dash Punch cross under resets which might be worthwhile but I haven’t experimented with those enough to do anything other then mention that it is possible here.
Also worth noting that st. LP, cr. LP, and cr. LK are all +6 or better on counter hit and lead to 3 frame traps when followed with st. HK in close footsies or as a quick punish. On a regular hit st. LP and st.Mk are actually +5 which is a 3 frame trap when followed by cr.HP which can lead to nice damage combos or cr.HK for the hard knockdown, or you can use st.HK for a 4 frame trap.
His cr.MK->cr.MK target combo and Vskill Punch leave you +2 on hit which is a 3 frame trap with st.MP and 4 frame trap with st.Mk and cr.MP. Vskill overhead leaves you +5 on hit which is a 3 frame trap to sweep or cr.HP, or a 4 frame trap with st.HK. All of his Turn Around Punches that do not knockdown and also stopping his st.Lk->st.Mk->st.HK target combo after the second hit leave you +1 which is a 3 frame trap with his jabs and 4 frame trap with st. MP.
His st.MP anti-air immediately canceled to a whiffed LP Dash Punch looks like it might leave you at a small positive advantage though I don’t know the numbers (Probably +1 or maybe +2) but is highly dependent on timing, spacing, and your opponents jump arc. It is probably better used for it’s left/right mixup on the reset than as a setup for a frame trap. You can alter the timing on the LP Dash Punch to make it ambiguous. A cancel crosses under and a delay before the LP Dash Punch stays in front for the left/right mixup.
These are more wakeup game than frame traps but I am putting them here anyway. His st.MK -> st.MP target combo with no vskill cancel followed by a frame perfect LP Dash Punch on recovery leaves you +2 on quick rise wakeup and is a 3 frame trap with st.MP and 2 frame trap with st.MK. Also, his st.LK->st.MK->st.HK target combo followed immediately by a dash leaves you at least +10 on quickrise and can lead to st.HK crush counter. If you do it too fast you might need to delay the st.HK frame or two it’s that positive. The positioning here makes a max damage V-Trigger cancel combo opener followup very difficult but it’s possible and is massive damage and stun that began from a 3 frame jab with 1 wakeup. For anyone wondering that would be something like st.HK Crush Counter->walk in->st.HK->cr.MK x2 target combo->V Trigger Cancel Combos
Edit: st.HK Crush Counter->walk in->st.HK->cr.MK x2 target combo->V Trigger Cancel Combos does work but has very very strict timing. It reguires a dash in on the first possible frame before the st.HK and a max distance walk-in after the crush counter. You are better off dropping the second st.HK and just going straight from the crush counter st.HK -> slight walk in -> cr.MK->cr.MK target combo->V Trigger Cancel. It is way more forgiving and after the combo scaling should only cost you like 10 damage in the end.
That is pretty much all of his traps except V-Trigger cancel traps but those probably aren’t real useful. I will leave them for another time or for someone else.
Thanks! It was my first post but not my first Street Fighter. I think Balrog is a pretty hard character to use effectively and requires alot of patience. His damage is high but his normals are only ok and his approaches are mostly unsafe. He really relies on your opponent making mistakes more than other characters. His concepts arent particularly complicated but his execution is advanced. Balrog should not be the first character you learn to use.
His critical art is pretty good and versatile but if you have the execution his EX Dash Punch/Ex Low Blow->V skill cancel Punch -> EX Dash Punch combos do more damage and stun for 2 bars. A V Trigger HP Dash Punch x4 and x5 do more stun than EX Dash Punch, so if you are looking for the stun just use it and save the meter for more damage later. These V Trigger Dash Punch combos can do upwards of 750 stun so if they have any stun bar at all filled before they will almost certainly be stunned now for even more damage. Balrog can do 1 guess reset 100% stun combos that are difficult, but not ridiculously so. I need to test it some more but he may only use 1 bar to do so too which essentially gives you a free shot to take every round from a 3 frame jab.
I don’t know if it has already been mentioned or not but for anyone that is not aware, Balrogs EX Screw Smash is his only real reversal. It is not invincible but has 1 hit of armor and moves him forward so it isn’t 100% percent reliable (especially on moves directly above him) but it is the best he has without his real headbutt in this game. You can also get hit out of the first 2 frames so it will not work on meaty attacks. If you don’t connect with it and get the knockdown you are highly punishable at -14.
Now a couple questions. Does anyone have any advice on the Zangief matchup? Is there anything that Balrog can do? He can absorb and punish dash punches with SPD and generally out ranges Balrog in footsies. What about corner stuff? For as much corner carry as Balrog has his corner game seems crappy. And also does anyone know if it is possible to do V-Trigger Dash Punch/Dash Low -> Vskill cancel Punch->EX Dash Punch or the other way around EX Dash Punch/EX Dash Low-> Vskill cancel Punch->Dash Punch?
So it is actually a 100% stun 2 reset setup but it doesn’t use meter so you can unload after the stun with a CA combo for 918 damage total which, if you have enough V meter to use your trigger, will almost certainly kill off of a 3 frame jab. If they block the cr.LP after the reset you are left +2 for more traps and still have all your meter and some Vtrigger left to work with. The throw at the end can be interrupted by 3 frame jabs but the Vskill cancel punch leaves you +2 so if you think they will throw out a 3 frame jab just go for another counter hit. This pretty much means a fully stocked Balrog has a chance to come back and take almost any round no matter what your health deficit is. https://youtu.be/ZNlxNv-P8rw"]https://youtu.be/ZNlxNv-P8rw
I think that Balrog is best when you stay relentlessly in their face and leave them standing with Dash Punch enders to stay at positive advantage and maximize stun, then fish for counter hits. If your opponent gets out range of your normals EX Dash Punch is -1 and Turn Around Punch is -2 so are safe on block to get back in for free though you will need to go on defense. His mix-up game on wakeup is pretty lackluster. With no crossup I think it’s better to be close and at advantage with your opponent standing and confused, especially against shotos and others with real reversals.
It may, I’m not real sure what wins if a jab and throw come out at the same time. If not, following with st.MP->MK Screw Smash instead of the throw would be a 3 frame trap and should catch jump outs and still finish off the stun too but won’t work if they block and is punishable at -10 on block. Or you can just block and wait for them to do something stupid when they scramble to get away.
After m. Dash upper if you whiff lp and then v-skill you get a meaty buffalo swing on normal recovery. Seems to be safe on 3 frame jab (chun li) and if they push jab or tech on wake up you get counter hit that you can combo into c.lp, s.lp, and s.lk(target combo works) send pretty good so far. Especially if you make them wake up throw tech. ***if you use the buffalo pressure it beats chun ex sbk clean ***