Balrog Combo/Tech Thread

Same as above. Has to be EX Dash Low xx Vskill Dash Straight/Low.

And you have to delay v-skill punch very slightly!

Thanks.

Hi Guys, I’ve tried to organize what BrokenPSX wrote regarding Balrog Frametraps in a word file. I did it for myself, but I thought it might help some people.

Here is the file https://docs.google.com/document/d/1FEHHHgpI0R2pAAtC3CV1j-k1lecQwId9UMNOybbnjH4/edit?usp=sharing

I think that it will be great if we have some doc files where all techs, combos, ect… discovered. It can help new joiners :slight_smile:

PS: It’s my first time doing something like this. Please feel free to add or modify anything.

I know a lot of this has been posted already, but I wanted to consolidate the info on KKB into one post and add some stuff that I found as well.

The v-skill (KKB) mixup just by itself is admittedly pretty weak. However, there are still some legit mixups that can be built around it, just not a true high low 50/50.

No V-Trigger

  • From cr.MP xx Dash Punch xx KKB: Completely unsafe on hit or block, meaning that even if the cr.MP connects, KKBK, KKBP, and empty KKB into throw or low can all be jabbed out of. KKBK and KKBP are unsafe on block.

  • From EX Dash Straight, xx KKB after first hit: Same as above.

  • From cr.HP xx Dash Punch xx KKB: Same as above, except you can do KKBP if the cr.HP hits and it will leave you +2 and the opponent standing. Limited use because it requires a cr.HP, but you can use this after a jump in or a non-CC punish.

Many people have talked about this above, but the KKBP on a standing opponent is one of the best things about KKB. It allows for meaty throw or safe shimmy, cr.LK, cr.LP confirms, frame trap setups, etc.

With V-Trigger

  • Dash Punch xx Dash Punch on block:

KKBK and all empty KKB setups can be interrupted by jab.

However, a delayed KKBP will counter-hit someone who is mashing jabs, allowing for a confirm into cr.LP xx Dash Punch. This is a pretty rough mixup though, because the timing is manual and kind of strict. If you cancel into KKBP too quick it will just be a block string and opponent can punish after. Too late and it might be interrupted. Interestingly, if the KKBP trades you can instantly go into EX dash low/straight and it will combo, with V-trigger this leads to massive damage. But you have to be ready for it, so it’s not the most practical.

An underrated aspect about V-trigger dash punches is that they are completely safe on block after the 2nd Dash Punch. So just stopping the blockstring after the 2nd dash punch can punish those mashing DP. For those mashing buttons, st.MP or LP after a blocked dash punch will blow up standing jabs. You can even punish lows, but you have to walk back slightly (depending on the character) and use cr.LP or st.MK, and the timing is tighter.

  • Dash Punch xx Dash Punch on hit:

KKBK and all empty KKB setups can be interrupted by jab, even when the dash punches are not blocked.

KKBP will leave you at +2 and close to a standing opponent.

Sooooooooooooooooo

I think that for an opponent who is familiar with Balrog, it is true that his KKB high-low mixup isnt real. But I think the real value of KKB is that fact that you can string all of these mixup sequences together in V-trigger, combined with KKBP on hit leaving you in a really strong position. For me, it’s more about giving your opponent a bunch of things to think about OTHER than the overhead (throw, shimmy, low) in a short amount of time. For example, hit confirm into V-trigger -> Dash punches xx KKBP -> cr.LK, cr.LP xx Dash straight, if it hits then you can go into KKBP into mixup again, or even try to test them and throw the overhead in. IF the cr.LK, cr.LP is blocked, delayed KKBP to punish mashing or just stop the string after 2 DPs and wait for the reversal mash. If you get them scared, you can even try to some really unsafe bullshit like KKBP into cr.LK directly into KKBK.

It requires that you pick up on how the opponent is trying to defend the KKB mixup and train them to sit still before going for overheads or empty mixups, or knowing when they are going to crack with a reversal DP. Even for a player that knows the setups, I think the fact that they all come one after another so quickly and being successful on even one or two of them means a stun or 500+ damage makes it a legit comeback tool.

Also in V-trigger the Dash straights (forward Punch) do more stun than dash kicks (which do more damage), so keep that in mind during your V-trigger sequences.

Hey are you guys sure? On the first page it’s listed as a V trigger combo and I swear I’ve seen PR Balrog pull it off. Ex straight cancel to KKB punch cancel to Ex Straight isn’t possible?

I might be wrong but I’m pretty sure that Dash Low is the only one that leaves them in a juggle state. If this is incorrect please let me know because I haven’t been able to get any combination of Dash Straight VSkill followups to juggle.

You might be able to VTrigger cancel the first hit of EX Straight and link another EX Straight.

It’s possible with the right height and correct sequence.

You can anti air let’s say a neutral jump with KKBP > ex straight - KKBP (before the 2nd punch hits) > ex dash straight

So, I was wrong again. I didn’t realize you could link more Dash Punches from a Dash Straight.

https://www.youtube.com/watch?v=LCfeYHyoM3s

I can understand wanting to link another EX from a regular dash straight but the EX version doesn’t seem that good to me. It does less damage and a lot less stun then the EX Low version and doesn’t hit low. I’m also disappointed you can’t link 3 dash punches. Is there more to this than I am seeing? It doesn’t seem worth it to do this to me.

https://youtu.be/VYLR7Wd-orA

At the rate Balrog gains meter it’s worth it because you gain a good amount of V-meter. And anything that adds to you getting close to vtrigger sooner is worth.

Basically this. It’s very useful if you need a little bit of meter to get V-trigger. I think Javits posted something on twitter demonstrating this. For example, on HK crush counter, you can go directly into KKBP xx V-trigger, cr.HP. Or on cr.HP crush counter, you can do HK upper, EX straight xx KKBP xx V-Trigger, EX straight.

Plus hitting the anti-air KKBP into EX dash straight xx KKBP into another EX straight is godlike. https://www.twitch.tv/pr_balrog/v/79497740 at 13 mins.

I’m not sure if it’s known, but Balrog actually has several additional options to beat moves during blocked v-trigger rush punches. I think the reason is that Bursting Buffalo (6k) has more blockstun than Charging Buffalo (6p).

Therefore I usually use Bursting Buffalo when seeing that my initial Rush Punch was blocked:
-Canceling Bursting Buffalo (during recovery) into KKB+K will result in a counter hit, against moves with 4f of startup, which can be confirmed into either Dash Grand Blow ex or Dash Straight ex for sick dmg.
-Any move >4f will be beaten by KKB+K and combo into st.mk. This can be mixed up with empty KKB, cr.lk.
-If the enemy happens to interrupt KKB+K with a 3f move you can stop after Bursting Buffalo and buffer st.mk xx ex Dash Grand Blow to beat them (because there is no save on block 3f move in the game able to reach you and you therefore hit them during recovery).
-Simply blocking after Bursting Buffalo or empty KKB cancelling Bursting Buffalo will beat invincible reversals.

A way to incorporate another save frametrap is to start pressure with cr.mp xx mk.Dash Grand Blow xx Bursting Buffalo during v-trigger. Dash Grand Blow xx Bursting Buffalo will put the enemy into a juggle state which you can confirm into KKB+P, Dash Straight ex. A blocking opponent will find himself in the same situation as explained before.

I really like Balrog in this game, because he is a little more like Dudley, but still retains his conservative defensive abilities. My Strategy for now is to Push my opponent to the corner, while building v-meter. With v-trigger one good read can end the round, because Balrog can cover every reaction several times in a row, while easily getting into a position to apply the mixup in the first place.

Edit: I would really appreciate if someone could validate my approach.

I did find a 3 meter V Trigger combo if anyone is interested. It’s 415 dmg and 569 Stun. It actually scales a lot better than I expected but it probably still isn’t actually worth using. Im pretty sure a regular V Trigger Dash Punch x5 xx Critical Art will do more damage.

https://youtu.be/ao7pXPWQyiM

Edit: Here is another one from cr. Mp 391 dmg 536 stun.

https://youtu.be/WJNKbyWuxbg

These are not really worth the meter, I just like trying combos. Just use his critical art.

Thank god you wrote this. I was getting annoyed with my KKB’s getting stuffed out by people just mashing jab during my rush punch block strings. I hadn’t thought to see if Bursting Buffalo had more block stun. Now I know!

Found this out:

st.mk xx st.mp (no follow-up)

v-skill, v-skill > K (meaty) on quick-rise
v-skill, v-skill -2 on quick-rise,

If Rog whiffs the v-skill twice, he’s safe from “everything”, but he has to make some decisions. He’s placed at the tip of throw range for some characters. For example, against Fang, if rog stands neutral, a reversal grab will whiff, but if rog presses a button, say cr.hp, he’ll get grabbed. Rog has a little room to shimmy and actually move.

tldr: yes, this works, but IMO it’s not a true 50/50, Balrog can exploit people pressing buttons, but he can’t exploit someone who wants to sit and block low (e.g. no “new” throw mix-up). All of Balrog’s pressure leaves him negative and although he can frame-trap 4f normals and counter-poke some 3f normals, he has to still force the opp to press buttons or attempt to throw when they shouldn’t. So this adds to the characters options after v-trigger, but they only become effective if you’ve conditioned them that they need to press buttons when they shouldn’t. [I’m pessimistic]

Thanks, I put your theory into the lab and found it to be pretty correct. I was confused at first, but figured out what you were talking about. Bursting buffalo cancelled into KBB > K provides a 4f (ish) frame-trap, empty kbb cancels are -4 empty kbb cancels from non-ex.bursting buffalo are safe while empty kbb cancels from ex.bursting buffalo, or charging buffalo are unsafe (so still unsafe to reversal normals from 100% of the cast), this doesn’t extend to ex.bursting buffalo or either of the charging buffalos. I think cr.mp xx low xx bursting buffalo is the BEST pressure string (non-ex if you plan to do the overhead) as it can condition them to always block low. Also cr.mp xx low is a frame-trap on block. Bursting buffalo also puts rog possibly right outside of throw range so you have the opportunity to counter-poke stubby normals or punish attempted throw-techs.

Thanks for your elaborate reply. True it isn’t a real 50/50, but considering the amount of chances and the reward you get, it sure makes for a good comeback tool even on block. So far I haven’t come across an opponent’s reaction I couldn’t counter into 400+ dmg. Not too sure how it compares to other character’s v-trigger though.

There is just one thing I really don’t like about rog’s vtrigger. Balrog should be allowed a true high/low reset on Charging Buffalo (on hit) once. I can understand that this would be ridiculous since it would probably stun most of the cast, but anyway. I just don’t like having to go into KKB+P to be positive, while giving up any ambiguity.

Edit: I just tried Bursting Buffalo xx KKB on block and couldn’t get hit by Mika’s st.lp (3f).

The frame data supports the mix-up, just not the hitboxes. cr.lk seems to never reach without taking a step forward or the opp pressing a button. cr.mk does reach, but obv you can’t convert if you’re already in v-trigger. The closest (right now) I see to us getting a decent high/low mix-up is using the following strings:
[list]
[] cr.mp xx lk.low xx bursting buffalo xx empty kbb cancel [seems like a good follow up for v-trigger cancelling on block]
[
] ex.screw smash xx bursting buffalo [will catch buttons with armor at a distance, so a way to get in once you pop v-trigger]
[*] st.mk xx lk.low, xx bursting buffalo xx kbb > K [seems good for counter-poking, can prolong your turn] (see spoiler)
[/list]

Spoiler

Some characters 3f normals are REALLY stubby (short range), so after blocking certain attacks can’t reach Balrog in order to punish/hit since he has such great pushback (for reference, all of Balrog’s specials except TAP are pretty much out of throw range). For those types of reversal normals you can setup counter-pokes. So for example if Ken attempts to button check with cr.lp after bursting buffalo (-2), Balrog can slight delay, st.mk/cr.mp xx lk/ex.low xx bursting buffalo to confirm into Super or an ex.straight into ex.bursting buffalo. The slight delay will also give you an opportunity to block for those attacks that have enough range and speed, but you have to watch your toes.

This gives you some expensive high/low options that are safe on block. There are shimmy opportunities to throw after bursting buffalo along with counter-poke opportunities.

kbb > k will trade with 4f normals, you can confirm into cr.mk > cr.mk, st.hp, ex.low/straight or CA

You’re right, I was incorrect in my earlier post, the -4 is specific to the ex.bursting buffalo and not the non-ex.bursting buffalo

The following may be more useful now since we know what KBB is safe:

Anyone have a list or video of Rog’s meaties after throws and knockdowns?

https://www.youtube.com/watch?v=eOQM_lW27h0

Hi guys! I’ve never played Balrog (since ssf2tetcetc) before but am enjoying him a lot in 5, he’s really great fun. Just got him to gold.

Anyway this post is largely made to ask if the frame data is listed anywhere… Google gave me this: https://www.reddit.com/r/StreetFighter/comments/4qz3ov/ibuki_balrog_frame_data/

However it doesn’t seem to be entirely correct. For example, I can’t get mk to link with mp on hit (not tc obvs), but according to this it should.

If I’m just being rubbish please let me know in what way so I can improve :slight_smile: