This is driving me crazy. I got MK to actually link to MP but ONLY when I cornered myself in training mode. Literally it will only link if you are at the very edge of the stage, anywhere else and it will not combo.
I tested this by recording Balrog doing MK, MP when he’s in the corner against Chun Li, and while the recording clearly shows 2 combo hits (and no knockdown, so it’s definitely not the target combo), if I move Balrog out of the corner the same recording no longer combos.
What the fuck is wrong with this game…
EDIT: It’s also not the spacing, I can push Chun Li further away from me and the link will still work so long as Balrog is kept at the edge of the stage.
His s.MP has a different hitbox each active frame. So even though it has 5 frames of startup s.MK knocks them back too far to get hit until the 6th frame so it doesn’t link.
I just kept doing it and it not comboing and not understanding why. I assume then that that frame data I posted is correct, pls let me know if otherwise
Ok, I didn’t notice that he actually pushes himself back a tiny bit when doing s.MK midscreen, that’s why the s.MK actually does link to s.MP if he’s the one that’s against the corner and can’t push himself farther away.
BTW, I noticed some minor discrepancies in the amount of active frames compared the frame data on VFrames and fatOnline. For example, the spreadsheet you linked to shows 2 Active frames for s.MK, this and VFrames show 3: https://fullmeter.com/fatonline/#/framedata/Balrog and it’s the opposite for s.HK, etc.
DP punish 2 bars/vtrigger
(activate vtrigger after blocked dp before combo to stop damage scaling)
st.HK, EX dash low, f.K, vskill+P, EX dash straight f.K f.K [490dmg, 669stun]
can also buffer spaced cr.M instead of st.HK for catching limbs in neutral which ends with [454,589] or counterhit [466,609]
(if you have vtrigger on in neutral)
I’ve been playing around with Rog in the lab and developed an oki game using EX dash straight. During online and tournys it has worked very well and I have been incorporating it into my general balrog game since. Hopefully some of you guys find it useful.
So after EX dash punch you will have enough time to follow up with lp. dash low (grand blow) > vskill or hp. dash straight > vskill
It is kind of like a rock paper scissors sort of oki with a twist. Let me break it down.
After EX dash punch - lk dash low (grand blow) > vskill overhead Will beat normal recovery and 3 frame normals on wakeup, loses to invincible reversals
After EX dash punch - hp dash straight > vskill overhead Will beat back recovery and 3 frame normals on wakeup, loses to invincible reversals
After EX dash punch - lk dash low (grand blow) > vskill (no followup) Is safe against delayed, normal & backroll recovery options, reversals, normals and you will have enough time to grab or tech With good timing you can throw out a meaty normal and score a CH
With smart Balrog play, you can easily force an opening with this type of oki game. I like to see what an opponent tends to do on wakeup after the EX dash punch, #3 is a safe option to look for reads. Once you think you have a read on which wakeup option your opponent will use, that’s when it gets fun.
Less about the damage and more about control of the match. There are holes in this sort of strategy for sure, but it will definitely help to know what your options are.
Took your tech and added vtrigger to the mix. Just to see what else I could do to activate vtrigger besides cr.mp cr.mp lol. The second video leads into full stun with a decent amount of vtrigger left.
That setup is really good too, the only thing that I don’t like about it is you risk over jumping your opponent on wakeup. Whereas the st.lk > neutral jump setup will work pretty much every time regardless of distance.
It would be interesting if cr.mk was 0 on block and the follow up cr.mk target combo was -2 on block instead of -6. Just adds a small layer of pressure. If it connects, we get to keep the pressure up, if the stomp counterhits, we get to combo. If opponent blocks the stomp, they basically get free pressure on us.
What do you guys do in the corner instead of jump rh, cr fierce, down up rh, lp dash straight? I think its max damage meterless (correct if im wrong) but is very tricky to hit in the corner after you get a stun.
Oh also it’s not really tech just one little trick but at the start of the round if someone jumps straight up I like to do d up rh then medium dash punch, does decent damage. If you’ve got super stocked you can do half bar off the bat.
I haven’t done it yet, but if you have time you could go to the other side and do your combo. You lose the corner but get more dmg. For example c.hp xx screwHK ~ kkb+p ~ ex dadh punch.
Sorry I can’t get that combo to work. Doesn’t even work with v-trigger cancel.
Ive done the screwHK and tried all possible timings for mp+mk (even tried mashing it) and it never seems to come out even close to early enough. Are you sure it works?
Yeah it works. After you hit the hk upper, walk forward a frame or two. Then do the kkb+p and it should connect. After that you can continue with ex dash and more if you are in vtrigger.