How to dash punch? - Balrog General Q&A thread

Well here are two solutions (one is more criticism than a solution, but that’s okay): (1) to punish a stand tech or to not be “affected” by it, do a meaty that can be out of throw range like cr.mp or st.hp or (2)do a perfect meaty or a meaty that’s at least active in less than three frames. A “perfect” meaty can’t be thrown because the move is hitting the opponent before their stand-tech on wakeup can go active.

Some automatic meaty jab setups (these are perfect meaty jabs that hit on the second active frame):
fwd.throw, fwd.dash, j.hk (whiff), buffer cr.lp (or cr.lk)
cr.hk, j.hk (whiff), buffer cr.lp (or cr.lk)

For Delayed wakeup
fwd.throw, cr.lp, fwd.dash, j.hk (whiff) buffer cr.lp
cr.hk, cr.lp, j.hk (whiff), buffer cr.lp

Just a plug (in case you wanted more information on meaties):

Is this possible…dash punch into combo???

Never mind it only works on crouching blanka

Never mind it only works on crouching blanka

Being a Rog main, would any of these make fine backup characters?

Ibuki
Ken
Sakura
Cammy
Yang

Haven’t played USF4 in moooonths ever since my Xbox has gotten confiscated, but I’m finally getting it back soon. Last time I played Vega and Juri a lot (I just realized my characters are all villains, funnily enough :stuck_out_tongue: ), but I was told they are both very technical characters and it’s better to pick an easier one before learning them, and my win rate online barely hovered close to 50% with both of them. I’m also not sure if either character would cover all the matchups I need to.

I’d go with Ken. Easiest to learn out of that list and there’s plenty of Momochi footage on Youtube, along with setups, safe jumps, frame traps and unblockables.

Just wondering… for Balrog’s jabx3 sweep combo, is it possible to do cr. jab cr. jab cr. jab sweep or does it need to be cr. jab cr. jab st. jab sweep? Can it be any combination of jabs? Can you use a short in there?

Also what are some useful Balrog OS’s? Look as I have I haven’t found anything.

  1. Needs to be far st.jab into sweep. You can hit as many cr.jabs before far st.jab. You’ll learn the distance and how many you need to hit-confirm the more you use it in play.

  2. The one you’ll use most is OS sweep. After you knock the opponent down, on their wake-up, try to time a meaty-ish cr.jab, then simultaneously hit the next cr.jab with sweep.
    [list=1]
    [] If the opponent backdashes, sweep will knock catch them.
    [
    ] If the opponent just blocks, continue with pressure.
    [/list]

You can OS the backdash with U1 as well. PR Balrog explains here.

And here’s a basic video on Balrog jab usage.

Because the internet hates the title I gave the thread, should have just named it Balrog Option Selects -_-


What frame advantage is Balrog at after blocked dash straight FADC forward?

Even or negative. I haven’t checked it out in a while, but I think he’s always -2 or -1 no matter which dash straight you use.

Whats the deal with dash straights being negative on hit? What kind of stuff do you do after it hits to keep up pressure, jabs maybe?

With this, I have noticed that it’s better to end with headbutt, or mk upper. Ending with headbutt leads to ‘09 mixups’ and mk upper leaves balrog +1.

negative on hit means that you can force the other opponents hand if they’re ancy. all of his dash punches are -2 or safer on “hit” so, only vulnerable really to special throws. On paper, perfect jab after block dash straight is actually 5-6f, so if the opponent presses a button they’ll win 9/10. If you throw, generally you’ll tech or you’ll get hit out of the throw (no CH). Also balrog loses all of his special options after a dash straight, so he can’t do a whole lot. But if you’ve got the player scared because you’ve been ending with mk.ru, (which is +1, making your 3f jab a 2f jab, which forces them to NOT press a button). You can immediately go into throw. FADCing dash straight makes it -2 or -1 at best, so you can still go immediately into throw. Also you can use focus attack, his throwbox shifts back, so if the opponent is stand-teching and not crouch-teching, you can bait the stand-tech and blow it up with a lvl 2 focus.

Any advice on maximum punishment on whiff bingo?

cr.mp if in range, you can hit cr.mp on block most of the time. It looks like it won’t hit, but it will. or far standing mk xx super.
Edit: it’s got 28f (2A+26R) of total recovery or less depending on where you can act at. so jump in punish is not possible in most situations, you can dash up into a self-charging combo for max damage, but you have to be really good (execution).

Was about to get chipped out with dp from ken play so i did wake up ultra upper. It beat out his dp. Is this normal?

Yeah…first of all. Don’t do this, don’t EVER DO THIS. with that said, the answer is it depends. Generally yes, but if he was going to just walk up and DP you from neutral you didn’t have to break out the Ultra, you could have done ex.hb or took the chip damage/lose, but that’s another conversation altogether.

Here are some points that may give you more information than you wanted:
[list]
[] If he did regular dp, it only has 3f of invincibility, and Ultra has 12f of invincibility. You have a longer window of time in which you are safe and he is not. It’s almost impossible to “react” to a 3f dp, so a good read will always beat regular dp if you do Ultra, it shouldn’t really matter if you did straights or uppers since he’s not fully invincible for more than 3f, but uppers will be more consistent. Most shotos who want to chip Balrog out with dp, will do a meaty/safe cross-up j.mk, then dp or hp.dp FADC hp.dp/ex.dp etc. That’s 100% chip out, nothing you can do about it but get hit or option-selected.
[
] If he did an ex dp, it has 11f of invincibility which if he delayed it a wee bit, will beat out or at best trade with your Ultra.
[/list]