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

does it beat 4 frame reversals? 5 frames?

wait does it even really reach :S

most common safe jump from fwd throw, is fwd.throw, fwd.dash, cr.lp, j.hp/j.hk . It works mid-screen and in the corner for 5f reversals, I don’t know of any automatic setups for 4f reversals except the two in the corner: (1)fwd.throw, st.mp, wiggle back nj.hp) and (2)smash, j.hp (only if they quick rise).

you can combo into smash mid-combo using ex.ru, cr.lp, st.lp, cr.mp xx ex.ru, cr.lp xx lk.smash or ex.ru, cr.lp, cr.mp xx ex.ru, cr.lp xx lk.smash. The combos are kinda character specific, but work on most of the cast.

Off cause it reaches when u timed right.

Yes it is against 3 framers 4 framers 5 framers. The fj.hk can hit the oponent when he not blocks it is weard but it works.

I’m sorry :frowning: plz just have some better grammar and spelling.
But that is a nice safe jump, props dawg.

Sorry man i try my best but my english grammar is rly bad. I am from germany.

@3nigmat1c: can you try to recorde this setup pls.

youtu.be/JikvTfSWC5I?t=4m17s - This is an example for the safe jump off of smash, there’s also an example in the Gief punishes video, but that’s a terrible idea, don’t ever safe jump gief because if you win…you still lose.

I may find time to make another video as i’m playing again, if I do i’ll post it and tag you in it so you can see. wiggle back nj.hp safe jump is the truth. Always hits, timing is really perfect though. ONLY works in the corner.

back from work. I’ll be right in the trainings mode. and have tested many different reversal option. only 0-1f reversals beat this safe jump.

the most important after the forward throw is to delay the st.MP.

the weardest think is when the oponent walks back on wake up. the j.HK whiffs.

Okay that makes sense, it was just when you said bra I assumed you were an american. SORRY haha don’t mind your grammar too much for my sake didn’t realize you were a foreigner.

The safe jump should definitely lose to 0-2f reversals, it should almost specifically lose to any strike invincible grab that are sub 5f. It should lose to Hakan’s oiled ex.grab, Zangief’s ex.grab, it should activate Zangief’s bear hug (the one with armor) but should grab right before you touch the ground. etc. It’s a safe jump for 3f dp’s but only because of distance not because of the safe jump itself. It’s still a meaty jump-in. It hits on the final active frame before landing, so if Balrog were to do an ex.rush punch, it should absorb the hit and then Balrog should still be able to block.

Also MOST characters should not be able to walk out of the attack if done in the corner, maybe the whole crouching on the first frame business, but j.hk/j.hp are really hard to low profile IMO.

Again this is all theory fighter, you may prove all of this wrong, but in the safe jumps i’ve done like this one the above should be true.

Awesome, yeah I remember trying a similar safe jump to this when trying to figure stuff out, was doing just cr.lp then f.hk vs akuma and getting some good trades but nothing solid.
And yeah found if they walk back then it wiffs which made me think it wasn’t ideal but meh.

But cool, thanks everyone.

Hey guys new rog player here well actually I’m new to SF in general I’ve played here but I actually own a copy and want to learn how to play. I know most people say to play Ryu first but I find him very boring. I’m a little confused on the whole charge thing can anyone explain to me how it works?

you hold back or down (or down+back) for about a second, and then press forward, or up and the appropriate button. There may be a youtube video on charge fundamentals, but it’s that simple. for example, hold down, for about three seconds (to start out), and then very quickly go to the up position and press a punch button, you should get a headbutt.

Go through all of his specials and attempt the motions, it takes a bit of getting used to, but it will become second nature.

Is charge buffering possible to do on pad? Seems more geared towards stick players.

well it depends. If you’re using the term “charge buffering” correctly, it’s not possible in the SF4 engine. It’s possible in KOF13, SF3:TS, SF2:ST I believe, but not SF4. If you’re referring to just charging, then yeh, you could say that. Personally I feel charging is easier with a stick rather than a pad, but for a pad you have a much shorter travel (and now you know why the top Zangiefs all play on pad).

http://sonichurricane.com/articles/sfcharge.html
http://www.youtube.com/watch?v=QJQf61mvyWo

Well I’m getting a bit better at charging still learning the basics but I really like Rog’s focus on footsies, one thing I’m having a hard time with is using Ultra and Super effectively. How do you headbutt into Ultra if you used your charge on the headbutt?

Go from downback to upback for your headbutt motion, not upforward. Then you retain your back charge.

I personally leave the stick in the upback position the whole time until I land, from there I do bfbf + KKK.

Feeewwww Jab to ultra is a doozy. I’m only landing it like 1 in 10 times because the link is so slow. Any tips like sound/visual cues? I know if I input kicks then do punches it starts up in 7 frames.
Thanks in advance

@tim tim: i dont think that is possible to bring it out in 7 frames. that would mean it would be possible to do it with c.LP, c.MK, cl.HK.

8f is the fastest Ultra starts up in. Generally you activate with punches and hold kicks.

Use the same timing to TAP KKK/PPP as you would st.lp, cr.hk for jab ultra. the timing is about the same.

I always thought Activating with kicks was faster?
Then you held kicks to get 8 frames, and if you held punches(to hit crouching) it’d be 9 frames?

Cause you can’t hit the counter hit crouching MK into ultra on a crouching opponent can you?

man I hope I’m wrong.

(also super is a similar thing no? activate with kick and hold punch to hit honda ex headbut, otherwise you don’t reach?)