ST Balrog uses the same charge to do both the rush and the super. The command looks like:
Charge DB, F+LK, B, F+P
To get a feel for the timing, just try doing the super by itself using the slowest possible motions. You’ll notice that the game is really lenient with the command. Rog’s LK Dash Upper is 25 frames total and LP Dash Straight is 29 frames total. Both of those can fit comfortably within the acceptable command window for the super. Of course this is an ST-only thing, because most other Capcom games only let you use the same charge for one move. But multiple uses of the same charge are all over the place in ST, most notably with Chun Li’s fireball into super.
The timing for this becomes way more difficult if Rog’s Dash Upper connects, because that adds a bunch of extra frames to the animation. That “25 frames total” turns into at least 35 frames total, which means you have to space out your super inputs with even more precision. Doing whiff Dash Upper into super is practical but combo’ing Dash Upper into super is TZW material. You can do it in Training Mode maybe one out of 50 tries but don’t expect to land it in a match. I’m pretty sure combo’ing Dash Straight into super is impossible, or at least requires a specialized setup. Getting the super to come out after the Dash Upper connects is actually kinda manageable once you get used to the timing, but getting it to combo is really difficult because it’s like a 2 or 3 frame link. It helps to push all the punch/kick buttons like you’re doing a reversal.
Then there’s the subject of CE/HF Balrog. His Dash Uppers seem to give him waaaay more frame advantage than their ST counterparts, so he has time to do s.LK xx LK Dash Upper, pause for a split second, and still combo another s.LK xx Dash Upper. To maximize your chances of landing this combo, use the following command:
Charge DB,
B+LK, F, Charge B+LK, (do this part as quickly as possible to minimize recharge delay)
wait a split-second after the Dash Upper finishes
B+LK,
allow the s.LK to connect and wait out a portion of the impact freeze while charging
F+LK
If you optimize everything, CE/HF Rog can actually use impact freeze on the s.LK and the frame advantage on the LK Dash Upper to do “s.LK xx LK Dash Upper, LK Dash Upper” as a 3-hit combo, but it’s not practical at all. Of course, combo’ing two LK Dash Uppers in a row is impossible without the preceding normal move to extend charge time. Strangely enough, there’s some old HF tutorial video on ComboVideos.com that has this combo, but they actually fuck it up because it’s too difficult. If you look closely, you can see the opponent recovering from hit stun before the second Dash Upper connects.
If you haven’t seen this video yet, it does a great job of showing all of the charge tricks in ST taken to impractical extremes:
http://page.freett.com/zerokoubou/movie.htm
Now if you want to get into a little bit more detail … Sorry guys, you are not asking for a short or straightforward discussion. Most charge tricks are very simple, but the restrictions/overlaps are fairly arbitrary and not completely sorted out. Some charge tricks can be combined with others, but many don’t let you mix-and-match. Keeping track of it all is a challenge.
Most of my experience is with Guile, since i play Shotos in almost every game and usually avoid charge characters. One of the restrictions i referenced is that you can’t precharge the same move. So if you use ShinjiGohan’s suggested method of tapping forward then holding back for 7 frames before you complete the special move command with a button, those 7 frames don’t count towards the next Sonic Boom. In terms of practical match play, it’s still a good idea to use this method because otherwise you lose charge frames while you are moving the stick from F+P to DB. If you do F then DB+P, you start recharging immediately without any gap. Now, it seems like those 7 frames do count towards a Flash Kick charge. Unfortunately since Guile only has two special moves, i’m not sure whether this means that you can’t precharge the same move or the same direction twice in a row.
The whole “impact freeze” exploit bypasses the “same move twice” limitation because technically you complete the command for the first one while your character is frozen in impact animation. It lets you recharge as soon as you complete the command with a button press. Since you’re stuck in impact freeze, then it could take up to 12 frames between when you complete the command for the special move and when the special move actually starts up. In this situation, you get full credit for those 12 frames, or however many you managed to collect depending on the accuracy of your execution.