I was just thinking to myself hed be the perfect frametrap character if it wasnt for his terrible range.
Thats a lot of plus frames on the other hand though.
Well I’ve kinda discovered by accident that st. mk has more range than it seems like it does. It stuffs…lots of things. His sweep is driving me nuts though, its like dude my fucking boxing glove is clipping right through your leg. That’s gotta hit. The issue with limbs popping way out of a hurtbox is really starting to annoy me.
I always get all sloppy after I connect the stomp. That shit comes out so quick it’s like I’m never ready for it. Great tool though; although definitely unsafe on block. Also like 35% guaranteed damage if you VTC off it.
Is there a use for c. lk at all? I’m looking at the frame data provided by yung_balrog and it’s just a worse c.lp. The range is identical, if not just a tad bit shorter.
It’s really going to take me a while to get not play Rog as SF4 Rog. I found myself doing jump back fierce multiple times trying to do a fucking headbutt on wakeup or as I landed.
Balrog
Spoilerhide
HP- punishable by super if he does it from as close as possible, completely safe if there is any distance at all between him and Ryu. Not practical
cr.HP- Always punishable by super. Looks like an anti-air though, so you’re not likely to ever block it on the ground. EDIT: boy was I wrong. It leads into a lot of his biggest damage combos. They’ll usually be cancelling it into something though, either a dash upper that is way more unsafe or V trigger which I think is completely safe, so not a lot to do here.
cr.HK- from max range punishable with Critical art and EX tatsu. Make sure to get reversal EX tatsu, if you do it a bit late it drops hits and loses a lot of damage. Punishable by sweep from 1 block or closer.
MK->MP Target combo- Any attack 6 frames or faster will interrupt any of his follow up moves and will also punish if he just stops. I suggest cr.HP xx DP or tatsu. You can get more damage with MP, cr.HP xx DP but if he does the V skill into the punch follow-up he will be farther away and MP, cr.HP will whiff.
LK->MK->HK Target combo- Everything past the LK is unsafe on block. After you see the MK hit cr.HP in case he stops there, if he hits HK it’s a true block string so your cr.HP won’t happen and now you can punish the HK. You could also just mash DP.
cr.MK->cr.MK Target combo- punishable with cr.HP combos. HP DP is a reliable easy option.
Vskill->punch- safe from super at a very small range from 2.2 to 2.1. Punishable by super from any closer. Punishable by LK from 1.9 or closer.
Vskill->kick- cr.HP combos punish from any range. Can also use Ryu’s target combo if you want something easy.
Dash Punch
light version- safe from critical art at 2.1, punishable by critical art at 2. Punishable by LK xx tatsu at 1.7
medium version- Safe from critical art at 3. Punishable with critical art at 2.9. Punishable by LK xx tatsu at 2.2
heavy version- Safe from critical art at max screen length. Punishable with critical art from any closer. Punishable by LK xx tatsu at 3.
EX version is safe on block
Dash Low
light version- from max range only critical art will punish. punishable by sweep from 2 or closer
medium- max range critical art only. Punishable by sweep from 3.2
heavy- Safe at 4. CA punishable at 3.8 Sweep punishable at 3.5
EX- safe on block
Dash Upper
meterless versions- whiff over you if you’re crouching, easy to whiff punish. If you block it sweep will punish at any range, cr.HP combos from close.
EX doesn’t whiff over crouching character, still punishable by sweep from any range or cr.HP if close.
Turn-Around Punch
All versions that I have tested safe on block
V-Trigger
Balrogs’s special moves appear to be punishable in the same ways, but he can now add 4 additional dash punches to every dash punch that connects with you. The first 3 extra dash punches are safe, the final one is Punishable by critical art, sweep, EX tatsu, standing HK or reversal light tatsu.
So it goes regular dash punch (maybe punishable depending on spacing) -> safe punch-> safe punch -> safe punch -> final punch (very punishable, and you’ll always be pushed to the same spacing)
Critical Art
He’ll be as close as he can get and you’ve got plenty of time, hit him with the biggest thing you’ve got.
I’m struggling to figure out his meaty pressure on KD and what KDs to stick to when I can hitconfirm. I like using his target combos to pressure but they are all punishable on block.