I havenāt bought Balrog yet so I canāt look up the name, but does anyone know the frame data on his target combo that ends with the short stomp? I feel like he can always counterhit me with a jab afterwards.
I think Rog is looking pretty strong, I think heās gonna end up being a footsie based character and less rush down. His buttons are real good for a ground based game, he has solid pokes/counter pokes and really good anti airs. His damage allows him capitalize off of the opponentās mistakes. I think once we learn when to use his buttons and have reliable setups off of knock downs he will be at least mid tier but probably somewhere closer to the top.
He aināt worse than Gief. Dash Punch is really easy to space safely in this game and the push back on it allows you to whiff punish with crouch jab/strong easily. Almost all of his normals are safe on block except cr.hk, st.hp, and cr.hp while st.hk might be the best button on block (its +5 or something). Dash Low is good now and his V-Skill is pretty decent at giving him mobility while maintaining charge.
Its only day three with him, weāve yet to discover enough to figure out exactly how he places and claiming hes one of the worst is just chicken little stuff night now.
So was trying to recreate Javitsā Dash-Ultra from SFIV, and although I doubt itāll be as practical as it was back then, this is what I came up with.
The raw Dash Ultra (ahemā¦Dash Super/CriticalArt) might be good for punishing stuff full screen (dunno about its invincibility though), and the Dash, HP, Super might be cool for surprise long-range fishing. Wonāt lie though, Iām still fuzzy on the input for the raw Dash Super, and TAP can serve a similar purpose in many cases.
Also, hereās some damage + stun info for sum
combos, incase theyāre not already posted.
VT, j.HK, st.HK, cr.MP, MK Smashā¦
ā¦K Charge, K Charge, P Charge, P Charge, Super
[548dmg, 595 stn]
ā¦K Charge, K Charge, K Charge, P Charge, Super
[552dmg, 575 stn]
ā¦P Charge, P Charge, P Charge, P Charge, Super
[537dmg, 650 stn]
cr. MK, cr. MK, VTā¦
ā¦cr.MP, MK Smash, K Charge, K Charge, K Charge, P Charge, Super
[445 dmg, 412 stn]
ā¦cr. MP, MK Smash, K Charge, K Charge, K Charge, K Charge
[282 dmg, 402 stn]
ā¦cr. HP, MK Smash, K Charge, K Charge, K Charge, K Charge
[303 dmg, 437 stn]
VT, j.HK, cr. HP, MK Smash, K Charge, K Charge, K Charge, P Charge, Super
[548dmg, 535 stn]
Only combos from counter hits and crush counter confirms, and some VTC combos as well. Itās like Cody Zonk knuckle, you only really use it as a reactionary tool to push forward. If you ever get the chance to punish a DP and want to style on them cr.hp xx VTC(hold hk+hp) > TAP works as a combo, so you have options.