Balrog Cr mk now hits low
Idk how i feel about the whole motion thing for screw upper. How will change work for combos after screw? Either way as of eight now i donât like the change
Assuming we could have still gotten EX dash after the HP screw, it gave us amazing damage off of crush counters.
Iâm unsure about all of his changes now, considering this is really the only character I spend time with and Iâve played a LOT of hours with him these changes donât mean to improve his weaknesses, theyâre just kinda random tweaks I would have never expected.
I think it would have been better as a reverse dp or reverse fireball motion like Bison. At least that way, you can be charging as soon as you finish the screw motion.
Cr.mk not being abled to be cancelled is referring to what exactly? Into Vtrigger? Hopefully not.
Itâd be interesting to be see how upper is used now that it will be a DP motion. There are some adjustments that have to be made for all Rog players in order to combo into it now. Need more change notesss
Cr MK hits low⌠and cr mk tc can still be cancelled into v trigger.
Thatâs honestly a super minor change. All of the Rog changes Iâve seen have been kinda minor, probably wonât budge on a tier list.
Has better CC conversions though
Iâm doing Rog very soon. Get hyped

Thatâs honestly a super minor change. All of the Rog changes Iâve seen have been kinda minor, probably wonât budge on a tier list.
Has better CC conversions though
Cr hp is even more awesome now though.
My hype remains subdued
Reposting here so ocean doesnât dupe work already done:
Boxer:
[list]
[] Upper inputs now 623K
[] Low Forward now hits low instead of high.
[*] Crouch Strong is now +4 on hit, +2 on block (compared to being +1 on hit, 0 on block from older version). Can now do stuff like Low Strong (CH confirm), St.Forward - St.Strong (Target Combo) xx V-Skill (either follow-up).Side Notes:
[] Low Forward - Low Forward (Target Combo) xx V-Trigger STILL works (no change in terms of V-Trigger cancel).
[] After Toward Throw⌠doing dash, St.Forward (confirms CH), Low Fierce still links (no change in terms of advantage?)
[] Low Forward - Low Forward (Target Combo) follow-up hits low still (no change in terms of attack level).
[] CC St.Roundhouse, walk-up, Low Fierce xx Upper (HK), Dash Straight (LP) xx Super does 511 damage, 540 stun.
[] CC St.Roundhouse, walk-up, Low Fierce xx Upper (HK), EX Dash Straight does 362 damage, 575 stun.
[] Low Strong xx Upper (MK) xx V-Trigger, Dash Low (HK) xx Punch Follow-Up xx V-Skill (Punch), EX Dash Straight xx Kick Follow-Up xx Kick Follow-Up does 361 damage, 565 stun.
[] Low Forward is not special cancellable.
[] Low Jab is not 3f start-up.
[/list]uhh⌠not sure what to test since he seems relatively the same. The whole Low Forward - Low Forward no longer being V-Trigger is debunked according to this version from testing around. Any ideas what to test?
Oh sweet that cr.mp change is actually huge. Yeah he for sure got better this version. Even with reduced damage, I like how we can do walk forward cr.hp on CC now.
Rog frame data changes:
- st. LP is +3 oB (was +2)
- cr. LP is +3 oB (was +2)
- cr. MP is +4 oH (was +1) and +2 oB (was 0). cr. MP > cr. LK comboes
- L dash straight is +2 oH (was +1)
- M dash straight is +3 oH (was +2)
- H dash straight is +2 oH (was +3)
- TAP lv 2 is now +2 oH (was +1) and lv 3 is +3 oH (was +1)
Everything else seems unchanged.
Woooow his pressure is so much better now jab - St.mk beats 3f normals
Wow the frame data changes to his punches are pretty big. I hope this doesnât change.
How would you do this combo with the new inputs for the dash upper?
CC St.Roundhouse, walk-up, Low Fierce xx Upper (HK), Dash Straight (LP) xx Super does 511 damage, 540 stun.
Thatâs enough time to get the charge for dash straight? I do also love though how you can get the upper after walking forward though. It looks like it also could be a viable AA based on the distance of the opponent.

Wow the frame data changes to his punches are pretty big. I hope this doesnât change.
How would you do this combo with the new inputs for the dash upper?
CC St.Roundhouse, walk-up, Low Fierce xx Upper (HK), Dash Straight (LP) xx Super does 511 damage, 540 stun.
Thatâs enough time to get the charge for dash straight? I do also love though how you can get the upper after walking forward though. It looks like it also could be a viable AA based on the distance of the opponent.
Wonder if his charge time has been lowered⌠bisons stuff works because his motion move is backwards⌠if inferno was forward it wouldnât work.
You can probably charge the l.straight if youâre fast regardless of charge time reductions

Rog frame data changes:
- st. LP is +3 oB (was +2)
- cr. LP is +3 oB (was +2)
- cr. MP is +4 oH (was +1) and +2 oB (was 0). cr. MP > cr. LK comboes
- L dash straight is +2 oH (was +1)
- M dash straight is +3 oH (was +2)
- H dash straight is +2 oH (was +3)
- TAP lv 2 is now +2 oH (was +1) and lv 3 is +3 oH (was +1)
Everything else seems unchanged.
LMAO wtf
both jabs are 3f frame traps into c. strong and 4f into c. forward. they are basically at your mercy if they block a jab in those ranges.
c. jab > s. forward is really good oki in the corner. can always grab after c.jab.
have to test but the new rush punches and tap can make a good 50/50 if you hit them deep.
defense is less important because of dp and throw nerfs. and i think a2as need to be used more, like smug does.
can someone test the pushback on v-reversal? i heard it was changed so you donât get fucked if they block it.

OceanMachine:
Rog frame data changes:
- st. LP is +3 oB (was +2)
- cr. LP is +3 oB (was +2)
- cr. MP is +4 oH (was +1) and +2 oB (was 0). cr. MP > cr. LK comboes
- L dash straight is +2 oH (was +1)
- M dash straight is +3 oH (was +2)
- H dash straight is +2 oH (was +3)
- TAP lv 2 is now +2 oH (was +1) and lv 3 is +3 oH (was +1)
Everything else seems unchanged.
LMAO wtf
both jabs are 3f frame traps into c. strong and 4f into c. forward. they are basically at your mercy if they block a jab in those ranges.
c. jab > s. forward is really good oki in the corner. can always grab after c.jab.
have to test but the new rush punches and tap can make a good 50/50 if you hit them deep.
defense is less important because of dp and throw nerfs. and i think a2as need to be used more, like smug does.
can someone test the pushback on v-reversal? i heard it was changed so you donât get fucked if they block it.
we might be able get combos from lvl3 TAP, looooool
Balrog looks like a monster dude