I like this a lot, thorough yet concise as usual. The only thing I would point out, though you did show it done this way, is that the Kick versions of Trigger dash punches always do more damage, but the final one must be a punch if you want a super cancel.
The V-trigger super combo is unoptimized. If you link his low MK target combo of of the stand HK, then v-trigger cancel the second hit, you get more damage.
for the light punishes form point blank u can do cr.jab cr.jab jab and end with light dash punch and u can do the same with cr.short by going into cr.jab jab light dash punch also something coool u can do is cr.fierce into v-skill punch combos and u can cancel the v-skill into v-trigger cr.fierce heavy dash upper and do dash punch into what ever u want
I know this is pretty late but just for added input the crush counter combo I usually do is. HK>dash>MK>MP>M. Straight. Ex it to make it do like 320 damage I believe but normal does around 280 I think.
Change M. Straight to M. Smash and you get a knockdown. I'm not a fan of the 30 frame KDA in the neutral because dash v-skill cancel leaves you -1 if they quick rise (like the 3 frame target combo) but in the corner, the knockdown from Smash gives you better mixup opportunities and spacing than M. Straight. Smash also does more damage but it's negligible, and lastly smash is easier to cancel into super.
Hey baff! At about 5:55 you show that doing mk screwsmash with the punch followup allows you to do a kkb followed by ex dashing straight for added damage, well! It turns out the followup punch doesn't have to hit, you can cancel it straight into KKB, so you do mk screwsmash followup punch that is cancelled before it hits into kkb to get 22 extra damage out of the combo! I know it isn't much but it's a slight optimisation that might help sometimes idk ^^ It does do 6 less stun, but it's actually easier to hit consistently into the corner on the whole cast than the original combo you posted.
i feel like you should mention in the write-up that your kkb overhead combo using mk screw smash won't work on crouchers, which is usually where you'd do it. thanks tho, great guide
that really is worth noting and that's the place where it's most relevant yet that's the one place I talk about screw smash but don't talk about it failing on crouching opponents lol. good catch
It might be a little tough to follow, but the inputs are there as he does them on the left. You can also slow the video down to get a better idea of what he's doing.
Ryan Duggan I guess you are right, but I've seen people put them in big letters so you can see them easily. Anyhow, these videos are great to help you pick up the character.
is there a reason people go for j.HK s.HK cr. MP xx Dash straight instead of j.HK cr.HP xx HK screw smash, dash straight ??? I've tested both, and 2nd one does more damage and stun ??
IIRC none of the actual screw smash combos changed when they changed its motion. They did at one point speed screw smash up, and now you can do some new things with it.
Cool video. Just a suggestion you can apply for other videos: when doing combos from overhead, set the CPU to crouch. You showed a max damage meterless combo from overhead which ended in MK screw. MK screw whiffs on crouchers and overhead is going to hit crouchers most of the time. Another error I found is that you mentioned crouch MK as a low hit confirm. Crouch MK is actually not a low in this game. Only the 2nd hit is a low if you commit to the target combo. It's still a great hit confirm but it's not a "low" hit confirm.
Yeah, realized the first one myself earlier. Went from a cool technical combo to nearly useless. Second one is news to me though. I make these whole videos based on my own observations and there's tiny oversights throughout them, planning on rereleasing them all once they've been ironed out. Any "basic" combos you think are missing? I dunno what his BnBs are with the trigger>KKB+P>EX dash punch combos are yet, cuz I don't quite understand the JP inflicted by his various launchers yet.
Krazymatt 2002 it helps to hold diagonal back then go in the direction of the moves. it also helps to use one of his standing attacks beforehand and link them.
I have some combo's issues with all characters i always played tekken6 before, I Just dont understand what i doing! anybody pleas help! i love this game
Xx denotes a cancel (doing a special move during a normal that cancels) while commas denote links or juggles (fully doing one attack, then doing the next attack afterward)
i hate balorg so much. He gave me so much trouble in SFIV and now in SFV. Am I doing something wrong? I try to cross up, try to get some jabs in. He just keeps rushing me like a bull until I am stuck in the corner, then he just goes to town on my Chun Li like she owes him money.
I know you're looking for numerical values, but he doesn't really hit that hard. His damage is not that critical. Even his longest combo only does about 40% damage, and his longest with super art does like 70%. I beat him 3/4 times online.
heres some critic, i know its late but this is my issue. im playing Fighting games for many years and i havent played street fighter in ages. so im kinda casual as of right now, just as the vast majority of players watching this. as much as i appreciate the effort its hard for us casual shits to follow the inputs on the left, you'd have 100k more views if you explained or at least put the inputs on the screen my friend. if you re-do this video im sure ppl will love you for it. and not ungratefully shit on you as the most do here. thanks for your time
XeLLKiller I understand it would be convenient for people, but I don't do it for 3 main reasons. 1. I do write them all down but I do it in a text file in the description that's full of my notes. I want beginners to read my notes. if my notes were in the video it'd be 30x as long and much harder to watch. The actual guide I write IS the text file, as I note in the description and first slide of every video. Unfortunately no one looks for written guides anymore so I just advertize them through these videos. 2. this video would have taken 8 hours to edit for me, instead of 1. 3. I want people to acquaint themselves with reading inputs or recognizing the pieces of combos on sight, which are both essential skills in street fighter. The latter allows you to see other players do something and adapt it to your own play, which is one of the main ways of improving.
Much easier to just overlay the inputs as the combo plays out in the actual video for the person trying to learn the combo. thats how you make a combo video.
I like this a lot, thorough yet concise as usual. The only thing I would point out, though you did show it done this way, is that the Kick versions of Trigger dash punches always do more damage, but the final one must be a punch if you want a super cancel.
The V-trigger super combo is unoptimized. If you link his low MK target combo of of the stand HK, then v-trigger cancel the second hit, you get more damage.
Good find.
Now we need a "how to play Rog"
for the light punishes form point blank u can do cr.jab cr.jab jab and end with light dash punch and u can do the same with cr.short by going into cr.jab jab light dash punch also something coool u can do is cr.fierce into v-skill punch combos and u can cancel the v-skill into v-trigger cr.fierce heavy dash upper and do dash punch into what ever u want
while a lot of people are pointing out that would have been nice to add inputs on screen, thanks for the video and the documentation good work
I know this is pretty late but just for added input the crush counter combo I usually do is. HK>dash>MK>MP>M. Straight. Ex it to make it do like 320 damage I believe but normal does around 280 I think.
Change M. Straight to M. Smash and you get a knockdown. I'm not a fan of the 30 frame KDA in the neutral because dash v-skill cancel leaves you -1 if they quick rise (like the 3 frame target combo) but in the corner, the knockdown from Smash gives you better mixup opportunities and spacing than M. Straight. Smash also does more damage but it's negligible, and lastly smash is easier to cancel into super.
EX Uppercut also seem to be a reliable anti air at a range where his normals can't reach.
Was waiting for this. Love you man.
Hey baff! At about 5:55 you show that doing mk screwsmash with the punch followup allows you to do a kkb followed by ex dashing straight for added damage, well! It turns out the followup punch doesn't have to hit, you can cancel it straight into KKB, so you do mk screwsmash followup punch that is cancelled before it hits into kkb to get 22 extra damage out of the combo!
I know it isn't much but it's a slight optimisation that might help sometimes idk ^^ It does do 6 less stun, but it's actually easier to hit consistently into the corner on the whole cast than the original combo you posted.
Nice vid.
Would be nice to see the inputs before the combo to help with learning.
For a meterless 5f punish where you're too far to hit the sLP sMP link, doing sMP xx H Straight does 150 damage, 235 stun.
That Mk, cLP, Dash Straight is giving me hell.
Same. shits tough to link
+TigrrGoesOHAI dash then buffer the charge
Peraliq Thanks man, that got me doing it fine.
Whitman No prob
will there be a How to play with Balrog?
hi baf whats your favorite mario mine is sunshine
Maybe galaxy 1 maybe 64 maybe nsmbu
KBB combo @ 1:22 - Noob question? How do get the down, up Strong out? Is it some sort of partition charge? It's tough!
correction, I meant strong xx down - up forward
Never mind, I figured it out. Thanks for the vids
they changed it to shoryuken input at some point.
i feel like you should mention in the write-up that your kkb overhead combo using mk screw smash won't work on crouchers, which is usually where you'd do it.
thanks tho, great guide
that really is worth noting and that's the place where it's most relevant yet that's the one place I talk about screw smash but don't talk about it failing on crouching opponents lol. good catch
May I ask why not put the inputs on the video ?
Anyway thanks. I'll be using this as my Balrog Guide.
It might be a little tough to follow, but the inputs are there as he does them on the left. You can also slow the video down to get a better idea of what he's doing.
Ryan Duggan I guess you are right, but I've seen people put them in big letters so you can see them easily.
Anyhow, these videos are great to help you pick up the character.
first link in the description : full written tutorial with notes and damage values.
Will there be a how to play video for this one? I really appreciate those vids from ya, very helpful.
is there a reason people go for j.HK s.HK cr. MP xx Dash straight instead of j.HK cr.HP xx HK screw smash, dash straight ??? I've tested both, and 2nd one does more damage and stun ??
the first one is a hitconfirm and the second one isnt, also the second one requires no prior charge and has more conversions
+Bafael so as long as you know j.HK will land, you should always opt for the HK screw smash ?
+Lucas Jasche from what I can tell, yeah. Like if you see you're jumping over a fireball and know your jump in will punish it.
can you still do screw smash combos like that or did they only work when it was still a charge move
IIRC none of the actual screw smash combos changed when they changed its motion. They did at one point speed screw smash up, and now you can do some new things with it.
Cool video. Just a suggestion you can apply for other videos: when doing combos from overhead, set the CPU to crouch.
You showed a max damage meterless combo from overhead which ended in MK screw. MK screw whiffs on crouchers and overhead is going to hit crouchers most of the time.
Another error I found is that you mentioned crouch MK as a low hit confirm. Crouch MK is actually not a low in this game. Only the 2nd hit is a low if you commit to the target combo. It's still a great hit confirm but it's not a "low" hit confirm.
Yeah, realized the first one myself earlier. Went from a cool technical combo to nearly useless. Second one is news to me though. I make these whole videos based on my own observations and there's tiny oversights throughout them, planning on rereleasing them all once they've been ironed out. Any "basic" combos you think are missing? I dunno what his BnBs are with the trigger>KKB+P>EX dash punch combos are yet, cuz I don't quite understand the JP inflicted by his various launchers yet.
Nice! Hoping for an Ibuki one soon!
How can you do hk smash with diagonal backward? o.o
Raul Venturi at the time of this recording, screw smash was a charge move, down - up kick
will you be doing a how to play for both dlc characters?
I already did them for alex and guile, and every other char in the game. Ibuki is next yes
how are u suppose to do combos with balrog and u have to charge almost every move
You charge those moves either before or during the combo.
Krazymatt 2002 it helps to hold diagonal back then go in the direction of the moves. it also helps to use one of his standing attacks beforehand and link them.
Krazymatt 2002 you can hold back and do regular standing and crouch moves since balrog has no regular normal commands linked to holding back
Could you please redo this video? The new changes to Balrog make pretty much all Heavy Screw Smash combos invalid unless you start the combo with it.
His combos aren't different at all except the KKB punch to EX dash punch resets...
Alright, thank you. I love your videos by the way!
I Need the link of background music pleasee!
It's the SFV menu theme
Excellent video, thank you!
I have some combo's issues with all characters i always played tekken6 before, I Just dont understand what i doing! anybody pleas help! i love this game
What kind of issues? Help me help you.
whats the "xx" in the written guide?
Xx denotes a cancel (doing a special move during a normal that cancels) while commas denote links or juggles (fully doing one attack, then doing the next attack afterward)
wat does cancel mean?
ua-cam.com/video/-fvu-T5pF1s/v-deo.html at 6:55
i hate balorg so much. He gave me so much trouble in SFIV and now in SFV. Am I doing something wrong? I try to cross up, try to get some jabs in. He just keeps rushing me like a bull until I am stuck in the corner, then he just goes to town on my Chun Li like she owes him money.
Iridescent Noise be careful using certain normals on balrog, he is a bully now and will stampede right when you go for recovery with mixups
May I ask how good is Balrog's damage?
he has a heavy fist.
I know you're looking for numerical values, but he doesn't really hit that hard. His damage is not that critical. Even his longest combo only does about 40% damage, and his longest with super art does like 70%. I beat him 3/4 times online.
Ιερώνυμος Κόραξ Very interesting I was expecting balrog to be a heavy hitter.
+Darkrai BlueG no, they really toned down his meaty game. So even at his longest, it's not even close to Ryu's.
wait for this , big thx
So helpful
Thanks bud.
heres some critic, i know its late but this is my issue. im playing Fighting games for many years and i havent played street fighter in ages. so im kinda casual as of right now, just as the vast majority of players watching this. as much as i appreciate the effort its hard for us casual shits to follow the inputs on the left, you'd have 100k more views if you explained or at least put the inputs on the screen my friend. if you re-do this video im sure ppl will love you for it. and not ungratefully shit on you as the most do here. thanks for your time
XeLLKiller I understand it would be convenient for people, but I don't do it for 3 main reasons.
1. I do write them all down but I do it in a text file in the description that's full of my notes. I want beginners to read my notes. if my notes were in the video it'd be 30x as long and much harder to watch. The actual guide I write IS the text file, as I note in the description and first slide of every video. Unfortunately no one looks for written guides anymore so I just advertize them through these videos.
2. this video would have taken 8 hours to edit for me, instead of 1.
3. I want people to acquaint themselves with reading inputs or recognizing the pieces of combos on sight, which are both essential skills in street fighter. The latter allows you to see other players do something and adapt it to your own play, which is one of the main ways of improving.
Good stuff : )
5:52 is hard to do for me
The main trick is to release forward before doing the v-skill.
good vid, but i think capcom ruined balrog 😢
Dislike since no input in the video waste of time
???? The input is on the left side the entire video.
Bafael ya good luck seeing it with all those inputs would be better to just have them subtitled on the bottom
TheLastOfKobra Gaming Maybe check the description where he has a full written guide for all the combos in the video shown in order?
Much easier to just overlay the inputs as the combo plays out in the actual video for the person trying to learn the combo. thats how you make a combo video.
TheLastOfKobra Gaming Well, make one yourself then, if you want it done right