Street Fighter Alpha 3/Balrog

From SuperCombo Wiki

Introduction

Balrog is first introduced here as a former heavyweight boxing champion now affiliated as an "executive" enforcer for Shadaloo, having worked up the ranks. He is sent to investigate Gen after the latter had a confrontation with Shadaloo's dealers, and to also apprehend Birdie for his treachery.

Balrog is a hidden character, in order to select him you must hover over Karin for 2+ seconds, then select any random select while holding start.

If the game has not been on for long enough the hidden characters will not be selectable, the title screen will have a cream colored background if this is the case. To manually skip this restriction enter the dip switch menu, select the 1st option, "Input", then on the player 1 side controller input LP LP right LK HP LP+Start. The game should display "HERE COME NEW CHALLENGERS" on screen, confirming that the hidden characters are able to be played. (This does not need to be done on Fightcade or 30th collection)

Pros Cons
  • Oppressive neutral. Other characters have difficulty playing footsies due to him controlling a lot of horizontal space
  • Dash specials start up fast
  • Very high priority on his most of his buttons
  • s. FP is a great poke in some match-ups
  • Low jump arc
  • Amazing air normals with deceptively large hitboxes and good priority
  • Big meterless damage off crouch cancel juggles
  • One of the best alpha counters
  • Level 3 punch super can punish a ton of stuff on block and is also safe on block. Easily one of the best supers in the game
  • Has a V-ISM infinite on P1 side if he catches you with an air counter hit
  • Headbutt is reversal-only
  • Many of his punch and kick normals are identical, limiting his options
  • s. fierce can be ducked by many characters
  • Dash straight can be ducked by many characters
  • Struggles hard in match-ups where both s. FP and dash straight are no longer viable against crouchers
  • Lacks any real V-ISM juggles on the ground
  • Rush punches become fodder for reaction activates at high level, making many of his main tools risky to use
  • TAP is incredibly slow and unsafe on block from many ranges even though the damage is good. Has awful i-frames and can't even make it through a fireball.


Balrog
SFA3 Balrog Art.png
Character Data

Introduction

SFA3 balrog face.jpg

Nerfed severely from ST/2X, he was likely unfinished in the arcade release of alpha 3 as he has hardly any normals.

Colors

First row: Punch X-ISM, A-ISM, V-ISM
Second row: Kick X-ISM, A-ISM, V-ISM

Sfa3-boxer.png

A3boxerscj.png

Moves List

Ground Normals

  • Close/Far Standing Jab/Short:
Damage 3 A3boxerstl.PNG
Stun 1
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/A3/XV4
Frame Count 3/4/6
Block Stun +4
Hit Stun/Counter Hit +5/+10
  • Close/Far Standing Strong/Forward:
Damage 12/10 A3boxerstm.png
Stun 7
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/A4,3/XV6,4
Frame Count 5/4/19
Block Stun -4
Hit Stun/Counter Hit -3/+1
  • Close/Far Standing Fierce/Roundhouse:
Damage 15 A3boxersth.PNG
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A4/XV6
Frame Count 9/4/21
Block Stun -2
Hit Stun/Counter Hit -1/Launch
  • Crouching Jab/Short:
Damage 4 A3boxercrl.PNG
Stun 1
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/A3/XV4
Frame Count 3/4/7
Block Stun +3
Hit Stun/Counter Hit +4/+9


  • Crouching Strong/Forward:
Damage 11 A3boxercrm.PNG
Stun 8
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/A4/XV6
Frame Count 4/6/11
Block Stun +2
Hit Stun/Counter Hit +3/+7


  • Crouching Fierce:
Damage 13/9 A3boxercrhp.png
Stun 8
Chain Cancel No
Special Cancel Yes(V)
Super Cancel No
Meter on whiff/hit 1/A4/XV6
Frame Count 6/2/25
Block Stun -4
Hit Stun/Counter Hit -3/Launch

In V-ism this attack can be special cancelled.


  • Crouching Roundhouse:
Damage 14 A3boxercrhk.PNG
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/0
Frame Count 9/2/23
Block Stun -2
Hit Stun/Counter Hit Knockdown/Launch

Air Normals

  • Neutral/Diagonal Jumping Jab/Short:
Damage 10 A3boxerjl.PNG
Stun 3
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/A4/XV6
Frame Count 3/16/12
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Neutral/Diagonal Jumping Strong/Forward:
Damage 12 A3boxerjm.PNG
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A4/XV7
Frame Count 4/8/16
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Neutral/Diagonal Jumping Fierce/Roundhouse:
Damage 14 A3boxerjh.PNG
Stun 5
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A6/XV9
Frame Count 9/2/18
Block Stun N/A
Hit Stun/Counter Hit N/A


Throws

Head Bomber

  • Forward or Back + Any 2 Punch Buttons

Kuchu Head Bomber

  • (In Air)Forward or Back + Any 2 Punch Buttons

Special Moves

Dash Straight(X, A, and V-Ism)

  • Charge Back, Forward + Punch

Dash Upper(X, A, and V-Ism)

  • Charge Back, Forward + Kick

Dash Ground Straight(A, and V-Ism)

  • Charge Back, Down-Forward + Punch

Dash Ground Upper(A, and V-Ism)

  • Charge Back, Down-Forward + Kick

Buffalo Head(A, and V-Ism)

  • Charge Down, Up + Punch
    • Can only be performed as a reversal

Turn Punch(X, A, and V-Ism)

  • Hold all three Punch or Kick buttons, then release.
    • The longer you hold,the more damage it does.

Super Combos

Crazy Buffalo(X-Ism)

  • Charge Back, Forward, Back, Forward + Punch or Kick

Crazy Buffalo(A-Ism)

  • Charge Back, Forward, Back, forward + Punch (Press kick during the super to do dash uppers, the last hit is always a straight like in X)

Gigaton Blow(A-Ism)

  • Charge Back, Forward, Back, Forward + Kick
    • Can only be performed as a level 3 super.

The Basics

Which Ism?

Boxer isn't much better/worse based on which you pick, his supers are decent, and he benefits from better damage. Basically down to if you want supers, or cc.

A-Ism

Generally what you want to play him on. Take advantage of his strong air game and his great super.

V-Ism

Might be worth in some match-ups just to make jumping a bit safer and to have the threat of infinite. Significantly hurts your ground damage output though.

X-Ism

Higher damage. Dash straight can no longer be ducked. Very strong in certain match-ups, but gets blown up by V-ISM due to lack of air guard and alpha counter.

Combos

A-ISM combos

V-ISM combos

Advanced Strategy

Match-ups

Notable Players

Japan

Catapult (A/X-Balrog)

Kayaman (A/X-Balrog)

Nike (A-Balrog)

Seijuu (A-Balrog)

VER (X-Balrog)

North America

Apoc (A-Balrog)

Europe

Nonegiven (A-Balrog)

Discussion

Ken ducks both s. FP and dash straight, making it hard to get much going Sodom's slide just blows up everything Balrog wants to do Gief is a problem for all the usual reasons

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