Ultra Street Fighter IV/Balrog/Omega: Difference between revisions

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{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|LP Dash Straight|{{cb}},{{f}}{{lp}}<br>[4]6+LP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|LP Dash Straight|{{cb}},{{f}}{{lp}}<br>[4]6+LP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|MP Dash Straight|{{cb}},{{f}}{{mp}}<br>[4]6+LP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|MP Dash Straight|{{cb}},{{f}}{{mp}}<br>[4]6+MP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|HP Dash Straight|{{cb}},{{f}}{{hp}}<br>[4]6+LP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|HP Dash Straight|{{cb}},{{f}}{{hp}}<br>[4]6+HP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|{{ex}} Dash Straight|{{cb}},{{f}}{{2p}}<br>[4]6+LP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|{{ex}} Dash Straight|{{cb}},{{f}}{{2p}}<br>[4]6+PP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow2| + Gigaton Blow<br>{{ex}}{{ex}}{{ex}}|+ {{3p}}<br>+ PPP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow2| + Gigaton Blow<br>{{ex}}{{ex}}{{ex}}|+ {{3p}}<br>+ PPP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|LK Dash Upper|{{cb}},{{f}}{{lk}}<br>[4]6+LK|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|MK Dash Upper|{{cb}},{{f}}{{mk}}<br>[4]6+MK|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|HK Dash Upper|{{cb}},{{f}}{{hk}}<br>[4]6+HK|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow2|{{ex}} Dash Upper|{{cb}},{{f}}{{2k}}<br>[4]6+KK|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|LP Dash Low Straight|{{cb}},{{df}}{{lp}}<br>[4]3+LP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|MP Dash Low Straight|{{cb}},{{df}}{{mp}}<br>[4]3+MP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|HP Dash Low Straight|{{cb}},{{df}}{{hp}}<br>[4]3+HP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow2|{{ex}} Dash Low Straight|{{cb}},{{df}}{{2p}}<br>[4]3+PP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|LP Dash Swing Blow|{{cb}},{{df}}{{lp}} (hold)<br>[4]3+LP (hold)|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|MP Dash Swing Blow|{{cb}},{{df}}{{mp}} (hold)<br>[4]3+MP (hold)|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|HP Dash Swing Blow|{{cb}},{{df}}{{hp}} (hold)<br>[4]3+HP (hold)|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow2|{{ex}} Dash Swing Blow|{{cb}},{{df}}{{2p}} (hold)<br>[4]3+PP (hold)|s|a|r|B|H|D|S|hit|c|notes|}}
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|LK Dash Low Smash|{{cb}},{{df}}{{lk}}<br>[4]3+LK|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|MK Dash Low Smash|{{cb}},{{df}}{{mk}}<br>[4]3+MK|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|HK Dash Low Smash|{{cb}},{{df}}{{hk}}<br>[4]3+HK|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow2|{{ex}} Dash Low Smash|{{cb}},{{df}}{{2k}}<br>[4]3+KK|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|LP Buffalo Head|{{cd}},{{u}}{{lp}}<br>[2]8+LP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|MP Buffalo Head|{{cd}},{{u}}{{mp}}<br>[2]8+MP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|HP Buffalo Head|{{cd}},{{u}}{{hp}}<br>[2]8+HP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow2|{{ex}} Buffalo Head|{{cd}},{{u}}{{2p}}<br>[2]8+PP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|LP Horn Breaker|{{Hcb}}{{lp}}<br>63214+LP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|MP Horn Breaker|{{Hcb}}{{mp}}<br>63214+MP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|HP Horn Breaker|{{Hcb}}{{hp}}<br>63214+HP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow2|{{ex}} Horn Breaker|{{Hcb}}{{2p}}<br>63214+PP|s|a|r|B|H|D|S|hit|c|notes|}}
{{OSFIVFrameDataRow|Charge Turn Punch<br>(TAP Windup)|{{hp}} or {{hk}}<br>(Hold)|-|-|24|-|-|-|-|-|-|Performs short spin animation if done in neutral (can skip by charging during another move animation)|}}
{{OSFIVFrameDataRow|Turn Punch Lv 1|Release {{hp}}/{{hk}}|30|7|13|-2|2|130|200|M|Su|1-3f strike invuln, 1-29f projectile invuln|}}
{{OSFIVFrameDataRow|Turn Punch Lv 2|Release {{hp}}/{{hk}}|30|7|13|-2|2|140|210|M|Su|1-4f strike invuln, 1-29f projectile invuln|}}
{{OSFIVFrameDataRow|Turn Punch Lv 3|Release {{hp}}/{{hk}}|30|7|13|-2|2|150|220|M|Su|1-5f strike invuln, 1-29f projectile invuln|}}
{{OSFIVFrameDataRow|Turn Punch Lv 4|Release {{hp}}/{{hk}}|30|7|13|-2|2|160|230|M|Su|1-6f strike invuln, 1-29f projectile invuln|}}
{{OSFIVFrameDataRow|Turn Punch Lv 5|Release {{hp}}/{{hk}}|30|7|13|-2|2|180|250|M|Su|1-8f strike invuln, 1-29f projectile invuln|}}
{{OSFIVFrameDataRow2|{{ex}} Turn Punch|Release {{hp}}{{P}}<br>or {{hk}}{{K}}<br>(Max TAP Charge)|23|7|18|-7|KD|280|300|M|FA|1-23f strike/projectile invuln; Charge HP or HK TAP to Max with any other button, then release together; can juggle afterward near the corner|}}
{{OmegaSFIVFrameDataHeader}}
{{OmegaSFIVFrameDataHeader}}
{{OSFIVFrameDataRow|P Crazy Buffalo<br>(P Super)|{{cb}},{{f}}{{bf}}{{P}}<br>[4]646+P|1+9|6<small>(8)</small>6<small>(7)</small><br>6<small>(8)</small>6<small>(27)</small>4|31|-14|KD|430|-|M|-|1-15f full invuln; Hard Knockdown; 1f faster if you input with K and switch to P|}}
{{OSFIVFrameDataRow|P Crazy Buffalo<br>(P Super)|{{cb}},{{f}}{{bf}}{{P}}<br>[4]646+P|1+9|6<small>(8)</small>6<small>(7)</small><br>6<small>(8)</small>6<small>(27)</small>4|31|-14|KD|430|-|M|-|1-15f full invuln; Hard Knockdown; 1f faster if you input with K and switch to P|}}

Revision as of 22:21, 13 April 2022

Ultra Street Fighter IVUSFIV-Header.png

Balrog

SSFIV-Balrog Face.jpg

Fill in Omega SF4 info


In a nutshell


-Omega SF4 frame data, combos, new moves, etc. will be put on this page and then linked from the main character page when it's finished.


Notable Changes from USF4 to Omega

  • Throw: slightly shorter range


  • Movement Changes:


  • Normal Move Changes:


  • Command Normal Changes:


  • Special Move Changes:


  • Super/Ultra Changes:


Character Specific Data

Balrog

VITALS
Health: 1050 Stun: 1000
WALKING
Forward Walk Speed: 0.050 Back Walk Speed: 0.040
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 1.58 Forward, 1.23 Back
DASHING
Forward Dash Frames: 14 Forward Dash Distance: 1.295
Back Dash Frames: 24 Back Dash Distance: 0.925
FA + Forward Dash Frames: 17 FA + Back Dash Frames: 15
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-17 FA + Back Dash Airborne: 6-12
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -2 Lv1 FA + Back Dash (Block): 0
Lv2 FA + Forward Dash (Block): +4 Lv2 FA + Back Dash (Block): +6

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 4 2 5 4 7 20 50 M Ch Sp Su No frame buffer afterwards, making links more difficult
5MP (Close) cl. Mp.png 6 4 12 -2 4 70 100 M Sp Su -
5HP (Close) cl. Hp.png 5 5 16 -3 2 120 200 M EX Su Cancels into EX specials
5LK (Close) cl. Lk.png 3 2 7 2 5 40 50 M Ch Sp Su -
5MK (Close) cl. Mk.png 5 4 13 -3 0 90 100 M TC Sp Su -
5HK (Close) cl. Hk.png 6 2 14 2 6 90 200 M Su -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 4 2 4 5 8 20 50 M Ch Sp Su -
5MP (Far) far. Mp.png 7 2 16 -4 -1 90 100 M Sp Su -
5HP (Far) far. Hp.png 7 4 14 -4 1 120 200 M Su Holding HP will wind up for TAP
5LK (Far) far. Lk.png 4 2 10 -1 2 40 50 M Ch Su -
5MK (Far) far. Mk.png 9 3 12 -1 2 90 100 M Su -
5HK (Far) far. Hk.png 11 1 15 2 6 110 200 M - Holding HK will wind up for TAP
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 3 2 6 3 6 20 50 M Ch Sp Su -
2MP Down.gifMp.png 5 4 9 -2 3 70 100 M Sp Su -
2HP Down.gifHp.png 7 5 21 -8 -3 90 200 M Su -
2LK Down.gifLk.png 4 2 9 0 3 30 50 L Sp Su -
2MK Down.gifMk.png 7 2 8 4 7 70 100 L Su -
2HK Down.gifHk.png 8 2 22 -9 KD 120 200 L Su KD Adv: +18
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Target Combo
(partial)
cl.Mk.png > Mk.png (7) 3 10 1 4 90*80 100*100 M TC -
+ TC (full) >Hk.png (11) 1 24 -7 KD *100 *200 M Su KD Adv: +27; Holding HK results in TAP Spin instead of HK ender
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png s a - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png s a - - - 80 100 H - -
j.HP (angled) Upright.gifHp.png s a - - - 90 200 H - -
j.LK (angled) Upright.gifLk.png s a - - - 50 50 H - -
j.MK (angled) Upright.gifMk.png s a - - - 80 100 H - -
j.HK (angled) Upright.gifHk.png s a - - - 100 200 H - -
j.LP (neutral) Up.gifLp.png s a - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png s a - - - 90 100 H - -
j.HP (neutral) Up.gifHp.png s a - - - 110 200 H - Can steer left/right
j.LK (neutral) Up.gifLk.png s a - - - 50 50 H - -
j.MK (neutral) Up.gifMk.png s a - - - 80 100 H - -
j.HK (neutral) Up.gifHk.png s a - - - 110 200 H - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 20 2 35 -21 KD 100 150 M Dash KD Adv: +11; +30 after Forward Dash, +32 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 28 2 35 -15 crumple 100 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png s 2 35 crumple crumple 160 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Head Bomber
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +16; Corner throw loop
Lever Break
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +6
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Dash Straight Cb.png,F.pngLp.png
[4]6+LP
s a r B H D S hit c notes
MP Dash Straight Cb.png,F.pngMp.png
[4]6+MP
s a r B H D S hit c notes
HP Dash Straight Cb.png,F.pngHp.png
[4]6+HP
s a r B H D S hit c notes
Ex.png Dash Straight Cb.png,F.png2p.png
[4]6+PP
s a r B H D S hit c notes
+ Gigaton Blow
Ex.pngEx.pngEx.png
+ 3p.png
+ PPP
s a r B H D S hit c notes
LK Dash Upper Cb.png,F.pngLk.png
[4]6+LK
s a r B H D S hit c notes
MK Dash Upper Cb.png,F.pngMk.png
[4]6+MK
s a r B H D S hit c notes
HK Dash Upper Cb.png,F.pngHk.png
[4]6+HK
s a r B H D S hit c notes
Ex.png Dash Upper Cb.png,F.png2k.png
[4]6+KK
s a r B H D S hit c notes
LP Dash Low Straight Cb.png,Df.pngLp.png
[4]3+LP
s a r B H D S hit c notes
MP Dash Low Straight Cb.png,Df.pngMp.png
[4]3+MP
s a r B H D S hit c notes
HP Dash Low Straight Cb.png,Df.pngHp.png
[4]3+HP
s a r B H D S hit c notes
Ex.png Dash Low Straight Cb.png,Df.png2p.png
[4]3+PP
s a r B H D S hit c notes
LP Dash Swing Blow Cb.png,Df.pngLp.png (hold)
[4]3+LP (hold)
s a r B H D S hit c notes
MP Dash Swing Blow Cb.png,Df.pngMp.png (hold)
[4]3+MP (hold)
s a r B H D S hit c notes
HP Dash Swing Blow Cb.png,Df.pngHp.png (hold)
[4]3+HP (hold)
s a r B H D S hit c notes
Ex.png Dash Swing Blow Cb.png,Df.png2p.png (hold)
[4]3+PP (hold)
s a r B H D S hit c notes
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Dash Low Smash Cb.png,Df.pngLk.png
[4]3+LK
s a r B H D S hit c notes
MK Dash Low Smash Cb.png,Df.pngMk.png
[4]3+MK
s a r B H D S hit c notes
HK Dash Low Smash Cb.png,Df.pngHk.png
[4]3+HK
s a r B H D S hit c notes
Ex.png Dash Low Smash Cb.png,Df.png2k.png
[4]3+KK
s a r B H D S hit c notes
LP Buffalo Head Cd.png,U.pngLp.png
[2]8+LP
s a r B H D S hit c notes
MP Buffalo Head Cd.png,U.pngMp.png
[2]8+MP
s a r B H D S hit c notes
HP Buffalo Head Cd.png,U.pngHp.png
[2]8+HP
s a r B H D S hit c notes
Ex.png Buffalo Head Cd.png,U.png2p.png
[2]8+PP
s a r B H D S hit c notes
LP Horn Breaker Hcb.pngLp.png
63214+LP
s a r B H D S hit c notes
MP Horn Breaker Hcb.pngMp.png
63214+MP
s a r B H D S hit c notes
HP Horn Breaker Hcb.pngHp.png
63214+HP
s a r B H D S hit c notes
Ex.png Horn Breaker Hcb.png2p.png
63214+PP
s a r B H D S hit c notes
Charge Turn Punch
(TAP Windup)
Hp.png or Hk.png
(Hold)
- - 24 - - - - - - Performs short spin animation if done in neutral (can skip by charging during another move animation)
Turn Punch Lv 1 Release Hp.png/Hk.png 30 7 13 -2 2 130 200 M Su 1-3f strike invuln, 1-29f projectile invuln
Turn Punch Lv 2 Release Hp.png/Hk.png 30 7 13 -2 2 140 210 M Su 1-4f strike invuln, 1-29f projectile invuln
Turn Punch Lv 3 Release Hp.png/Hk.png 30 7 13 -2 2 150 220 M Su 1-5f strike invuln, 1-29f projectile invuln
Turn Punch Lv 4 Release Hp.png/Hk.png 30 7 13 -2 2 160 230 M Su 1-6f strike invuln, 1-29f projectile invuln
Turn Punch Lv 5 Release Hp.png/Hk.png 30 7 13 -2 2 180 250 M Su 1-8f strike invuln, 1-29f projectile invuln
Ex.png Turn Punch Release Hp.pngP.png
or Hk.pngK.png
(Max TAP Charge)
23 7 18 -7 KD 280 300 M FA 1-23f strike/projectile invuln; Charge HP or HK TAP to Max with any other button, then release together; can juggle afterward near the corner
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
P Crazy Buffalo
(P Super)
Cb.png,F.pngBf.pngP.png
[4]646+P
1+9 6(8)6(7)
6(8)6(27)4
31 -14 KD 430 - M - 1-15f full invuln; Hard Knockdown; 1f faster if you input with K and switch to P
K Crazy Buffalo
(K Super)
Cb.png,F.pngBf.pngK.png
[4]646+K
1+7 6(8)6(8)
6(8)6(26)5
27 -11 KD 430 - M - 1-13f full invuln; Hard Knockdown; 1f faster if you input with P and switch to K
P Violent Buffalo
(P Ultra 1)
Cb.png,F.pngBf.png3p.png
[4]646+PPP
0+11 3*3(8)3*
3(7)3*3(8)3*
3(15)1*1*1
39 -26 KD 491 - M - 1-12f full invuln; Hard Knockdown; 1f faster if you input with KKK and switch to P
K Violent Buffalo
(K Ultra 1)
Cb.png,F.pngBf.png3k.png
[4]646+KKK
0+9 3*3(8)3*
3(8)3*3(8)3*
3(16)2*2*2
36 -26 KD 468 - M - 1-10f full invuln; Hard Knockdown; 1f faster if you input with PPP and switch to K
Dirty Bull
(Ultra 2)
Hcb.pngHcb.png3p.png
6321463214+PPP
0+1 3 58 - KD 266 700 T - 1f full invuln
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes


Game Navigation

General
FAQ
Controls & Notation
HUD
Basic Elements
Game Systems
Universal Abilities
Movement
Advanced Techniques
Glossary
Change List
Omega Mode
Characters
Abel
Adon
Akuma
Balrog
Blanka
C. Viper
Cammy
Chun-Li
Cody
Dan
Decapre
Deejay
Dhalsim
Dudley
E. Honda
El Fuerte
Elena
Evil Ryu
Fei Long
Gen
Gouken
Guile
Guy
Hakan
Hugo
Ibuki
Juri
Ken
M. Bison
Makoto
Oni
Poison
Rolento
Rose
Rufus
Ryu
Sagat
Sakura
Seth
T. Hawk
Vega
Yang
Yun
Zangief