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Ideal Team Position: Point
Ideal Team Position: Anchor


Balrog is a strange case where the new system doesn’t benefit him in the same way it benefits
When on the offensive, Abel has the ability to quickly and painfully send the opponent into a
other Street Fighters. In Street Fighter IV, Balrog has a multiple of ways he could deal with
spiral of pain thanks to a combination of damaging command grapples and several ways to
zoners such EX Dashing attacks and the Focus Attack mechanic. In Street Fighter x Tekken, it
approach the opponent advantageously. He can continue pressuring the opponent to stay still
takes longer to build the meter he needs to use his EX Dashing attacks, and there is no focus
enough for him to throw them, or to force them to desperately try to retreat only to get sucked
attack to make up for it. That being said, something he did get in return was the ability to press
back into the sprial of pain thanks to having several multi-hitting strikes that blow up an
buttons at will. The quick recovery and frame advantage of his boost combos on block are well
opponent’s backdash, or spiking them with a ground-bounding Wheel Kick if they try to jump
above average than most other characters, allowing him the ability to easily confirm into his
away. Unfortunately, his individual combo capabilities are quite limited, thanks to having very
partner who can pick up the slack. The low angle of his jump and his fast walkspeed allow him
few solo combos he can count on to reliably convert into big damage. That’s not to say,
to put pressure on fireball characters at mid range, and if Balrog can stay in the opponent’s
however, that he doesn’t have any combos at all: Abel’s tag-in combos are among some of the
face, he can almost certainly guarantee a breach in their defense. Particularly dangerous is his
best in the game as they not only deliver damage, but they have excellent wall-carry and
far HP. Not only does it have exceptional reach, but it causes a crumple stun on counterhit,
typically place the opponent in a hard knockdown where he can position himself for whatever
which is something Balrog can take full advantage of thanks to his Turn Punches causing a wall
his next plan of attack happens to be when the opponent wakes up. On hard knockdown, Abel
bounce on airborne opponents (the opponent is left in an airborne state towards the end of the
can either pressure the opponent if they stand up normally, or he can chase them effectively
crumple stun). Play Balrog if you want to start off the match with an aggressive approach and
should he anticipate a roll. Thanks to this, as well as a lack of reliable reversal that can get him
set a tone of offense.
out of danger should he find himself on the defensive, it’s best if Abel acts as an anchor so that
his partner can play neutral for him long enough for them to bring him in and finish the job.




{{ProConTable
{{ProConTable
|pros=
|pros=
+Good walkspeed
+Very high tag-in damage


+Long limbs and fast recovery allow him to utilize numerous confirming boost variations on
+Most reliable anti-backdash OS in the game


block that can be very difficult to punish
+Overhead cl.HK cancels into cross rush, which can be made safe on block by tag canceling


+Able to put the opponents in a juggle state without meter
with some partners


+Counterhit far HP crumples standing opponents, giving Balrog the opportunity to create a full
+Damaging command throws
combo that can exceed 400 damage


+Somewhat difficult to anti-air at close range thanks to low-angle j.HK
+Hard knockdown okizeme on BnB combos and command throws


|cons=
+Possesses an anti-air with the air crush property and can convert into a combo
-Charge times can seem longer than intuitive both in combos and in neutral


-st.LP whiffs on most characters crouching
+Fast (16f) dash and f+MK dash cancel (-1 on block) for initiating offense


-Blockstrings very rarely place him in a situation where he can continue pressure
|cons=
 
-Large body character
-His primary reversal, EX Buffalo Headbutt (charge d, u+PP) is slow to start up and easily
punishable on block
 
-Struggles against zoners as his armor on charge punches are only for EX moves


-Very limited air-to-air ability
-Lacks a reversal that beats both strikes and throws


-Overhead smash (Hold b, hold df+P) is unsafe on block
-Reliant on cross rush to convert into damage


}}
}}

Revision as of 16:21, 25 September 2023

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Ideal Team Position: Anchor

When on the offensive, Abel has the ability to quickly and painfully send the opponent into a spiral of pain thanks to a combination of damaging command grapples and several ways to approach the opponent advantageously. He can continue pressuring the opponent to stay still enough for him to throw them, or to force them to desperately try to retreat only to get sucked back into the sprial of pain thanks to having several multi-hitting strikes that blow up an opponent’s backdash, or spiking them with a ground-bounding Wheel Kick if they try to jump away. Unfortunately, his individual combo capabilities are quite limited, thanks to having very few solo combos he can count on to reliably convert into big damage. That’s not to say, however, that he doesn’t have any combos at all: Abel’s tag-in combos are among some of the best in the game as they not only deliver damage, but they have excellent wall-carry and typically place the opponent in a hard knockdown where he can position himself for whatever his next plan of attack happens to be when the opponent wakes up. On hard knockdown, Abel can either pressure the opponent if they stand up normally, or he can chase them effectively should he anticipate a roll. Thanks to this, as well as a lack of reliable reversal that can get him out of danger should he find himself on the defensive, it’s best if Abel acts as an anchor so that his partner can play neutral for him long enough for them to bring him in and finish the job.


Strengths Weaknesses

+Very high tag-in damage

+Most reliable anti-backdash OS in the game

+Overhead cl.HK cancels into cross rush, which can be made safe on block by tag canceling

with some partners

+Damaging command throws

+Hard knockdown okizeme on BnB combos and command throws

+Possesses an anti-air with the air crush property and can convert into a combo

+Fast (16f) dash and f+MK dash cancel (-1 on block) for initiating offense

-Large body character

-Lacks a reversal that beats both strikes and throws

-Reliant on cross rush to convert into damage