~~ Uses and Strategies ~~
{{{7}}}
The Basics
Combos
Strategy
Matchups
General: Able can be a very tough fight for Balrog because for the most part many of your offensive tools can only be used up close and exactly where Abel wants you to be. There are two places you want to be when fighting against able. First is anywhere outside of forward step kick range and sweep range. Though his sweep is relatively slow you absolutely don't want to get knocked down when fighting against Abel due to his amazing Oki game (otherwise known as wake up game). Problem is if you do not hold your ground you will end up in the corner in no time. So how do you avoid this?
One of the best tools you have against Abel is your standing jab. The best thing you can do is try to zone him out with your good footsies, which is not easy to do, and hit confirm a standing jab to crouching sweep. This will get your offense started but Able has some good options on wake up to deal with Balrog's Oki pressure such as: Ex Roll, Ex Tornado Grab, and Ex Change of Direction. Which makes it very hard for Balrog to catch back up if he falls behind during the match. So there are some option selects that can help you deal with this.
Option Selects:
On wake up if you safe jump you can Option Select (OS) grab and you will beat Ex Roll, Ex Change of Direction, and Ex Tornado Grab.
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
TBW
Frame Data
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Close
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
4
|
2
|
7
|
+2
|
+5
|
|
|
Close
|
HL
|
70
|
100
|
40
|
sp/su
|
6
|
4
|
12
|
-2
|
+4
|
Forces stand
|
|
Close
|
HL
|
120
|
200
|
60
|
su
|
5
|
5
|
16
|
-3
|
+2
|
Forces stand
|
|
Close
|
HL
|
40
|
50
|
20
|
ch/sp/su
|
3
|
2
|
7
|
+2
|
+5
|
|
|
Close
|
HL
|
90
|
100
|
40
|
sp/su
|
5
|
4
|
13
|
-3
|
0
|
|
|
Close
|
HL
|
100
|
200
|
60
|
su
|
7
|
2
|
13
|
+3
|
+7
|
|
|
Far
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
4
|
2
|
4
|
+5
|
+8
|
|
|
Far
|
HL
|
90
|
100
|
40
|
su
|
7
|
2
|
16
|
-4
|
-1
|
|
|
Far
|
HL
|
100
|
200
|
60
|
-
|
9
|
4
|
21
|
-7
|
-3
|
|
|
Far
|
HL
|
40
|
50
|
20
|
ch/su
|
4
|
2
|
10
|
-1
|
+2
|
|
|
Far
|
HL
|
90
|
100
|
40
|
su
|
9
|
3
|
12
|
-1
|
+2
|
|
|
Far
|
HL
|
110
|
200
|
60
|
-
|
8
|
2
|
20
|
-4
|
0
|
|
|
crouch
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
3
|
2
|
5
|
+4
|
+7
|
|
|
crouch
|
HL
|
70
|
100
|
40
|
sp/su
|
7
|
4
|
12
|
-2
|
+1
|
|
|
crouch
|
HL
|
90
|
200
|
60
|
su
|
7
|
5
|
21
|
-8
|
-3
|
|
|
crouch
|
L
|
30
|
50
|
20
|
sp/su
|
4
|
2
|
9
|
0
|
+3
|
|
|
crouch
|
L
|
70
|
100
|
40
|
su
|
8
|
2
|
8
|
+4
|
+7
|
|
|
crouch
|
L
|
90
|
120
|
60
|
su
|
8
|
2
|
22
|
-6
|
-
|
Hard knockdown
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
5
|
2
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
90
|
100
|
40
|
-
|
5
|
4
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
110
|
200
|
60
|
-
|
5
|
9
|
-
|
-
|
-
|
Until end of active frames can adjust left or right
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
5
|
3
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
6
|
2
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
110
|
200
|
60
|
-
|
5
|
2
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
20
|
-
|
4
|
3
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
80
|
100
|
40
|
-
|
7
|
3
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
90
|
200
|
60
|
-
|
6
|
7
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
20
|
-
|
5
|
6
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
80
|
100
|
40
|
-
|
7
|
2
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
100
|
200
|
60
|
-
|
8
|
6
|
-
|
-
|
-
|
|
|
Focus Attack LVL 1
|
HL
|
90
|
100
|
20
|
-
|
10+11
|
2
|
35
|
-21
|
-21
|
|
|
Focus Attack LVL 2
|
HL
|
120
|
150
|
40
|
-
|
18+11
|
2
|
35
|
-15
|
-
|
|
|
Focus Attack LVL 3
|
-
|
170
|
200
|
60
|
-
|
65
|
2
|
35
|
-
|
-
|
|
|
Forward Throw
|
0.93
|
130
|
160
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Hard knockdown
|
|
Back Throw
|
0.93
|
130
|
100
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Hard knockdown
|
|
Dash Straight
|
HL
|
100
|
100
|
20/30
|
su
|
13[4]
|
7
|
17
|
-3
|
-2
|
Forces stand, *1
|
|
Dash Straight
|
HL
|
110
|
150
|
20/30
|
su
|
22[7]
|
6
|
19
|
-6
|
-1
|
Forces stand, *1
|
|
Dash Straight
|
HL
|
120
|
200
|
20/30
|
su
|
35[7]
|
6
|
20
|
-8
|
-1
|
Forces stand, *1
|
|
Dash Straight
|
HL
|
120
|
200
|
-250/0
|
su
|
35[7]
|
6
|
17
|
-2
|
+2
|
Forces stand, *1 *2
|
|
Dash Upper
|
HL
|
100
|
100
|
20/30
|
su
|
14[5]
|
4
|
20
|
-3
|
-1
|
Cannot hit crouching opponents, *1
|
|
Dash Upper
|
HL
|
110
|
150
|
20/30
|
su
|
22[7]
|
4
|
20
|
-5
|
+1
|
Cannot hit crouching opponents, *1
|
|
Dash Upper
|
HL
|
120
|
200
|
20/30
|
su
|
35[7]
|
4
|
21
|
-7
|
+1
|
Cannot hit crouching opponents, *1
|
|
Dash Upper
|
HL
|
120
|
200
|
-250/0
|
su
|
35[7]
|
4
|
18
|
-1
|
+4
|
Cannot hit crouching opponents, *1 *2
|
|
Dash Ground Straight
|
L
|
90
|
100
|
20/30
|
su
|
22[13]
|
8
|
21
|
-8
|
-
|
Hard knockdown, *1
|
|
Dash Ground Straight
|
L
|
100
|
150
|
20/30
|
su
|
29[14]
|
8
|
21
|
-10
|
-
|
Hard knockdown, *1
|
|
Dash Ground Straight
|
L
|
110
|
200
|
20/30
|
su
|
42[14]
|
8
|
21
|
-11
|
-
|
Hard knockdown, *1
|
|
Dash Ground Straight
|
L
|
110
|
200
|
-250/0
|
su
|
42[14]
|
8
|
17
|
-3
|
-
|
Hard knockdown, *1 *2
|
|
Dash Swing Blow
|
H
|
80
|
100
|
20/30
|
su
|
31[22]
|
5
|
21
|
-5
|
+10
|
Armor break, +9 hit advantage vs. crouching opponents, *1
|
|
Dash Swing Blow
|
H
|
90
|
150
|
20/30
|
su
|
38[23]
|
5
|
21
|
-7
|
+10
|
Armor break, +9 hit advantage vs. crouching opponents, *1
|
|
Dash Swing Blow
|
H
|
100
|
200
|
20/30
|
su
|
51[23]
|
5
|
21
|
-8
|
+10
|
Armor break, +9 hit advantage vs. crouching opponents, *1
|
|
Dash Swing Blow
|
H
|
100
|
200
|
-250/0
|
su
|
51[23]
|
5
|
21
|
-5
|
+10
|
Armor break, +9 hit advantage vs. crouching opponents, *1 *2
|
|
Dash Ground Smash
|
HL
|
100
|
100
|
20/30
|
su
|
21[12]
|
8
|
20
|
-5
|
-
|
armor break, *1
|
|
Dash Ground Smash
|
HL
|
110
|
150
|
20/30
|
su
|
28[13]
|
8
|
20
|
-7
|
-
|
armor break, *1
|
|
Dash Ground Smash
|
HL
|
120
|
200
|
20/30
|
su
|
41[13]
|
8
|
20
|
-9
|
-
|
armor break, *1
|
|
Dash Ground Smash
|
HL
|
120
|
200
|
-250/0
|
su
|
41[13]
|
8
|
16
|
-3
|
-
|
armor break, *1 *2
|
|
Buffalo Headbutt
|
HL
|
100
|
200
|
30/40
|
-
|
8
|
11
|
10+22
|
-22
|
-
|
1~7f upper body strike invincible, 1~18f projectile and throw invincible, 8f~ airborne, charge 55f
|
|
Buffalo Headbutt
|
HL
|
120
|
200
|
30/40
|
-
|
10
|
11
|
10+22
|
-22
|
-
|
1~9f upper body strike invincible, 1~20f projectile and throw invincible, 10f~ airborne, charge 55f
|
|
Buffalo Headbutt
|
HL
|
140
|
200
|
30/40
|
-
|
12
|
11
|
10+22
|
-21
|
-
|
1~11f upper body strike invincible, 1~22f projectile and throw invincible, 12f~ airborne, charge 55f
|
|
Buffalo Headbutt
|
HL
|
150
|
200
|
-250/0
|
-
|
12
|
11
|
10+22
|
-21
|
-
|
1~15f Invincible, 12f~ airborne, charge 55f
|
|
Turn Punch LVL1
|
HL
|
130
|
200
|
30/40
|
su
|
30
|
7
|
13
|
-2
|
+2
|
1~18f strike invincible, forces stand, armor break, charge 32f (0.5s)
|
|
Turn Punch LVL2
|
HL
|
150
|
210
|
30/40
|
su
|
30
|
7
|
16
|
-5
|
-1
|
1~18f strike invincible, forces stand, armor break, charge 121f (2s)
|
|
Turn Punch LVL3
|
HL
|
180
|
220
|
30/40
|
su
|
30
|
8
|
18
|
-8
|
-4
|
1~18f strike invincible, forces stand, armor break, charge 241f (4s)
|
|
Turn Punch LVL4
|
HL
|
210
|
230
|
30/40
|
su
|
30
|
9
|
21
|
-12
|
-8
|
1~18f strike invincible, forces stand, armor break, charge 481f (8s)
|
|
Turn Punch LVL5
|
HL
|
250
|
240
|
30/40
|
su
|
30
|
10
|
22
|
-14
|
-10
|
1~18f strike invincible, forces stand, armor break, charge 961f (16s)
|
|
Turn Punch LVL6
|
HL
|
280
|
250
|
30/40
|
su
|
30
|
11
|
24
|
-17
|
-13
|
1~18f strike invincible, forces stand, armor break, charge 1441f (24s)
|
|
Turn Punch LVL7
|
HL
|
410
|
260
|
30/40
|
su
|
30
|
12
|
26
|
-20
|
-16
|
1~18f strike invincible, forces stand, armor break, charge 1921f (32s)
|
|
Turn Punch LVL8
|
HL
|
460
|
270
|
30/40
|
su
|
30
|
13
|
29
|
-24
|
-20
|
1~18f strike invincible, forces stand, armor break, charge 2401f (40s)
|
|
Turn Punch LVL9
|
HL
|
510
|
280
|
30/40
|
su
|
30
|
15
|
32
|
-29
|
-25
|
1~18f strike invincible, forces stand, armor break, charge 2881f (48s)
|
|
Turn Punch Final
|
HL
|
560
|
290
|
30/40
|
su
|
30
|
16
|
36
|
-34
|
-30
|
1~18f strike invincible, forces stand, armor break, charge 3360f (56s)
|
|
Super Combo
|
HL
|
60x4*105
|
0
|
-1000/0
|
-
|
1+9
|
6(8)6(7)6(8)6(15)3
|
31
|
-14
|
-
|
1~10f Invincible, 1st-4th hit forces stand, untechable limited juggle knockdown, pursuit property, armor break, charge 55f
|
|
Super Combo
|
HL
|
60x4*105
|
0
|
-1000/0
|
-
|
1+7
|
6(8)6(8)6(8)6(16)3
|
31
|
-14
|
-
|
1~9f Invincible, 1st-4th hit cannot hit crouching opponents, untechable limited juggle knockdown, pursuit property, armor break, charge 55f
|
|
Ultra Combo 1  
|
HL
|
45x2*38x2*45x2*38x2*53x3
|
0
|
0/0
|
-
|
0+11
|
3*3(8)3*3(7)3*3(8)3*3(15)1x3
|
39
|
-26
|
-
|
1~12f Invincible, 1st-8th hit forces stand, untechable limited juggle knockdown, pursuit property, armor break, charge 55f
|
|
Ultra Combo 1  
|
HL
|
45x2*38x2*45x2*38x2*53x3
|
0
|
0/0
|
-
|
0+8
|
3*3(8)3*3(7)3*3(8)3*3(16)1x3
|
39
|
-26
|
-
|
1~9f Invincible, 1st-8th hit cannot hit crouching opponents, untechable limited juggle knockdown, pursuit property, armor break, charge 55f
|
|
Ultra Combo 2
|
1.09
|
399
|
700
|
0/0
|
-
|
0+1
|
3
|
58
|
-
|
-
|
1f Invincible, hard knockdown
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Notes:
*1: startup changes according to distance, [] refers to fastest startup, charge 55f
*2: 1~end of active frames has armor
|