Psychoblue (talk | contribs) (Added Boost Chain Frame Data for v2013) |
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Balrog is | Balrog is a strange case where the new system doesn’t benefit him in the same way it benefits | ||
other Street Fighters. In Street Fighter IV, Balrog has a multiple of ways he could deal with | |||
zoners such EX Dashing attacks and the Focus Attack mechanic. In Street Fighter x Tekken, it | |||
takes longer to build the meter he needs to use his EX Dashing attacks, and there is no focus | |||
attack to make up for it. That being said, something he did get in return was the ability to press | |||
buttons at will. The quick recovery and frame advantage of his boost combos on block are well | |||
above average than most other characters, allowing him the ability to easily confirm into his | |||
partner who can pick up the slack. The low angle of his jump and his fast walkspeed allow him | |||
to put pressure on fireball characters at mid range, and if Balrog can stay in the opponent’s | |||
face, he can almost certainly guarantee a breach in their defense. Particularly dangerous is his | |||
far HP. Not only does it have exceptional reach, but it causes a crumple stun on counterhit, | |||
which is something Balrog can take full advantage of thanks to his Turn Punches causing a wall | |||
bounce on airborne opponents (the opponent is left in an airborne state towards the end of the | |||
crumple stun). Play Balrog if you want to start off the match with an aggressive approach and | |||
set a tone of offense. | |||
| | | | ||
+Good walkspeed | |||
+Long limbs and fast recovery allow him to utilize numerous confirming boost variations on | |||
block that can be very difficult to punish | |||
+Able to put the opponents in a juggle state without meter | |||
+Counterhit far HP crumples standing opponents, giving Balrog the opportunity to create a full | |||
combo that can exceed 400 damage | |||
+Somewhat difficult to anti-air at close range thanks to low-angle j.HK | |||
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-Charge times can seem longer than intuitive both in combos and in neutral | |||
-st.LP whiffs on most characters crouching | |||
-Blockstrings very rarely place him in a situation where he can continue pressure | |||
-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 | |||
-Overhead smash (Hold b, hold df+P) is unsafe on block | |||
}} | }} | ||
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==Frame Data== | ==Frame Data== | ||
{| class="wikitable" | |||
{| | ! Move !! Command !! Hit !! Damage !! Startup !! Active !! Recovery !! Hit Adv !! Block Adv !! Cancel !! JP !! JC !! JS !! "Notes | ||
|- | |||
! | | " | ||
! | |- | ||
! | | Far LP || || H || 30 || 5 || 2 || 10 || +5 || +1 || SM,EX,SA,CA || 1 || 1 || 1 || Rapid fire cancelable into light attacks, Whiffs on coruching opponent | ||
! | |- | ||
! | | Far MP || || H || 60 || 7 || 4 || 13 || +4 || 0 || SM,EX,SA,CA || 2 || 1 || 1 || - | ||
! | |- | ||
! | | Far HP || || H || 90 || 9 || 4 || 20 || +1 || -4 || - || 3 || 1 || 1 || Crumples on standing counter hit | ||
! | |- | ||
|- | | Far LK || || H || 30 || 4 || 2 || 9 || +6 || +2 || - || 1 || 1 || 1 || Rapid fire cancelable into light attacks | ||
| | |- | ||
| | | Far MK || || H || 60 || 9 || 3 || 12 || +6 || +2 || - || 2 || 1 || 1 || - | ||
| | |- | ||
| | | Far HK || || H || 90 || 8 || 2 || 19 || +4 || -1 || - || 2 || 1 || 1 || - | ||
| | |- | ||
| | | Close LP || || H || 30 || 4 || 2 || 9 || +6 || +2 || SM,EX,SA,CA || 1 || 1 || 1 || Rapid fire cancelable into light attacks | ||
| | |- | ||
| | | Close MP || || H || 60 || 6 || 4 || 11 || +6 || +2 || - || 2 || 1 || 1 || - | ||
|- | |- | ||
| | | Close HP || || H || 90 || 5 || 5 || 15 || +6 || 0 || - || 3 || 1 || 1 || Forces standing | ||
| | |- | ||
| | | Close LK || || H || 30 || 3 || 2 || 8 || +7 || +3 || SM,EX,SA,CA || 1 || 1 || 1 || Rapid fire cancelable into light attacks | ||
| | |- | ||
| | | Close MK || || H || 60 || 5 || 4 || 12 || +5 || +1 || SM,EX,SA,CA || 2 || 1 || 1 || - | ||
| | |- | ||
| | | Close HK || || H || 90 || 7 || 2 || 15 || +9 || +3 || - || 3 || 1 || 1 || Forces standing | ||
| | |- | ||
|- | | Crouch LP || || H || 30 || 4 || 2 || 9 || +6 || +2 || SM,EX,SA,CA || 1 || 1 || 1 || Rapid fire cancelable into light attacks | ||
| | |- | ||
| | | Crouch MP || || H || 60 || 7 || 4 || 11 || +6 || +2 || SM,EX,SA,CA || 1 || 1 || 1 || - | ||
| | |- | ||
| Crouch HP || || H || 90 || 7 || 5 || 20 || -2 || -5 || - || 3 || 1 || 1 || Forces standing | |||
| | |- | ||
| | | Crouch LK || || L || 30 || 4 || 2 || 10 || +5 || +1 || SM,EX,SA,CA || 1 || 1 || 1 || - | ||
| | |- | ||
| | | Crouch MK || || L || 60 || 8 || 2 || 11 || +8 || +4 || - || 1 || 1 || 1 || - | ||
|- | |- | ||
| | | Crouch HK **LC || || L || 90 || 8 || 2 || 25 || hard knockdown || -10 || - || 1 || 1 || - || - | ||
| | |- | ||
| | | Jump Up LP || || M || 40 || 5 || 2 || until ground+4 || +12 || +4 || - || 1 || 1 || 1 || - | ||
| | |- | ||
| | | Jump Up MP || || M || 70 || 5 || 4 || until ground+4 || +16 || +5 || - || 2 || 1 || 1 || - | ||
| | |- | ||
| | | Jump Up HP || || M || 100 || 5 || 9 || until ground+4 || +20 || +8 || - || 3 || 1 || 1 || Hold b or f to alter fall arc after input | ||
| | |- | ||
| | | Jump Up LK || || M || 40 || 5 || 3 || until ground+4 || +12 || +4 || - || 1 || 1 || 1 || - | ||
| | |- | ||
| | | Jump Up MK || || M || 70 || 6 || 2 || until ground+4 || +16 || +5 || - || 2 || 1 || 1 || - | ||
| | |- | ||
| | | Jump Up HK || || M || 100 || 5 || 2 || until ground+4 || +20 || +8 || - || 3 || 1 || 1 || - | ||
| | |- | ||
| | | Jump Diagonal LP || || M || 40 || 5 || 3 || until ground+4 || +12 || +4 || - || 1 || 1 || 1 || - | ||
| | |- | ||
| | | Jump Diagonal MP || || M || 70 || 7 || 3 || until ground+4 || +16 || +5 || - || 2 || 1 || 0 || - | ||
| | |- | ||
| | | Jump Diagonal HP || || M || 100 || 7 || 7 || until ground+4 || +20 || +8 || - || 3 || 1 || 1 || - | ||
| | |- | ||
| | | Jump Diagonal LK || || M || 40 || 5 || 6 || until ground+4 || +12 || +4 || - || 1 || 1 || 1 || - | ||
| | |- | ||
| | | Jump Diagonal MK || || M || 70 || 7 || 2 || until ground+4 || +16 || +5 || - || 2 || 1 || 1 || - | ||
| | |- | ||
| | | Jump Diagonal HK || || M || 100 || 8 || 6 || until ground+4 || +20 || +8 || - || 3 || 1 || 1 || - | ||
| | |- | ||
| | | Launcher **LC || HP+HK || H || 100 || 13 || 2 || 54 || switch || -34 || - || 3 || - || - || Crushes crouching attacks frames 1-14, Launches opponent while switching characters | ||
| | |- | ||
| | | Cross Cancel || f+HP+HK (while blocking) || H || 130 || 10 || 11 || 23 || hard knockdown || -12 || - || - || - || - || Invulnerability frames 1-10, Projectile invulnerability frames 11-20, Resembles EX Buffalo Head | ||
| | |- | ||
| | | Head Bomber || LP+LK || throw || 130 || 5 || 2 || 20 || hard knockdown || - || - || - || - || - || - | ||
| | |- | ||
| | | Lever Break || b+LP+LK || throw || 130 || 5 || 2 || 20 || hard knockdown || - || - || - || - || - || - | ||
| | |- | ||
| | | Dash Low Straight LP **LC || (charge 54F) b,df+LP || L || 100 || 13-23 || 8 || 20 || hard knockdown || -11 || - || 3 || 3 || 0 || - | ||
| | |- | ||
| | | Dash Low Straight MP **LC || (charge 54F) b,df+MP || L || 110 || 14-30 || 8 || 20 || hard knockdown || -11 || - || 3 || 3 || 0 || Attack begins once opponent is in range | ||
| | |- | ||
| | | Dash Low Straight HP **LC || (charge 54F) b,df+HP || L || 120 || 14-43 || 8 || 20 || hard knockdown || -11 || - || 3 || 3 || 0 || Attack begins once opponent is in range | ||
| | |- | ||
| | | Dash Low Straight EX || (charge 54F) b,df+PP || L || 140 || 14-41 || 8 || 16 || hard knockdown || -7 || - || 3 || 3 || 0 || Attack begins once opponent is in range, 1 point of armor during frames 2-end of active frames | ||
| | |- | ||
| | | Dash Low Smash LK **LC || (charge 54F) b,df+LK || H || 100 || 13-22 || 8 || 20 || knockdown || -6 || - || 3 || 3 || 0 || - | ||
| | |- | ||
|- | | Dash Low Smash MK **LC || (charge 54F) b,df+MK || H || 100 || 14-29 || 8 || 20 || knockdown || -6 || - || 3 || 3 || 0 || Attack begins once opponent is in range | ||
| | |- | ||
| | | Dash Low Smash HK **LC || (charge 54F) b,df+HK || H || 100 || 14-42 || 8 || 20 || knockdown || -6 || - || 3 || 3 || 0 || Attack begins once opponent is in range | ||
| | |- | ||
| | | Dash Low Smash EX || (charge 54F) b,df+KK || H || 100 || 14-41 || 8 || 16 || wall bounce || -7 || - || 3 || 3 || 0 || Attack begins once opponent is in range, Knockdown on airborne opponent | ||
| | |- | ||
| | | Dash Swing Blow LP || (charge 54F) b,df+LP(hold) || M || 100 || 23-32 || 5 || 21 || +10 || -9 || - || 3 || 3 || 0 || Attack begins once opponent is in range, Knockdown on airborne opponent | ||
| | |- | ||
| | | Dash Swing Blow MP || (charge 54F) b,df+MP(hold) || M || 100 || 24-39 || 5 || 21 || +10 || -9 || - || 3 || 3 || 0 || Attack begins once opponent is in range, Knockdown on airborne opponent | ||
|- | |- | ||
| | | Dash Swing Blow HP || (charge 54F) b,df+HP(hold) || M || 100 || 24-52 || 5 || 21 || +10 || -9 || - || 3 || 3 || 0 || Attack begins once opponent is in range, Knockdown on airborne opponent | ||
| | |- | ||
| | | Dash Swing Blow EX || (charge 54F) b,df+PP(hold) || M || 130 || 24-51 || 5 || 21 || ground bounce || -6 || - || 3 || 3 || 0 || Attack begins once opponent is in range, Knockdown on airborne opponent, Stagger (+15) on crouching opponent | ||
| | |- | ||
| | | Buffalo Head LP **LC || (charge 54F) d,u+LP || H || 100 || 9 || 11 || 24 || float || -13 || - || 0 || 3 || 0 || Upper body strike invulnerability frames 1-8, Projectile invulnerability frames 1-19 | ||
| | |- | ||
| | | Buffalo Head MP **LC || (charge 54F) d,u+MP || H || 90 || 11 || 11 || 24 || float || -13 || - || 0 || 3 || 0 || Upper body strike invulnerability frames 1-10, Projectile invulnerability frames 1-21 | ||
| | |- | ||
| | | Buffalo Head HP **LC || (charge 54F) d,u+HP || H || 80 || 13 || 11 || 24 || float || -13 || - || 0 || 3 || 0 || Upper body strike invulnerability frames 1-12, Projectile invulnerability frames 1-23 | ||
| | |- | ||
| | | Buffalo Head EX **LC || (charge 54F) d,u+EX || H || 100 || 13 || 11 || 24 || float || -13 || - || 3 || 3 || 0 || Invulnerability frames 1-16 | ||
| | |- | ||
| | | Dash Straight LP || (charge 54F) b,f+LP || H || 100 || 4-15 || 7 || 16 || -2 || -4 || - || 3 || 3 || 0 || Chargeable: 51F for EX Version and 100F for Super Art, Forces standing | ||
| | |- | ||
| | | Dash Straight MP || (charge 54F) b,f+MP || H || 110 || 7-24 || 5 || 18 || +1 || -3 || - || 3 || 3 || 0 || Chargeable: 51F for EX Version and 100F for Super Art, Forces standing | ||
| | |- | ||
| | | Dash Straight HP || (charge 54F) b,f+HP || H || 120 || 7-37 || 4 || 19 || +1 || -6 || - || 3 || 3 || 0 || Chargeable: 51F for EX Version and 100F for Super Art, Forces standing | ||
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|- | |- | ||
| Dash Straight EX || (charge 54F) b,f+PP || H || 140 || 8-35 || 5 || 16 || +4 || -3 || - || 3 || 3 || 0 || Chargeable: 51F for EX Version and 100F for Super Art, Forces standing, 1 point of armor until the end of active frames | |||
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| | | Dash Upper LK || (charge 54F) b,f+LK || H || 70 || 5-15 || 4 || 19 || 0 || -1 || - || 3 || 2 || 0 || Chargeable: 51F for EX Version and 100F for Super Art, Whiffs on crouching opponent, Float on airborne opponent | ||
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| | | Dash Upper MK || (charge 54F) b,f+MK || H || 70 || 7-23 || 4 || 20 || +1 || -4 || - || 3 || 2 || 0 || Chargeable: 51F for EX Version and 100F for Super Art, Whiffs on crouching opponent, Float on airborne opponent | ||
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| | | Dash Upper HK || (charge 54F) b,f+HK || H || 70 || 7-36 || 4 || 21 || +1 || -7 || - || 3 || 2 || 0 || Chargeable: 51F for EX Version and 100F for Super Art, Whiffs on crouching opponent, Float on airborne opponent | ||
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| | | Dash Upper EX || (charge 54F) b,f+KK || H || 140 || 8-35 || 4 || 17 || +5 || -3 || - || 3 || 3 || 0 || Chargeable: 51F for EX Version and 100F for Super Art, Whiffs on crouching opponent, Float on airborne opponent, 1 point of armor until the end of active frames | ||
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| | | Turn Punch lvl1 **LC || (charge 32F) PPP/KKK || H || 100 || 31 || 7 || 14 || 0 || -4 || - || 0 || 1 || 0 || Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent | ||
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| | | Turn Punch lvl2 **LC || (charge 120F) PPP/KKK || H || 120 || 31 || 7 || 16 || -2 || -4 || - || 0 || 1 || 0 || Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent | ||
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| | | Turn Punch lvl3 **LC || (charge 240F) PPP/KKK || H || 150 || 31 || 8 || 18 || -5 || -9 || - || 0 || 1 || 0 || Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent | ||
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| | | Turn Punch lvl4 **LC || (charge 480F) PPP/KKK || H || 200 || 31 || 9 || 21 || -9 || -13 || - || 0 || 1 || 0 || Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent | ||
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| | | Turn Punch lvl5 **LC || (charge 960F) PPP/KKK || H || 250 || 31 || 10 || 22 || -11 || -15 || - || 0 || 1 || 0 || Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent | ||
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| | | Turn Punch lvl6 **LC || (charge 1440F) PPP/KKK || H || 280 || 31 || 11 || 24 || -14 || -18 || - || 0 || 1 || 0 || Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent | ||
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| | | Turn Punch lvl7 **LC || (charge 1920F) PPP/KKK || H || 360 || 31 || 12 || 26 || -17 || -21 || - || 0 || 1 || 0 || Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent | ||
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| | | Turn Punch lvl8 **LC || (charge 2400F) PPP/KKK || H || 400 || 31 || 13 || 29 || -21 || -25 || - || 0 || 1 || 0 || Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent | ||
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| | | Turn Punch lvl9 **LC || (charge 2880F) PPP/KKK || H || 450 || 31 || 15 || 32 || -36 || -29 || - || 0 || 1 || 0 || Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent | ||
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| | | Turn Punch lvl10 **LC || (charge 3360F) PPP/KKK || H || 500 || 31 || 16 || 36 || -31 || -35 || - || 0 || 1 || 0 || Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent | ||
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| | | Crazy Buffalo PPP **LC || (charge 54F) b,f+PPP || H || 60x4,80 || 18(hold K=15) || 6(8)5(6)6(7)5(17)3 || 31 || hard knockdown || -14 || - || 4,4,4,4,4 || 0,0,0,0,5 || - || 67 frames cinematic freeze before attack begins, Invulnerability frames 1-20 (hold K: 1-17) | ||
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| | | Crazy Buffalo KKK **LC || (charge 54F) b,f+KKK || H || 60x4,80 || 22(hold K=20) || 6(8)5(6)6(7)5(17)3 || 31 || hard knockdown || -14 || - || 4,4,4,4,4 || 0,0,0,0,5 || - || 67 frames cinematic freeze before attack begins, Invulnerability frames 1-24 (hold K: 1-22) | ||
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| | | Cross Art || qcf+MP+MK || H || 150+ || 9 || 2 || 39 || switch || -20 || - || 3 || - || - || 64 frames cinematic freeze before attack begins, Invulnerability frames 1-10 | ||
| | |} | ||
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| | == Boost Chain Frame Data == | ||
| | {| class="wikitable" | ||
| | ! Move !! Hit !! Damage !! Startup !! Active !! Recovery !! Hit Adv !! Block Adv !! Cancel !! "Notes | ||
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|- | |- | ||
| | | " | ||
|- | |- | ||
| | | Far LP || H || 30 || 5 || 2 || 10 || +5 || +1 || - || Rapid fire cancelable into light attacks, Whiffs on coruching opponent | ||
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| | | Far MP || H || 42 || 7 || 4 || 18 || -1 || -5 || EX,SA,CA || - | ||
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| | | Far HP || H || 63 || 9 || 4 || 27 || -6 || -11 || - || Crumples on standing counter hit | ||
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| | | Far LK || H || 30 || 4 || 2 || 9 || +6 || +2 || - || Rapid fire cancelable into light attacks | ||
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| | | Far MK || H || 42 || 9 || 3 || 18 || 0 || -4 || - || - | ||
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| | | Far HK || H || 63 || 8 || 2 || 28 || -5 || -11 || - || - | ||
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| | | Close LP || H || 30 || 4 || 2 || 9 || +6 || +2 || || Rapid fire cancelable into light attacks | ||
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| | | Close MP || H || 42 || 6 || 4 || 16 || +1 || -3 || - || - | ||
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|- | |- | ||
| | | Close HP || H || 63 || 5 || 5 || 24 || -3 || -9 || - || Forces standing | ||
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|- | |- | ||
| | | Close LK || H || 30 || 3 || 2 || 8 || +7 || +3 || - || Rapid fire cancelable into light attacks | ||
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|- | |- | ||
| | | Close MK || H || 42 || 5 || 4 || 18 || -1 || -5 || EX,SA,CA || - | ||
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|- | |- | ||
| | | Close HK || H || 63 || 7 || 2 || 26 || -2 || -9 || - || Forces standing | ||
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|- | |- | ||
| | | Crouch LP || H || 30 || 4 || 2 || 9 || +6 || +2 || - || Rapid fire cancelable into light attacks | ||
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|- | |- | ||
| | | Crouch MP || H || 42 || 7 || 4 || 17 || 0 || -4 || EX,SA,CA || - | ||
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|- | |- | ||
| | | Crouch HP || H || 63 || 7 || 5 || 29 || -11 || -14 || - || Forces standing | ||
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|- | |- | ||
| | | Crouch LK || L || 30 || 4 || 2 || 8 || +7 || +3 || - || - | ||
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|- | |- | ||
| | | Crouch MK || L || 42 || 8 || 2 || 16 || +3 || -1 || - || - | ||
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|- | |- | ||
| | | Crouch HK **LC || L || 63 || 8 || 2 || 38 || hard knockdown || -23 || - || - | ||
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|} | |} | ||
Line 773: | Line 332: | ||
== Combos == | == Combos == | ||
=== Bread and Butters === | === Bread and Butters === | ||
* | * cr.MP xx [d],u+LP, cr.MP xx [b],f+[K] (delay), [b],f+HP(329) | ||
(0bar, medium) | |||
=== Post-launch combos === | |||
* cr.MP xx [b],f+[K] (delay), [b],f+HP | |||
(0bar, easy) | |||
* cr.MP, cl.HP, cl.MK xx [b],f+HP | |||
(0bar, corner) | |||
* cl.HP, [b],f+LK, j.HP or HP+HK | |||
(0bar, hard) | |||
=== Hit Confirm Combos === | === Hit Confirm Combos === | ||
* | * cr.LK, cr.LP, cr.LP xx [d],u+MP, cr.MP xx [b],f+[K] (delay), [b],f+HP (266) | ||
(0bar, low, medium) | |||
=== Advanced Combos === | === Advanced Combos === | ||
* | overhead | ||
* [b],df+[P], cr.MP xx [d],u+MP, cr.MP xx [b],f+[K] (delay), [b],f+HP (376) | |||
(0bar, medium) | |||
* [b],df+[P], cr.MP xx [d],u+MP, cr.MP, cl.HP, cl.MK xx [b],f+HP (406) | |||
(0bar, corner) | |||
*[b],df+[P], cr.MP xx [b],df+KK, *PPP_KKK*, j.HK, cl.HP, [b],f+LP (455) | |||
(1bar) | |||
counterhit | |||
* st.HP, *KKK* (lv.1), *PPP* (lv.2), j.HK, cl.MK xx [b],f+HP(474) | |||
(0bar, hard) | |||
=== Combos Into Supers === | === Combos Into Supers === |
Latest revision as of 17:56, 2 October 2023


Balrog
Ideal Team Position: Point
Balrog is a strange case where the new system doesn’t benefit him in the same way it benefits other Street Fighters. In Street Fighter IV, Balrog has a multiple of ways he could deal with zoners such EX Dashing attacks and the Focus Attack mechanic. In Street Fighter x Tekken, it takes longer to build the meter he needs to use his EX Dashing attacks, and there is no focus attack to make up for it. That being said, something he did get in return was the ability to press buttons at will. The quick recovery and frame advantage of his boost combos on block are well above average than most other characters, allowing him the ability to easily confirm into his partner who can pick up the slack. The low angle of his jump and his fast walkspeed allow him to put pressure on fireball characters at mid range, and if Balrog can stay in the opponent’s face, he can almost certainly guarantee a breach in their defense. Particularly dangerous is his far HP. Not only does it have exceptional reach, but it causes a crumple stun on counterhit, which is something Balrog can take full advantage of thanks to his Turn Punches causing a wall bounce on airborne opponents (the opponent is left in an airborne state towards the end of the crumple stun). Play Balrog if you want to start off the match with an aggressive approach and set a tone of offense.
Strengths | Weaknesses |
---|---|
+Good walkspeed +Long limbs and fast recovery allow him to utilize numerous confirming boost variations on block that can be very difficult to punish +Able to put the opponents in a juggle state without meter +Counterhit far HP crumples standing opponents, giving Balrog the opportunity to create a full combo that can exceed 400 damage +Somewhat difficult to anti-air at close range thanks to low-angle j.HK |
-Charge times can seem longer than intuitive both in combos and in neutral -st.LP whiffs on most characters crouching -Blockstrings very rarely place him in a situation where he can continue pressure -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 -Overhead smash (Hold b, hold df+P) is unsafe on block |
Moves
Normal Attacks












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Throws









Special Moves

















































Super Combo





Frame Data
Move | Command | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | JP | JC | JS | "Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
" | |||||||||||||
Far LP | H | 30 | 5 | 2 | 10 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light attacks, Whiffs on coruching opponent | |
Far MP | H | 60 | 7 | 4 | 13 | +4 | 0 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Far HP | H | 90 | 9 | 4 | 20 | +1 | -4 | - | 3 | 1 | 1 | Crumples on standing counter hit | |
Far LK | H | 30 | 4 | 2 | 9 | +6 | +2 | - | 1 | 1 | 1 | Rapid fire cancelable into light attacks | |
Far MK | H | 60 | 9 | 3 | 12 | +6 | +2 | - | 2 | 1 | 1 | - | |
Far HK | H | 90 | 8 | 2 | 19 | +4 | -1 | - | 2 | 1 | 1 | - | |
Close LP | H | 30 | 4 | 2 | 9 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light attacks | |
Close MP | H | 60 | 6 | 4 | 11 | +6 | +2 | - | 2 | 1 | 1 | - | |
Close HP | H | 90 | 5 | 5 | 15 | +6 | 0 | - | 3 | 1 | 1 | Forces standing | |
Close LK | H | 30 | 3 | 2 | 8 | +7 | +3 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light attacks | |
Close MK | H | 60 | 5 | 4 | 12 | +5 | +1 | SM,EX,SA,CA | 2 | 1 | 1 | - | |
Close HK | H | 90 | 7 | 2 | 15 | +9 | +3 | - | 3 | 1 | 1 | Forces standing | |
Crouch LP | H | 30 | 4 | 2 | 9 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | Rapid fire cancelable into light attacks | |
Crouch MP | H | 60 | 7 | 4 | 11 | +6 | +2 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch HP | H | 90 | 7 | 5 | 20 | -2 | -5 | - | 3 | 1 | 1 | Forces standing | |
Crouch LK | L | 30 | 4 | 2 | 10 | +5 | +1 | SM,EX,SA,CA | 1 | 1 | 1 | - | |
Crouch MK | L | 60 | 8 | 2 | 11 | +8 | +4 | - | 1 | 1 | 1 | - | |
Crouch HK **LC | L | 90 | 8 | 2 | 25 | hard knockdown | -10 | - | 1 | 1 | - | - | |
Jump Up LP | M | 40 | 5 | 2 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MP | M | 70 | 5 | 4 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HP | M | 100 | 5 | 9 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | Hold b or f to alter fall arc after input | |
Jump Up LK | M | 40 | 5 | 3 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Up MK | M | 70 | 6 | 2 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Up HK | M | 100 | 5 | 2 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Diagonal LP | M | 40 | 5 | 3 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Diagonal MP | M | 70 | 7 | 3 | until ground+4 | +16 | +5 | - | 2 | 1 | 0 | - | |
Jump Diagonal HP | M | 100 | 7 | 7 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Jump Diagonal LK | M | 40 | 5 | 6 | until ground+4 | +12 | +4 | - | 1 | 1 | 1 | - | |
Jump Diagonal MK | M | 70 | 7 | 2 | until ground+4 | +16 | +5 | - | 2 | 1 | 1 | - | |
Jump Diagonal HK | M | 100 | 8 | 6 | until ground+4 | +20 | +8 | - | 3 | 1 | 1 | - | |
Launcher **LC | HP+HK | H | 100 | 13 | 2 | 54 | switch | -34 | - | 3 | - | - | Crushes crouching attacks frames 1-14, Launches opponent while switching characters |
Cross Cancel | f+HP+HK (while blocking) | H | 130 | 10 | 11 | 23 | hard knockdown | -12 | - | - | - | - | Invulnerability frames 1-10, Projectile invulnerability frames 11-20, Resembles EX Buffalo Head |
Head Bomber | LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Lever Break | b+LP+LK | throw | 130 | 5 | 2 | 20 | hard knockdown | - | - | - | - | - | - |
Dash Low Straight LP **LC | (charge 54F) b,df+LP | L | 100 | 13-23 | 8 | 20 | hard knockdown | -11 | - | 3 | 3 | 0 | - |
Dash Low Straight MP **LC | (charge 54F) b,df+MP | L | 110 | 14-30 | 8 | 20 | hard knockdown | -11 | - | 3 | 3 | 0 | Attack begins once opponent is in range |
Dash Low Straight HP **LC | (charge 54F) b,df+HP | L | 120 | 14-43 | 8 | 20 | hard knockdown | -11 | - | 3 | 3 | 0 | Attack begins once opponent is in range |
Dash Low Straight EX | (charge 54F) b,df+PP | L | 140 | 14-41 | 8 | 16 | hard knockdown | -7 | - | 3 | 3 | 0 | Attack begins once opponent is in range, 1 point of armor during frames 2-end of active frames |
Dash Low Smash LK **LC | (charge 54F) b,df+LK | H | 100 | 13-22 | 8 | 20 | knockdown | -6 | - | 3 | 3 | 0 | - |
Dash Low Smash MK **LC | (charge 54F) b,df+MK | H | 100 | 14-29 | 8 | 20 | knockdown | -6 | - | 3 | 3 | 0 | Attack begins once opponent is in range |
Dash Low Smash HK **LC | (charge 54F) b,df+HK | H | 100 | 14-42 | 8 | 20 | knockdown | -6 | - | 3 | 3 | 0 | Attack begins once opponent is in range |
Dash Low Smash EX | (charge 54F) b,df+KK | H | 100 | 14-41 | 8 | 16 | wall bounce | -7 | - | 3 | 3 | 0 | Attack begins once opponent is in range, Knockdown on airborne opponent |
Dash Swing Blow LP | (charge 54F) b,df+LP(hold) | M | 100 | 23-32 | 5 | 21 | +10 | -9 | - | 3 | 3 | 0 | Attack begins once opponent is in range, Knockdown on airborne opponent |
Dash Swing Blow MP | (charge 54F) b,df+MP(hold) | M | 100 | 24-39 | 5 | 21 | +10 | -9 | - | 3 | 3 | 0 | Attack begins once opponent is in range, Knockdown on airborne opponent |
Dash Swing Blow HP | (charge 54F) b,df+HP(hold) | M | 100 | 24-52 | 5 | 21 | +10 | -9 | - | 3 | 3 | 0 | Attack begins once opponent is in range, Knockdown on airborne opponent |
Dash Swing Blow EX | (charge 54F) b,df+PP(hold) | M | 130 | 24-51 | 5 | 21 | ground bounce | -6 | - | 3 | 3 | 0 | Attack begins once opponent is in range, Knockdown on airborne opponent, Stagger (+15) on crouching opponent |
Buffalo Head LP **LC | (charge 54F) d,u+LP | H | 100 | 9 | 11 | 24 | float | -13 | - | 0 | 3 | 0 | Upper body strike invulnerability frames 1-8, Projectile invulnerability frames 1-19 |
Buffalo Head MP **LC | (charge 54F) d,u+MP | H | 90 | 11 | 11 | 24 | float | -13 | - | 0 | 3 | 0 | Upper body strike invulnerability frames 1-10, Projectile invulnerability frames 1-21 |
Buffalo Head HP **LC | (charge 54F) d,u+HP | H | 80 | 13 | 11 | 24 | float | -13 | - | 0 | 3 | 0 | Upper body strike invulnerability frames 1-12, Projectile invulnerability frames 1-23 |
Buffalo Head EX **LC | (charge 54F) d,u+EX | H | 100 | 13 | 11 | 24 | float | -13 | - | 3 | 3 | 0 | Invulnerability frames 1-16 |
Dash Straight LP | (charge 54F) b,f+LP | H | 100 | 4-15 | 7 | 16 | -2 | -4 | - | 3 | 3 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Forces standing |
Dash Straight MP | (charge 54F) b,f+MP | H | 110 | 7-24 | 5 | 18 | +1 | -3 | - | 3 | 3 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Forces standing |
Dash Straight HP | (charge 54F) b,f+HP | H | 120 | 7-37 | 4 | 19 | +1 | -6 | - | 3 | 3 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Forces standing |
Dash Straight EX | (charge 54F) b,f+PP | H | 140 | 8-35 | 5 | 16 | +4 | -3 | - | 3 | 3 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Forces standing, 1 point of armor until the end of active frames |
Dash Upper LK | (charge 54F) b,f+LK | H | 70 | 5-15 | 4 | 19 | 0 | -1 | - | 3 | 2 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Whiffs on crouching opponent, Float on airborne opponent |
Dash Upper MK | (charge 54F) b,f+MK | H | 70 | 7-23 | 4 | 20 | +1 | -4 | - | 3 | 2 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Whiffs on crouching opponent, Float on airborne opponent |
Dash Upper HK | (charge 54F) b,f+HK | H | 70 | 7-36 | 4 | 21 | +1 | -7 | - | 3 | 2 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Whiffs on crouching opponent, Float on airborne opponent |
Dash Upper EX | (charge 54F) b,f+KK | H | 140 | 8-35 | 4 | 17 | +5 | -3 | - | 3 | 3 | 0 | Chargeable: 51F for EX Version and 100F for Super Art, Whiffs on crouching opponent, Float on airborne opponent, 1 point of armor until the end of active frames |
Turn Punch lvl1 **LC | (charge 32F) PPP/KKK | H | 100 | 31 | 7 | 14 | 0 | -4 | - | 0 | 1 | 0 | Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent |
Turn Punch lvl2 **LC | (charge 120F) PPP/KKK | H | 120 | 31 | 7 | 16 | -2 | -4 | - | 0 | 1 | 0 | Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent |
Turn Punch lvl3 **LC | (charge 240F) PPP/KKK | H | 150 | 31 | 8 | 18 | -5 | -9 | - | 0 | 1 | 0 | Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent |
Turn Punch lvl4 **LC | (charge 480F) PPP/KKK | H | 200 | 31 | 9 | 21 | -9 | -13 | - | 0 | 1 | 0 | Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent |
Turn Punch lvl5 **LC | (charge 960F) PPP/KKK | H | 250 | 31 | 10 | 22 | -11 | -15 | - | 0 | 1 | 0 | Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent |
Turn Punch lvl6 **LC | (charge 1440F) PPP/KKK | H | 280 | 31 | 11 | 24 | -14 | -18 | - | 0 | 1 | 0 | Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent |
Turn Punch lvl7 **LC | (charge 1920F) PPP/KKK | H | 360 | 31 | 12 | 26 | -17 | -21 | - | 0 | 1 | 0 | Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent |
Turn Punch lvl8 **LC | (charge 2400F) PPP/KKK | H | 400 | 31 | 13 | 29 | -21 | -25 | - | 0 | 1 | 0 | Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent |
Turn Punch lvl9 **LC | (charge 2880F) PPP/KKK | H | 450 | 31 | 15 | 32 | -36 | -29 | - | 0 | 1 | 0 | Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent |
Turn Punch lvl10 **LC | (charge 3360F) PPP/KKK | H | 500 | 31 | 16 | 36 | -31 | -35 | - | 0 | 1 | 0 | Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent |
Crazy Buffalo PPP **LC | (charge 54F) b,f+PPP | H | 60x4,80 | 18(hold K=15) | 6(8)5(6)6(7)5(17)3 | 31 | hard knockdown | -14 | - | 4,4,4,4,4 | 0,0,0,0,5 | - | 67 frames cinematic freeze before attack begins, Invulnerability frames 1-20 (hold K: 1-17) |
Crazy Buffalo KKK **LC | (charge 54F) b,f+KKK | H | 60x4,80 | 22(hold K=20) | 6(8)5(6)6(7)5(17)3 | 31 | hard knockdown | -14 | - | 4,4,4,4,4 | 0,0,0,0,5 | - | 67 frames cinematic freeze before attack begins, Invulnerability frames 1-24 (hold K: 1-22) |
Cross Art | qcf+MP+MK | H | 150+ | 9 | 2 | 39 | switch | -20 | - | 3 | - | - | 64 frames cinematic freeze before attack begins, Invulnerability frames 1-10 |
Boost Chain Frame Data
Move | Hit | Damage | Startup | Active | Recovery | Hit Adv | Block Adv | Cancel | "Notes |
---|---|---|---|---|---|---|---|---|---|
" | |||||||||
Far LP | H | 30 | 5 | 2 | 10 | +5 | +1 | - | Rapid fire cancelable into light attacks, Whiffs on coruching opponent |
Far MP | H | 42 | 7 | 4 | 18 | -1 | -5 | EX,SA,CA | - |
Far HP | H | 63 | 9 | 4 | 27 | -6 | -11 | - | Crumples on standing counter hit |
Far LK | H | 30 | 4 | 2 | 9 | +6 | +2 | - | Rapid fire cancelable into light attacks |
Far MK | H | 42 | 9 | 3 | 18 | 0 | -4 | - | - |
Far HK | H | 63 | 8 | 2 | 28 | -5 | -11 | - | - |
Close LP | H | 30 | 4 | 2 | 9 | +6 | +2 | Rapid fire cancelable into light attacks | |
Close MP | H | 42 | 6 | 4 | 16 | +1 | -3 | - | - |
Close HP | H | 63 | 5 | 5 | 24 | -3 | -9 | - | Forces standing |
Close LK | H | 30 | 3 | 2 | 8 | +7 | +3 | - | Rapid fire cancelable into light attacks |
Close MK | H | 42 | 5 | 4 | 18 | -1 | -5 | EX,SA,CA | - |
Close HK | H | 63 | 7 | 2 | 26 | -2 | -9 | - | Forces standing |
Crouch LP | H | 30 | 4 | 2 | 9 | +6 | +2 | - | Rapid fire cancelable into light attacks |
Crouch MP | H | 42 | 7 | 4 | 17 | 0 | -4 | EX,SA,CA | - |
Crouch HP | H | 63 | 7 | 5 | 29 | -11 | -14 | - | Forces standing |
Crouch LK | L | 30 | 4 | 2 | 8 | +7 | +3 | - | - |
Crouch MK | L | 42 | 8 | 2 | 16 | +3 | -1 | - | - |
Crouch HK **LC | L | 63 | 8 | 2 | 38 | hard knockdown | -23 | - | - |
Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- cr.MP xx [d],u+LP, cr.MP xx [b],f+[K] (delay), [b],f+HP(329)
(0bar, medium)
Post-launch combos
- cr.MP xx [b],f+[K] (delay), [b],f+HP
(0bar, easy)
- cr.MP, cl.HP, cl.MK xx [b],f+HP
(0bar, corner)
- cl.HP, [b],f+LK, j.HP or HP+HK
(0bar, hard)
Hit Confirm Combos
- cr.LK, cr.LP, cr.LP xx [d],u+MP, cr.MP xx [b],f+[K] (delay), [b],f+HP (266)
(0bar, low, medium)
Advanced Combos
overhead
- [b],df+[P], cr.MP xx [d],u+MP, cr.MP xx [b],f+[K] (delay), [b],f+HP (376)
(0bar, medium)
- [b],df+[P], cr.MP xx [d],u+MP, cr.MP, cl.HP, cl.MK xx [b],f+HP (406)
(0bar, corner)
- [b],df+[P], cr.MP xx [b],df+KK, *PPP_KKK*, j.HK, cl.HP, [b],f+LP (455)
(1bar)
counterhit
- st.HP, *KKK* (lv.1), *PPP* (lv.2), j.HK, cl.MK xx [b],f+HP(474)
(0bar, hard)
Combos Into Supers
- N/A