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| {{SFxTCrossGuideCharacterBox|{{{2}}}}} | | {{SFxTCrossGuideCharacterBox|{{{2}}}}} |
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| Ideal Team Position: Point {{{3}}} | | Ideal Team Position: {{{3}}} |
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| Balrog is a strange case where the new system doesn’t benefit him in the same way it benefits
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| other Street Fighters. In Street Fighter IV, Balrog has a multiple of ways he could deal with
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| zoners such EX Dashing attacks and the Focus Attack mechanic. In Street Fighter x Tekken, it
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| takes longer to build the meter he needs to use his EX Dashing attacks, and there is no focus
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| attack to make up for it. That being said, something he did get in return was the ability to press
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| buttons at will. The quick recovery and frame advantage of his boost combos on block are well
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| above average than most other characters, allowing him the ability to easily confirm into his
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| partner who can pick up the slack. The low angle of his jump and his fast walkspeed allow him
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| to put pressure on fireball characters at mid range, and if Balrog can stay in the opponent’s
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| face, he can almost certainly guarantee a breach in their defense. Particularly dangerous is his
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| far HP. Not only does it have exceptional reach, but it causes a crumple stun on counterhit,
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| which is something Balrog can take full advantage of thanks to his Turn Punches causing a wall
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| bounce on airborne opponents (the opponent is left in an airborne state towards the end of the
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| crumple stun). Play Balrog if you want to start off the match with an aggressive approach and
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| set a tone of offense.
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| {{{4}}} | | {{{4}}} |
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| {{ProConTable | | {{ProConTable |
| |pros= | | |pros= |
| +Good walkspeed
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| +Long limbs and fast recovery allow him to utilize numerous confirming boost variations on
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| block that can be very difficult to punish
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| +Able to put the opponents in a juggle state without meter
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| +Counterhit far HP crumples standing opponents, giving Balrog the opportunity to create a full
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| combo that can exceed 400 damage
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| +Somewhat difficult to anti-air at close range thanks to low-angle j.HK
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| {{{5}}} | | {{{5}}} |
| |cons= | | |cons= |
| -Charge times can seem longer than intuitive both in combos and in neutral
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| -st.LP whiffs on most characters crouching
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| -Blockstrings very rarely place him in a situation where he can continue pressure
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| -His primary reversal, EX Buffalo Headbutt (charge d, u+PP) is slow to start up and easily
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| punishable on block
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| -Struggles against zoners as his armor on charge punches are only for EX moves
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| -Very limited air-to-air ability
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| -Overhead smash (Hold b, hold df+P) is unsafe on block
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| {{{6}}} | | {{{6}}} |
| }} | | }} |