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Ideal Team Position: Point {{{3}}}
Ideal Team Position: {{{3}}}
 
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.


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{{ProConTable
{{ProConTable
|pros=
|pros=
+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
{{{5}}}
{{{5}}}
|cons=
|cons=
-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
{{{6}}}
{{{6}}}
}}
}}

Latest revision as of 16:28, 25 September 2023

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Strengths Weaknesses

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