Street Fighter V/Balrog: Difference between revisions

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{{SFVCharacterSummary|Balrog|
{{SFVCharacterSummary|Balrog|
Bio
A disgraced boxing champion, Balrog joined Shadaloo in search of more riches. Disatisfied with his role in the organization, Balrog searches for things to steal as he leaves S.I.N., and finds a young boy (Ed). Convinced he'll be of use to him in the future, Balrog leaves S.I.N. and Shadaloo behind to seek further riches.
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Why Play|
Balrog focuses on aggressive play and annoying his opponents. His trademark dash punches can quickly close the distance to punish any opponent attempting to walk forward or whiffing buttons, and once in he can force the opponent to play his game with his great + on block buttons and crush counters. His V-Skill 1 and Critical Art also allows him to easily deal with projectiles, while his V-Skill 2 lets him make his dash punches multi-hitting and +, making his approach even easier. However Balrog is a fairly straight-forward character; he does not have many setups, his lows aren't very threatening, and he doesn't have many mixups in general which can make opening up opponents difficult. He is also the only character in the game with no cross up button. If you like simple, aggressive bruisers then Balrog is a great choice.
|Smug, BrianF}}
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Smug, BrianF}}
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Revision as of 13:00, 6 June 2020

Template:SFVHeader

Balrog

SFV-Balrog Portrait.jpg
VITALS
Health: 1025 Stun: 1000
WALKING THROWS
Forward Walk Speed: 4.8 Throw Range: 0.85
Back Walk Speed: 3 Throw Hurt Range: 0.35
DASHING JUMPING
Forward Dash Total Frames: 17 Jump Height Apex: -
Back Dash Total Frames: 24 Jump Total Frames: 47(4+39+4)
Forward Dash Distance: 131.9 Forward Jump Distance: 206.7
Back Dash Distance: 106.1 Back Jump Distance 163.8
NOTABLE MOVE CLASSES
Overheads: - Hard Knockdowns: crHK
Low Attacks: crLK, crMK, crMK > MK, crHK, Dash Grand Blow Crush Counters: HP, HK, crHP, crHK

Summary

Bio

A disgraced boxing champion, Balrog joined Shadaloo in search of more riches. Disatisfied with his role in the organization, Balrog searches for things to steal as he leaves S.I.N., and finds a young boy (Ed). Convinced he'll be of use to him in the future, Balrog leaves S.I.N. and Shadaloo behind to seek further riches.


Why Pick Balrog?

Balrog focuses on aggressive play and annoying his opponents. His trademark dash punches can quickly close the distance to punish any opponent attempting to walk forward or whiffing buttons, and once in he can force the opponent to play his game with his great + on block buttons and crush counters. His V-Skill 1 and Critical Art also allows him to easily deal with projectiles, while his V-Skill 2 lets him make his dash punches multi-hitting and +, making his approach even easier. However Balrog is a fairly straight-forward character; he does not have many setups, his lows aren't very threatening, and he doesn't have many mixups in general which can make opening up opponents difficult. He is also the only character in the game with no cross up button. If you like simple, aggressive bruisers then Balrog is a great choice.


Players To Watch

Smug, BrianF

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Forward Throw damage increased from 130 to 140
  • Buffalo head (f+PPP) startup increased from 16f to 17f
  • Heavy Screw Smash (f,d,df+HP) startup reduced from 24f to 23f, forward movement distance slightly increased
  • VT2
    • B3 can be canceled into from all V-Skill follow-ups, recovery after Under Impact (LK > MK) unified with VT1
    • No Mercy can be combed into from normals, recovery after throw reduced by 8f, forward hitbox expanded when canceled into, distance after hit in corner increased


Season 3 (Arcade Edition)

  • Forward throw damage increased from 110 to 130, stun increased from 120 to 150, situation after hit changed so Balrog is further away from opponent
  • Stand LP hitbox expanded
  • Stand MP adjusted to allow hitting behind Balrog
  • Stand MK collision box adjusted
  • Stand HP startup increased from 11f to 12f, collision box adjusted
  • Stand HK hitbox reduced, hurtbox expanded, recovery increased from 19f to 22f, pushback distance after crush counter increased
  • Crouch LP hitbox expanded
  • Crouch HP hurtbox reduced, collision box adjusted
  • Jump HP hurtbox reduced
  • Jump HK startup increased from 8f to 9, hitbox expanded, hurtbox reduced
  • Stomping Combo (d+MK > MK) disadvantage on block increased from -6 to -7, recovery when canceled into V-Trigger adjusted
  • Screw Smash (f,d,df+P) collision box adjusted
  • Turn Around Punch
    • Level 1 throw invincibility removed on frames 1-18, expanded hurtbox on 3f-18f, advantage on hit increased from +1 to +2, collision box adjusted
    • Level 2 throw invincibility removed on frames 1-18, expanded hurtbox on 3f-18f, disadvantage on block increased from -1 to -2, collision box adjusted
    • Level 3 throw invincibility removed on frames 1-18, expanded hurtbox on 3f-18f, disadvantage on block increased from 0 to -2, advantage on hit decreased from +3 to +2, collision box adjusted
    • Level 4 throw invincibility removed on frames 1-18, disadvantage on block increased from +1 to -2, damage reduced from 160 to 140, collision box adjusted
    • Level 5 throw invincibility removed on frames 1-18, disadvantage on block increased from +2 to -2, damage reduced from 200 to 160, collision box adjusted
    • Level 6 throw invincibility removed on frames 1-18, frames 3-18 adjusted to be upper/projectile invulnerable only, disadvantage on block increased from +3 to -2, damage reduced from 240 to 180, collision box adjusted
    • Level 7 throw invincibility removed on frames 1-3, frames 3-18 adjusted to be upper/projectile/throw invulnerable only, disadvantage on block increased from +4 to -2, damage reduced from 300 to 210, collision box adjusted
    • Level 8 throw invincibility removed on frames 1-3, frames 3-18 adjusted to be upper/projectile/throw invulnerable only, disadvantage on block increased from +5 to -2, damage reduced from 360 to 240, collision box adjusted
    • Level 9 throw invincibility removed on frames 1-3, frames 3-18 adjusted to be upper/projectile/throw invulnerable only, disadvantage on block increased from +6 to -2, damage reduced from 420 to 270, collision box adjusted
    • Level 10 damage decreased from 500 to 350, collision box adjusted
  • Buffalo Swing/Buffalo Pressure (MP+MK > P/K) V-Gauge gain decreased
  • Hard Smasher/Hard Pressure (MK > MP > MP+MK > P/K) V-Gauge gain increased
  • Added V-Trigger 2: No Mercy


Move List

Unique Attacks

SFV-Balrog-Unique.jpg

Special Moves

SFV-Balrog-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Balrog-Vsystem.jpg

Critical Art

SFV-Balrog-Critical.jpg

Balrog Discussions

Discussions regarding Balrog

Balrog Shoryuken Forum

Balrog Discord Link

Balrog Discord

Video Guides

Capcom Fighter's Introduction Series

Shoryuken's Rising Up Series

CrossedMoon's Balrog Matchup Series

Other Useful Guides

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 4 2 7 3 5 7 30 70 H ["sp","su","vt1","vt2"] - - - - 36 84
Stand MP MP 5 4 13 0 2 4 70 100 H ["sp","su","vt1","vt2"] - - - 11 84 120
Stand HP HP 12 2 19 -3 0 KD 80 150 H ["su","vt1","vt2"] 96 37 42 13 96 180
Stand LK LK 3 2 8 1 2 4 30 70 H ["vt1","vt2"] - - - - 36 84
Stand MK MK 6 3 12 2 5 7 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Stand HK HK 9 3 18(22) 3 7 23 80 150 H ["vt1","vt2"] - - - 13 96 180
Crouch LP d+LP 4 3 7 3 4 6 30 70 H ["ch","sp","su","vt1","vt2"] - - - - 36 84
Crouch MP d+MP 6 3 12 2 4 6 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Crouch HP d+HP 8 5 22 -5 -1 J 90 150 H ["sp","su","vt1","vt2"] 117 58 63 14 108 180
Crouch LK d+LK 4 3 8 1 4 6 20 70 L ["vt1","vt2"] - - - - 24 84
Crouch MK d+MK 7 2 17 -2 2 4 60 100 L ["vt1","vt2"] - - - 9 72 120
Crouch HK d+HK 8 2 26 -14 KD KD 100 150 L ["vt1","vt2"] 71 22 27 16 120 180
Jump LP u+LP 4 6 - - - ? 40 70 M - - - - - 48 84
Jump MP u+MP 5 3 - - - ? 70 100 M - - - - 11 84 120
Jump HP u+HP 7 4 - - - ? 90 150 M - - - - 14 108 180
Jump LK u+LK 3 8 - - - ? 40 70 M - - - - - 48 84
Jump MK u+MK 6 5 - - - ? 70 100 M - - - - 11 84 120
Jump HK u+HK 9 4 - - - ? 90 150 M - - - - 14 108 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Hard Lead In MK > MP 6+6 4 20 -8 KD KD 96 172 H ["vs1","vs2","vt1","vt2"] 96 37 42 15 115 206
Hard KKB MK > MP > MP+MK (VS1) - - 31 -17 KD KD 96 172 H - 87 28 33 15 115 206
OTB MK > MP > MP+MK (VS2) - - 50 -36 KD KD 96 172 H - 68 9 14 15 115 206
Hard Smasher MK > MP > MP+MK (VS1) > P 6+6+21 2 23 -8 KD KD 144 268 H ["vt1","vt2"] 94 35 40 23 172 321
Hard Pressure MK > MP > MP+MK (VS1) > K 6+6+26 2 22 -8 KD KD 144 268 M ["vt1","vt2"] 70 11 16 23 172 321
Under Impact 1 LK > MK 3+6 3 16 -7 1 3 66 133 H ["vt1","vt2"] - - - 10 79 159
Under Impact 2 LK > MK > HK 3+6+9 2 21 -8 KD KD 122 213 H ["vt1","vt2"] 89 30 35 20 146 255
Stomping Combo d+MK > d+MK 7+10 3 20 -7 2 4 96 172 L*L ["vt1","vt2"] - - - 15 115 206
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Dirty Bomber LP+LK 5 3 17 - KD KD 140 150 - - 65 16 16 ? 168 180
Dirty Shot b+LP+LK 5 3 17 - KD KD 130 200 - - 61 12 12 ? 156 240
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Crazy Rush HP+HK (VT1) 1 - 6 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
No Mercy HP+HK (VT2) 1 - 6 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
KKB MP+MK (VS1) - - 29 - - ? - - H ["sp"] - - - ? CH_DAMAGE CH_STUN
Buffalo Headbutt f+PPP 17 3 23 -2 KD KD 60 0 H - 75 16 21 ? 72 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
KKB > Buffalo Swing MP+MK (VS1) > P 11+7 2 21 -4 2 4 50 100 H ["vt1","vt2"] - - - ? 60 120
KKB > Buffalo Pressure MP+MK (VS1) > K 11+17 3 19 -7 5 7 50 100 M ["vt1","vt2"] - - - ? 60 120
FFB MP+MK (VS2) - - 50 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Taunt PPP+KKK - - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LP Dash Straight b,f+LP 10(12) 4 22 -4 2 4 80 150 H ["vs1","vt1","su"] - - - ? 96 180
MP Dash Straight b,f+MP 12(16) 4 22 -6 3 5 90 150 H ["vs1","vt1","su"] - - - ? 108 180
HP Dash Straight b,f+HP 19(25) 4 22 -7 2 4 100 150 H ["vs1","vt1","su"] - - - ? 120 180
EX Dash Straight b,f+PP 9(22) 6 29 1 KD KD 80+70 50+150 H ["vs1","vt1","vt2"] 92 33 38 ? CH_DAMAGE CH_STUN
LP Dash Straight (V-Skill 2) b,f+LP (VS2) 10(12) 4 22 2 KD KD 30x3 (90) 30x2*40 (100) H ["su","vt1"] 100 41 46 ? CH_DAMAGE CH_STUN
MP Dash Straight (V-Skill 2) b,f+MP (VS2) 12(16) 4 22 2 KD KD 30x2*40 (100) 30x2*40 (100) H ["su","vt1"] 100 41 46 ? CH_DAMAGE CH_STUN
HP Dash Straight (V-Skill 2) b,f+HP (VS2) 19(25) 4 22 2 KD KD 30x2*50 (110) 30x2*40 (100) H ["su","vt1"] 100 41 46 ? CH_DAMAGE CH_STUN
EX Dash Straight (V-Skill 2) b,f+PP (VS2) 9(22) 6 29 4 KD KD 20x2*40*20x2*40 (160) 10x2*40*10x2*40 (120) H ["vt1","vt2"] 101 42 47 ? CH_DAMAGE CH_STUN
LK Dash Grand Blow b,f+LK 17 2 26 -7 KD KD 70 150 L ["vs1","vt1"] 69 20 25 ? 84 180
MK Dash Grand Blow b,f+MK 18(22) 2 26 -7 KD KD 80 150 L ["vs1","vt1"] 69 20 25 ? 96 180
HK Dash Grand Blow b,f+HK 19(25) 2 26 -7 KD KD 90 150 L ["vs1","vt1"] 69 20 25 ? 108 180
EX Dash Grand Blow b,f+KK 11(19) 2 23 -2 KD KD 140 200 L ["vs1","vt1","vt2"] 71 22 27 ? 168 240
LK Screw Smash f,d,df+LK 10 5 25 -10 KD KD 100 150 H ["su","vt1"] 87 28 33 ? 120 180
MK Screw Smash f,d,df+MK 13 5 26 -10 KD KD 100 150 H ["su","vt1"] 89 30 35 ? 120 180
HK Screw Smash f,d,df+HK 23 5 25 -10 KD KD 100 150 H ["su","vt1"] 97 38 43 ? 120 180
EX Screw Smash f,d,df+KK 12 5 29 -17 KD KD 160 200 H ["vt1","vt2"] 90 31 36 ? 192 240
TAP lvl 1 Hold and Release 2 P or K 26(30) 2 22 -2 2 4 80 150 H ["vs1","vt1","su"] - - - ? 96 180
TAP lvl 2 Hold and Release 2 P or K 26(30) 2 22 -2 2 4 100 150 H ["vs1","vt1","su"] - - - ? 120 180
TAP lvl 3 Hold and Release 2 P or K 26(30) 2 22 -2 3 5 120 150 H ["vs1","vt1","su"] - - - ? 144 180
TAP lvl 4 Hold and Release 2 P or K 26(30) 2 22 -2 KD KD 140 200 H ["vs1","vt1","su"] 90 31 36 ? 168 240
TAP lvl 5 Hold and Release 2 P or K 26(30) 2 22 -2 KD KD 160 200 H ["vs1","vt1","su"] 90 31 36 ? 192 240
TAP lvl 6 Hold and Release 2 P or K 26(30) 2 22 -2 KD KD 180 200 H ["vs1","vt1","su"] 90 31 36 ? 216 240
TAP lvl 7 Hold and Release 2 P or K 26(30) 2 22 -2 KD KD 210 300 H ["vs1","vt1","su"] 94 35 40 ? 252 360
TAP lvl 8 Hold and Release 2 P or K 26(30) 2 22 -2 KD KD 240 300 H ["vs1","vt1","su"] 94 35 40 ? 288 360
TAP lvl 9 Hold and Release 2 P or K 26(30) 2 22 -2 KD KD 270 300 H ["vs1","vt1","su"] 94 35 40 ? 324 360
TAP lvl 10 Hold and Release 2 P or K 26(30) 2 22 7 KD KD 350 400 H ["vs1","vt1","su"] 98 39 39 ? 420 480
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Gigaton Blow qcf,qcf+P 8 10 60 -45 KD KD 330 - H - 72 13 18 ? 396 CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Charging Buffalo (stage 1) (vt) f+P after charge attack 12 6 17 -2 2 4 30 100 H ["vs1","su"] - - - ? 36 120
Charging Buffalo (stage 2) (vt) f+P after charge attack 12 6 16 -2 2 4 40 100 H ["vs1","su"] - - - ? 48 120
Charging Buffalo (stage 3) (vt) f+P after charge attack 12 6 15 -2 2 4 50 100 H ["vs1","su"] - - - ? 60 120
Final Charging Buffalo (vt) f+P after charge attack 17 6 29 -13 KD KD 90 100 H ["su"] 81 22 27 ? 108 120
EX Charging Buffalo (stage 1) (vt) f+PP after charge attack 11 6 18 -2 KD KD 70 100 H ["vs1"] 93 34 39 ? 84 120
EX Final Charging Buffalo (vt) f+PP after charge attack 11 6 18 -2 KD KD 70 100 H - 95 36 41 ? 84 120
Charging Buffalo (stage 1) (V-Skill 2) (vt) f+P after charge attack 12 6 17 0 KD KD 60 80 H ["su"] 74 15 20 ? 72 96
Charging Buffalo (stage 2) (V-Skill 2) (vt) f+P after charge attack 12 6 16 1 KD KD 60 80 H ["su"] 73 14 19 ? 72 96
Charging Buffalo (stage 3) (V-Skill 2) (vt) f+P after charge attack 12 6 15 2 KD KD 70 80 H ["su"] 72 13 18 ? 84 96
Final Charging Buffalo (V-Skill 2) (vt) f+P after charge attack 17 6 29 2 KD KD 130 190 H ["su"] 81 22 27 ? 156 228
EX Charging Buffalo (stage 1) (V-Skill 2)) (vt) f+PP after charge attack 11 6 18 -1 KD KD 70 100 H - 84 25 30 ? 84 120
EX Final Charging Buffalo (V-Skill 2) (vt) f+PP after charge attack 11 6 18 -1 KD KD 70 120 H - 84 25 30 ? 84 144
Bursting Buffalo (stage 1) (vt) f+K after charge attack 14 5 21 -2 2 4 40 50 H ["vs1","su"] 93 34 39 ? 48 60
Bursting Buffalo (stage 2) (vt) f+K after charge attack 14 5 21 -2 2 4 50 50 H ["vs1","su"] 93 34 39 ? 60 60
Bursting Buffalo (stage 3) (vt) f+K after charge attack 14 5 21 -2 2 4 60 50 H ["vs1","su"] 93 34 39 ? 72 60
Final Bursting Buffalo (vt) f+K after charge attack 17 5 38 -21 KD KD 100 50 H - 89 30 35 ? 120 60
EX Bursting Buffalo (stage 1) (vt) f+KK after charge attack 12 5 19 -2 KD KD 80 70 H ["vs1"] 88 29 34 ? 96 84
EX Final Bursting Buffalo (vt) f+KK after charge attack 12 5 19 -2 KD KD 80 70 H - 93 34 39 ? 96 84
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
B3 HP+HK 7 2 60 - KD KD 180 350 T - 61 12 12 ? 216 420
Notes:
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted

Combos

BnB

  • crLP or crLK
    • , crLP, LP xx LP Dash Straight
    • , crLP xx MP Dash Straight
  • MK
    • > MP xx VS1 xx P
    • , MP xx MP Dash Straight
    • LP xx MP Dash Straight
  • HK
    • crMP xx MP Dash Straight
    • crMP xx MK Dash Grand Blow
  • crMP
    • crLP, sLP xx LP Dash Straight
    • crLP xx MP Dash Straight
  • crHP
    • xx HK Screw Smash, LP Dash Straight

With Meter

Replace any grounded Dash Straight with EX Dash Straight for more damage/carry

  • xx EX Dash Straight
    • xx VS1, LK > MK > HK

Corner

Crush Counter

  • HK
    • , HK Screw Smash, LP Dash Straight
  • HP
    • xx Gigaton Blow
  • crHP
    • , HK Screw Smash, LP or MP Dash Straight (based on height)

V-Trigger Cancels

  • LK > MK
    • xx VTC, crHP xx HK Screw Smash, LP Dash Straight
  • crMK
    • > MK xx VTC, crMP xx MP Dash Straight
    • xx VTC, crHP xx HP Screw Smash, LP Dash Straight

V System

V Reversal

A 17f strike reversal, Balrog performs his old Buffalo Headbutt special knocking the opponent away

V Skill 1

KKB causes Balrog to spin, avoiding any projectiles during its animation. He can also cancel into KKB from and of his dash punches, greatly increasing its forward moving distance. KKB can go into two moves: Buffalo Swing which is a quick hook punch, and Buffalo Pressure which is an overhead that is +3 on hit allowing a combo if in range.

V Skill 2

FFB has Balrog shuffle in place, buffing his next Dash Straight. On block, it becomes +2, and on hit, it launches, allowing you to juggle into another Dash Straight. Getting hit doesn't remove the buff like some other buff V-Skills. The input for your next Dash Straight also changes from charge b, f, to just b, f. No charge required to use. This makes random Dash Straights in neutral more scary, as it gives Balrog good damage and corner carry on hit, and pressure if it's blocked.

V Trigger 1

Crazy Rush is a 3 bar V-Trigger that allows Balrog to cancel his Dash Straight and Dash Grand Blow into another, up to 5 times for regular and 3 for EX versions. This greatly increases his combo damage. Any of the dash punches can also be canceled into KKB for a quick high/low mixup when combined with his Dash Grand Blow, or to continue juggling into another set of rush punches. Due to activation scaling and the fact that you need to use a bit of V-Guage to make it safe on block, it's difficult to pick and choose when exactly to use VT1 to make the most of it.

V Trigger 2

No Mercy is a two bar V-Trigger that gives Balrog access to a new special, B3. B3 is a short ranged command grab that can be canceled into from any normal, which also extends its range. Connecting with a B3 uses about 1/2 of your gauge, while whiffing it takes up about 1/4. Functionally, you'll get two uses out of it. Although not doing much damage, it's biggest benefit is the 350 stun it does. With the added oki and ability to cancel into it from normals and target combos in season 5, this makes the situation very tense and scary if he ever does land one.


Strategy

Playing as Balrog

Fighting Against Balrog