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== Moves | == Normal Moves == | ||
=== <span class="invisible-header">5LP</span> === | |||
{{MoveData | |||
| name = Far Jab | |||
| input = 5LP / Far LP | |||
| subtitle = Far Light Punch | |||
| image = CVS2_Boxer_5LP.PNG | |||
| caption = | |||
| linkname = 5LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 300 | |||
| stun = 3 | |||
| cancel = RF/SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 2 | |||
| active = 4 | |||
| recovery = 6 | |||
| total = 12 | |||
| advHit = +5 | |||
| advBlock = +5 | |||
| invul = None | |||
| description = A quick jab. Simple and standard, with a nice benefit of being 2 frames when most 5LP's are 3 or 4 frames. Decent panic button, but it can be crouched under. | |||
}} | |||
}} | |||
=== <span class="invisible-header">5MP</span> === | |||
{{MoveData | |||
| name = Far Strong | |||
| input = 5MP / Far MP | |||
| subtitle = Far Medium Punch | |||
| image = CVS2_Boxer_5MP.PNG | |||
| caption = | |||
| linkname = 5MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 1000/800 | |||
| stun = 10/8 | |||
| cancel = SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 7 | |||
| active = 3 | |||
| recovery = 23 | |||
| total = 33 | |||
| advHit = -6 | |||
| advBlock = -6 | |||
| invul = None | |||
| description = A far reaching uppercut. Surprising horizontal range, you can anti-air with this pretty consistently. You would rather get cl.MP or 2HP for anti-air usually however, or Buffalo Headbutt. | |||
}} | |||
}} | |||
=== <span class="invisible-header">5HP</span> === | |||
{{MoveData | |||
| name = Far Fierce | |||
| input = 5HP / Far HP | |||
| subtitle = Far Heavy Punch | |||
| image = CVS2_Boxer_5HP.PNG | |||
| caption = For when you wish Dash Straight would work | |||
| linkname = 5HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 8 | |||
| active = 6 | |||
| recovery = 21 | |||
| total = 35 | |||
| advHit = -3 | |||
| advBlock = -3 | |||
| invul = None | |||
| description = A long reaching straight punch. Crouchable, but by less of the cast than Dash Straight, making it a subpar replacement. You can combo into super if you do this as a punish, and it does massive damage. | |||
}} | |||
}} | |||
=== <span class="invisible-header">5LK</span> === | |||
{{MoveData | |||
| name = Far Short | |||
| input = 5LK / Far LK | |||
| subtitle = Far Light Kick | |||
| image = CVS2_Boxer_5LK.PNG | |||
| caption = | |||
| linkname = 5LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 500 | |||
| stun = 5 | |||
| cancel = RF/SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 2 | |||
| active = 3 | |||
| recovery = 5 | |||
| total = 10 | |||
| advHit = +7 | |||
| advBlock = +7 | |||
| invul = None | |||
| description = High hitting elbows. Superior to 5LP in every way except hitbox. Better overall frame data, +7 instead of +5, and it does 500 damage instead of 300. Like many things in Balrog's kit however, these whiff crouching opponents easily. | |||
}} | |||
}} | |||
== | === <span class="invisible-header">5MK</span> === | ||
{{MoveData | |||
| name = Far Forward | |||
| input = 5MK / Far MK | |||
| subtitle = Far Medium Kick | |||
| image = CVS2_Boxer_5MK.PNG | |||
| caption = | |||
| linkname = 5MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 7 | |||
| active = 5 | |||
| recovery = 17 | |||
| total = 30 | |||
| advHit = -2 | |||
| advBlock = -2 | |||
| invul = None | |||
| description = A quick gut punch. Low reach, and there is a difference in the close and far versions, so you're much more likely to land the close version than this. That's ok, because the close version is much better in every way. If you do get this, you won't get a special cancel if you buffered for one, but you can still go into a super. | |||
}} | |||
}} | |||
=== <span class="invisible-header">5HK</span> === | |||
{{MoveData | |||
| name = Far Roundhouse | |||
| input = 5HK / Far HK | |||
| subtitle = Far Heavy Kick | |||
| image = CVS2_Boxer_5HK.PNG | |||
| caption = | |||
| linkname = 5HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Far {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 8 | |||
| active = 4 | |||
| recovery = 24 | |||
| total = 36 | |||
| advHit = -4 | |||
| advBlock = -4 | |||
| invul = None | |||
| description = A far reaching hook. One of Balrog's pokes that you can't crouch under, making it instantly very valuable. Sadly, it isn't a great replacement for 5HP/Dash Straight. It only has about half the range of 5HP, and barely a 3rd of the range of Dash Straight. It doesn't cancel, and leaves Balrog -4 so you can't exactly run in and pressure after it. It does do decent damage for a single hit however, and regardless of all the drawbacks, it's a far reaching and uncrouchable poke, making it very important in his kit. | |||
}} | |||
}} | |||
== Close Normals == | |||
=== <span class="invisible-header">clLP</span> === | |||
{{MoveData | |||
| name = Close Jab | |||
| input = cl.LP / cl5LP | |||
| subtitle = Close Light Punch | |||
| image = CVS2_Boxer_5LP.PNG | |||
| caption = | |||
| linkname = cl.LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 300 | |||
| stun = 3 | |||
| cancel = RF/SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 2 | |||
| active = 4 | |||
| recovery = 6 | |||
| total = 12 | |||
| advHit = +5 | |||
| advBlock = +5 | |||
| invul = None | |||
| description = Identical to 5LP. Still a good panic jab that you can crouch under. | |||
}} | |||
}} | |||
=== <span class="invisible-header">clMP</span> === | |||
{{MoveData | |||
| name = Close Strong | |||
| input = cl.MP / cl5MP | |||
| subtitle = Close Medium Punch | |||
| image = CVS2_Boxer_clMP.PNG | |||
| caption = | |||
| linkname = cl.MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 1000/800 | |||
| stun = 10/8 | |||
| cancel = SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5 | |||
| active = 4 | |||
| recovery = 19 | |||
| total = 28 | |||
| advHit = -3 | |||
| advBlock = -3 | |||
| invul = None | |||
| description = An uppercut at a similar angle to 5MP. A bit better overall, mostly due to the faster startup, but getting 5MP instead of this really isn't too bad anyway. Still mostly for anti-air purposes and the occasional combo into super. | |||
}} | |||
}} | |||
=== <span class="invisible-header">clHP</span> === | |||
{{MoveData | |||
| name = Close Fierce | |||
| input = cl.HP / cl5HP | |||
| subtitle = Close Heavy Punch | |||
| image = CVS2_Boxer_clHP.PNG | |||
| caption = | |||
| linkname = cl.HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1400 | |||
| stun = 14 | |||
| cancel = SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 7 | |||
| active = 4 | |||
| recovery = 19 | |||
| total = 30 | |||
| advHit = +1 | |||
| advBlock = +1 | |||
| invul = None | |||
| description = Another straight punch. Probably the worst overall, though it does very high damage, as it has the highest hitbox. Very easily crouched under. Only really leads to super, and 2HP is a more reliable button for that purpose. Oddly, this move slides Boxer back a little bit, so the +1 on block is a bit hard to abuse. | |||
}} | |||
}} | |||
=== <span class="invisible-header">clLK</span> === | |||
{{MoveData | |||
| name = Close Short | |||
| input = cl.LK / cl5LK | |||
| subtitle = Close Light Kick | |||
| image = CVS2_Boxer_5LK.PNG | |||
| caption = | |||
| linkname = cl.LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 500 | |||
| stun = 5 | |||
| cancel = RF/SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 2 | |||
| active = 3 | |||
| recovery = 5 | |||
| total = 10 | |||
| advHit = +7 | |||
| advBlock = +7 | |||
| invul = None | |||
| description = Identical to 5LK. Still very good jabs as well, and still crouchable unfortunately. | |||
}} | |||
}} | |||
=== <span class="invisible-header">clMK</span> === | |||
{{MoveData | |||
| name = Close Forward | |||
| input = cl.MK / cl5MK | |||
| subtitle = Close Medium Kick | |||
| image = CVS2_Boxer_5MK.PNG | |||
| caption = | |||
| linkname = cl.MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5 | |||
| active = 4 | |||
| recovery = 13 | |||
| total = 22 | |||
| advHit = +3 | |||
| advBlock = +3 | |||
| invul = None | |||
| description = A directly upgraded 5MK. Useful normal for meaties and punishes, as it combos pretty easily into a Ground Straight or a Dash Upper. +3 on block means you can pressure afterwards, though without a little walk there isn't much that will reach well. On counterhit it's a little easier, but still not much will reach. | |||
}} | |||
}} | |||
=== <span class="invisible-header">clHK</span> === | |||
{{MoveData | |||
| name = Close Roundhouse | |||
| input = cl.HK / cl5HK | |||
| subtitle = Close Heavy Kick | |||
| image = CVS2_Boxer_5MK.PNG | |||
| caption = | |||
| linkname = cl.HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1500 | |||
| stun = 15 | |||
| cancel = SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 6 | |||
| active = 7 | |||
| recovery = 15 | |||
| total = 28 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = None | |||
| description = Another gut punch. Your highest damage normal, and a very high damage cancel into super, although the situations you can punish with this into super are a bit rare. The difficulty lies in not getting a throw while you buffer for the super. Still, if you get it consistently, this is your max damage super cancel. | |||
}} | |||
}} | |||
== Crouching Normals == | |||
=== <span class="invisible-header">2LP</span> === | |||
{{MoveData | |||
| name = Crouch Jab | |||
| input = 2LP / cr.LP | |||
| subtitle = Crouching Light Punch | |||
| image = CVS2_Boxer_2LP.PNG | |||
| caption = | |||
| linkname = 2LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 200 | |||
| stun = 2 | |||
| cancel = RF/SP/SU | |||
| guard = Mid | |||
| parry = Mid | |||
| startup = 3 | |||
| active = 4 | |||
| recovery = 7 | |||
| total = 14 | |||
| advHit = +4 | |||
| advBlock = +4 | |||
| invul = None | |||
| description = A simple 2LP for mashing and pressure. Links into itself so you can build charge, and on counterhit it can link into stronger moves. Standard but useful overall. | |||
}} | |||
}} | |||
=== <span class="invisible-header">2MP</span> === | |||
{{MoveData | |||
| name = Crouch Strong | |||
| input = 2MP / cr.MP | |||
| subtitle = Crouching Medium Punch | |||
| image = CVS2_Boxer_2MP.PNG | |||
| caption = | |||
| linkname = 2MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = Low | |||
| startup = 4 | |||
| active = 4 | |||
| recovery = 13 | |||
| total = 21 | |||
| advHit = +4 | |||
| advBlock = +4 | |||
| invul = None | |||
| description = A strong low punch. Useful for meaties and close range poking, and on counterhit it links into itself for big damage super confirms. Decent as a defensive option as well to stop them moving in on you. | |||
}} | |||
}} | |||
=== <span class="invisible-header">2HP</span> === | |||
{{MoveData | |||
| name = Crouch Fierce | |||
| input = 2HP / cr.HP | |||
| subtitle = Crouching Heavy Punch | |||
| image = CVS2_Boxer_2HP.PNG | |||
| caption = | |||
| linkname = 2HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1300/800 | |||
| stun = 13/8 | |||
| cancel = SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5 | |||
| active = 6 | |||
| recovery = 23 | |||
| total = 44 | |||
| advHit = -5 | |||
| advBlock = -5 | |||
| invul = None | |||
| description = A high reaching uppercut punch. Your go-to anti-air and super confirm in most situations. Fast, decent hitbox, and good damage make it a very rewarding option in both of those scenarios. -5 on block, no special cancel, and hefty endlag make it a worse option in neutral however. Save it for anti-airs and confirms. | |||
}} | |||
}} | |||
=== <span class="invisible-header">2LK</span> === | |||
{{MoveData | |||
| name = Crouch Short | |||
| input = 2LK / cr.LK | |||
| subtitle = Crouching Light Kick | |||
| image = CVS2_Boxer_2LK.PNG | |||
| caption = | |||
| linkname = 2LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 300 | |||
| stun = 3 | |||
| cancel = SP/SU | |||
| guard = Low | |||
| parry = Low | |||
| startup = 3 | |||
| active = 4 | |||
| recovery = 7 | |||
| total = 14 | |||
| advHit = +4 | |||
| advBlock = +4 | |||
| invul = None | |||
| description = A quick jab aimed at the feet, and Boxer's main low route. To confirm with this, you have to hit a 1 frame link into 2LP, which is as hard as it sounds. Without doing that, you can't confirm off of 2LK and have to cancel immediately. Learning the 1 frame into 2LP gives you a solid combo with 2LK, 2LP > [2]8HP, so try to lab that out in order to make Balrog's mixup just a little bit scarier. | |||
}} | |||
}} | |||
=== <span class="invisible-header">2MK</span> === | |||
{{MoveData | |||
| name = Crouch Forward | |||
| input = 2MK / cr.MK | |||
| subtitle = Crouching Medium Kick | |||
| image = CVS2_Boxer_2MK.PNG | |||
| caption = | |||
| linkname = 2MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = SU | |||
| guard = Low | |||
| parry = Low | |||
| startup = 7 | |||
| active = 2 | |||
| recovery = 15 | |||
| total = 24 | |||
| advHit = +3 | |||
| advBlock = +3 | |||
| invul = None | |||
| description = Another low hitting punch. Not as useful as a poke, which is rough since Balrog would really like this to be a good poke. Instead, this is mostly a whiff punish into super or a link from a counterhit cl.MK, and doesn't see purpose anywhere else much. | |||
}} | |||
}} | |||
=== <span class="invisible-header">2HK</span> === | |||
{{MoveData | |||
| name = Crouch Roundhouse | |||
| input = 2HK / cr.HK | |||
| subtitle = Crouching Heavy Kick | |||
| image = CVS2_Boxer_2HK.PNG | |||
| caption = | |||
| linkname = 2HK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|d}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = SU | |||
| guard = Low | |||
| parry = Low | |||
| startup = 7 | |||
| active = 4 | |||
| recovery = 23 | |||
| total = 34 | |||
| advHit = -DWN | |||
| advBlock = -3 | |||
| invul = None | |||
| description = A heavy punch that resembles a Dash Ground Straight. Very solid sweep, gives a good knockdown and can confirm into Gigaton Blow from pretty far out. For the Gigaton Blow confirm, don't cancel 2HK, and instead link into the super. Hits low and has good range, and not as much whiff recovery as other sweeps, but still a pretty risky button in comparison to things like 2LP. | |||
}} | |||
}} | |||
== Jumping Normals == | |||
=== <span class="invisible-header">jLP</span> === | |||
{{MoveData | |||
| name = Jump Jab | |||
| input = j.LP | |||
| subtitle = Jumping Light Punch | |||
| image = CVS2_Boxer_jLK.PNG | |||
| caption = Neutral Jump | |||
| image2 = CVS2_Boxer_jLP.PNG | |||
| caption2 = Diagonal Jump | |||
| linkname = j.LP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 600 | |||
| stun = 6 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 3 | |||
| active = 22 | |||
| recovery = 0 | |||
| total = 25 | |||
| advHit = Varies | |||
| advBlock = Varies | |||
| invul = None | |||
| description = Useful jabs for interrupting air movement, though they tend to lose out and aren't very high reward. Try to hit them as you rise up, best used from a backwards jump. | |||
}} | |||
}} | |||
=== <span class="invisible-header">jMP</span> === | |||
{{MoveData | |||
| name = Jump Strong | |||
| input = j.MP | |||
| subtitle = Jumping Medium Punch | |||
| image = CVS2_Boxer_njHP.PNG | |||
| caption = Neutral Jump | |||
| image2 = CVS2_Boxer_jLP.PNG | |||
| caption2 = Diagonal Jump | |||
| linkname = j.MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|u}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 5 | |||
| active = 10 | |||
| recovery = 0 | |||
| total = 15 | |||
| advHit = Varies | |||
| advBlock = Varies | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|uf}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 6 | |||
| active = 6 | |||
| recovery = 0 | |||
| total = 12 | |||
| advHit = Varies | |||
| advBlock = Varies | |||
| invul = None | |||
| description = Diagonal jump strong is a hook similar to dj.LP, but with much less active frames. Not much use. Neutral jump strong is a decent air-to-air, but you won't use it often since air-to-air is worse than just doing 2HP or 5MP. | |||
}} | |||
}} | |||
=== <span class="invisible-header">jHP</span> === | |||
{{MoveData | |||
| name = Jump Fierce | |||
| input = j.HP | |||
| subtitle = Jumping Heavy Punch | |||
| image = CVS2_Boxer_njHP.PNG | |||
| caption = Neutral Jump | |||
| image2 = CVS2_Boxer_jHP.PNG | |||
| caption2 = Diagonal Jump | |||
| linkname = j.HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|u}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 9 | |||
| active = 8 | |||
| recovery = 0 | |||
| total = 17 | |||
| advHit = Varies | |||
| advBlock = Varies | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|uf}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 7 | |||
| active = 8 | |||
| recovery = 0 | |||
| total = 15 | |||
| advHit = Varies | |||
| advBlock = Varies | |||
| invul = None | |||
| description = Diagonal jump fierce is your main jump-in normal for damage, and has a solid hitbox below Balrog. Neutral jump fierce is a unique move. While nj.HP is active, Balrog can move a little to the left or right by holding 4 or 6. This is a little niche, but allows you to neutral jump over fireballs and still approach forward, or escape to bait an anti-air. Lower risk way to move forward over projectiles, but not super notable otherwise. | |||
}} | |||
}} | |||
=== <span class="invisible-header">jLK</span> === | |||
{{MoveData | |||
| name = Jump Short | |||
| input = j.LK | |||
| subtitle = Jumping Light Kick | |||
| image = CVS2_Boxer_jLK.PNG | |||
| caption = | |||
| linkname = j.LK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 600 | |||
| stun = 6 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 4 | |||
| active = 22 | |||
| recovery = 0 | |||
| total = 26 | |||
| advHit = Varies | |||
| advBlock = Varies | |||
| invul = None | |||
| description = Similar air punches to j.LP, with fast startup and high active frames. Outside of one extra frame of startup, this is identical overall to j.LP, so technically there's no real reason to ever use this. This would matter a lot if j.LP was an important air-to-air, but it isn't, so it really doesn't matter much. | |||
}} | |||
}} | |||
=== <span class="invisible-header">jMK</span> === | |||
{{MoveData | |||
| name = Jump Forward | |||
| input = j.MK | |||
| subtitle = Jumping Medium Kick | |||
| image = CVS2_Balrog_jLK.PNG | |||
| caption = | |||
| linkname = j.MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|u}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 6 | |||
| active = 9 | |||
| recovery = 0 | |||
| total = 15 | |||
| advHit = Varies | |||
| advBlock = Varies | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|uf}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 7 | |||
| active = 6 | |||
| recovery = 0 | |||
| total = 13 | |||
| advHit = Varies | |||
| advBlock = Varies | |||
| invul = None | |||
| description = Jumping punches that are identical in animation to j.LP. Not much purpose for these overall really, they aren't great air-to-airs or great jump-ins. The neutral jump and diagonal jump versions are identical except for different frame data, which is not something that will affect you often. | |||
}} | |||
}} | |||
=== <span class="invisible-header">jHK</span> === | |||
{{MoveData | |||
| name = Jump Roundhouse | |||
| input = j.HK | |||
| subtitle = Jumping Heavy Kick | |||
| image = CVS2_Boxer_jHP.PNG | |||
| caption = | |||
| linkname = j.HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|u}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 8 | |||
| active = 10 | |||
| recovery = 0 | |||
| total = 18 | |||
| advHit = Varies | |||
| advBlock = Varies | |||
| invul = None | |||
| description = | |||
}} | |||
{{AttackData-CvS2 | |||
| version = {{Motion|ub}}/{{Motion|uf}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = High | |||
| parry = High | |||
| startup = 7 | |||
| active = 8 | |||
| recovery = 0 | |||
| total = 15 | |||
| advHit = Varies | |||
| advBlock = Varies | |||
| invul = None | |||
| description = Heavy jump ins. Neutral jump version has a bit of extra active frames but you won't use it much. The diagonal version is exactly the same as diagonal j.HP, you can use them both in the same situations. | |||
}} | |||
}} | |||
== Throws == | |||
=== <span class="invisible-header">Head Bomber</span> === | |||
{{MoveData | |||
| name = Head Bomber | |||
| input = Near Opponent, 4/6HP | |||
| subtitle = Punch Throw | |||
| image = CVS2_Boxer_PThrow.PNG | |||
| caption = | |||
| linkname = Head Bomber | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1900 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 3 | |||
| active = 1 | |||
| recovery = 13 | |||
| total = 17 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = None | |||
| description = A quick liver blow. Not a mash throw like in other SF titles. Faster and lower damage of his two throws. You can still get solid oki from this since Balrog can walk up as the opponent flies away. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Dirty Bomber</span> === | |||
{{MoveData | |||
| name = Dirty Bomber | |||
| input = Near Opponent, 4/6HK | |||
| subtitle = Kick Throw | |||
| image = CVS2_Boxer_KThrow.PNG | |||
| caption = | |||
| linkname = Dirty Bomber | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 2200 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 5 | |||
| active = 1 | |||
| recovery = 13 | |||
| total = 19 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = None | |||
| description = Balrog slams his opponent into the ground. Higher damage but slower startup. One of your best up close knockdowns, right next to Balrog. | |||
}} | |||
}} | |||
== Special Moves == | == Special Moves == |
Revision as of 21:57, 23 June 2022
Introduction
Story
Balrog, known as Mike Bison in Japan and Boxer worldwide, is an American boxing legend. Balrog was raised from a childhood of poverty in a criminal area, and made it out by training to become a boxing fighter. He took to it quickly, and was soon called one of the best boxing champions at the time. However, his upbringing made him more relentless and cutthroat, leading him to high violence in the ring and using illegal moves like his Buffalo Headbutt. After accidentally killing one of his opponents, Balrog was banned from any competitive boxing circuits. Still, he had plenty of money and was an amazing fighter. He enjoyed a life of fame and riches, until one day he joined Shadaloo.
He quickly rose the ranks of Shadaloo, and became M. Bison's personal enforcer. Throughout most of the games, Balrog enjoys his high position in Shadaloo, and carries out multiple hits for them alongside directing other grunt work. Not much is known about where Balrog is in the modern time of Street Fighter 3, but we know he lost to Alex in the grand finals of a tournament called Vale Tudo Eternal Fighting prior to the events of Street Fighter III: New Generation/
Gameplay
Balrog is a classic bully character, using his forward moving punches and long reaching normals to bust up opponents in neutral. In other games, especially Street Fighter 2: Super Turbo, Balrog is often considered a high or top tier character for his amazing offense and neutral. Balrog isn't as strong in CvS2 sadly, but is nowhere near weak, usually scoring in the mid tier somewhere. He still has his amazing dash punches, but Dash Straight can be crouched by a majority of the cast, limiting its use heavily. This sorta sucks, because Dash Straight is classically the main one you use in neutral for it's long reach and safety on block. This forces Balrog to rely on other dash punches, like Dash Upper and Dash Lower, or to simply play patient in neutral.
Balrog comes with plenty of benefits however. He has simple and good combos, Dash Upper is amazing for creating powerful guard crush strings, and his supers are incredibly useful. Crazy Buffalo is a high damage combo ender with good reach and invuln, and the level 2 combo from it is simple and powerful. The real juice is his level 3, Gigaton Blow. Incredibly fast, great range, and high damage makes Gigaton Blow a terrifying punish tool akin to Ken's SAIII in 3rd Strike, but with much scarier damage. Even without a super, Buffalo Headbutt can get Balrog out of a sticky situation, and RC Dash Straight makes opponents think twice about throwing that fireball or standing poke out. Balrog leans a lot more defensively in CvS2 in neutral, as a crouchable Dash Straight removes his most ignorant neutral skip. Once he gets to be aggro, he can overwhelm his opponents, and solid defense gets you there faster than a high risk neutral skip.
Groove Selection
Best - C: Balrog's best Groove is C-Groove. Easy access to a lot of meter for Crazy Buffalo combos or a Gigaton Blow punish with meter, air blocking to make his jumps a lot safer while he charges midair, and his level 2 Crazy Buffalo cancels easily into a Buffalo Headbutt for solid damage with meter. Balrog has a solid roll cancel with RC Dash Straight, and while it can still be crouched, using it as a fireball or standing poke punish makes this less risky. RC Dash Ground Straight is also a powerful tool, though the startup is worse and it is riskier if blocked. C-Groove is a very solid defensive Groove, and since Balrog needs good defense to win neutral, C-Balrog is his best Groove. N-Balrog
Useful - K/A/N: K-Balrog and A-Balrog are right behind. K-Balrog gets better movement and mixup potential to make his aggressive potential a lot scarier, and he does more than respectable damage with Rage. The real attraction of K-Balrog is that you get very consistent access to Raged Gigaton Blow, which is a massive damage punish tool and combo ender. A Raged K-Balrog is a lot scarier to fight, but in trade he loses the threat of a super without Rage. A-Balrog loses the threat of super almost entirely, but makes up for it with his Custom Combo. It's not the highest damage, but it is a very powerful tool, and his CC is actually quite easy to perform. Both A-Balrog and K-Balrog trade off consistent meter threat for these tools however, which is a hefty loss. N-Balrog maintains the threat of a level 1 Crazy Buffalo combo, and gets access to the movement of K-Groove and the rolls of C/A-Groove, but basically never has Gigaton Blow.
Worst - S/P: S-Balrog is a bit of a gimmick, just like any S-Groove character. Infinite level 1 Crazy Buffalo is pretty nice, as it solidifies his punishes a bit more, but he doesn't entirely need it. As a loss, he has to charge meter to have any threat of a super. Having to charge meter removes the threat of dash punches or Buffalo Headbutt in neutral, and leaves him open to punishment. This really sucks for Balrog, who can be a little more than reliant on a good super. Gigaton Blow is even rarer in S-Groove as well. P-Balrog is very hard to use, as you sacrifice charge to parry, meaning he can't get much of a punish. Situationally, you can parry a move and have enough time to charge for a Gigaton Blow punish, but this is rare and about the scariest thing P-Balrog has.
Balrog (Boxer) is a versatile character with good defense and offense, but lacking neutral. If he gets a solid punish on defense, he can go into powerful guard crush strings against his opponent and secure a win. However, if he never gets these, and is forced to play neutral all day, he struggles hard. Balrog is best in C-Groove. |
|
Pros | Cons |
|
|
Normal Moves
5LP
5MP
5HP
5LK
5MK
5HK
Close Normals
clLP
clMP
clHP
clLK
clMK
clHK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
jLP
jMP
jHP
jLK
jMK
jHK
Throws
Head Bomber
Dirty Bomber
Special Moves
Dash Punch
- Charge Back, Forward + Punch
Dash Uppercut
- Charge Back, Forward + Kick
Dash Lower
- Charge Back, Down-Forward + Punch
Dash Lower Uppercut
- Charge Back, Down-Forward + Kick
Buffalo Headbutt
- Charge Down, Up + Punch
Turn Punch
- Hold 3P or 3K, release
Super Moves
Crazy Buffalo
- Charge Back, Forward, Back, Forward + Punch
- Balrog rushes forward and starts throwing a barrage of punches. 2800/4000/5100 damage, Crazy Buffalo is not safe on block and requires a grounded opponent. It does not work like Chang, Iori or Kim's super that sucks you into it. It is worth knowing that unlike most supers, CB has invincibility frames at all levels (9/15/23).
Gigaton Blow
- Charge Back, Forward, Back, Forward + Kick
- Gigaton blow is a level 3 or max super meaning it cannot be done in A-groove. It is probably the most dangerous super in the game. There are 2 reasons for this. First off, it does massive damage weighing in at 6800. Second, it is the fastest super in the game in terms of distance traveled. Gigaton will punish almost every single special w/ recovery and will punish nearly all whiffed fierces and roundhouses. It will blow through nearly all projectiles as well due to its immense speed. Worth noting that it also has a -10 on block.
- Gigaton will punish
- Whiffed HP/HK's
- Iori Rekka's
- Hibiki QCF slashes on hit and block
- Blanka Balls, Psycho Crushers, Scissor Kicks, Headbutts
- Yamazaki Serpent Slash
- Badly spaced Cannon Drills
- Almost every single projectile (may get pegged by iori and guile's lp version)
- Hard Edge
- Oxford Red on hit and block
- Gigaton will not punish
- Sakura Hurricane Kicks
- Blanka Electricity
- Vega Balls
- Properly spaced Cannon Drills
- Crack Shoot
The Basics
Advanced Strategy
Guard break FTW!!!
Match-ups
Characters who can't crouch Balrog's Dash Straight
- Capcom
E.Honda, Eagle, Sagat, Zangief, Dhalsim
- SNK
Kyo, Terry, Joe, Benimaru,Chang, Raiden, Geese, Yamazaki, Rugal
Characters who can crouch Balrog's standing Fierce
- Capcom
Cammy, Chun-Li, Vega, Sakura, Morrigan, Yun, Maki
- SNK
Hibiki, Rock, Iori, Athena, Mai, Kim, Vice, Yuri, Nakoruru
Rule of thumb, most of the girls can go under it, with King being an exception. Then you just add the short guys.
I need to do some more testing. If anybody can confirm more characters, that would be awesome. --Eddosan 02:36, 17 January 2007 (UTC)
Faster to use the height chart, in Buktooth's system FAQ. Rog's st. HP hits height 64 and higher. Dash punch is 68 and higher.
--Viewtiful Elvis 06:26, 17 January 2007 (UTC)
For smaller characters than can duck underneath the standing Fierce, you can use standing Roundhouse, though it's roughly 1/3 shorter than the Fierce.
Colors