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== Special Moves == | == Special Moves == | ||
=== <span class="invisible-header">Dash Straight</span> === | |||
{{MoveData | |||
| name = Dash Straight | |||
| input = [4]6P | |||
| subtitle = Dash Punch | |||
| image = CVS2_Boxer_46P.PNG | |||
| caption = Your favorite move on about half the cast, an an instant death button on the other half | |||
| linkname = Dash Straight | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Charge {{Motion|b}},{{Motion|f}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5~14 | |||
| active = 4 | |||
| recovery = 17 | |||
| total = 26~35 | |||
| advHit = -1 | |||
| advBlock = -1 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Charge {{Motion|b}},{{Motion|f}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 6~22 | |||
| active = 4 | |||
| recovery = 18 | |||
| total = 28~44 | |||
| advHit = -2 | |||
| advBlock = -2 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Charge {{Motion|b}},{{Motion|f}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 6~30 | |||
| active = 4 | |||
| recovery = 19 | |||
| total = 29~53 | |||
| advHit = -3 | |||
| advBlock = -3 | |||
| invul = None | |||
| description = Balrog's signature Dash Straight, and one of the saddest balance mistakes in CvS2. The listed startup is minimum and maximum travel time, these will activate as soon as they reach the opponent or when they reach the maximum slide distance. These are amazing neutral winning tools with massive reach, great forward movement, and great on block values. However, they have a massive caveat: about two/thirds of the cast can crouch under these. On the characters that can't crouch under them, these are oppressive and define neutral. They're fast and insanely far reaching, they can stuff most anything. Your opponent has to move around them, JD them, parry them, or do something invincible through them. Solid spacing on these makes them incredibly hard to interrupt or properly punish, and they also act as useful combo enders since Balrog can get a scary standing mixup on them. On the characters that can crouch under these, they become essentially useless. | |||
'''Dash | '''Characters who can't crouch under Dash Straight:''' | ||
* | <div class="mw-collapsible mw-collapsed" style="width:5%" > | ||
<div class="mw-collapsible-content"> | |||
* Raiden | |||
* Geese | |||
* Chang | |||
* Zangief | |||
* Sagat | |||
* Eagle | |||
* Rugal | |||
* Yamazaki | |||
* Benimaru | |||
* E.Honda | |||
* Dhalsim | |||
* Terry | |||
* Kyo | |||
* Joe | |||
</div> | |||
</div> | |||
'''Dash | '''Characters who can crouch under Dash Straight:''' | ||
* | <div class="mw-collapsible mw-collapsed" style="width:5%" > | ||
<div class="mw-collapsible-content"> | |||
* Guile | |||
* Boxer | |||
* Blanka | |||
* Dictator | |||
* Kyosuke | |||
* Todo | |||
* Ryo | |||
* Ryu | |||
* Ken | |||
* Akuma | |||
* Dan | |||
* Rolento | |||
* Haohmaru | |||
* Claw | |||
* Cammy | |||
* Morrigan | |||
* Yun | |||
* Chun-Li | |||
* Sakura | |||
* Mai | |||
* Kim | |||
* Vice | |||
* Yuri | |||
* Nakoruru | |||
* Rock | |||
* Hibiki | |||
* Maki | |||
* Iori | |||
* Athena | |||
</div> | |||
</div> | |||
}} | |||
}} | |||
=== <span class="invisible-header">Dash Uppercut</span> === | |||
{{MoveData | |||
| name = Dash Uppercut | |||
| input = [4]6K | |||
| subtitle = Dash Upper | |||
| image = CVS2_Boxer_46K.PNG | |||
| caption = | |||
| linkname = Dash Uppercut | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Charge {{Motion|b}},{{Motion|f}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4~11 | |||
| active = 4 | |||
| recovery = 15 | |||
| total = 23~30 | |||
| advHit = +1 | |||
| advBlock = +1 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Charge {{Motion|b}},{{Motion|f}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5~20 | |||
| active = 4 | |||
| recovery = 15 | |||
| total = 24~39 | |||
| advHit = +1 | |||
| advBlock = +1 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Charge {{Motion|b}},{{Motion|f}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1400 | |||
| stun = 14 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 6~29 | |||
| active = 4 | |||
| recovery = 15 | |||
| total = 25~48 | |||
| advHit = +1 | |||
| advBlock = +1 | |||
| invul = None | |||
| description = A dashing uppercut. Mostly, this is used to anti-air opponents trying to jump over Dash Straight. By design, every character in the game can crouch under these, which makes them even worse for neutral than Dash Straight. However, against the matchups where you get to use Dash Straight, this is a good way to snipe opponents trying to neutral jump or backward jump away from it. They're also +1, so if an opponent is stand blocking in fear of a Dash Ground Straight or a 2HK, you can safely reset pressure. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Dash Ground Straight</span> === | |||
{{MoveData | |||
| name = Dash Ground Straight | |||
| input = [4]3P | |||
| subtitle = Dash Lower | |||
| image = CVS2_Boxer_43P.PNG | |||
| caption = | |||
| linkname = Dash Ground Straight | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Charge {{Motion|b}},{{Motion|df}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = None | |||
| guard = Low | |||
| parry = Low | |||
| startup = 6~14 | |||
| active = 4 | |||
| recovery = 28 | |||
| total = 38~46 | |||
| advHit = -DWN | |||
| advBlock = -10 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Charge {{Motion|b}},{{Motion|df}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = None | |||
| guard = Low | |||
| parry = Low | |||
| startup = 7~23 | |||
| active = 4 | |||
| recovery = 25 | |||
| total = 36~52 | |||
| advHit = -DWN | |||
| advBlock = -10 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Charge {{Motion|b}},{{Motion|df}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = Low | |||
| parry = Low | |||
| startup = 8~32 | |||
| active = 4 | |||
| recovery = 26 | |||
| total = 38~62 | |||
| advHit = -DWN | |||
| advBlock = -10 | |||
| invul = None | |||
| description = Balrog slides forward like Dash Straight, but punches at their feet with a move that hits low. Normally, this is to punish people trying to walk away from Dash Straight. This still works, but since the answer to Dash Straight is to crouch, these are more often than not blocked in neutral. This sucks, as they're -10 and more than punishable. They make alright punishes and decent combo enders, though their ability to do either of these relies on having close enough proximity for the move to come out fast. | |||
}} | |||
}} | |||
'''Turn Punch | === <span class="invisible-header">Dash Ground Uppercut</span> === | ||
{{MoveData | |||
| name = Dash Ground Uppercut | |||
| input = [4]3K | |||
| subtitle = Dash Upper Knockdown | |||
| image = CVS2_Boxer_43K.PNG | |||
| caption = | |||
| linkname = Dash Ground Uppercut | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Charge {{Motion|b}},{{Motion|df}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 1100 | |||
| stun = 11 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 7~14 | |||
| active = 4 | |||
| recovery = 23 | |||
| total = 34~41 | |||
| advHit = -DWN | |||
| advBlock = -7 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Charge {{Motion|b}},{{Motion|df}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 8~23 | |||
| active = 4 | |||
| recovery = 23 | |||
| total = 35~50 | |||
| advHit = -DWN | |||
| advBlock = -7 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Charge {{Motion|b}},{{Motion|df}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 9~32 | |||
| active = 4 | |||
| recovery = 23 | |||
| total = 36~59 | |||
| advHit = -DWN | |||
| advBlock = -7 | |||
| invul = None | |||
| description = A move with the exact same animation and hitbox as Dash Uppercut, but it knocks grounded opponents down. Technically does more damage against standing opponents as a combo ender than Dash Ground Straight, but 100 extra damage isn't that worth it overall. Slower minimum startup than the other dash punches and still being crouchable universally means this isn't really a useful tool over a normal Dash Uppercut, and serves essentially the same purpose of anti-airing people jumping over your Dash Straight but with worse damage and startup. Still unsafe on block too, if they do stand block it, but punishing it is hard as it looks nearly identical to Dash Uppercut. The secret is that Balrog's legs are in a different position, and he says a different voiceline. Learn the difference so you can punish these on block, or just crouch and punish both with no effort. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Buffalo Head Butt</span> === | |||
{{MoveData | |||
| name = Buffalo Head Butt | |||
| input = [2]8P | |||
| subtitle = Headbutt | |||
| image = CVS2_Boxer_28P.PNG | |||
| caption = | |||
| linkname = Buffalo Head Butt | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Charge {{Motion|d}},{{Motion|u}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 1400 | |||
| stun = 14 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 8 | |||
| active = 11 | |||
| recovery = 25 | |||
| total = 44 | |||
| advHit = -DWN | |||
| advBlock = -12 | |||
| invul = 1-8 (Upper) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Charge {{Motion|d}},{{Motion|u}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 1500 | |||
| stun = 15 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 9 | |||
| active = 11 | |||
| recovery = 25 | |||
| total = 45 | |||
| advHit = -DWN | |||
| advBlock = -12 | |||
| invul = 1-9 (Upper) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Charge {{Motion|d}},{{Motion|u}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1600 | |||
| stun = 16 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 10 | |||
| active = 11 | |||
| recovery = 25 | |||
| total = 46 | |||
| advHit = -DWN | |||
| advBlock = -12 | |||
| invul = None | |||
| description = Balrog jumps into the air with a headbutt. The LP and MP versions are useful anti-airs and punish tools, and the HP version is your preferred combo ender but usually requires some close range. No version of this is a true reversal without Roll Cancels. The LP version is also useful in neutral to punish extended hurtboxes, like fireballs or long standing pokes. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Turn Punch</span> === | |||
{{MoveData | |||
| name = Turn Punch | |||
| input = Hold PPP or KKK | |||
| subtitle = TAP | |||
| image = CVS2_Boxer_TAP_First.PNG | |||
| caption = Windup | |||
| image2 = CVS2_Boxer_46P.PNG | |||
| caption2 = Attack | |||
| linkname = Turn Punch | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Hold {{Icon-Capcom|3P}}/{{Icon-Capcom|3K}} for 1~2 seconds | |||
| subtitle = Level 1 | |||
| damage = 1400 | |||
| stun = 14 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 41 | |||
| active = 6 | |||
| recovery = 13 | |||
| total = 60 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Hold {{Icon-Capcom|3P}}/{{Icon-Capcom|3K}} for 2~4 seconds | |||
| subtitle = Level 2 | |||
| damage = 1600 | |||
| stun = 16 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 41 | |||
| active = 7 | |||
| recovery = 15 | |||
| total = 63 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Hold {{Icon-Capcom|3P}}/{{Icon-Capcom|3K}} for 4~8 seconds | |||
| subtitle = Level 3 | |||
| damage = 1900 | |||
| stun = 19 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 41 | |||
| active = 8 | |||
| recovery = 17 | |||
| total = 66 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Hold {{Icon-Capcom|3P}}/{{Icon-Capcom|3K}} for 8~16 seconds | |||
| subtitle = Level 4 | |||
| damage = 2200 | |||
| stun = 22 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 41 | |||
| active = 9 | |||
| recovery = 18 | |||
| total = 68 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Hold {{Icon-Capcom|3P}}/{{Icon-Capcom|3K}} for 16~24 seconds | |||
| subtitle = Level 5 | |||
| damage = 2600 | |||
| stun = 26 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 41 | |||
| active = 10 | |||
| recovery = 20 | |||
| total = 71 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Hold {{Icon-Capcom|3P}}/{{Icon-Capcom|3K}} for 24~32 seconds | |||
| subtitle = Level 6 | |||
| damage = 2900 | |||
| stun = 29 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 41 | |||
| active = 11 | |||
| recovery = 22 | |||
| total = 74 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Hold {{Icon-Capcom|3P}}/{{Icon-Capcom|3K}} for 32~40 seconds | |||
| subtitle = Level 7 | |||
| damage = 3500 | |||
| stun = 35 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 41 | |||
| active = 12 | |||
| recovery = 23 | |||
| total = 76 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Hold {{Icon-Capcom|3P}}/{{Icon-Capcom|3K}} for 40~48 seconds | |||
| subtitle = Level 8 | |||
| damage = 4000 | |||
| stun = 40 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 41 | |||
| active = 13 | |||
| recovery = 25 | |||
| total = 79 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Hold {{Icon-Capcom|3P}}/{{Icon-Capcom|3K}} for 48~56 seconds | |||
| subtitle = Level 9 | |||
| damage = 4500 | |||
| stun = 45 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 41 | |||
| active = 14 | |||
| recovery = 27 | |||
| total = 82 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = Hold {{Icon-Capcom|3P}}/{{Icon-Capcom|3K}} for 56 seconds or more | |||
| subtitle = Level FINAL | |||
| damage = 5000 | |||
| stun = 50 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 41 | |||
| active = 15 | |||
| recovery = 28 | |||
| total = 84 | |||
| advHit = +2 | |||
| advBlock = +2 | |||
| invul = None | |||
| description = Turn Punch, or Turn Around Punch, abbreviated to TAP. Boxer reels back for a long time before lunging forward with a, thankfully uncrouchable, Dash Straight. A move of extreme lows and mediocre highs. Lacks the projectile invuln of other games Turn Punches, meaning the 41 frame startup hurts as much as it sounds like it would. As you charge higher and higher, the damage return becomes much more rewarding, and if you get a stun you can do massive meterless damage assuming you charged high enough. This means you have to sacrifice half of your buttons though, and usually you'll do this with his kicks, meaning no Dash Uppercuts, 2HK, 2LK low route, or anything. In exchange, you get a chance dizzy stun with notably high reward. Often, you'll be better off avoiding this and just using all of Balrog's normals, since he needs them much more than another high damage tool. | |||
}} | |||
}} | |||
== Super Moves == | == Super Moves == |
Revision as of 01:00, 24 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. Dash Upper and Dash Ground Upper both suffer this weakness as well, leaving him with only the risky and unsafe Dash Ground Lower, which he never wants to do in neutral except as a surprise tool from Dash Straight. This forces him to play a lot slower, and wait for the opponent to allow an opening.
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. |
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Pros | Cons |
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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 Straight
Dash Uppercut
Dash Ground Straight
Dash Ground Uppercut
Buffalo Head Butt
Turn Punch
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