Street Fighter X Tekken/Balrog: Difference between revisions

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== Combos ==
== Combos ==
=== Bread and Butters ===
=== Bread and Butters ===
* N/A
* cr.MP xx [d],u+LP, cr.MP xx [b],f+[K] (delay), [b],f+HP(329)
(0bar, medium)
 
Post-launch
 
* cr.MP xx [b],f+[K] (delay), [b],f+HP
(0bar, easy)
 
* cr.MP, cl.HP, cl.MK xx [b],f+HP
(0bar, corner)
 
* cl.HP, [b],f+LK, j.HP or HP+HK
(0bar, hard)


=== Hit Confirm Combos ===
=== Hit Confirm Combos ===

Revision as of 12:36, 25 September 2023

Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Balrog

Sfxt balrog face.jpg

Ideal Team Position: Point


Balrog is pretty bad. He doesn't get benefitted by the system mechanics as much as other characters do. His charge times are long, his juggle points are all over the place, and his pressure is underwhelming. Thankfully, it's not all doom and gloom with the crazy buffalo. His buttons are strong at midrange and are mostly safe, even during boost combos. His great walk speed makes it incredibly easy for him to get in his primary poking range. His damage is good once he finally gets started, it's just that getting started takes more work compared to most characters. Balrog's strong neutral makes him good as a point character, so he can set up a plan of attack for his partner once he gains momentum.


Strengths Weaknesses
  • Great walk speed to help him stay at a viable range for poking.
  • Great damage output and corner carry.
  • Powerful and safe pokes, notably his far st.hp causes a Crumple.png on Counter.png hit, which can lead to a TAP (hold 3p.png or 3k, release) combo for about 400 damage.
  • Mostly safe boost combos thanks to the frame data and pushback of his normals.
  • Meterless launcher in the form of Buffalo Headbutt (charge d, u+p).
  • Longer charge times compared to every other charge character can make it difficult for him to pick up combos in neutral.
  • Blockstrings and combos that leave the opponent standing rarely leave him in a position to reliably continue pressure.
  • His only counters to zoning are TAP, which is slow, and EX Dash Straight (charge b, f+p) which requires meter.
  • Dash Swing Blow, (charge b, hold Df.png + p) his only overhead, is slow and unsafe.

Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Rpdfire.png
Speccancel.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
Chcrumple.png
Standing Light Kick
Lk.png
Rpdfire.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
rpdfire
Close Medium Punch
(near opponent) Mp.png
Close Hard Punch
(near opponent) Hp.png
Close Light Kick
(near opponent) Lk.png
Speccancel.png
Close Medium Kick
(near opponent) Mk.png
Speccancel.png
Close Hard Kick
(near opponent) Hk.png
Crouching Light Punch
D.png + Lp.png
Rpdfire.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Neutral Jump Hard Punch
U.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Angled Jump Hard Punch
Ub.png / Uf.png + Hp.png
High.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png

Throws

Name
Command
Notes
Head Bomber
F.png or N.png + Lp.png + Lk.png
Throw.png
Lever Break
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Dash Low Straight
B.png (charge) Df.png + P.png
Ex.png
Low.png
Hardknockdown.png
Armored.png on Ex.png
Dash Low Smash
B.png (charge) Df.png + K.png
Ex.png
Knockdown.png
Armored.png on Ex.png
Wallbounce.png on ex
Dash Swing Blow
B.png (charge) Df.png + P.png (hold)
Ex.png
High.png
Knockdown.png vs airborne
Armored.png on Ex.png
Groundbounce.png on Ex.png
Buffalo Head
D.png (charge) U.png + P.png
Ex.png
Turn Punch
3p.png or 3k.png (Charge)
Wallbounce.png vs airborne
Dash Straight
B.png (charge) F.png + P.png
Ex.png Chrg.png
Knockdown.png vs airborne
Armored.png on Ex.png
Dash Upper
B.png (charge) F.png + K.png
Ex.png Chrg.png
Knockdown.png vs airborne
Armored.png on Ex.png

Super Combo

Name
Command
Notes
Crazy Buffalo
B.png (charge) F.png + 3p.png or 3k.png
Hardknockdown.png

Frame Data

Move Name Damage Startup Active Recovery Adv. On Guard Adv. On Hit Notes
Jab.gif 30 5 2 10 +1 +5
Strong.gif 60 5 2 10 0 +4
Fierce.gif 90 9 4 20 -4 +1
Short.gif 30 4 2 9 +2 +6
Forward.gif 60 9 3 12 +2 +6
Roundhouse.gif 90 8 2 19 -1 +4
Close Jab.gif 30 4 2 9 +2 +6
Close Strong.gif 60 6 4 11 +2 +6
Close Fierce.gif 90 5 5 15 0 +6
Close Short.gif 30 3 2 8 +3 +7
Close Forward.gif 60 5 4 12 +1 +5
Close Roundhouse.gif 90 7 2 15 +3 +9
Crouch Jab.gif 30 4 2 9 +2 +6
Crouch Strong.gif 60 7 4 11 +2 +6
Crouch Fierce.gif 90 7 5 20 -5 -2
Crouch Short.gif 30 4 2 10 +1 +5
Crouch Forward.gif 60 8 2 11 +4 +8
Crouch Roundhouse.gif 90 8 2 25 -10 hard knockdown
Neutral Jump Jab.gif 40 5 2 until ground+4f +4 +12
Neutral Jump Strong.gif 70 5 4 until ground+4f +5 +16
Neutral Jump Fierce.gif 100 5 9 until ground+4f +8 +20
Neutral Jump Short.gif 40 5 3 until ground+4f +4 +12
Neutral Jump Forward.gif 70 6 2 until ground+4f +5 +16
Neutral Jump Roundhouse.gif 100 5 2 until ground+4f +8 +20
Angled Jump Jab.gif 40 5 3 until ground+4f +4 +12
Angled Jump Strong.gif 70 7 3 until ground+4f +5 +16
Angled Jump Fierce.gif 100 7 7 until ground+4f +8 +20
Angled Jump Short.gif 40 5 6 until ground+4f +4 +12
Angled Jump Forward.gif 70 7 2 until ground+4f +5 +16
Angled Jump Roundhouse.gif 100 8 6 until ground+4f +8 +20
Right.gif + Fierce.gif
Launcher 100 13 2 54 -34 switch
Cross Cancel 130 10 11 23 -12 hard knockdown
Head Bomber 130 5 2 20 - hard knockdown
Level Break 130 5 2 20 - hard knockdown
Dash Low Straight Jab.gif 100 13-23 8 20 -11 hard knockdown
Dash Low Straight Strong.gif 110 14-30 8 20 -11 hard knockdown
Dash Low Straight Fierce.gif 120 14-43 8 20 -11 hard knockdown
Dash Low Straight EX 140 14-41 8 16 -7 hard knockdown
Dash Low Smash Short.gif 100 13-22 8 20 -6 knockdown
Dash Low Smash Forward.gif 100 14-29 8 20 -6 knockdown
Dash Low Smash Roundhouse.gif 100 14-42 8 20 -6 knockdown
Dash Low Smash EX 100 14-41 8 16 -7 wall bounce
Dash Swing Blow Jab.gif 100 23-32 5 21 -9 +10
Dash Swing Blow Strong.gif 100 24-39 5 21 -9 +10
Dash Swing Blow Fierce.gif 100 24-52 5 21 -9 +10
Dash Swing Blow EX 130 24-51 5 21 -6 ground bounce
Buffalo Head Jab.gif 100 9 11 24 -13 float
Buffalo Head Strong.gif 90 11 11 24 -13 float
Buffalo Head Fierce.gif 80 13 11 24 -13 float
Buffalo Head EX 100 13 11 24 -13 float
Dash Straight Jab.gif 100 4-15 7 16 -4 -2
Dash Straight Strong.gif 110 7-24 5 18 -3 +1
Dash Straight Fierce.gif 120 7-37 4 19 -6 +1
Dash Straight EX 140 8-35 5 16 -3 +4
Dash Upper Short.gif 70 5-15 4 19 -1 0
Dash Upper Forward.gif 70 7-23 4 20 -4 +1
Dash Upper Roundhouse.gif 70 7-36 4 21 -7 +1
Dash Upper EX 140 8-35 4 17 -3 +5
Turn Punch Lv1 100 31 7 14 -4 0
Turn Punch Lv2 120 31 7 16 -4 -2
Turn Punch Lv3 150 31 8 18 -9 -5
Turn Punch Lv4 200 31 9 21 -13 -9
Turn Punch Lv5 250 31 10 22 -15 -11
Turn Punch Lv6 280 31 11 24 -18 -14
Turn Punch Lv7 360 31 12 26 -21 -17
Turn Punch Lv8 400 31 12 26 -21 -17
Turn Punch Lv9 450 31 13 29 -25 -21
Turn Punch Lv10 500 31 16 36 -35 -31
Crazy Buffalo Jab.gifStrong.gifFierce.gif 60x4,80 18(hold K=15) 6(8)5(6)6(7)5(17)3 31 -14 hard knockdown
Crazy Buffalo Short.gifForward.gifRoundhouse.gif 60x4,80 18(hold K=20) 6(8)5(6)6(7)5(17)3 31 -14 hard knockdown
Cross Art (First half) 150+ 9 2 39 -20 switch

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • cr.MP xx [d],u+LP, cr.MP xx [b],f+[K] (delay), [b],f+HP(329)

(0bar, medium)

Post-launch

  • cr.MP xx [b],f+[K] (delay), [b],f+HP

(0bar, easy)

  • cr.MP, cl.HP, cl.MK xx [b],f+HP

(0bar, corner)

  • cl.HP, [b],f+LK, j.HP or HP+HK

(0bar, hard)

Hit Confirm Combos

  • cr.LK, cr.LP, cr.LP xx [d],u+MP, cr.MP xx [b],f+[K] (delay), [b],f+HP (266)

(0bar, low, medium)

Advanced Combos

overhead

  • [b],df+[P], cr.MP xx [d],u+MP, cr.MP xx [b],f+[K] (delay), [b],f+HP (376)

(0bar, medium)

  • [b],df+[P], cr.MP xx [d],u+MP, cr.MP, cl.HP, cl.MK xx [b],f+HP (406)

(0bar, corner)

  • [b],df+[P], cr.MP xx [b],df+KK, *PPP_KKK*, j.HK, cl.HP, [b],f+LP (455)

(1bar)

counterhit

  • st.HP, *KKK* (lv.1), *PPP* (lv.2), j.HK, cl.MK xx [b],f+HP(474)

(0bar, hard)

Combos Into Supers

  • N/A

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