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Line 773: |
Line 773: |
| == 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 === |
Balrog
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
on hit, which can lead to a TAP (hold 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
+ p) his only overhead, is slow and unsafe.
|
Moves
Normal Attacks
Close Light Punch
(near opponent)
rpdfire
Close Medium Punch
(near opponent)
Close Hard Punch
(near opponent)
Close Light Kick
(near opponent)
Close Medium Kick
(near opponent)
Close Hard Kick
(near opponent)
Crouching Light Punch

+
Crouching Medium Punch

+
Crouching Hard Punch

+
Crouching Light Kick

+
Crouching Medium Kick

+
Crouching Hard Kick

+
Neutral Jump Light Punch

+
Neutral Jump Medium Punch

+
Neutral Jump Hard Punch

+
Neutral Jump Light Kick

+
Neutral Jump Medium Kick

+
Neutral Jump Hard Kick

+
Throws
Special Moves
Turn Punch

or

(Charge)

vs airborne
Super Combo
Frame Data
Move Name
|
Damage
|
Startup
|
Active
|
Recovery
|
Adv. On Guard
|
Adv. On Hit
|
Notes
|
|
30
|
5
|
2
|
10
|
+1
|
+5
|
|
|
60
|
5
|
2
|
10
|
0
|
+4
|
|
|
90
|
9
|
4
|
20
|
-4
|
+1
|
|
|
30
|
4
|
2
|
9
|
+2
|
+6
|
|
|
60
|
9
|
3
|
12
|
+2
|
+6
|
|
|
90
|
8
|
2
|
19
|
-1
|
+4
|
|
Close
|
30
|
4
|
2
|
9
|
+2
|
+6
|
|
Close
|
60
|
6
|
4
|
11
|
+2
|
+6
|
|
Close
|
90
|
5
|
5
|
15
|
0
|
+6
|
|
Close
|
30
|
3
|
2
|
8
|
+3
|
+7
|
|
Close
|
60
|
5
|
4
|
12
|
+1
|
+5
|
|
Close
|
90
|
7
|
2
|
15
|
+3
|
+9
|
|
Crouch
|
30
|
4
|
2
|
9
|
+2
|
+6
|
|
Crouch
|
60
|
7
|
4
|
11
|
+2
|
+6
|
|
Crouch
|
90
|
7
|
5
|
20
|
-5
|
-2
|
|
Crouch
|
30
|
4
|
2
|
10
|
+1
|
+5
|
|
Crouch
|
60
|
8
|
2
|
11
|
+4
|
+8
|
|
Crouch
|
90
|
8
|
2
|
25
|
-10
|
hard knockdown
|
|
Neutral Jump
|
40
|
5
|
2
|
until ground+4f
|
+4
|
+12
|
|
Neutral Jump
|
70
|
5
|
4
|
until ground+4f
|
+5
|
+16
|
|
Neutral Jump
|
100
|
5
|
9
|
until ground+4f
|
+8
|
+20
|
|
Neutral Jump
|
40
|
5
|
3
|
until ground+4f
|
+4
|
+12
|
|
Neutral Jump
|
70
|
6
|
2
|
until ground+4f
|
+5
|
+16
|
|
Neutral Jump
|
100
|
5
|
2
|
until ground+4f
|
+8
|
+20
|
|
Angled Jump
|
40
|
5
|
3
|
until ground+4f
|
+4
|
+12
|
|
Angled Jump
|
70
|
7
|
3
|
until ground+4f
|
+5
|
+16
|
|
Angled Jump
|
100
|
7
|
7
|
until ground+4f
|
+8
|
+20
|
|
Angled Jump
|
40
|
5
|
6
|
until ground+4f
|
+4
|
+12
|
|
Angled Jump
|
70
|
7
|
2
|
until ground+4f
|
+5
|
+16
|
|
Angled Jump
|
100
|
8
|
6
|
until ground+4f
|
+8
|
+20
|
|
+
|
|
|
|
|
|
|
|
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
|
100
|
13-23
|
8
|
20
|
-11
|
hard knockdown
|
|
Dash Low Straight
|
110
|
14-30
|
8
|
20
|
-11
|
hard knockdown
|
|
Dash Low Straight
|
120
|
14-43
|
8
|
20
|
-11
|
hard knockdown
|
|
Dash Low Straight EX
|
140
|
14-41
|
8
|
16
|
-7
|
hard knockdown
|
|
Dash Low Smash
|
100
|
13-22
|
8
|
20
|
-6
|
knockdown
|
|
Dash Low Smash
|
100
|
14-29
|
8
|
20
|
-6
|
knockdown
|
|
Dash Low Smash
|
100
|
14-42
|
8
|
20
|
-6
|
knockdown
|
|
Dash Low Smash EX
|
100
|
14-41
|
8
|
16
|
-7
|
wall bounce
|
|
Dash Swing Blow
|
100
|
23-32
|
5
|
21
|
-9
|
+10
|
|
Dash Swing Blow
|
100
|
24-39
|
5
|
21
|
-9
|
+10
|
|
Dash Swing Blow
|
100
|
24-52
|
5
|
21
|
-9
|
+10
|
|
Dash Swing Blow EX
|
130
|
24-51
|
5
|
21
|
-6
|
ground bounce
|
|
Buffalo Head
|
100
|
9
|
11
|
24
|
-13
|
float
|
|
Buffalo Head
|
90
|
11
|
11
|
24
|
-13
|
float
|
|
Buffalo Head
|
80
|
13
|
11
|
24
|
-13
|
float
|
|
Buffalo Head EX
|
100
|
13
|
11
|
24
|
-13
|
float
|
|
Dash Straight
|
100
|
4-15
|
7
|
16
|
-4
|
-2
|
|
Dash Straight
|
110
|
7-24
|
5
|
18
|
-3
|
+1
|
|
Dash Straight
|
120
|
7-37
|
4
|
19
|
-6
|
+1
|
|
Dash Straight EX
|
140
|
8-35
|
5
|
16
|
-3
|
+4
|
|
Dash Upper
|
70
|
5-15
|
4
|
19
|
-1
|
0
|
|
Dash Upper
|
70
|
7-23
|
4
|
20
|
-4
|
+1
|
|
Dash Upper
|
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  
|
60x4,80
|
18(hold K=15)
|
6(8)5(6)6(7)5(17)3
|
31
|
-14
|
hard knockdown
|
|
Crazy Buffalo  
|
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
Advanced Strategy
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
Game Navigation
General
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Street Fighter Characters
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Tekken Characters
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Guest Characters
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