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{{USFIVMoveListRow|Balrog|DashLowSmash| | {{USFIVMoveListRow|Balrog|DashLowSmash| | ||
Dash Low Smash|Dash Low Smash|b (charge) df + k ex|armorbreak| | Dash Low Smash|Dash Low Smash|b (charge) df + k ex|armorbreak| | ||
Balrog's fastest armor breaker move, but also leaves him punishable if blocked. | Balrog's fastest armor breaker move, but also leaves him punishable if blocked. It will also send the opponent flying across the screen and possibly into a corner, which is where Balrog excells. The EX version has one hit of armor. | ||
}} | }} | ||
{{USFIVMoveListRow|Balrog|BuffaloHeadbutt| | {{USFIVMoveListRow|Balrog|BuffaloHeadbutt| |
Revision as of 17:23, 24 July 2018

Balrog
There is nothing Balrog loves more than money and women. Banned from the professional boxing circuit for being too ruthless in his matches (many opponents ended up hospitalized), Balrog's attempts to become rich through boxing came to a crashing halt. However, his pure strength and unadulterated power did not go unnoticed by one important individual: the leader of Shadaloo, M. Bison. Promised riches beyond all dreams, Balrog now does much of the dirty work for M. Bison as one of his top henchmen with gleeful pleasure.
In a nutshell
Balrog is a unique character whose only true weakness is also his greatest strength. He excels in all areas of both offensive and defensive spectrums...but he must constantly switch between utilizing one or the other. He has a ferocious offensive approach if he does not defend himself, and an iron fortress of a defense as long as he does not get impatient and rush into battle. To that end, the boxer's tools in battle are designed to cater well on both fronts. His anti-air option are very good, and he can play an excellent mixup/footsie game as well. If you want a character who epitomizes the term "balance", Balrog may be your man.
Players to Watch
EG PR Balrog (USA)
Ultra SFIV Changes
(From Ultra SFIV Arcade Japan)
- Dash Straight: Light version on hit now -1 from -2
- Dash Swing Blow: Light version damage reduced to 70 from 80; stun damage reduced to 70 from 100;
- Dash Swing Blow: Light version on hit is now 0 from +10, on block is now -2 from -5
- Dash Swing Blow: Light version charge time reduced to 45 frames from 55 frames
- Dash Swing Blow: Medium version on hit is now +2 from +10, on block is now -6 from -7
- Dash Swing Blow: Medium version charge time reduced to 50 frames from 55 frames
- Turn Punch: Charge time per level from Level 2-4 is now approximately 2 second per level (3 to 4 used to be 4 seconds)
- Violent Buffalo (UC): Last hit can now be changed to straight punch by holding a punch button
- Dirty Bull (UC2): Recovery reduced to 48F from 58F; grab range extended to 1.30 from 1.09; damage reduced to 250 from 399
- Dirty Bull (UC2): Changed back to 720 + PPP from HCB HCB + PPP
(New to Ultra SFIV Console Digital Release)
- Dash Straight: Medium version pushback on hit reduced, easier to combo into EX Red Focus
- Turn Punch: Level 2 on block is now -4 from -5; on hit is now 0 from -1
- Turn Punch: Level 3 on block is now -7 from -8; on hit is now -3 from -4
- Turn Punch: Level 4 on block is now -9 from -12; on hit is now -2 from -8
(Removed from Ultra SFIV Arcade Japan)
Turn Punch: Level 1 on block is now 0 from -2Turn Punch: Level 2 on block is now -1 from -5; on hit is now +1 from -1Turn Punch: Level 3 on block is now -2 from -8; on hit is now -1 from -4Turn Punch: Level 4 on block is now -4 from -12; on hit is now -2 from -8
Character Specific Data
VITALS | |||||
---|---|---|---|---|---|
Health: | 1050 | Stun: | 1000 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.05 | Forward Dash Distance: | 1.30 | ||
Back Walk Speed: | 0.04 | Forward Dash Total Frames: | 18 | ||
JUMPING | Back Dash Distance: | 1.20 | |||
Jump Height Apex: | 1.44 | Back Dash Total Frames: | 24 | ||
Jump Total Frames: | 40 (4+36) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 1.57 | Back Dash Airborne: | 9 | ||
Back Jump Distance | 1.22 | Back Dash Recovery: | 7 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.93 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 0.93 | Face Down Total Frames: | 21 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Dash Swing Blow, EX Dash Swing Blow | Hard Knockdowns: | Crouch HK, Dash Low Straight, EX Dash Low Straight | ||
Low Attacks: | Crouch LK, Crouch MK, Crouch HK, Dash Low Straight, EX Dash Low Straight | Armor Breakers: | Dash Swing Blow, EX Dash Swing Blow, Dash Low Smash, EX Dash Low Smash, Turn Punch, Crazy Buffalo, Violent Buffalo | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 21 | L1 EX Red Focus Attack Combo Lead-Ins: | Close HP, Crouch HP (Char Specific), Close HK (Char Specific), MP Dash Straight, LP/HP Dash Straight (Char Specific), Dash Upper (Char Specific), Dash Swing Blow, Turn Around Punch (Char Specific) | ||
Level 2 Focus Startup Frames: | 29 | ||||
Level 3 Focus Startup Frames: | 65 | ||||
L1 Focus Attack Forward Dash: | -2 | L2 FA Forward Dash (On Block): | +4 | ||
L1 Focus Attack Back Dash: | -8 | L2 FA Back Dash (On Block): | -2 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close LK |
Close Short | Close lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / uf + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / uf + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / uf + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / uf + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / uf + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / uf + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Head Bomber |
Forward Throw | f or n + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Lever Break |
Back Throw | b + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Dash Straight |
Dash Punch | b (charge) f + p ex | |
~~ Uses and Strategies ~~ Balrog's standard charge move; a fairly fast straight punch that covers a decent range. Great for feeling out your opponents and also sees usage in simple combos, but be careful not to use it from too close or you can be jab punished by most characters. It is worth noting that the Medium version has much less pushback; this allows you to cancel it into Red Focus and connect it. The EX version has one hit of armor, allowing you to blow through stray normals and jump-ins. | ||||
File:No image.png |
Dash Upper |
Dash Uppercut | b (charge) f + k ex | Cannot hit crourching characters |
~~ Uses and Strategies ~~ Same as the Dash Straight but Balrog punches upwards instead. Can't hit crouchers but the whiff can sometimes catch them off guard. The EX version has enough frame advantage on hit to extend combos for more damage and corner carry. Like the EX Dash Straight, EX Dash Upper also has one hit of armor. | ||||
File:No image.png |
Dash Low Straight |
Dash Low | b (charge) df + p ex | low |
~~ Uses and Strategies ~~ The Dash Low Straight is basically a long-range sweep. Great move against people that might anticipate the Dash Swing Blow instead and earns you a hard knockdown. Unsafe on block but pushes you back far enough most of the time to not warrent a true punish. The EX version has one hit of armor. | ||||
File:No image.png |
Dash Swing Blow |
Dash Overhead | b (charge) df + hold p ex | armorbreak , high |
~~ Uses and Strategies ~~ This is Balrog's only overhead attack aside from jump-ins. As of Ultra Street Fighter IV, each version of the move has its own properties; the Light version has no frame advantage on hit but is the safest on block and requires the least amount of charging time; the Medium version has a small advantage on hit but a larger frame disadvantage on block and has a slightly slower charge time than the Light version; the Heavy version has enough frame advantage to combo afterwards but has the most frame disadvantage on block and has the standard charge time; the EX version has the same advantage on hit and charge time as the Heavy version but is one frame safer than the Medium version and has one hit of armor. All versions can armor break. | ||||
File:No image.png |
Dash Low Smash |
Dash Low Smash | b (charge) df + k ex | armorbreak |
~~ Uses and Strategies ~~ Balrog's fastest armor breaker move, but also leaves him punishable if blocked. It will also send the opponent flying across the screen and possibly into a corner, which is where Balrog excells. The EX version has one hit of armor. | ||||
File:No image.png |
Buffalo Headbutt |
Headbutt | d (charge) u + p ex | |
~~ Uses and Strategies ~~ Balrog jumps up to headbutt his opponent. His best combo ender, a reliable anti-air, and also a great move to blow through projectiles (when in range) and high-hitting attacks. In general, you want to use the Light version to anti-air and Heavy version to end your combo or combo into his Ultra 1 (Violent Buffalo), which works with any version. The EX version is completely invincible up to its 4th active frame, so use it as you see fit. | ||||
File:No image.png |
Turn Punch |
T.A.P.(Turn Around Punch) | hold 3p or 3k and release | armorbreak , the longer buttons are held (charge), the more damage move will do |
~~ Uses and Strategies ~~ Balrog's famous Turn Punch, or TAP for short. This move is very important to know because it provides Balrog with an invincible punch that can catch your opponent off-guard if timed correctly. Use this move by holding down either all three punch buttons or all three kick buttons and releasing after a minimum of 32 frames (or just over one half of a second). The longer you hold down the buttons, the stronger your punch becomes, and you can reach a maximum of 560 damage from this punch after charging for about 56 seconds. Unfortunately, charging for a longer period of time will also decrease your frame advantage on hit and block, making this strategy very impractical. A better tactic is to only use the minimum charge time, as this will give you a small frame advantage on hit (which is just enough to combo with a crouching jab after a counter-hit) and a disavantage on block that can only be truly taken advantage of by grapplers and certain supers. |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png | Crazy Buffalo | Super Combo | b (charge) f b f + p or k | armorbreak |
~~ Uses and Strategies ~~ Balrog punches his fists together and then proceeds to dash at the opponent with five punches. The last one will always be a straight, while the other four punches can be either a straight or an uppercut depending on whether you hold a kick button. The startup also depends on whether the first punch is a straight or uppercut; the straight will be slower but forces stand on the opponent and have more invincibility, while the uppercut will be slightly faster but is not able to hit crouchers. For some reason, initiating Crazy Buffalo with a punch button and then holding kick for the first punch results in one frame being shaved off the startup. This also works for initiating Crazy Buffalo with a kick button and switching to punches (or letting go of the kick button, since it defaults to a straight). This allows for Balrog to raw punish certain moves slightly faster using only this Super. As with most characters, you can cancel most of Balrog's normals and some of his special moves into this Super for quick, easy damage. Unfortunately, because the last punch is always a straight, it is less useful for juggling after a Buffalo Headbutt than Violent Buffalo, especially in the corner. |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Violent Buffalo |
Ultra Combo I | b (charge) f b f + 3p or 3k | armorbreak |
~~ Uses and Strategies ~~ Violent Buffalo is basically an upgrade to Crazy Buffalo with almost all of the same properties, including the startup quirk with the switched inputs; he just hits harder and the last punch can also be a uppercut. Because of that last property, it is much easier to juggle with this Ultra than it is with Balrog's Super. For most of your juggle combos, the optimal combination is uppercut-straight-uppercut-straight-uppercut (slightly different from AE 2012's uppercut-straight-uppercut-uppercut-uppercut; in some cases the former combination doesn't connect fully but the latter combination will). If you think you've done the Ultra too early, replace the first uppercut with a straight instead. Regardless of where you are on the screen, you will almost always carry the opponent to the corner of the stage, so Balrog players tend to use Violent Buffalo for the positioning rather than the damage. Balrog's far stand jab and some of his other normals on counter-hit have enough frame advantage to allow Violent Buffalo (using the punch to kick switch trick) to link successfully, but in most cases, it is a one-frame link, so attempt the combo at your own risk. | ||||
File:No image.png |
Dirty Bull |
Ultra Combo II | hcb hcb + 3p | Throw |
~~ Uses and Strategies ~~ Balrog grabs his opponent's face, headbutts them, and then delivers a hook to their jaw. While this move deals 700 points of stun damage, its usefulness is quite limited due to its lack of damage to health. It's also very easy to dodge since the grab, despite coming out in one frame, occurs after the Ultra flash, meaning that if the opponent hasn't been caught using a non-invincible move, they can freely jump out of it and punish you; this makes Dirty Bull primarily a punish Ultra rather than a comboable Ultra. To help with this, it has since gained a decent amount of range in Ultra Street Fighter IV; regardless of this buff, selecting this Ultra means you lose the pivotal corner carry of Violent Buffalo, and if you decide to use Ultra Combo Double, you lose a lot of precious stun on Dirty Bull, as well as 25% damage on both Ultras. Dirty Bull might see use against characters with multiple punishable moves, but even then, good opportunities to land it are scarce, especially with the fact that it can be jumped over after activation. |
The Basics
Combos
Strategy
Ultra I........ALWAYS
It might go without saying, but there could not be a clearer choice in choosing an Ultra. No matter who your opponent chooses, pick Ultra I every time without the slightest hesitation. This Ultra is much easier to land, much more damaging, and overall much more useful than Ultra II.
Matchups
vs. Abel
vs. Adon
vs. Akuma/Gouki
vs. Balrog/Boxer (self)
vs. Blanka
vs. C. Viper
vs. Cammy
vs. Chun-Li
vs. Cody
vs. Dan
vs. Decapre
vs. Dee Jay
vs. Dhalsim
vs. Dudley
vs. E. Honda
vs. El Fuerte
vs. Elena
vs. Evil Ryu
vs. Fei Long
vs. Gen
vs. Gouken
vs. Guile
vs. Guy
vs. Hakan
vs. Hugo
vs. Ibuki
vs. Juri
vs. Ken
vs. M.Bison/Dictator
vs. Makoto
vs. Oni
vs. Poison
vs. Rolento
vs. Rose
vs. Rufus
vs. Ryu
vs. Sagat
vs. Sakura
vs. Seth
vs. T.Hawk
vs. Vega/Claw
vs. Yang
vs. Yun
vs. Zangief
Frame Data