Street Fighter X Tekken/Balrog: Difference between revisions

From SuperCombo Wiki
No edit summary
No edit summary
Line 14: Line 14:
*Longer charge times compared to every other charge character can make it difficult for him to pick up combos in neutral.
*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.
*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) which requires meter.
*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 + p) his only overhead, is slow and unsafe.
*Dash Swing Blow, (charge b, hold df + p) his only overhead, is slow and unsafe.
}}
}}

Revision as of 16:16, 18 October 2020

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 on counter hit, which can lead to a TAP (hold 3p 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 + p) his only overhead, is slow and unsafe.

Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
lp
rpdfire
speccancel
Standing Medium Punch
mp
Standing Hard Punch
hp
chcrumple
Standing Light Kick
lk
rpdfire
Standing Medium Kick
mk
Standing Hard Kick
hk
Close Light Punch
(near opponent) lp
speccancel
rpdfire
Close Medium Punch
(near opponent) mp
Close Hard Punch
(near opponent) hp
Close Light Kick
(near opponent) lk
speccancel
Close Medium Kick
(near opponent) mk
speccancel
Close Hard Kick
(near opponent) hk
Crouching Light Punch
d + lp
rpdfire
speccancel
Crouching Medium Punch
d + mp
speccancel
Crouching Hard Punch
d + hp
Crouching Light Kick
d + lk
low
speccancel
Crouching Medium Kick
d + mk
Crouching Hard Kick
d + hk
low
hardknockdown
Neutral Jump Light Punch
u + lp
high
Neutral Jump Medium Punch
u + mp
high
Neutral Jump Hard Punch
u + hp
high
Neutral Jump Light Kick
u + lk
high
Neutral Jump Medium Kick
u + mk
high
Neutral Jump Hard Kick
u + hk
high
Angled Jump Light Punch
ub / uf + lp
high
Angled Jump Medium Punch
ub / uf + mp
high
Angled Jump Hard Punch
ub / uf + hp
high
Angled Jump Light Kick
ub / uf + lk
high
Angled Jump Medium Kick
ub / uf + mk
high
Angled Jump Hard Kick
ub / uf + hk
high

Throws

Name
Command
Notes
Head Bomber
f or n + lp + lk
throw
Lever Break
b + lp + lk
throw

Special Moves

Name
Command
Notes
Dash Low Straight
b (charge) df + p
ex
low
hardknockdown
armored on ex
Dash Low Smash
b (charge) df + k
ex
knockdown
armored on ex
wallbounce on ex
Dash Swing Blow
b (charge) df + p (hold)
ex
high
knockdown vs airborne
armored on ex
groundbounce on ex
Buffalo Head
d (charge) u + p
ex
Turn Punch
3p or 3k (Charge)
wallbounce vs airborne
Dash Straight
b (charge) f + p
ex chrg
knockdown vs airborne
armored on ex
Dash Upper
b (charge) f + k
ex chrg
knockdown vs airborne
armored on ex

Super Combo

Name
Command
Notes
Crazy Buffalo
b (charge) f + 3p or 3k
hardknockdown

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

  • N/A

Hit Confirm Combos

  • N/A

Advanced Combos

  • N/A

Combos Into Supers

  • N/A