|
|
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. |
| }} | | }} |
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 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
Standing Light Punch
lp
rpdfire
speccancel
Standing Hard Punch
hp
chcrumple
Standing Light Kick
lk
rpdfire
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
Head Bomber
f or n + lp + lk
throw
Lever Break
b + lp + lk
throw
Special Moves
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
Crazy Buffalo
b (charge) f + 3p or 3k
hardknockdown
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
Hit Confirm Combos
Advanced Combos
Combos Into Supers