Biglightning (talk | contribs) No edit summary |
m (fix motion tags) |
||
Line 8: | Line 8: | ||
*Great walk speed to help him stay at a viable range for poking. | *Great walk speed to help him stay at a viable range for poking. | ||
*Great damage output and corner carry. | *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. | *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. | *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). | *Meterless launcher in the form of Buffalo Headbutt (charge d, u+p). | ||
Line 15: | Line 15: | ||
*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+p) 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. | ||
}} | }} | ||
Line 23: | Line 23: | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Standing Light Punch | lp | rpdfire <br> speccancel }} | {{SFxTMoveListRow | Standing Light Punch | {{lp}} | {{rpdfire}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Medium Punch | mp | }} | {{SFxTMoveListRow | Standing Medium Punch | {{mp}} | }} | ||
{{SFxTMoveListRow | Standing Hard Punch | hp | chcrumple }} | {{SFxTMoveListRow | Standing Hard Punch | {{hp}} | {{chcrumple}} }} | ||
{{SFxTMoveListRow | Standing Light Kick | lk | rpdfire }} | {{SFxTMoveListRow | Standing Light Kick | {{lk}} | {{rpdfire}} }} | ||
{{SFxTMoveListRow | Standing Medium Kick | mk | }} | {{SFxTMoveListRow | Standing Medium Kick | {{mk}} | }} | ||
{{SFxTMoveListRow | Standing Hard Kick | hk | }} | {{SFxTMoveListRow | Standing Hard Kick | {{hk}} | }} | ||
{{SFxTMoveListRow | Close Light Punch | (near opponent) lp | speccancel <br> rpdfire}} | {{SFxTMoveListRow | Close Light Punch | (near opponent) {{lp}} | {{speccancel}} <br> rpdfire}} | ||
{{SFxTMoveListRow | Close Medium Punch | (near opponent) mp | }} | {{SFxTMoveListRow | Close Medium Punch | (near opponent) {{mp}} | }} | ||
{{SFxTMoveListRow | Close Hard Punch | (near opponent) hp | }} | {{SFxTMoveListRow | Close Hard Punch | (near opponent) {{hp}} | }} | ||
{{SFxTMoveListRow | Close Light Kick | (near opponent) lk | speccancel }} | {{SFxTMoveListRow | Close Light Kick | (near opponent) {{lk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Medium Kick | (near opponent) mk | speccancel }} | {{SFxTMoveListRow | Close Medium Kick | (near opponent) {{mk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Hard Kick | (near opponent) hk | }} | {{SFxTMoveListRow | Close Hard Kick | (near opponent) {{hk}} | }} | ||
{{SFxTMoveListRow | Crouching Light Punch | d + lp | rpdfire <br> speccancel }} | {{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | {{rpdfire}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Punch | d + mp | speccancel }} | {{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Hard Punch | d + hp | }} | {{SFxTMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | }} | ||
{{SFxTMoveListRow | Crouching Light Kick | d + lk | low <br> speccancel }} | {{SFxTMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | {{low}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Kick | d + mk | }} | {{SFxTMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | }} | ||
{{SFxTMoveListRow | Crouching Hard Kick | d + hk | low <br> hardknockdown }} | {{SFxTMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | {{low}} <br> {{hardknockdown}} }} | ||
{{SFxTMoveListRow | Neutral Jump Light Punch | u + lp | high }} | {{SFxTMoveListRow | Neutral Jump Light Punch | {{u}} + {{lp}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Medium Punch | u + mp | high }} | {{SFxTMoveListRow | Neutral Jump Medium Punch | {{u}} + {{mp}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Hard Punch | u + hp | high }} | {{SFxTMoveListRow | Neutral Jump Hard Punch | {{u}} + {{hp}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Light Kick | u + lk | high }} | {{SFxTMoveListRow | Neutral Jump Light Kick | {{u}} + {{lk}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Medium Kick | u + mk | high }} | {{SFxTMoveListRow | Neutral Jump Medium Kick | {{u}} + {{mk}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Hard Kick | u + hk | high }} | {{SFxTMoveListRow | Neutral Jump Hard Kick | {{u}} + {{hk}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Light Punch | ub / uf + lp | high }} | {{SFxTMoveListRow | Angled Jump Light Punch | {{ub}} / {{uf}} + {{lp}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Medium Punch | ub / uf + mp | high }} | {{SFxTMoveListRow | Angled Jump Medium Punch | {{ub}} / {{uf}} + {{mp}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Hard Punch | ub / uf + hp | high }} | {{SFxTMoveListRow | Angled Jump Hard Punch | {{ub}} / {{uf}} + {{hp}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Light Kick | ub / uf + lk | high }} | {{SFxTMoveListRow | Angled Jump Light Kick | {{ub}} / {{uf}} + {{lk}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Medium Kick | ub / uf + mk | high }} | {{SFxTMoveListRow | Angled Jump Medium Kick | {{ub}} / {{uf}} + {{mk}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Hard Kick | ub / uf + hk | high }} | {{SFxTMoveListRow | Angled Jump Hard Kick | {{ub}} / {{uf}} + {{hk}} | {{high}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 58: | Line 58: | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Head Bomber | f or n + lp + lk | throw }} | {{SFxTMoveListRow | Head Bomber | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SFxTMoveListRow | Lever Break | b + lp + lk | throw }} | {{SFxTMoveListRow | Lever Break | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 65: | Line 65: | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Dash Low Straight | b (charge) df + p | ex <br> low <br> hardknockdown <br> armored on ex }} | {{SFxTMoveListRow | Dash Low Straight | {{b}} (charge) {{df}} + {{p}} | {{ex}} <br> {{low}} <br> {{hardknockdown}} <br> {{armored}} on {{ex}} }} | ||
{{SFxTMoveListRow | Dash Low Smash | b (charge) df + k | ex <br> knockdown <br> armored on ex <br> wallbounce on ex}} | {{SFxTMoveListRow | Dash Low Smash | {{b}} (charge) {{df}} + {{k}} | {{ex}} <br> {{knockdown}} <br> {{armored}} on {{ex}} <br> {{wallbounce}} on ex}} | ||
{{SFxTMoveListRow | Dash Swing Blow | b (charge) df + p (hold) | ex <br> high <br> knockdown vs airborne <br> armored on ex <br> groundbounce on ex }} | {{SFxTMoveListRow | Dash Swing Blow | {{b}} (charge) {{df}} + {{p}} (hold) | {{ex}} <br> {{high}} <br> {{knockdown}} vs airborne <br> {{armored}} on {{ex}} <br> {{groundbounce}} on {{ex}} }} | ||
{{SFxTMoveListRow | Buffalo Head | d (charge) u + p | ex }} | {{SFxTMoveListRow | Buffalo Head | {{d}} (charge) {{u}} + {{p}} | {{ex}} }} | ||
{{SFxTMoveListRow | Turn Punch | 3p or 3k (Charge) | wallbounce vs airborne}} | {{SFxTMoveListRow | Turn Punch | {{3p}} or {{3k}} (Charge) | {{wallbounce}} vs airborne}} | ||
{{SFxTMoveListRow | Dash Straight | b (charge) f + p | ex chrg <br> knockdown vs airborne <br> armored on ex }} | {{SFxTMoveListRow | Dash Straight | {{b}} (charge) {{f}} + {{p}} | {{ex}} {{chrg}} <br> {{knockdown}} vs airborne <br> {{armored}} on {{ex}} }} | ||
{{SFxTMoveListRow | Dash Upper | b (charge) f + k | ex chrg <br> knockdown vs airborne <br> armored on ex }} | {{SFxTMoveListRow | Dash Upper | {{b}} (charge) {{f}} + {{k}} | {{ex}} {{chrg}} <br> {{knockdown}} vs airborne <br> {{armored}} on {{ex}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 77: | Line 77: | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Crazy Buffalo | b (charge) f + 3p or 3k | hardknockdown }} | {{SFxTMoveListRow | Crazy Buffalo | {{b}} (charge) {{f}} + {{3p}} or {{3k}} | {{hardknockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 784: | Line 784: | ||
* N/A | * N/A | ||
[[Category: Street Fighter X Tekken]] | [[Category:Street Fighter X Tekken]] |
Revision as of 02:02, 9 December 2020


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 |
---|---|
|
|
Moves
Normal Attacks












rpdfire




































































Throws









Special Moves

















































Super Combo





Frame Data
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