Super Street Fighter IV AE/Balrog: Difference between revisions

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==Matchups==
==Matchups==
Disclaimer: This will be a work in progress and will be broken into two categories per character: Offense and Defense. I will go over space control and tools to create both the offense and defense against said characters. I am not perfect and if something is wrong or missing please feel free to either add it to the WIKI or email me at [email protected]. Having said that I am busy and it may take some time to accurately fill in each matchup so bear with me. Thanks. SafeOnBlock


'''Abel''':
'''Abel''':  


'''Adon''':
'''Adon''':

Revision as of 18:52, 26 June 2012

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Balrog

SSFIV-Balrog Face.jpg

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.

Throws

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

Special Moves

Name
Command
Notes
Dash Straight
b (charge) f + p
ex version gains armor; ex
Dash Upper
b (charge) f + k
ex version gains armor; ex
Dash Low Straight
b (charge) df + p
ex version gains armor; low ex
Dash Low Smash
b (charge) df + k
ex version gains armor; ex armorbreak
Dash Swing Blow
b (charge) df + p (hold p)
ex version gains armor; high ex armorbreak
Buffalo Headbutt
d (charge) u + p
ex
Turn Punch
hold 3p or 3k and release
The longer buttons are held (charge) the more damage move will do; armorbreak

Super Combo

Name
Command
Notes
Crazy Buffalo
b (charge) f b f + p
armorbreak

Ultra Combos

Name
Command
Notes
Violent Buffalo
b (charge) f b f + 3p
armorbreak
Dirty Bull
hcb hcb + 3p
throw


AE ver. 2012 Changes

Buffalo Head

Increased damage from 100 to 120 for medium, 100 to 140 for heavy, and 100 to 150 for EX version.


Dirty Bull

Increased damage from 300 to 399. Made easy command mode input the same as SSF4.


Dash Swing Blow

Shortened hitback distance when hitting opponents on the ground, and eased linking with crouching medium punch, etc.


Near Standing Heavy Punch

Expanded hitbox downward, enabling contact at close range with Ryu, etc. when crouching.


AE Changes

  • Near version Standing MP's damage is slightly decreased. It now forces stand, and is special cancelable.
  • Far version Standing LP whiffs on all crouchers.
  • Buffalo Head now has more ground recovery frames, damage is decreased.
  • Ultra 2 motion changed from 720 to HCB x2. Still easy to jump out of like before.


The Basics

Combos

Strategy

Matchups

Disclaimer: This will be a work in progress and will be broken into two categories per character: Offense and Defense. I will go over space control and tools to create both the offense and defense against said characters. I am not perfect and if something is wrong or missing please feel free to either add it to the WIKI or email me at [email protected]. Having said that I am busy and it may take some time to accurately fill in each matchup so bear with me. Thanks. SafeOnBlock

Abel:

Adon:

Akuma:

Balrog:

Blanka:

Cammy:

Chun-Li:

Cody:

C.Viper:

Dan:

Dee Jay:

Dhalsim:

Dudely:

E.Honda:

El Fuerte:

Evil Ryu:

Fei Long:

Gen:

Gouken:

Guile:

Guy:

Hakan:

Ibuki:

Juri:

Ken:

Makoto:

M.Bison:

Oni:

Rose:

Rufus:

Ryu:

Sagat:

Sakura:

Seth:

T.Hawk:

Vega:

Yang:

Yun:

Zangief:

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 20 50 20 ch/sp/su 4 2 7 +2 +5
Close Strong.gif HL 70 100 40 sp/su 6 4 12 -2 +4
Close Fierce.gif HL 120 200 60 su 5 5 16 -3 +2
Close Short.gif HL 40 50 20 ch/sp/su 3 2 7 +2 +5
Close Forward.gif HL 90 100 40 sp/su 5 4 13 -3 0
Close Roundhouse.gif HL 100 200 60 su 7 2 13 +3 +7
Far Jab.gif HL 20 50 20 ch/sp/su 4 2 4 +5 +8
Far Strong.gif HL 90 100 40 su 7 2 16 -4 -1
Far Fierce.gif HL 100 200 60 - 9 4 21 -7 -3
Far Short.gif HL 40 50 20 ch/su 4 2 10 -1 +2
Far Forward.gif HL 90 100 40 su 9 3 12 -1 +2
Far Roundhouse.gif HL 110 200 60 - 8 2 20 -4 0
crouch Jab.gif HL 20 50 20 ch/sp/su 3 2 5 +4 +7
crouch Strong.gif HL 70 100 40 sp/su 7 4 12 -2 +1
crouch Fierce.gif HL 90 200 60 su 7 5 21 -8 -3
crouch Short.gif L 30 50 20 sp/su 4 2 9 0 +3
crouch Forward.gif L 70 100 40 su 8 2 8 +4 +7
crouch Roundhouse.gif L 90 120 60 su 8 2 22 -6 -
Jump up Jab.gif H 50 50 20 - 5 2 - - -
Jump up Strong.gif H 90 100 40 - 5 4 - - -
Jump up Fierce.gif H 110 200 60 - 5 9 - - -
Jump up Short.gif H 50 50 20 - 5 3 - - -
Jump up Forward.gif H 80 100 40 - 6 2 - - -
Jump up Roundhouse.gif H 110 200 60 - 5 2 - - -
Jump forward Jab.gif H 50 50 20 - 4 3 - - -
Jump forward Strong.gif H 80 100 40 - 7 3 - - -
Jump forward Fierce.gif H 90 200 60 - 6 7 - - -
Jump forward Short.gif H 50 50 20 - 5 6 - - -
Jump forward Forward.gif H 80 100 40 - 7 2 - - -
Jump forward Roundhouse.gif H 100 200 60 - 8 6 - - -
Focus Attack LVL 1 HL 90 100 20 - 21 2 35 -21 -21
Focus attack LVL 2 HL 120 150 40 - 17+12 2 35 -15 -
Focus attack LVL 3 - 170 200 60 - 65 2 35 - -
Forward Throw 0.93 130 160 40 - 3 2 20 - -
Back throw 0.93 130 100 40 - 3 2 20 - -
Dash Straight Jab.gif HL 100 100 20/30 su 13[4] 7 17 -3 -2
Dash Straight Strong.gif HL 110 150 20/30 su 22[7] 6 19 -6 -1
Dash Straight Fierce.gif HL 120 200 20/30 su 35[7] 6 20 -8 -1
Dash Straight EX.gif HL 120 200 -250/0 su 35[7] 6 17 -2 +2
Dash Upper Short.gif HL 100 100 20/30 su 14[5] 4 20 -3 -1
Dash Upper Forward.gif HL 110 150 20/30 su 22[7] 4 20 -5 +1
Dash Upper Roundhouse.gif HL 120 200 20/30 su 35[7] 4 21 -7 +1
Dash Upper EX.gif HL 120 200 -250/0 su 35[7] 4 18 -1 +4
Dash Ground Straight Jab.gif L 90 100 20/30 su 22[13] 8 21 -8 -
Dash Ground Straight Strong.gif L 100 150 20/30 su 29[14] 8 21 -10 -
Dash Ground Straight Fierce.gif L 110 200 20/30 su 42[14] 8 21 -11 -
Dash Ground Straight EX.gif L 110 200 -250/0 su 42[14] 8 17 -3 -
Dash Swing Blow Jab.gif H 80 100 20/30 su 31[22] 5 21 -5 +10
Dash Swing Blow Strong.gif H 90 150 20/30 su 38[23] 5 21 -7 +10
Dash Swing Blow Fierce.gif H 100 200 20/30 su 51[23] 5 21 -8 +10
Dash Swing Blow EX.gif H 100 200 -250/0 su 51[23] 5 21 -5 +10
Dash Ground Smash Short.gif HL 100 100 20/30 su 21[12] 8 20 -5 -
Dash Ground Smash Forward.gif HL 110 150 20/30 su 28[13] 8 20 -7 -
Dash Ground Smash Roundhouse.gif HL 120 200 20/30 su 41[13] 8 20 -9 -
Dash Ground Smash EX.gif HL 120 200 -250/0 su 41[13] 8 16 -3 -
Buffalo Headbutt Jab.gif HL 100 200 30/40 - 8 11 10+22 -22 -
Buffalo Headbutt Strong.gif HL 100 200 30/40 - 10 11 10+22 -22 -
Buffalo Headbutt Fierce.gif HL 100 200 30/40 - 12 11 10+22 -21 -
Buffalo Headbutt EX.gif HL 100 200 -250/0 - 12 11 10+22 -21 -
Turn Punch LVL1 HL 130 200 30/40 su 30 7 13 -2 +2
Turn Punch LVL2 HL 150 210 30/40 su 30 7 16 -5 -1
Turn Punch LVL3 HL 180 220 30/40 su 30 8 18 -8 -4
Turn Punch LVL4 HL 210 230 30/40 su 30 9 21 -12 -8
Turn Punch LVL5 HL 250 240 30/40 su 30 10 22 -14 -10
Turn Punch LVL6 HL 280 250 30/40 su 30 11 24 -17 -13
Turn Punch LVL7 HL 410 260 30/40 su 30 12 26 -20 -16
Turn Punch LVL8 HL 460 270 30/40 su 30 13 29 -24 -20
Turn Punch LVL9 HL 510 280 30/40 su 30 15 32 -29 -25
Turn Punch Final HL 560 290 30/40 su 30 16 36 -34 -30
Super Combo HL 60x4*105 0 -1000/0 - 1+9 6(8)6(7)6(8)6(15)3 31 -14 -
Super Combo (???) HL 60x4*105 0 -1000/0 - 1+7 6(8)6(8)6(8)6(16)3 31 -
Ultra Combo 1 HL 45x2*38x2*45x2*38x2*53x3 0 0/0 - 0+11 3*3(8)3*3(7)3*3(8)3*3(15)1x3 39 -26 -
Ultra Combo 1 (???) HL 45x2*38x2*45x2*38x2*53x3 0 0/0 - 0+10 3*3(8)3*3(7)3*3(8)3*3(16)1x3 39 -26 -
Ultra Combo 2 1.09 300 700 0/0 - 0+1 3 58 - -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: