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==Strategy== | ==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== | ==Matchups== |
Revision as of 07:44, 16 October 2014

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.
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
Balrog
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 ~~ (No uses/strategies) | ||||
File:No image.png |
Dash Upper |
Dash Uppercut | b (charge) f + k ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Dash Low Straight |
Dash Low | b (charge) df + p ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Dash Swing Blow |
Dash Overhead | b (charge) df + hold p ex armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Dash Low Smash |
Dash Low Smash | b (charge) df + k ex armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Buffalo Headbutt |
Headbutt | d (charge) u + p ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Turn Punch |
Turn Punch | hold 3p or 3k and release armorbreak | The longer buttons are held (charge), the more damage move will do |
~~ Uses and Strategies ~~ (No uses/strategies) |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png | Crazy Buffalo (Punch) | Super Combo (Punch) | b (charge) f b f + p armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Crazy Buffalo (Kick) | Super Combo (Kick) | b (charge) f b f + k armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Violent Buffalo |
Ultra Combo I (Punches) | b (charge) f b f + 3p or 3k armorbreak | |
~~ Uses and Strategies ~~ Balrog unleashes a flurry of devastating punches. A new feature to this Ultra in USFIV is the new control you have over the punches; you can now alternate between using jabs and uppercuts depending on the situation. Holding a punch button will give you a straight, and holding a kick button will give you an uppercut. It is also possible to switch between the two mid-Ultra to adjust if you need to. Spend time in Practice mode learning how to utilize the new straights-and-uppercuts feature to get the most damage out of your combos. | ||||
File:No image.png |
Dirty Bull |
Ultra Combo II | 360 360 + 3p | |
~~ 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 and range. It's also very easy to predict since most of your attempts to use it will be out of a jump due to the 720 motion needed to execute it. |
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
Frame Data