Ultra Street Fighter IV/Balrog: Difference between revisions

From SuperCombo Wiki
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== Moves ==
== Moves ==


PR Balrog made an excellent tutorial on Balrog's normals (was for Arcade Edition, but still applies to Ultra): http://www.youtube.com/watch?v=XK143qFoqew
<youtube>XK143qFoqew</youtube>


=== Standing Close Normals ===
=== Standing Close Normals ===
Line 308: Line 308:
=== Special Moves ===
=== Special Moves ===


Another video from PR Rog, this one for his specials: http://www.youtube.com/watch?v=LNgnYAEc7xA
<youtube>LNgnYAEc7xA</youtube>


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}

Revision as of 03:37, 13 March 2015

Ultra Street Fighter IVUSFIV-Header.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.


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 -2
  • Turn Punch: Level 2 on block is now -1 from -5; on hit is now +1 from -1
  • Turn Punch: Level 3 on block is now -2 from -8; on hit is now -1 from -4
  • Turn Punch: Level 4 on block is now -4 from -12; on hit is now -2 from -8


Character Specific Data

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.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Jab.gif 20 50 20 HL ch/sp/su 4 2 7 +2 +5
Close MP Close Strong.gif 70 100 40 HL sp/su 6 4 12 -2 +4
Close HP Close Fierce.gif 120 200 60 HL su 5 5 16 -3 +2
Close LK Close Short.gif 40 50 20 HL ch/sp/su 3 2 7 +2 +5
Close MK Close Forward.gif 90 100 40 HL sp/su 5 4 13 -3 0
Close HK Close Roundhouse.gif 100 200 60 HL su 7 2 13 +3 +7
Far LP Far Jab.gif 20 50 20 HL ch/sp/su 4 2 4 +5 +8
Far MP Far Strong.gif 90 100 40 HL su 7 2 16 -4 -1
Far HP Far Fierce.gif 100 200 60 HL - 9 4 21 -7 -3
Far LK Far Short.gif 40 50 20 HL ch/su 4 2 10 -1 +2
Far MK Far Forward.gif 90 100 40 HL su 9 3 12 -1 +2
Far HK Far Roundhouse.gif 110 200 60 HL - 8 2 20 -4 0
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 3 2 5 +4 +7
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 7 4 12 -2 +1
Crouch HP Crouch Fierce.gif 90 200 60 HL su 7 5 21 -8 -3
Crouch LK Crouch Short.gif 30 50 20 L sp/su 4 2 9 0 +3
Crouch MK Crouch Forward.gif 70 100 40 L su 8 2 8 +4 +7
Crouch HK Crouch Roundhouse.gif 90 120 60 L su 8 2 22 -6 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 5 2 - - -
Neutral Jump MP Neutral Jump Strong.gif 90 100 40 H - 5 4 - - -
Neutral Jump HP Neutral Jump Fierce.gif 110 200 60 H - 5 9 - - -
Neutral Jump LK Neutral Jump Short.gif 50 50 20 H - 5 3 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 2 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 110 200 60 H - 5 2 - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 4 3 - - -
Diagonal Jump MP Diagonal Jump Strong.gif 80 100 40 H - 7 3 - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 90 200 60 H - 6 7 - - -
Diagonal Jump LK Diagonal Jump Short.gif 50 50 20 H - 5 6 - - -
Diagonal Jump MK Diagonal Jump Forward.gif 80 100 40 H - 7 2 - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 8 6 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 90 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 120 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 170 200 60 - - 65 2 35 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Head Bomber Forward Throw 130 160 40 0.93 - 3 2 20 - -
Lever Break Back Throw 130 100 40 0.93 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Dash Straight Dash Straight Jab.gif 100 100 20/30 HL su 13[4] 7 17 -3 -1
Dash Straight Strong.gif 110 150 20/30 HL su 22[7] 6 19 -6 -1
Dash Straight Fierce.gif 120 200 20/30 HL su 35[7] 6 20 -8 -1
EX Dash Straight Dash Straight EX.gif 120 200 -250/0 HL su 35[7] 6 17 -2 +2
Dash Upper Dash Upper Short.gif 100 100 20/30 HL su 14[5] 4 20 -3 -1
Dash Upper Forward.gif 110 150 20/30 HL su 22[7] 4 20 -5 +1
Dash Upper Roundhouse.gif 120 200 20/30 HL su 35[7] 4 21 -7 +1
EX Dash Upper Dash Upper EX.gif 120 200 -250/0 HL su 35[7] 4 18 -1 +4
Dash Low Straight Dash Low Straight Jab.gif 90 100 20/30 L su 22[13] 8 21 -8 -
Dash Low Straight Strong.gif 100 150 20/30 L su 29[14] 8 21 -10 -
Dash Low Straight Fierce.gif 110 200 20/30 L su 42[14] 8 21 -11 -
EX Dash Low Straight Dash Low Straight EX.gif 110 200 -250/0 L su 42[14] 8 17 -3 -
Dash Swing Blow Dash Swing Blow Jab.gif 70 70 20/30 H su 31[22] 5 21 -2 0
Dash Swing Blow Strong.gif 90 150 20/30 H su 38[23] 5 21 -6 +2
Dash Swing Blow Fierce.gif 100 200 20/30 H su 51[23] 5 21 -8 +10
EX Dash Swing Blow Dash Swing Blow EX.gif 100 200 -250/0 H su 51[23] 5 21 -5 +10
Dash Low Smash Dash Low Smash Short.gif 100 100 20/30 HL su 21[12] 8 20 -5 -
Dash Low Smash Forward.gif 110 150 20/30 HL su 28[13] 8 20 -7 -
Dash Low Smash Roundhouse.gif 120 200 20/30 HL su 41[13] 8 20 -9 -
EX Dash Low Smash Dash Low Smash EX.gif 120 200 -250/0 HL su 41[13] 8 16 -3 -
Buffalo Headbutt Buffalo Headbutt Jab.gif 100 200 30/40 HL - 8 11 10+22 -22 -
Buffalo Headbutt Strong.gif 120 200 30/40 HL - 10 11 10+22 -22 -
Buffalo Headbutt Fierce.gif 140 200 30/40 HL - 12 11 10+22 -21 -
EX Buffalo Headbutt Buffalo Headbutt EX.gif 150 200 -250/0 HL - 12 11 10+22 -21 -
Turn Punch Turn Punch LVL1 130 200 30/40 HL su 30 7 13 -2 +2
Turn Punch LVL2 150 210 30/40 HL su 30 7 16 -4 0
Turn Punch LVL3 180 220 30/40 HL su 30 8 18 -7 -3
Turn Punch LVL4 210 230 30/40 HL su 30 9 21 -9 -5
Turn Punch LVL5 250 240 30/40 HL su 30 10 22 -14 -10
Turn Punch LVL6 280 250 30/40 HL su 30 11 24 -17 -13
Turn Punch LVL7 410 260 30/40 HL su 30 12 26 -20 -16
Turn Punch LVL8 460 270 30/40 HL su 30 13 29 -24 -20
Turn Punch LVL9 510 280 30/40 HL su 30 15 32 -29 -25
Turn Punch Final 560 290 30/40 HL su 30 16 36 -34 -30
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Crazy Buffalo (Punch) Crazy Buffalo (punch) 60x4*105 0 -1000/0 HL - 1+9 6(8)6(7)6(8)6(15)3 31 -14 -
Crazy Buffalo (Kick) Crazy Buffalo (kick) 60x4*105 0 -1000/0 HL - 1+7 6(8)6(8)6(8)6(16)3 31 -14 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Violent Buffalo (Punch) Violent Buffalo (punches) 45x2*38x2*45x2*38x2*53x3 0 0/0 HL - 0+11 3*3(8)3*3(7)3*3(8)3*3(15)1x3 39 -26 -
Violent Buffalo (Kick) Violent Buffalo (kicks) 45x2*38x2*45x2*38x2*53x3 0 0/0 HL - 0+9 3*3(8)3*3(7)3*3(8)3*3(16)1x3 39 -26 -
Dirty Bull Dirty Bull 250 700 0/0 1.3 - 0+1 3 48 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

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 ~~

Balrog's standard charge move; a fairly fast straight punch that covers a decent range. Great for feeling out your opponents and also sees usage in simple combos, but be careful not to use it from too close or you can be jab punished by most characters. It is worth noting that the Medium version has much less pushback; this allows you to cancel it into Red Focus and connect it. The EX version has one hit of armor, allowing you to blow through stray normals and jump-ins.

File:No image.png

Dash Upper

Dash Uppercut b (charge) f + k ex Cannot hit crourching characters

~~ Uses and Strategies ~~

Same as the Dash Straight but Balrog punches upwards instead. Can't hit crouchers but the whiff can sometimes catch them off guard. The EX version has enough frame advantage on hit to extend combos for more damage and corner carry. Like the EX Dash Straight, EX Dash Upper also has one hit of armor.

File:No image.png

Dash Low Straight

Dash Low b (charge) df + p ex low

~~ Uses and Strategies ~~

The Dash Low Straight is basically a long-range sweep. Great move against people that might anticipate the Dash Swing Blow instead and earns you a hard knockdown. Unsafe on block but pushes you back far enough most of the time to not warrent a true punish. The EX version has one hit of armor.

File:No image.png

Dash Swing Blow

Dash Overhead b (charge) df + hold p ex armorbreak , high

~~ Uses and Strategies ~~

This is Balrog's only overhead attack aside from jump-ins. As of Ultra Street Fighter IV, each version of the move has its own properties; the Light version has no frame advantage on hit but is the safest on block and requires the least amount of charging time; the Medium version has a small advantage on hit but a larger frame disadvantage on block and has a slightly slower charge time than the Light version; the Heavy version has enough frame advantage to combo afterwards but has the most frame disadvantage on block and has the standard charge time; the EX version has the same advantage on hit and charge time as the Heavy version but is one frame safer than the Medium version and has one hit of armor. All versions can armor break.

File:No image.png

Dash Low Smash

Dash Low Smash b (charge) df + k ex armorbreak

~~ Uses and Strategies ~~

Balrog's fastest armor breaker move, but also leaves him punishable if blocked. Useful against opponents trying to focus your other charge moves. The EX version has one hit of armor.

File:No image.png

Buffalo Headbutt

Headbutt d (charge) u + p ex

~~ Uses and Strategies ~~

Balrog jumps up to headbutt his opponent. His best combo ender, a reliable anti-air, and also a great move to blow through projectiles (when in range) and high-hitting attacks. In general, you want to use the Light version to anti-air and Heavy version to end your combo or combo into his Ultra 1 (Violent Buffalo), which works with any version. The EX version is completely invincible up to its 4th active frame, so use it as you see fit.

File:No image.png

Turn Punch

T.A.P.(Turn Around Punch) hold 3p or 3k and release armorbreak , the longer buttons are held (charge), the more damage move will do

~~ Uses and Strategies ~~

Balrog's famous Turn Punch, or TAP for short. This move is very important to know because it provides Balrog with an invincible punch that can catch your opponent off-guard if timed correctly. Use this move by holding down either all three punch buttons or all three kick buttons and releasing after a minimum of 32 frames (or just over one half of a second). The longer you hold down the buttons, the stronger your punch becomes, and you can reach a maximum of 560 damage from this punch after charging for about 56 seconds. Unfortunately, charging for a longer period of time will also decrease your frame advantage on hit and block, making this strategy very impractical. A better tactic is to only use the minimum charge time, as this will give you a small frame advantage on hit (which is just enough to combo with a crouching jab after a counter-hit) and a disavantage on block that can only be truly taken advantage of by grapplers and certain supers.

Super Combo

  Name Nickname Command Notes
File:No image.png Crazy Buffalo Super Combo b (charge) f b f + p or k armorbreak

~~ Uses and Strategies ~~

Balrog punches his fists together and then proceeds to dash at the opponent with five punches. The last one will always be a straight, while the other four punches can be either a straight or an uppercut depending on whether you hold a kick button. The startup also depends on whether the first punch is a straight or uppercut; the straight will be slower but forces stand on the opponent and have more invincibility, while the uppercut will be slightly faster but is not able to hit crouchers. For some reason, initiating Crazy Buffalo with a punch button and then holding kick for the first punch results in one frame being shaved off the startup. This also works for initiating Crazy Buffalo with a kick button and switching to punches (or letting go of the kick button, since it defaults to a straight). This allows for Balrog to raw punish certain moves slightly faster using only this Super. As with most characters, you can cancel most of Balrog's normals and some of his special moves into this Super for quick, easy damage. Unfortunately, because the last punch is always a straight, it is less useful for juggling after a Buffalo Headbutt than Violent Buffalo, especially in the corner.

Ultra Combos

  Name Nickname Command Notes
File:No image.png

Violent Buffalo

Ultra Combo I b (charge) f b f + 3p or 3k armorbreak

~~ Uses and Strategies ~~

Violent Buffalo is basically an upgrade to Crazy Buffalo with almost all of the same properties, including the startup quirk with the switched inputs; he just hits harder and the last punch can also be a uppercut. Because of that last property, it is much easier to juggle with this Ultra than it is with Balrog's Super. For most of your juggle combos, the optimal combination is uppercut-straight-uppercut-straight-uppercut (slightly different from AE 2012's uppercut-straight-uppercut-uppercut-uppercut; in some cases the former combination doesn't connect fully but the latter combination will). If you think you've done the Ultra too early, replace the first uppercut with a straight instead. Regardless of where you are on the screen, you will almost always carry the opponent to the corner of the stage, so Balrog players tend to use Violent Buffalo for the positioning rather than the damage. Balrog's far stand jab and some of his other normals on counter-hit have enough frame advantage to allow Violent Buffalo (using the punch to kick switch trick) to link successfully, but in most cases, it is a one-frame link, so attempt the combo at your own risk.

File:No image.png

Dirty Bull

Ultra Combo II hcb hcb + 3p Throw

~~ 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. It's also very easy to dodge since the grab, despite coming out in one frame, occurs after the Ultra flash, meaning that if the opponent hasn't been caught using a non-invincible move, they can freely jump out of it and punish you; this makes Dirty Bull primarily a punish Ultra rather than a comboable Ultra. To help with this, it has since gained a decent amount of range in Ultra Street Fighter IV; regardless of this buff, selecting this Ultra means you lose the pivotal corner carry of Violent Buffalo, and if you decide to use Ultra Combo Double, you lose a lot of precious stun on Dirty Bull, as well as 25% damage on both Ultras. Dirty Bull might see use against characters with multiple punishable moves, but even then, good opportunities to land it are scarce, especially with the fact that it can be jumped over after activation.

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

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 20 50 20 HL ch/sp/su 4 2 7 12 +2 +5 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 70 100 40 HL sp/su 6 4 12 21 -2 +4 14 20 Forces stand Forces stand Reset Reset - - - - - - -
Close HP Close Fierce.gif 120 200 60 HL su 5 5 16 25 -3 +2 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 40 50 20 HL ch/sp/su 3 2 7 11 +2 +5 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 90 100 40 HL sp/su 5 4 13 21 -3 0 14 17 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 100 200 60 HL su 7 2 13 21 +3 +7 18 22 Reset Reset - - - - - - -
Far LP Far Jab.gif 20 50 20 HL ch/sp/su 4 2 4 9 +5 +8 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 90 100 40 HL su 7 2 16 24 -4 -1 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 100 200 60 HL - 9 4 21 33 -7 -3 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 40 50 20 HL ch/su 4 2 10 15 -1 +2 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 90 100 40 HL su 9 3 12 23 -1 +2 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 8 2 20 29 -4 0 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 20 50 20 HL ch/sp/su 3 2 5 9 +4 +7 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 70 100 40 HL sp/su 7 4 12 22 -2 +1 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 90 200 60 HL su 7 5 21 32 -8 -3 18 23 Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 30 50 20 L sp/su 4 2 9 14 0 +3 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 70 100 40 L su 8 2 8 17 +4 +7 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 90 120 60 L su 8 2 22 31 -6 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Move Name Nickname Damage Stun Meter
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Hit
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Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
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Hit
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Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 5 2 - 9 - - Reset Reset - - - - - - -
Neutral Jump MP Neutral Jump Strong.gif 90 100 40 H - 5 4 - 8 - - Reset Reset - - - - - - -
Neutral Jump HP Neutral Jump Fierce.gif 110 200 60 H - 5 9 - 13 - - Until end of active frames can adjust left or right Reset Reset - - - - - - -
Neutral Jump LK Neutral Jump Short.gif 50 50 20 H - 5 3 - 7 - - Reset Reset - - - - - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 2 - 7 - - Reset Reset - - - - - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 110 200 60 H - 5 2 - 6 - - Reset Reset - - - - - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 4 3 - 6 - - Reset Reset - - - - - - -
Diagonal Jump MP Diagonal Jump Strong.gif 80 100 40 H - 7 3 - 9 - - Reset Reset - - - - - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 90 200 60 H - 6 7 - 12 - - Reset Reset - - - - - - -
Diagonal Jump LK Diagonal Jump Short.gif 50 50 20 H - 5 6 - 10 - - Reset Reset - - - - - - -
Diagonal Jump MK Diagonal Jump Forward.gif 80 100 40 H - 7 2 - 8 - - Reset Reset - - - - - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 8 6 - 13 - - Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 90 100 20 HL - 10+11 2 35 57 -21 -21 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 120 150 40 HL - 18+11 2 35 65 -15 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 170 200 60 - - 65 2 35 101 - - X Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Head Bomber Forward Throw 130 160 40 0.93 - 3 2 20 24 - - Hard knockdown X Hard Knockdown - - - - - - - - - -
Lever Break Back Throw 130 100 40 0.93 - 3 2 20 24 - - Hard knockdown X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Dash Straight Dash Straight Jab.gif 100 100 20/30 HL su 13[4] 7 17 36 -3 -1 Startup changes according to distance, [] refers to fastest startup, charge 55f Forces stand Forces stand Soft Knockdown Soft Knockdown - - - - - - -
Dash Straight Strong.gif 110 150 20/30 HL su 22[7] 6 19 46 -6 -1 Startup changes according to distance, [] refers to fastest startup, charge 55f Forces stand Forces stand Soft Knockdown Soft Knockdown - - - - - - -
Dash Straight Fierce.gif 120 200 20/30 HL su 35[7] 6 20 60 -8 -1 Startup changes according to distance, [] refers to fastest startup, charge 55f Forces stand Forces stand Soft Knockdown Soft Knockdown - - - - - - -
EX Dash Straight Dash Straight EX.gif 120 200 -250/0 HL su 35[7] 6 17 57 -2 +2 Startup changes according to distance, [] refers to fastest startup, charge 55f Forces stand Forces stand Soft Knockdown Soft Knockdown 1~end of Active Frames - - - - - -
Dash Upper Dash Upper Short.gif 100 100 20/30 HL su 14[5] 4 20 37 -3 -1 Cannot hit crouching opponents, startup changes according to distance, [] refers to fastest startup, charge 55f Soft Knockdown Soft Knockdown - - - - - - -
Dash Upper Forward.gif 110 150 20/30 HL su 22[7] 4 20 45 -5 +1 Cannot hit crouching opponents, startup changes according to distance, [] refers to fastest startup, charge 55f Soft Knockdown Soft Knockdown - - - - - - -
Dash Upper Roundhouse.gif 120 200 20/30 HL su 35[7] 4 21 59 -7 +1 Cannot hit crouching opponents, startup changes according to distance, [] refers to fastest startup, charge 55f Soft Knockdown Soft Knockdown - - - - - - -
EX Dash Upper Dash Upper EX.gif 120 200 -250/0 HL su 35[7] 4 18 56 -1 +4 Cannot hit crouching opponents, startup changes according to distance, [] refers to fastest startup, charge 55f Soft Knockdown Soft Knockdown 1~end of Active Frames - - - - - -
Dash Low Straight Dash Low Straight Jab.gif 90 100 20/30 L su 22[13] 8 21 50 -8 - Startup changes according to distance, [] refers to fastest startup, charge 55f Hard Knockdown Hard Knockdown - - - - - - -
Dash Low Straight Strong.gif 100 150 20/30 L su 29[14] 8 21 57 -10 - Startup changes according to distance, [] refers to fastest startup, charge 55f Hard Knockdown Hard Knockdown - - - - - - -
Dash Low Straight Fierce.gif 110 200 20/30 L su 42[14] 8 21 70 -11 - Startup changes according to distance, [] refers to fastest startup, charge 55f Hard Knockdown Hard Knockdown - - - - - - -
EX Dash Low Straight Dash Low Straight EX.gif 110 200 -250/0 L su 42[14] 8 17 66 -3 - Startup changes according to distance, [] refers to fastest startup, charge 55f Hard Knockdown Hard Knockdown 1~end of Active Frames - - - - - -
Dash Swing Blow Dash Swing Blow Jab.gif 70 70 20/30 H su 31[22] 5 21 56 -2 0 +9 hit advantage vs. crouching opponents, startup changes according to distance, [] refers to fastest startup, charge 45f X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Dash Swing Blow Strong.gif 90 150 20/30 H su 38[23] 5 21 63 -6 +2 +9 hit advantage vs. crouching opponents, startup changes according to distance, [] refers to fastest startup, charge 50f X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Dash Swing Blow Fierce.gif 100 200 20/30 H su 51[23] 5 21 76 -8 +10 +9 hit advantage vs. crouching opponents, startup changes according to distance, [] refers to fastest startup, charge 55f X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Dash Swing Blow Dash Swing Blow EX.gif 100 200 -250/0 H su 51[23] 5 21 76 -5 +10 +9 hit advantage vs. crouching opponents, startup changes according to distance, [] refers to fastest startup, charge 55f X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown 1~end of Active Frames - - - - - -
Dash Low Smash Dash Low Smash Short.gif 100 100 20/30 HL su 21[12] 8 20 48 -5 - Startup changes according to distance, [] refers to fastest startup, charge 55f X Soft Knockdown Soft Knockdown - - - - - - -
Dash Low Smash Forward.gif 110 150 20/30 HL su 28[13] 8 20 55 -7 - Startup changes according to distance, [] refers to fastest startup, charge 55f X Soft Knockdown Soft Knockdown - - - - - - -
Dash Low Smash Roundhouse.gif 120 200 20/30 HL su 41[13] 8 20 68 -9 - Startup changes according to distance, [] refers to fastest startup, charge 55f X Soft Knockdown Soft Knockdown - - - - - - -
EX Dash Low Smash Dash Low Smash EX.gif 120 200 -250/0 HL su 41[13] 8 16 64 -3 - Startup changes according to distance, [] refers to fastest startup, charge 55f X Soft Knockdown Soft Knockdown 1~end of Active Frames - - - - - -
Buffalo Headbutt Buffalo Headbutt Jab.gif 100 200 30/40 HL - 8 11 10+22 50 -22 - Charge 55f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - Upper body: 1~7f All: 1~18f 1~18f 8f~ -
Buffalo Headbutt Strong.gif 120 200 30/40 HL - 10 11 10+22 52 -22 - Charge 55f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - Upper body: 1~9f All: 1~20f 1~20f 10f~ -
Buffalo Headbutt Fierce.gif 140 200 30/40 HL - 12 11 10+22 54 -21 - Charge 55f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - Upper body: 1~11f All: 1~22f 1~22f 12f~ -
EX Buffalo Headbutt Buffalo Headbutt EX.gif 150 200 -250/0 HL - 12 11 10+22 54 -21 - Charge 55f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - 1~15f - - - 12f~ -
Turn Punch Turn Punch LVL1 130 200 30/40 HL su 30 7 13 49 -2 +2 Charge 32f (0.5s) X Forces stand Forces stand Soft Knockdown Soft Knockdown - - All: 1~18f - - - -
Turn Punch LVL2 150 210 30/40 HL su 30 7 16 52 -4 0 Charge 121f (2s) X Forces stand Forces stand Soft Knockdown Soft Knockdown - - All: 1~18f - - - -
Turn Punch LVL3 180 220 30/40 HL su 30 8 18 55 -7 -3 Charge 241f (4s) X Forces stand Forces stand Soft Knockdown Soft Knockdown - - All: 1~18f - - - -
Turn Punch LVL4 210 230 30/40 HL su 30 9 21 59 -9 -5 Charge 481f (6s) X Forces stand Forces stand Soft Knockdown Soft Knockdown - - All: 1~18f - - - -
Turn Punch LVL5 250 240 30/40 HL su 30 10 22 61 -14 -10 Charge 961f (14s) X Forces stand Forces stand Soft Knockdown Soft Knockdown - - All: 1~18f - - - -
Turn Punch LVL6 280 250 30/40 HL su 30 11 24 64 -17 -13 Charge 1441f (22s) X Forces stand Forces stand Soft Knockdown Soft Knockdown - - All: 1~18f - - - -
Turn Punch LVL7 410 260 30/40 HL su 30 12 26 67 -20 -16 Charge 1921f (30s) X Forces stand Forces stand Soft Knockdown Soft Knockdown - - All: 1~18f - - - -
Turn Punch LVL8 460 270 30/40 HL su 30 13 29 71 -24 -20 Charge 2401f (38s) X Forces stand Forces stand Soft Knockdown Soft Knockdown - - All: 1~18f - - - -
Turn Punch LVL9 510 280 30/40 HL su 30 15 32 76 -29 -25 Charge 2881f (46s) X Forces stand Forces stand Soft Knockdown Soft Knockdown - - All: 1~18f - - - -
Turn Punch Final 560 290 30/40 HL su 30 16 36 81 -34 -30 Charge 3360f (54s) X Forces stand Forces stand Soft Knockdown Soft Knockdown - - All: 1~18f - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
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Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Crazy Buffalo (Straight) Crazy Buffalo (Straight) 60x4*105 0 -1000/0 HL - 1+9 6(8)6(7)6(8)6(15)3 31 105 -14 - Startup is 9f if initiated with kicks then immediately switched to punches, charge 55f X 1st-4th Hit: Forces stand, 5th Hit: Hard Knockdown 1st-4th Hit: Forces stand, 5th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~10f - - - - JP: ?
Crazy Buffalo (Upper) Crazy Buffalo (Upper) 60x4*105 0 -1000/0 HL - 1+7 6(8)6(8)6(8)6(16)3 31 105 -14 - Hold kick to initiate first upper, startup is 7f if initiated with punches then immediately switched to kicks, charge 55f X 1st-4th Hit: Forces stand, 5th Hit: Hard Knockdown 1st-4th Hit: Forces stand, 5th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9f - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Violent Buffalo (Straight) Violent Buffalo (Straight) 45x2*38x2*45x2*38x2*53x3 0 0/0 HL - 0+11 3*3(8)3*3(7)3*3(8)3*3(15)1x3 39 114 -26 - Defaults to straight ender with no input, hold kick before last punch for an uppercut ender, startup is 10f if initiated with kicks then immediately switched to punches, charge 55f X 1st-8th Hit: Forces stand, 9th-11th Hit: Hard Knockdown 1st-8th Hit: Forces stand, 9th-11th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~12f - - - - JP: ?
Violent Buffalo (Upper) Violent Buffalo (Upper) 45x2*38x2*45x2*38x2*53x3 0 0/0 HL - 0+9 3*3(8)3*3(7)3*3(8)3*3(16)1x3 39 112 -26 - Hold kick to initiate first upper, defaults to straight ender with no input, hold kick before last punch for an uppercut ender, startup is 8f if initiated with punches then immediately switched to kicks, charge 55f X 1st-8th Hit: Forces stand, 9th-11th Hit: Hard Knockdown 1st-8th Hit: Forces stand, 9th-11th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9f - - - - JP: ?
Dirty Bull Dirty Bull 250 700 0/0 1.3 - 0+1 3 48 52 - - X Hard Knockdown - - - - All: 1f - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
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Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: