Introduction
Picking Old Balrog
To select O.Balrog, choose Balrog and then press → ← ← → Jab or Fierce, pressing Short simultaneously with the punch button for the alternate color.
Normal | Secondary |
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--Born2SPD
Moves Analysis
Normal Moves
Ground Normals
- Close/Far Standing Jab:
Damage | ? | ![]() |
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Stun | ?~? | |||
Stun Timer | ? | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
Useful to cancel into super / rushes. Also good to stop some stuff (Honda's headbutts for example).
- Crouching Jab:
Damage | ? | ![]() |
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Stun | ?~? | |||
Stun Timer | ? | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
It's very fast and has the repeating property (something low short doesn't), but it has a different hit box. I really dont use low short much, only low jab for cheating and combos.
- Close Standing Strong:
Damage | ? | ![]() |
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Stun | ?~? | |||
Stun Timer | ? | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
- Far Standing Strong:
Damage | ? | ![]() |
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Stun | ?~? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Second best anti-air move. Has more range than cr.HP.
- Crouching Strong:
Damage | ? | ![]() |
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Stun | ?~? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
This is his best ground attack, despite not hitting low. The entire arm is safe and cannot be hit, but can hit the enemy (it's a completely red hitbox, no blue). Can cancel into rushes and link into Super.
- Close Standing Fierce:
Damage | ? | ![]() |
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Stun | ?~? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Far Standing Fierce:
Damage | ? | ![]() |
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Stun | ?~? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Great poke to use at max range. It _CAN'T_ hit the following opponents when they're crouching: Ryu, Blanka, Guile, Ken, Chun Li, Cammy and Dictator.
- Crouching Fierce:
Damage | ? | ![]() |
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Stun | ?~? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Best anti-air non-special. Hits early and late, unlike most moves in game.
- Close/Far Standing Short:
Damage | ? | ![]() |
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Stun | ?~? | |||
Stun Timer | ? | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
- Crouching Short:
Damage | ? | ![]() |
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Stun | ?~? | |||
Stun Timer | ? | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
- Close Standing Forward:
Damage | ? | ![]() |
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Stun | ?~? | |||
Stun Timer | ? | |||
Chain Cancel | No | |||
Special Cancel | Yes | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
- Far Standing Forward:
Damage | ? | ![]() |
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Stun | ?~? | |||
Stun Timer | ? | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
- Crouching Forward:
Damage | ? | ![]() |
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Stun | ?~? | ||||
Stun Timer | ? | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | ? | ||||
Frame Count | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Catches some moves that go under Crouching Strong (like Vega's slide). Links into cr.Strong and the Super. Your move of choice to tick / combo in throw mixups. Quick recovery and great for hitting limbs in footsies (like Guile's d. Forward).
- Close Standing Roundhouse:
Damage | ? | ![]() |
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Stun | ?~? | |||
Stun Timer | ? | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Advantage | ? | |||
Frame Count | ? | ? | ? |
- Far Standing Roundhouse:
Damage | ? | ![]() |
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Stun | ?~? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
- Crouching Roundhouse:
Damage | ? | ![]() |
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Stun | ?~? | |||||
Stun Timer | ? | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | ? | |||||
Frame Count | ? | ? | ? | ? | ? | |
Simplified | ? | ? | ? |
Best horizontal range out of his ducking moves and knocks down. Useful for footsies when a crouching Forward won't reach. Long recovery so be careful.