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Revision as of 12:31, 25 September 2023 by Psychoblue (talk | contribs) (→‎{{{1}}})

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Ideal Team Position: Point {{{3}}}

Balrog is a strange case where the new system doesn’t benefit him in the same way it benefits other Street Fighters. In Street Fighter IV, Balrog has a multiple of ways he could deal with zoners such EX Dashing attacks and the Focus Attack mechanic. In Street Fighter x Tekken, it takes longer to build the meter he needs to use his EX Dashing attacks, and there is no focus attack to make up for it. That being said, something he did get in return was the ability to press buttons at will. The quick recovery and frame advantage of his boost combos on block are well above average than most other characters, allowing him the ability to easily confirm into his partner who can pick up the slack. The low angle of his jump and his fast walkspeed allow him to put pressure on fireball characters at mid range, and if Balrog can stay in the opponent’s face, he can almost certainly guarantee a breach in their defense. Particularly dangerous is his far HP. Not only does it have exceptional reach, but it causes a crumple stun on counterhit, which is something Balrog can take full advantage of thanks to his Turn Punches causing a wall bounce on airborne opponents (the opponent is left in an airborne state towards the end of the crumple stun). Play Balrog if you want to start off the match with an aggressive approach and set a tone of offense.

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Strengths Weaknesses

+Good walkspeed

+Long limbs and fast recovery allow him to utilize numerous confirming boost variations on

block that can be very difficult to punish

+Able to put the opponents in a juggle state without meter

+Counterhit far HP crumples standing opponents, giving Balrog the opportunity to create a full combo that can exceed 400 damage

+Somewhat difficult to anti-air at close range thanks to low-angle j.HK

-Charge times can seem longer than intuitive both in combos and in neutral

-st.LP whiffs on most characters crouching

-Blockstrings very rarely place him in a situation where he can continue pressure

-His primary reversal, EX Buffalo Headbutt (charge d, u+PP) is slow to start up and easily punishable on block

-Struggles against zoners as his armor on charge punches are only for EX moves

-Very limited air-to-air ability

-Overhead smash (Hold b, hold df+P) is unsafe on block