Introduction
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.
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.
Pick if you like: | Avoid if you dislike: |
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Players to Watch
PR Balrog (US)
Ultra SFIV Changes
Frame Data Glossary - USFIV | |
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
KD refers to knockdown on hit, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
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Juggle Info |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
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