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 the character of extremes. Balrog has a killer defense if he sacrifices his offense and has a killer offense if he sacrifices his defense. Between Dash Straights that are difficult to punish by opponents and awesome pressure from his Standing Jabs and Standing Roundhouse, Balrog can rush down an opponent effectively. Yet at a moment's notice, thanks to the defensive Crouching Jab and defensive Crouch Roundhouse and an array of effentive anti-air options, Balrog can turtle you to death at the same time. Learning how to carefully weave back and forth between mind sets will be key to victory with Balrog.
Moves
Throws
Special Moves
Super Combo
Ultra Combos
Frame Data
Move Analysis
Normal Moves
St.: Quick and difficult to punish. Far version is good for blockstrings.
C.: Just as useful as standing Jab and an integral part of many of his combos. Good for blockstrings.
C.: Balrog's sweep. The knockdown is untechable, but it leaves you open on block. Use as a poke at max range, but look out for focus attacks.
nj. lets you 'wiggle' forward or backward by holding that direction - excellent for dodging fireballs.
j. is your go-to jump-in for combos, blockstrings and air-to-air.
j. has a very 'downwards' hitbox, good for hitting crouchers and the like. A decent meaty.
Unique Attacks
N/A
Normal Throws
N/A
Focus Attack
The range on this is very short, but it has a decent vertical hitbox. It's okay for AA.
Special Moves
Note: All of Balrog's EX moves have one hit of super armour, except for EX Headbutt which instead has invincibility.
Rush Punch
- The and EX versions are safe on block at max range (if the tip of the glove hits the opponent).
- Hits crouching opponents.
- EX rush punch is good for going through fireballs (via the super armour). Most useful if you start the Rush Punch just as they are throwing out the fireball (or before!), otherwise they can block.
Rush Upper
- Whiffs on crouching opponents.
- After landing the EX version, there is enough hit stun to link either c. or c..
Ground / Lower Rush Punch
- Hits low, must be blocked low.
- Like Rush Punch, it's safe on block if the tip of the glove hits.
- This move is one of the only untechable knockdown specials in the game.
Overhead Rush Punch
- Must be blocked high.
- Armour-breaking.
- The move has a very heavy startup and the normal versions are not comboable.
- After landing EX, there is enough hit stun to link either c, c. or c.. Can lead to big damage.
Torpedo Punch
- Hits crouching opponents.
- Armour-breaking.
- Knocks down and sends opponent flying to the other end of the screen - useful for when you want to force opponents to into the corner.
- Can be combo'd off a normal at point blank range.
Headbutt
- Lots of invincibility frames on startup, so it can be used to go through fireballs. It's easy to punish if you do this too close, though.
- The version goes a very long way forward.
- Get into the habit of executing the move using Down+Back, Up+Back rather than just Down, Up. This way you keep your back charge, which is essential for...
- You can juggle with your ultra afterwards if you maintain back charge.
Turn Around Punch (TAP)
- Invincibility frames on startup, again useful for blowing through fireballs.
- Armour-breaking.
- Does more damage the longer you hold PPP (or KKK), going through 10 seperate stages. At maximum charge (requiring 56 seconds worth of charging), it deals 560 (!) damage! However, the frame disadvantage steadily increases at higher levels so be sure to land it.
- Can hit crouching opponents.
- You can link a cr jab afterwards if TAP was a counter hit.
- Great way to escape wakeup pressure and crossups, using the invincibility frames to end up on the other side of the screen.
Super Combos
N/A
Ultra Combos
Ultra I - Violent Buffalo
- Balrog's best Ultra. You should be using this almost all the time.
- You can hold or during each hit in order to change the hitbox. is horizontal whilst is vertical and can juggle. It's best to use the latter if you're doing Headbutt > Ultra combos.
- Starting the Ultra with actually has a very slightly (1f) faster startup.
Ultra II - Dirty Bull
- This move does a truckload of stun to the opponent, far more than the damage it inflicts. You need to capitalise on landing this move and keep rushing them down in order to take advantage of this.
- This is a grab that has 1f startup, which means the opponent can jump out of it on reaction. Not very useful.
- The motion was changed to two HCB's in AE. Still not very useful.
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
All of these combos can be started off a Focus crumple or j./j..
c., c. ~ c. xx Headbutt - 176 Dmg, 280 Stun c. xx Headbutt - 230 Dmg, 300 Stun or EX Overhead Rush ~ c. xx Headbutt - 258 Dmg, 410 Stun or EX Overhead Rush ~ c. xx Headbutt - 298 Dmg, 460 Stun
Note: HP Headbutt can whiff on some characters in certain circumstances and will always whiff on a crouching Blanka. You can replace the Headbutt with a HP Straight Rush in these circumstances.
Hit Confirm Combos
- N/A
Dizzy / Focus Crumple Combos
- N/A
FADC Combos
- N/A
Advanced Combos
- N/A
Combos Into Supers
- C. xx Straight Rush xx Super - 466 Dmg, 300 Stun
- CS. xx Super - 465 Dmg, 200 Stun
- Lvl 1 TAP xx Super - 475 Dmg, 200 Stun
Combos Into Ultras
- c., c. ~ c. xx Headbutt ~ Ultra I
- c. xx Headbutt ~ Ultra I
- or EX Overhead Rush ~ c. xx Headbutt ~ Ultra I
- or EX Overhead Rush ~ c. xx Headbutt ~ Ultra I
You want to start the ultra just as they are roughly at your head or torso level. Generally you will want to hold down for the first hit, then for the second, then for the last three (so it looks like KPKKK) to maximise damage, especially in the corner.
Matchups
- Vs. Abel
To Be Written (TBW)
- Vs. Adon
TBW
- Vs. Akuma
TBW
- Vs. Balrog
TBW
- Vs. Blanka
TBW
- Vs. C. Viper
TBW
- Vs. Cammy
TBW
- Vs. Chun Li
TBW
- Vs. Cody
TBW
- Vs. Dan
TBW
- Vs. Dee Jay
TBW
- Vs. Dhalsim
TBW
- Vs. Dudley
TBW
- Vs. E. Honda
TBW
- Vs. El Fuerte
TBW
- Vs. Fei Long
TBW
- Vs. Gen
TBW
- Vs. Gouken
TBW
- Vs. Guile
TBW
- Vs. Guy
TBW
- Vs. Hakan
TBW
- Vs. Ibuki
TBW
- Vs. Juri
TBW
- Vs. Ken
TBW
- Vs. M. Bison
TBW
- Vs. Makoto
TBW
- Vs. Rose
TBW
- Vs. Rufus
TBW
- Vs. Ryu
TBW
- Vs. Sagat
TBW
- Vs. Sakura
TBW
- Vs. Seth
TBW
- Vs. T. Hawk
TBW
- Vs. Vega
TBW
- Vs. Zangief
TBW