Introduction
Balrog is first introduced here as a former heavyweight boxing champion now affiliated as an "executive" enforcer for Shadaloo, having worked up the ranks. He is sent to investigate Gen after the latter had a confrontation with Shadaloo's dealers, and to also apprehend Birdie for his treachery.
Balrog is a hidden character, in order to select him you must hover over Karin for 2+ seconds, then select any random select while holding start.
If the game has not been on for long enough the hidden characters will not be selectable, the title screen will have a cream colored background if this is the case. To manually skip this restriction enter the dip switch menu, select the 1st option, "Input", then on the player 1 side controller input LP LP right LK HP LP+Start. The game should display "HERE COME NEW CHALLENGERS" on screen, confirming that the hidden characters are able to be played. (This does not need to be done on Fightcade or 30th collection)
Pros | Cons |
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Color Options
X-Ism | A-Ism | V-Ism | |||
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Punch | Kick | Punch | Kick | Punch | Kick |
Moves List
Ground Normals
- Standing Jab/Short:
Damage | 3 | ![]() |
Stun | 1 | |
Chain Cancel | Yes | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/3(A)/4(XV) | |
Frame Count | 3/4/6 | |
Block Stun | +4 | |
Hit Stun/Counter Hit | +5/+10 |
- Standing Strong/Forward:
Damage | 12/10 | ![]() |
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Stun | 7 | ||
Chain Cancel | No | ||
Special Cancel | Yes | ||
Super Cancel | Yes | ||
Meter on whiff/hit | 1/4,3(A)/6,4(XV) | ||
Frame Count | 5/4/19 | ||
Block Stun | -4 | ||
Hit Stun/Counter Hit | -3/+1 |
- Standing Fierce/Roundhouse:
Damage | 15,14,13,12 | ![]() |
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Stun | 8,7,6,5 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Super Cancel | No | ||||
Meter on whiff/hit | 1/6,4,4,3(A)/9,7,6,4(XV) | ||||
Frame Count | 9/4/21 | ||||
Block Stun | -2 | ||||
Hit Stun/Counter Hit | -1/Launch |
- Crouching Jab/Short:
Damage | 4 | ![]() |
Stun | 1 | |
Chain Cancel | Yes | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/3(A)/4(XV) | |
Frame Count | 3/4/7 | |
Block Stun | +3 | |
Hit Stun/Counter Hit | +4/+9 |
- Crouching Strong/Forward:
Damage | 11 | ![]() |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/4(A)/6(XV) | |
Frame Count | 4/6/11 | |
Block Stun | +2 | |
Hit Stun/Counter Hit | +3/+7 |
- Crouching Fierce:
Damage | 13/9 | ![]() |
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Stun | 8 | ||
Chain Cancel | No | ||
Special Cancel | Yes(V) | ||
Super Cancel | No | ||
Meter on whiff/hit | 1/4(A)/6(XV) | ||
Frame Count | 6/2/25 | ||
Block Stun | -4 | ||
Hit Stun/Counter Hit | -3/Launch |
In V-ism this attack can be special cancelled.
- Crouching Roundhouse:
Damage | 14 | ![]() |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/0 | |
Frame Count | 9/2/23 | |
Block Stun | -2 | |
Hit Stun/Counter Hit | - |
Air Normals
- Jump Jab/Short:
Damage | 10 | ![]() |
Stun | 3 | |
Meter on whiff/hit | 0/4(A)/6(XV) | |
Frame Count | 3/16/12 |
- Jump Strong/Forward:
Damage | 12 | ![]() |
Stun | 4 | |
Meter on whiff/hit | 1/4(A)/7(XV) | |
Frame Count | 4/8/16 |
- Jump Fierce/Roundhouse:
Damage | 14 | ![]() |
Stun | 5 | |
Meter on whiff/hit | 1/6(A)/9(XV) | |
Frame Count | 9/2/18 |
Throws
Damage | 4x(1~8) | ![]() |
Stun | 0 | |
Meter on whiff/hit | 1(A)3(XV) | |
Frame Count | 6/1/20 |
Kuchu Head Bomber
Any direction but /
+
Damage | 16 | ![]() |
Stun | 0 | |
Meter on whiff/hit | 0 | |
Frame Count | 1/1/1(before landing) |
Alpha Counter
During Blockstun +
+
of same strength
- A-ISM:
Damage | 4 | ![]() |
Frame Count | 24/11/27 | |
Invincibility | 0-24 |
- V-ISM:
Damage | 4 | ![]() |
Frame Count | 24/5/15 | |
Invincibility | 0-24 |
Special Moves
Dash Straight(X, A, and V-Ism)
- Charge Back, Forward + Punch
LP/MP/HP (in ZV-ism) | HP (in X-ism) | |
Block Stun | -5 | -5 |
Hit Stun/Counter Hit | -4/0 | KnockDown |
Dash Upper(X, A, and V-Ism)
- Charge Back, Forward + Kick
Dash Ground Straight(A, and V-Ism)
- Charge Back, Down-Forward + Punch
Dash Ground Upper(A, and V-Ism)
- Charge Back, Down-Forward + Kick
Buffalo Head(A, and V-Ism)
- Charge Down, Up + Punch
- Can only be performed as a reversal
Turn Punch(X, A, and V-Ism)
- Hold all three Punch or Kick buttons, then release.
- The longer you hold,the more damage it does.
Super Combos
Crazy Buffalo(X-Ism)
- Charge Back, Forward, Back, Forward + Punch or Kick
Crazy Buffalo(A-Ism)
- Charge Back, Forward, Back, forward + Punch (Press kick during the super to do dash uppers, the last hit is always a straight like in X)
Gigaton Blow(A-Ism)
- Charge Back, Forward, Back, Forward + Kick
- Can only be performed as a level 3 super.
The Basics
Which Ism?
Boxer isn't much better/worse based on which you pick, his supers are decent, and he benefits from better damage. Basically down to if you want supers, or cc.
A-Ism
Generally what you want to play him on. Take advantage of his strong air game and his great super.
V-Ism
Might be worth in some match-ups just to make jumping a bit safer and to have the threat of infinite. Significantly hurts your ground damage output though.
X-Ism
Higher damage. Dash straight can no longer be ducked. Very strong in certain match-ups, but gets blown up by V-ISM due to lack of air guard and alpha counter.
Combos
A-ISM combos
V-ISM combos
Advanced Strategy
Match-ups
Notable Players
Japan
Catapult (A/X-Balrog)
Kayaman (A/X-Balrog)
Nike (A-Balrog)
Seijuu (A-Balrog)
VER (X-Balrog)
North America
Apoc (A-Balrog)
Europe
Nonegiven (A-Balrog)
Discussion
Ken ducks both s. FP and dash straight, making it hard to get much going Sodom's slide just blows up everything Balrog wants to do Gief is a problem for all the usual reasons