Street Fighter X Tekken/Balrog

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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Balrog

Sfxt balrog face.jpg

Ideal Team Position: Point


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.


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

Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
Lp.png
Rpdfire.png
Speccancel.png
Standing Medium Punch
Mp.png
Standing Hard Punch
Hp.png
Chcrumple.png
Standing Light Kick
Lk.png
Rpdfire.png
Standing Medium Kick
Mk.png
Standing Hard Kick
Hk.png
Close Light Punch
(near opponent) Lp.png
Speccancel.png
rpdfire
Close Medium Punch
(near opponent) Mp.png
Close Hard Punch
(near opponent) Hp.png
Close Light Kick
(near opponent) Lk.png
Speccancel.png
Close Medium Kick
(near opponent) Mk.png
Speccancel.png
Close Hard Kick
(near opponent) Hk.png
Crouching Light Punch
D.png + Lp.png
Rpdfire.png
Speccancel.png
Crouching Medium Punch
D.png + Mp.png
Speccancel.png
Crouching Hard Punch
D.png + Hp.png
Crouching Light Kick
D.png + Lk.png
Low.png
Speccancel.png
Crouching Medium Kick
D.png + Mk.png
Crouching Hard Kick
D.png + Hk.png
Low.png
Hardknockdown.png
Neutral Jump Light Punch
U.png + Lp.png
High.png
Neutral Jump Medium Punch
U.png + Mp.png
High.png
Neutral Jump Hard Punch
U.png + Hp.png
High.png
Neutral Jump Light Kick
U.png + Lk.png
High.png
Neutral Jump Medium Kick
U.png + Mk.png
High.png
Neutral Jump Hard Kick
U.png + Hk.png
High.png
Angled Jump Light Punch
Ub.png / Uf.png + Lp.png
High.png
Angled Jump Medium Punch
Ub.png / Uf.png + Mp.png
High.png
Angled Jump Hard Punch
Ub.png / Uf.png + Hp.png
High.png
Angled Jump Light Kick
Ub.png / Uf.png + Lk.png
High.png
Angled Jump Medium Kick
Ub.png / Uf.png + Mk.png
High.png
Angled Jump Hard Kick
Ub.png / Uf.png + Hk.png
High.png

Throws

Name
Command
Notes
Head Bomber
F.png or N.png + Lp.png + Lk.png
Throw.png
Lever Break
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Dash Low Straight
B.png (charge) Df.png + P.png
Ex.png
Low.png
Hardknockdown.png
Armored.png on Ex.png
Dash Low Smash
B.png (charge) Df.png + K.png
Ex.png
Knockdown.png
Armored.png on Ex.png
Wallbounce.png on ex
Dash Swing Blow
B.png (charge) Df.png + P.png (hold)
Ex.png
High.png
Knockdown.png vs airborne
Armored.png on Ex.png
Groundbounce.png on Ex.png
Buffalo Head
D.png (charge) U.png + P.png
Ex.png
Turn Punch
3p.png or 3k.png (Charge)
Wallbounce.png vs airborne
Dash Straight
B.png (charge) F.png + P.png
Ex.png Chrg.png
Knockdown.png vs airborne
Armored.png on Ex.png
Dash Upper
B.png (charge) F.png + K.png
Ex.png Chrg.png
Knockdown.png vs airborne
Armored.png on Ex.png

Super Combo

Name
Command
Notes
Crazy Buffalo
B.png (charge) F.png + 3p.png or 3k.png
Hardknockdown.png

Frame Data

Move Command Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS "Notes
"
Far LP H 30 5 2 10 +5 +1 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light attacks, Whiffs on coruching opponent
Far MP H 60 7 4 13 +4 0 SM,EX,SA,CA 2 1 1 -
Far HP H 90 9 4 20 +1 -4 - 3 1 1 Crumples on standing counter hit
Far LK H 30 4 2 9 +6 +2 - 1 1 1 Rapid fire cancelable into light attacks
Far MK H 60 9 3 12 +6 +2 - 2 1 1 -
Far HK H 90 8 2 19 +4 -1 - 2 1 1 -
Close LP H 30 4 2 9 +6 +2 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light attacks
Close MP H 60 6 4 11 +6 +2 - 2 1 1 -
Close HP H 90 5 5 15 +6 0 - 3 1 1 Forces standing
Close LK H 30 3 2 8 +7 +3 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light attacks
Close MK H 60 5 4 12 +5 +1 SM,EX,SA,CA 2 1 1 -
Close HK H 90 7 2 15 +9 +3 - 3 1 1 Forces standing
Crouch LP H 30 4 2 9 +6 +2 SM,EX,SA,CA 1 1 1 Rapid fire cancelable into light attacks
Crouch MP H 60 7 4 11 +6 +2 SM,EX,SA,CA 1 1 1 -
Crouch HP H 90 7 5 20 -2 -5 - 3 1 1 Forces standing
Crouch LK L 30 4 2 10 +5 +1 SM,EX,SA,CA 1 1 1 -
Crouch MK L 60 8 2 11 +8 +4 - 1 1 1 -
Crouch HK **LC L 90 8 2 25 hard knockdown -10 - 1 1 - -
Jump Up LP M 40 5 2 until ground+4 +12 +4 - 1 1 1 -
Jump Up MP M 70 5 4 until ground+4 +16 +5 - 2 1 1 -
Jump Up HP M 100 5 9 until ground+4 +20 +8 - 3 1 1 Hold b or f to alter fall arc after input
Jump Up LK M 40 5 3 until ground+4 +12 +4 - 1 1 1 -
Jump Up MK M 70 6 2 until ground+4 +16 +5 - 2 1 1 -
Jump Up HK M 100 5 2 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LP M 40 5 3 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MP M 70 7 3 until ground+4 +16 +5 - 2 1 0 -
Jump Diagonal HP M 100 7 7 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LK M 40 5 6 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MK M 70 7 2 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HK M 100 8 6 until ground+4 +20 +8 - 3 1 1 -
Launcher **LC HP+HK H 100 13 2 54 switch -34 - 3 - - Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel f+HP+HK (while blocking) H 130 10 11 23 hard knockdown -12 - - - - Invulnerability frames 1-10, Projectile invulnerability frames 11-20, Resembles EX Buffalo Head
Head Bomber LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Lever Break b+LP+LK throw 130 5 2 20 hard knockdown - - - - - -
Dash Low Straight LP **LC (charge 54F) b,df+LP L 100 13-23 8 20 hard knockdown -11 - 3 3 0 -
Dash Low Straight MP **LC (charge 54F) b,df+MP L 110 14-30 8 20 hard knockdown -11 - 3 3 0 Attack begins once opponent is in range
Dash Low Straight HP **LC (charge 54F) b,df+HP L 120 14-43 8 20 hard knockdown -11 - 3 3 0 Attack begins once opponent is in range
Dash Low Straight EX (charge 54F) b,df+PP L 140 14-41 8 16 hard knockdown -7 - 3 3 0 Attack begins once opponent is in range, 1 point of armor during frames 2-end of active frames
Dash Low Smash LK **LC (charge 54F) b,df+LK H 100 13-22 8 20 knockdown -6 - 3 3 0 -
Dash Low Smash MK **LC (charge 54F) b,df+MK H 100 14-29 8 20 knockdown -6 - 3 3 0 Attack begins once opponent is in range
Dash Low Smash HK **LC (charge 54F) b,df+HK H 100 14-42 8 20 knockdown -6 - 3 3 0 Attack begins once opponent is in range
Dash Low Smash EX (charge 54F) b,df+KK H 100 14-41 8 16 wall bounce -7 - 3 3 0 Attack begins once opponent is in range, Knockdown on airborne opponent
Dash Swing Blow LP (charge 54F) b,df+LP(hold) M 100 23-32 5 21 +10 -9 - 3 3 0 Attack begins once opponent is in range, Knockdown on airborne opponent
Dash Swing Blow MP (charge 54F) b,df+MP(hold) M 100 24-39 5 21 +10 -9 - 3 3 0 Attack begins once opponent is in range, Knockdown on airborne opponent
Dash Swing Blow HP (charge 54F) b,df+HP(hold) M 100 24-52 5 21 +10 -9 - 3 3 0 Attack begins once opponent is in range, Knockdown on airborne opponent
Dash Swing Blow EX (charge 54F) b,df+PP(hold) M 130 24-51 5 21 ground bounce -6 - 3 3 0 Attack begins once opponent is in range, Knockdown on airborne opponent, Stagger (+15) on crouching opponent
Buffalo Head LP **LC (charge 54F) d,u+LP H 100 9 11 24 float -13 - 0 3 0 Upper body strike invulnerability frames 1-8, Projectile invulnerability frames 1-19
Buffalo Head MP **LC (charge 54F) d,u+MP H 90 11 11 24 float -13 - 0 3 0 Upper body strike invulnerability frames 1-10, Projectile invulnerability frames 1-21
Buffalo Head HP **LC (charge 54F) d,u+HP H 80 13 11 24 float -13 - 0 3 0 Upper body strike invulnerability frames 1-12, Projectile invulnerability frames 1-23
Buffalo Head EX **LC (charge 54F) d,u+EX H 100 13 11 24 float -13 - 3 3 0 Invulnerability frames 1-16
Dash Straight LP (charge 54F) b,f+LP H 100 4-15 7 16 -2 -4 - 3 3 0 Chargeable: 51F for EX Version and 100F for Super Art, Forces standing
Dash Straight MP (charge 54F) b,f+MP H 110 7-24 5 18 +1 -3 - 3 3 0 Chargeable: 51F for EX Version and 100F for Super Art, Forces standing
Dash Straight HP (charge 54F) b,f+HP H 120 7-37 4 19 +1 -6 - 3 3 0 Chargeable: 51F for EX Version and 100F for Super Art, Forces standing
Dash Straight EX (charge 54F) b,f+PP H 140 8-35 5 16 +4 -3 - 3 3 0 Chargeable: 51F for EX Version and 100F for Super Art, Forces standing, 1 point of armor until the end of active frames
Dash Upper LK (charge 54F) b,f+LK H 70 5-15 4 19 0 -1 - 3 2 0 Chargeable: 51F for EX Version and 100F for Super Art, Whiffs on crouching opponent, Float on airborne opponent
Dash Upper MK (charge 54F) b,f+MK H 70 7-23 4 20 +1 -4 - 3 2 0 Chargeable: 51F for EX Version and 100F for Super Art, Whiffs on crouching opponent, Float on airborne opponent
Dash Upper HK (charge 54F) b,f+HK H 70 7-36 4 21 +1 -7 - 3 2 0 Chargeable: 51F for EX Version and 100F for Super Art, Whiffs on crouching opponent, Float on airborne opponent
Dash Upper EX (charge 54F) b,f+KK H 140 8-35 4 17 +5 -3 - 3 3 0 Chargeable: 51F for EX Version and 100F for Super Art, Whiffs on crouching opponent, Float on airborne opponent, 1 point of armor until the end of active frames
Turn Punch lvl1 **LC (charge 32F) PPP/KKK H 100 31 7 14 0 -4 - 0 1 0 Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent
Turn Punch lvl2 **LC (charge 120F) PPP/KKK H 120 31 7 16 -2 -4 - 0 1 0 Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent
Turn Punch lvl3 **LC (charge 240F) PPP/KKK H 150 31 8 18 -5 -9 - 0 1 0 Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent
Turn Punch lvl4 **LC (charge 480F) PPP/KKK H 200 31 9 21 -9 -13 - 0 1 0 Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent
Turn Punch lvl5 **LC (charge 960F) PPP/KKK H 250 31 10 22 -11 -15 - 0 1 0 Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent
Turn Punch lvl6 **LC (charge 1440F) PPP/KKK H 280 31 11 24 -14 -18 - 0 1 0 Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent
Turn Punch lvl7 **LC (charge 1920F) PPP/KKK H 360 31 12 26 -17 -21 - 0 1 0 Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent
Turn Punch lvl8 **LC (charge 2400F) PPP/KKK H 400 31 13 29 -21 -25 - 0 1 0 Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent
Turn Punch lvl9 **LC (charge 2880F) PPP/KKK H 450 31 15 32 -36 -29 - 0 1 0 Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent
Turn Punch lvl10 **LC (charge 3360F) PPP/KKK H 500 31 16 36 -31 -35 - 0 1 0 Strike and projectile invulnerability frames 1-19, Wall bounce on airborne opponent
Crazy Buffalo PPP **LC (charge 54F) b,f+PPP H 60x4,80 18(hold K=15) 6(8)5(6)6(7)5(17)3 31 hard knockdown -14 - 4,4,4,4,4 0,0,0,0,5 - 67 frames cinematic freeze before attack begins, Invulnerability frames 1-20 (hold K: 1-17)
Crazy Buffalo KKK **LC (charge 54F) b,f+KKK H 60x4,80 22(hold K=20) 6(8)5(6)6(7)5(17)3 31 hard knockdown -14 - 4,4,4,4,4 0,0,0,0,5 - 67 frames cinematic freeze before attack begins, Invulnerability frames 1-24 (hold K: 1-22)
Cross Art qcf+MP+MK H 150+ 9 2 39 switch -20 - 3 - - 64 frames cinematic freeze before attack begins, Invulnerability frames 1-10

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far LP H 30 5 2 10 +5 +1 - Rapid fire cancelable into light attacks, Whiffs on coruching opponent
Far MP H 42 7 4 18 -1 -5 EX,SA,CA -
Far HP H 63 9 4 27 -6 -11 - Crumples on standing counter hit
Far LK H 30 4 2 9 +6 +2 - Rapid fire cancelable into light attacks
Far MK H 42 9 3 18 0 -4 - -
Far HK H 63 8 2 28 -5 -11 - -
Close LP H 30 4 2 9 +6 +2 Rapid fire cancelable into light attacks
Close MP H 42 6 4 16 +1 -3 - -
Close HP H 63 5 5 24 -3 -9 - Forces standing
Close LK H 30 3 2 8 +7 +3 - Rapid fire cancelable into light attacks
Close MK H 42 5 4 18 -1 -5 EX,SA,CA -
Close HK H 63 7 2 26 -2 -9 - Forces standing
Crouch LP H 30 4 2 9 +6 +2 - Rapid fire cancelable into light attacks
Crouch MP H 42 7 4 17 0 -4 EX,SA,CA -
Crouch HP H 63 7 5 29 -11 -14 - Forces standing
Crouch LK L 30 4 2 8 +7 +3 - -
Crouch MK L 42 8 2 16 +3 -1 - -
Crouch HK **LC L 63 8 2 38 hard knockdown -23 - -

Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • cr.MP xx [d],u+LP, cr.MP xx [b],f+[K] (delay), [b],f+HP(329)

(0bar, medium)

Post-launch combos

  • cr.MP xx [b],f+[K] (delay), [b],f+HP

(0bar, easy)

  • cr.MP, cl.HP, cl.MK xx [b],f+HP

(0bar, corner)

  • cl.HP, [b],f+LK, j.HP or HP+HK

(0bar, hard)

Hit Confirm Combos

  • cr.LK, cr.LP, cr.LP xx [d],u+MP, cr.MP xx [b],f+[K] (delay), [b],f+HP (266)

(0bar, low, medium)

Advanced Combos

overhead

  • [b],df+[P], cr.MP xx [d],u+MP, cr.MP xx [b],f+[K] (delay), [b],f+HP (376)

(0bar, medium)

  • [b],df+[P], cr.MP xx [d],u+MP, cr.MP, cl.HP, cl.MK xx [b],f+HP (406)

(0bar, corner)

  • [b],df+[P], cr.MP xx [b],df+KK, *PPP_KKK*, j.HK, cl.HP, [b],f+LP (455)

(1bar)

counterhit

  • st.HP, *KKK* (lv.1), *PPP* (lv.2), j.HK, cl.MK xx [b],f+HP(474)

(0bar, hard)

Combos Into Supers

  • N/A

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