Super Street Fighter IV/Balrog

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Super Street Fighter IVSSFIVLogo.png



Balrog

SSFIV-Balrog Face.jpg

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

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 Straight
B.png (charge) F.png + P.png
Ex.png version gains armor; Ex.png
Dash Upper
B.png (charge) F.png + K.png
Ex.png version gains armor; Ex.png
Dash Low Straight
B.png (charge) Df.png + P.png
Ex.png version gains armor; Low.png Ex.png
Dash Low Smash
B.png (charge) Df.png + K.png
Ex.png version gains armor; Ex.png Armorbreak.png
Dash Swing Blow
B.png (charge) Df.png + P.png (hold p)
Ex.png version gains armor; High.png Ex.png Armorbreak.png
Buffalo Headbutt
D.png (charge) U.png + P.png
Ex.png
Turn Punch
hold 3p.png or 3k.png and release
The longer buttons are held (charge) the more damage move will do; Armorbreak.png

Super Combo

Name
Command
Notes
Crazy Buffalo
B.png (charge) F.png B.png F.png + P.png
Armorbreak.png

Ultra Combos

Name
Command
Notes
Violent Buffalo
B.png (charge) F.png B.png F.png + 3p.png
Armorbreak.png
Dirty Bull
360.png 360.png + 3p.png
Throw.png


Frame Data

Move Values Frame Count Frame Advantage
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Standing Close Attacks
Jab.gif HL 20 50 20 ch/sp/su 4 2 7 +2 +5 - -
Strong.gif HL 80 100 40 su 6 4 12 -2 +1 - -
Fierce.gif HL 120 200 60 su 5 5 16 -3 +2 - - Forces stand
Short.gif HL 40 50 20 ch/sp/su 3 2 7 +2 +5 - -
Forward.gif HL 90 100 40 sp/su 5 4 13 -3 0 - -
Roundhouse.gif HL 100 200 60 su 7 2 13 +3 +7 - -
Standing Far Attacks
Jab.gif HL 20 50 20 ch/sp/su 4 2 4 +5 +8 - -
Strong.gif HL 90 100 40 su 7 2 16 -4 +1 - -
Fierce.gif HL 100 200 60 - 9 4 21 -7 -3 - -
Short.gif HL 40 50 20 ch/su 4 2 10 -1 +2 - -
Forward.gif HL 90 100 40 su 9 3 12 -1 +2 - -
Roundhouse.gif HL 110 200 60 - 8 2 20 -4 0 - -
Crouching Attacks
Jab.gif HL 20 50 20 ch/sp/su 3 2 5 +4 +7 - -
Strong.gif HL 70 100 40 sp/su 7 4 12 -2 +1 - -
Fierce.gif HL 110 200 60 su 7 5 21 -8 -3 - - Forces stand
Short.gif L 30 50 20 sp/su 4 2 9 0 +3 - -
Forward.gif L 70 100 40 su 8 2 8 +4 +7 - -
Roundhouse.gif L 90 120 60 su 8 2 22 -6 - - - cannot fast recover
Straight Up Jump Attacks
Jab.gif H 50 50 20 - 5 2 - - - - -
Strong.gif H 90 100 40 - 5 4 - - - - -
Fierce.gif H 110 200 60 - 5 9 - - - - -
Short.gif H 50 50 20 - 5 3 - - - - -
Forward.gif H 80 100 40 - 6 2 - - - - -
Roundhouse.gif H 110 200 60 - 5 2 - - - - -
Angled Jump Attacks
Jab.gif H 50 50 20 - 4 3 - - - - -
Strong.gif H 80 100 40 - 7 3 - - - - -
Fierce.gif H 110 200 60 - 6 7 - - - - -
Short.gif H 50 50 20 - 5 6 - - - - -
Forward.gif H 80 100 40 - 7 2 - - - - -
Roundhouse.gif H 110 200 60 - 8 6 - - - - -
Focus Attacks
Focus Attack LVL 1 HL 90 100 20 - 21 2 35 -21 -21 - -
Focus attack LVL 2 HL 120 150 40 - 17+12 2 35 -15 - - -
Focus attack LVL 3 - 170 200 60 - 65 2 35 - - - -
Throws
Forward Throw 0.9 130 160 40 - 3 2 20 - - - -
Back throw 0.9 130 100 40 - 3 2 20 - - - -
Special Moves
Dash Straight Jab.gif HL 100 100 20/30 su 13[4] 7 17 -3 -2 - - Forces stand, charge 55f
Dash Straight Strong.gif HL 110 150 20/30 su 22[7] 6 19 -6 -1 - - Forces stand, charge 55f
Dash Straight Fierce.gif HL 120 200 20/30 su 35[7] 6 20 -8 -1 - - Forces stand, charge 55f
Dash Straight EX.gif HL 120 200 -250/0 su 35[7] 6 17 -2 +2 - - Forces stand, charge 55f
Dash Upper Short.gif HL 100 100 20/30 su 14[5] 4 20 -3 -1 - - Forces stand, charge 55f
Dash Upper Forward.gif HL 110 150 20/30 su 22[7] 4 20 -5 +1 - - Forces stand, charge 55f
Dash Upper Roundhouse.gif HL 120 200 20/30 su 35[7] 4 21 -7 -1 - - Forces stand, charge 55f
Dash Upper EX.gif HL 120 200 -250/0 su 35[7] 4 18 -1 +4 - - charge 55f
Dash Ground Straight Jab.gif L 90 100 20/30 su 22[13] 8 21 -8 - - - cannot fast recover, charge 55f
Dash Ground Straight Strong.gif L 100 150 20/30 su 29[14] 8 21 -9 - - - cannot fast recover, charge 55f
Dash Ground Straight Fierce.gif L 110 200 20/30 su 42[14] 8 21 -11 - - - cannot fast recover, charge 55f
Dash Ground Straight EX.gif L 110 200 -250/0 su 42[14] 8 17 -3 - - - charge 55f
Dash Swing Blow Jab.gif H 80 100 20/30 su 31[22] 5 21 -5 +7 - - Armor break, charge 55f
Dash Swing Blow Strong.gif H 90 150 20/30 su 38[23] 5 21 -7 +7 - - Armor break, charge 55f
Dash Swing Blow Fierce.gif H 100 200 20/30 su 51[23] 5 21 -8 +7 - - Armor break, charge 55f
Dash Swing Blow EX.gif H 100 200 -250/0 su 51[23] 5 21 -5 +7 - - Armor break, charge 55f
Dash Ground Smash Short.gif HL 100 100 20/30 su 21[12] 8 20 -5 - - - Armor break, charge 55f
Dash Ground Smash Forward.gif HL 110 150 20/30 su 28[13] 8 20 -7 - - - Armor break, charge 55f
Dash Ground Smash Roundhouse.gif HL 120 200 20/30 su 41[13] 8 20 -9 - - - Armor break, charge 55f
Dash Ground Smash EX.gif HL 120 200 -250/0 su 41[13] 8 16 -1 - - - Armor break, charge 55f
Buffalo Headbutt Jab.gif HL 100 200 30/40 - 8 11 10+13 -13 - - - charge 55f
Buffalo Headbutt Strong.gif HL 120 200 30/40 - 10 11 10+13 -13 - - -
Buffalo Headbutt Fierce.gif HL 140 200 30/40 - 12 11 9+13 -12 - - - charge 55f
Buffalo Headbutt EX.gif HL 150 200 -250/0 - 12 11 9+13 -12 - - - 1~15f invincible, charge 55f
Turn Punch LVL 1 HL 130 200 30/40 su 30 7 13 -2 +2 - - Armor break, charge 32f (0.5s)
Turn Punch LVL 2 HL 150 210 30/40 su 30 7 16 -5 -1 - - Armor break, charge 121f (2s)
Turn Punch LVL 3 HL 180 220 30/40 su 30 8 18 -8 -4 - - Armor break, charge 241f (4s)
Turn Punch LVL 4 HL 210 230 30/40 su 30 9 21 -12 -8 - - Armor break, charge 481f (8s)
Turn Punch LVL 5 HL 250 240 30/40 su 30 10 22 -14 -10 - - Armor break, charge 961f (16s)
Turn Punch LVL 6 HL 280 250 30/40 su 30 11 24 -17 -13 - - Armor break, charge 1441f (24s)
Turn Punch LVL 7 HL 410 260 30/40 su 30 12 26 -20 -16 - - Armor break, charge 1921f (32s)
Turn Punch LVL 8 HL 460 270 30/40 su 30 13 29 -24 -20 - - Armor break, charge 2401f (40s)
Turn Punch LVL 9 HL 510 280 30/40 su 30 15 32 -29 -25 - - Armor break, charge 2881f (48s)
Turn Punch Final HL 560 290 30/40 su 30 16 36 -34 -30 - - Armor break, charge 3380f (56s)
Super Combo
Super Combo (Punch) HL 60x4*105 0 -1000/0 - 1+9 6(8)6(7)6(8)6(15)3 31 -14 - - - 1~11f invincible, Armor break
Super Combo (Kick) 60x4*105 0 -1000/0 - 1+8 6(8)6(8)6(8)6(16)3 31 - -
Ultra Combos
Ultra Combo 1 (Punch) HL 45x2*38x2*45x2*38x2*53x3 0 0/0 - 1+10 3*3(8)3*3(7)3*3(8)3*3(15)x3 39 -26 - - - 1~10f invincible
Ultra Combo 1 (Kick) 45x2*38x2*45x2*38x2*53x3 0 0/0 - 1+9 3*3(8)3*3(7)3*3(8)3*3(16)x3 39 -26 - -
Ultra Combo 2 300 700 0/0 - 1+1 3 58 - - - - 1f invincible
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Move Values Frame Count Frame Advantage


Move Analysis

Normal Moves

St.Jab.gif: Quick and difficult to punish. Far version is good for blockstrings.

St.Strong.gif

St.Fierce.gif

St.Short.gif

St.Forward.gif

St.Roundhouse.gif

C.Jab.gif: Just as useful as standing Jab and an integral part of many of his combos. Good for blockstrings.

C.Strong.gif: Good for blockstrings.

C.Fierce.gif: Great general anti-air.

C.Short.gif: Good for blockstrings.

C.Forward.gif: Good for blockstrings.

C.Roundhouse.gif: 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.Fierce.gif lets you 'wiggle' forward or backward by holding that direction - excellent for dodging fireballs.

j.Fierce.gif is your go-to jump-in for combos, blockstrings and air-to-air.

j.Roundhouse.gif 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 Jab.gif 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.Jab.gif or c.Short.gif.

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 cJab.gif, c.Strong.gif or c.Strong.gif. 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 Fierce.gif 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 3p.png or 3k.png during each hit in order to change the hitbox. 3p.png is horizontal whilst 3k.png is vertical and can juggle. It's best to use the latter if you're doing Headbutt > Ultra combos.
  • Starting the Ultra with 3k.png 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.Fierce.gif/j.Roundhouse.gif.

c.Jab.gif, c.Jab.gif ~ c.Short.gif xx Fierce.gif Headbutt - 176 Dmg, 280 Stun c.Strong.gif xx Fierce.gif Headbutt - 230 Dmg, 300 Stun Fierce.gif or EX Overhead Rush ~ c.Short.gif xx Fierce.gif Headbutt - 258 Dmg, 410 Stun Fierce.gif or EX Overhead Rush ~ c.Strong.gif xx Fierce.gif 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.Strong.gif xx Fierce.gif Straight Rush xx Super - 466 Dmg, 300 Stun
  • CS.Fierce.gif xx Super - 465 Dmg, 200 Stun
  • Lvl 1 TAP xx Super - 475 Dmg, 200 Stun


Combos Into Ultras

  • c.Jab.gif, c.Jab.gif ~ c.Short.gif xx Fierce.gif Headbutt ~ Ultra I
  • c.Strong.gif xx Fierce.gif Headbutt ~ Ultra I
  • Fierce.gif or EX Overhead Rush ~ c.Short.gif xx Fierce.gif Headbutt ~ Ultra I
  • Fierce.gif or EX Overhead Rush ~ c.Strong.gif xx Fierce.gif 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 3k.png for the first hit, then 3p.png for the second, then 3k.png 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