Ultra Street Fighter IV/Balrog

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Ultra Street Fighter IVUSFIV-Header.png
Ultra Street Fighter IV#CharactersUltra Street Fighter IV/Controls and TerminologyUltra Street Fighter IV/Basic ElementsUltra Street Fighter IV/Universal AbilitiesUltra Street Fighter IV/Game SystemsUSFIVHeaderButtons.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 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.


Ultra SFIV Changes

TBW


Moves

Throws

  Name Nickname Command Notes
File:Example.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:Example.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}} </div>

Special Moves

  Name Nickname Command Notes
File:Example.png ex version gains armor; ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:Example.png ex version gains armor; ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:Example.png ex version gains armor; low ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:Example.png ex version gains armor; ex armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:Example.png ex version gains armor; high ex armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:Example.png ex {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:Example.png The longer buttons are held (charge) the more damage move will do; armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}} </div>

Super Combo

  Name Nickname Command Notes
File:Example.png armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}} </div>

Ultra Combos

  Name Nickname Command Notes
File:Example.png armorbreak {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:Example.png throw {{{4}}} {{{5}}} {{{6}}}

~~ Uses and Strategies ~~
{{{7}}} </div>


The Basics

Combos

Strategy

Matchups

  • Vs. Abel

Abel:

General: Able can be a very tough fight for Balrog because for the most part many of your offensive tools can only be used up close and exactly where Abel wants you to be. There are two places you want to be when fighting against able. First is anywhere outside of forward step kick range and sweep range. Though his sweep is relatively slow you absolutely don't want to get knocked down when fighting against Abel due to his amazing Oki game (otherwise known as wake up game). Problem is if you do not hold your ground you will end up in the corner in no time. So how do you avoid this?

One of the best tools you have against Abel is your standing jab. The best thing you can do is try to zone him out with your good footsies, which is not easy to do, and hit confirm a standing jab to crouching sweep. This will get your offense started but Able has some good options on wake up to deal with Balrog's Oki pressure such as: Ex Roll, Ex Tornado Grab, and Ex Change of Direction. Which makes it very hard for Balrog to catch back up if he falls behind during the match. So there are some option selects that can help you deal with this.

Option Selects: On wake up if you safe jump you can Option Select (OS) grab and you will beat Ex Roll, Ex Change of Direction, and Ex Tornado Grab.


  • 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. Elena

TBW


  • Vs. El Fuerte

TBW


  • Vs. Evil Ryu

TBW


  • Vs. Fei Long

TBW


  • Vs. Gen

TBW


  • Vs. Gouken

TBW


  • Vs. Guile

TBW


  • Vs. Guy

TBW


  • Vs. Hakan

TBW


  • Vs. Hugo

TBW


  • Vs. Ibuki

TBW


  • Vs. Juri

TBW


  • Vs. Ken

TBW


  • Vs. Makoto

TBW


  • Vs. M. Bison

TBW


  • Vs. Oni

TBW


  • Vs. Poison

TBW


  • Vs. Rolento

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. Yang

TBW


  • Vs. Yun

TBW


  • Vs. Zangief

TBW

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 20 50 20 ch/sp/su 4 2 7 +2 +5
Close Strong.gif HL 70 100 40 sp/su 6 4 12 -2 +4 Forces stand
Close Fierce.gif HL 120 200 60 su 5 5 16 -3 +2 Forces stand
Close Short.gif HL 40 50 20 ch/sp/su 3 2 7 +2 +5
Close Forward.gif HL 90 100 40 sp/su 5 4 13 -3 0
Close Roundhouse.gif HL 100 200 60 su 7 2 13 +3 +7
Far Jab.gif HL 20 50 20 ch/sp/su 4 2 4 +5 +8
Far Strong.gif HL 90 100 40 su 7 2 16 -4 -1
Far Fierce.gif HL 100 200 60 - 9 4 21 -7 -3
Far Short.gif HL 40 50 20 ch/su 4 2 10 -1 +2
Far Forward.gif HL 90 100 40 su 9 3 12 -1 +2
Far Roundhouse.gif HL 110 200 60 - 8 2 20 -4 0
crouch Jab.gif HL 20 50 20 ch/sp/su 3 2 5 +4 +7
crouch Strong.gif HL 70 100 40 sp/su 7 4 12 -2 +1
crouch Fierce.gif HL 90 200 60 su 7 5 21 -8 -3
crouch Short.gif L 30 50 20 sp/su 4 2 9 0 +3
crouch Forward.gif L 70 100 40 su 8 2 8 +4 +7
crouch Roundhouse.gif L 90 120 60 su 8 2 22 -6 - Hard knockdown
Jump up Jab.gif H 50 50 20 - 5 2 - - -
Jump up Strong.gif H 90 100 40 - 5 4 - - -
Jump up Fierce.gif H 110 200 60 - 5 9 - - - Until end of active frames can adjust left or right
Jump up Short.gif H 50 50 20 - 5 3 - - -
Jump up Forward.gif H 80 100 40 - 6 2 - - -
Jump up Roundhouse.gif H 110 200 60 - 5 2 - - -
Jump forward Jab.gif H 50 50 20 - 4 3 - - -
Jump forward Strong.gif H 80 100 40 - 7 3 - - -
Jump forward Fierce.gif H 90 200 60 - 6 7 - - -
Jump forward Short.gif H 50 50 20 - 5 6 - - -
Jump forward Forward.gif H 80 100 40 - 7 2 - - -
Jump forward Roundhouse.gif H 100 200 60 - 8 6 - - -
Focus Attack LVL 1 HL 90 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 120 150 40 - 18+11 2 35 -15 -
Focus Attack LVL 3 - 170 200 60 - 65 2 35 - -
Forward Throw 0.93 130 160 40 - 3 2 20 - - Hard knockdown
Back Throw 0.93 130 100 40 - 3 2 20 - - Hard knockdown
Dash Straight Jab.gif HL 100 100 20/30 su 13[4] 7 17 -3 -2 Forces stand, *1
Dash Straight Strong.gif HL 110 150 20/30 su 22[7] 6 19 -6 -1 Forces stand, *1
Dash Straight Fierce.gif HL 120 200 20/30 su 35[7] 6 20 -8 -1 Forces stand, *1
Dash Straight EX.gif HL 120 200 -250/0 su 35[7] 6 17 -2 +2 Forces stand, *1 *2
Dash Upper Short.gif HL 100 100 20/30 su 14[5] 4 20 -3 -1 Cannot hit crouching opponents, *1
Dash Upper Forward.gif HL 110 150 20/30 su 22[7] 4 20 -5 +1 Cannot hit crouching opponents, *1
Dash Upper Roundhouse.gif HL 120 200 20/30 su 35[7] 4 21 -7 +1 Cannot hit crouching opponents, *1
Dash Upper EX.gif HL 120 200 -250/0 su 35[7] 4 18 -1 +4 Cannot hit crouching opponents, *1 *2
Dash Ground Straight Jab.gif L 90 100 20/30 su 22[13] 8 21 -8 - Hard knockdown, *1
Dash Ground Straight Strong.gif L 100 150 20/30 su 29[14] 8 21 -10 - Hard knockdown, *1
Dash Ground Straight Fierce.gif L 110 200 20/30 su 42[14] 8 21 -11 - Hard knockdown, *1
Dash Ground Straight EX.gif L 110 200 -250/0 su 42[14] 8 17 -3 - Hard knockdown, *1 *2
Dash Swing Blow Jab.gif H 80 100 20/30 su 31[22] 5 21 -5 +10 Armor break, +9 hit advantage vs. crouching opponents, *1
Dash Swing Blow Strong.gif H 90 150 20/30 su 38[23] 5 21 -7 +10 Armor break, +9 hit advantage vs. crouching opponents, *1
Dash Swing Blow Fierce.gif H 100 200 20/30 su 51[23] 5 21 -8 +10 Armor break, +9 hit advantage vs. crouching opponents, *1
Dash Swing Blow EX.gif H 100 200 -250/0 su 51[23] 5 21 -5 +10 Armor break, +9 hit advantage vs. crouching opponents, *1 *2
Dash Ground Smash Short.gif HL 100 100 20/30 su 21[12] 8 20 -5 - armor break, *1
Dash Ground Smash Forward.gif HL 110 150 20/30 su 28[13] 8 20 -7 - armor break, *1
Dash Ground Smash Roundhouse.gif HL 120 200 20/30 su 41[13] 8 20 -9 - armor break, *1
Dash Ground Smash EX.gif HL 120 200 -250/0 su 41[13] 8 16 -3 - armor break, *1 *2
Buffalo Headbutt Jab.gif HL 100 200 30/40 - 8 11 10+22 -22 - 1~7f upper body strike invincible, 1~18f projectile and throw invincible, 8f~ airborne, charge 55f
Buffalo Headbutt Strong.gif HL 120 200 30/40 - 10 11 10+22 -22 - 1~9f upper body strike invincible, 1~20f projectile and throw invincible, 10f~ airborne, charge 55f
Buffalo Headbutt Fierce.gif HL 140 200 30/40 - 12 11 10+22 -21 - 1~11f upper body strike invincible, 1~22f projectile and throw invincible, 12f~ airborne, charge 55f
Buffalo Headbutt EX.gif HL 150 200 -250/0 - 12 11 10+22 -21 - 1~15f Invincible, 12f~ airborne, charge 55f
Turn Punch LVL1 HL 130 200 30/40 su 30 7 13 -2 +2 1~18f strike invincible, forces stand, armor break, charge 32f (0.5s)
Turn Punch LVL2 HL 150 210 30/40 su 30 7 16 -5 -1 1~18f strike invincible, forces stand, armor break, charge 121f (2s)
Turn Punch LVL3 HL 180 220 30/40 su 30 8 18 -8 -4 1~18f strike invincible, forces stand, armor break, charge 241f (4s)
Turn Punch LVL4 HL 210 230 30/40 su 30 9 21 -12 -8 1~18f strike invincible, forces stand, armor break, charge 481f (8s)
Turn Punch LVL5 HL 250 240 30/40 su 30 10 22 -14 -10 1~18f strike invincible, forces stand, armor break, charge 961f (16s)
Turn Punch LVL6 HL 280 250 30/40 su 30 11 24 -17 -13 1~18f strike invincible, forces stand, armor break, charge 1441f (24s)
Turn Punch LVL7 HL 410 260 30/40 su 30 12 26 -20 -16 1~18f strike invincible, forces stand, armor break, charge 1921f (32s)
Turn Punch LVL8 HL 460 270 30/40 su 30 13 29 -24 -20 1~18f strike invincible, forces stand, armor break, charge 2401f (40s)
Turn Punch LVL9 HL 510 280 30/40 su 30 15 32 -29 -25 1~18f strike invincible, forces stand, armor break, charge 2881f (48s)
Turn Punch Final HL 560 290 30/40 su 30 16 36 -34 -30 1~18f strike invincible, forces stand, armor break, charge 3360f (56s)
Super Combo Punch.gif HL 60x4*105 0 -1000/0 - 1+9 6(8)6(7)6(8)6(15)3 31 -14 - 1~10f Invincible, 1st-4th hit forces stand, untechable limited juggle knockdown, pursuit property, armor break, charge 55f
Super Combo Kick.gif HL 60x4*105 0 -1000/0 - 1+7 6(8)6(8)6(8)6(16)3 31 -14 - 1~9f Invincible, 1st-4th hit cannot hit crouching opponents, untechable limited juggle knockdown, pursuit property, armor break, charge 55f
Ultra Combo 1 Punch.gifPunch.gifPunch.gif HL 45x2*38x2*45x2*38x2*53x3 0 0/0 - 0+11 3*3(8)3*3(7)3*3(8)3*3(15)1x3 39 -26 - 1~12f Invincible, 1st-8th hit forces stand, untechable limited juggle knockdown, pursuit property, armor break, charge 55f
Ultra Combo 1 Kick.gifKick.gifKick.gif HL 45x2*38x2*45x2*38x2*53x3 0 0/0 - 0+8 3*3(8)3*3(7)3*3(8)3*3(16)1x3 39 -26 - 1~9f Invincible, 1st-8th hit cannot hit crouching opponents, untechable limited juggle knockdown, pursuit property, armor break, charge 55f
Ultra Combo 2 1.09 399 700 0/0 - 0+1 3 58 - - 1f Invincible, hard knockdown
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes:
*1: startup changes according to distance, [] refers to fastest startup, charge 55f
*2: 1~end of active frames has armor