Balrog (SFIV): Difference between revisions

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==Combos==
==Combos==
'''B'n'B Combos'''
All of these combos(Barring the last four) can be started with a J.HP/J.HK or SA lvl2/3 crumple
1. C.LPx2 ~ C.LK xx HP Headbutt = 176 Dmg, 280 Stun
2. C.LPx2 ~ C.LK xx HP Straight Rush = 148 Dmg, 280 Stun
3. C.MP xx HP Headbutt = 230 Dmg, 300 Stun
4. C.MP xx HP Straight Rush = 190 Dmg, 300 Stun
5. C.MK ~ C.LK xx HP Headbutt = 228 Dmg, 310 Stun
6. C.MK ~ C.LK xx HP Straight Rush = 196 Dmg, 310 Stun
7. CS.HK ~ C.LK xx HP Straight Rush = 226 Dmg, 410 Stun
8. CS.MK xx HP Straight Rush = 210 Dmg, 300 Stun
9. HP/EX Overhead Rush ~ C.LK xx HP Headbutt = 258 Dmg, 410 Stun
10. HP/EX Overhead Rush ~ C.LK xx HP Straight Rush = 226 Dmg, 410 Stun
11. HP/EX Overhead Rush ~ C.MP xx HP Headbutt = 298 Dmg, 460 Stun
12. HP/EX Overhead Rush ~ C.MP xx HP Straight Rush = 266 Dmg, 460 Stun
Notes: The reason why I have added Straight Rush into the combos is that HP Headbutt whiffs on a CROUCHING Blanka no matter the situation. Headbutt will also whiff certain characters after HP/EX Overhead Rush.
'''Intermediate/Advanced Combos'''
Again all of these combos may begin with J.HP/J.HK or SA lvl2/3 crumple
1. C.LPx2 ~ C.LK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 239 Dmg, 415 Stun
2. C.MP xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 323 Dmg, 495 Stun
3. C.MK ~ C.LK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 308 Dmg, 475 Stun
4. CS.HK ~ C.LK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 338 Dmg, 575 Stun
5. CS.MK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 343 Dmg, 495 Stun
Notes: All of these combos require the target to be standing. EX Rush Upper will whiff on crouching opponents.
'''Overhead Rush Followups'''
Big Thanks to Jay Wang for putting together this easy to read pdf file!
http://justin.j.huang.googlepages.co...d.Followup.pdf
'''Super and Ultra Combos'''
1. C.MP xx HP Straight Rush xx Super = 466 Dmg, 300 Stun
2. CS.HP xx Super = 465 Dmg, 200 Stun
3. Lvl 1 TAP xx Super = 475 Dmg, 200 Stun


==Strategy==
==Strategy==

Revision as of 01:33, 15 April 2009

Introduction

Forum Links

Boxer Combos

Notation

  • F - Forward - Tilt stick forward/towards the opponent. (X-axis)
  • B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
  • U - Up - Tilt stick upwards. (Y-axis)
  • D - Down - Tilt stick downwards. (Y-axis)
  • QCF - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
  • QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
  • HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
  • HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
  • DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.
  • 360/FC - Full circle - Complete a full rotation of the stick.
  • 720 - N/A - Complete a 720 degree rotation of the stick.
  • Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.

X-axis functions can be used interchangeably with Y-axis functions and vice versa. X-axis functions cannot be used in conjunction with another X-axis function and vice versa.

Six Button Notation

  • Jab - weak punch (also called LP)
  • Strong - medium punch (also called MP)
  • Fierce - fierce punch (also called HP)
  • P - any punch
  • PPP or 3P - all three punches simultaneously
  • Short - weak kick (also called LK)
  • Forward - medium kick (also called MK)
  • Roundhouse (RH) - fierce kick (also called HK)
  • K = any kick
  • KKK or 3K - all three kicks simultaneously

--NKI 14:42, 7 January 2007 (UTC)

Connectors

  • ~ = Immediately after, e.g "Strong~Fierce" means press Fierce IMMEDIATELY after Strong, f~f means to double tap forward (dash).

State Modifiers

  • st. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. st.Fierce, perform a Fierce whilst standing.
  • cr. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. cr.Fierce, perform a Fierce whilst crouching.
  • j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j.Fierce, perform a Fierce whilst in the air.

Miscellaneous Notation

  • Claw = American Vega = Japanese Balrog
  • Boxer = American Balrog = Japanese Bison
  • Dictator (Dic) = American Bison = Japanese Vega

Not everyone plays on the American version, and some character names are different in the Japanese version, so to avoid confusion, we should not use the names Vega, Bison, or Balrog.

--NKI 14:44, 7 January 2007 (UTC)

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

B'n'B Combos

All of these combos(Barring the last four) can be started with a J.HP/J.HK or SA lvl2/3 crumple

1. C.LPx2 ~ C.LK xx HP Headbutt = 176 Dmg, 280 Stun

2. C.LPx2 ~ C.LK xx HP Straight Rush = 148 Dmg, 280 Stun

3. C.MP xx HP Headbutt = 230 Dmg, 300 Stun

4. C.MP xx HP Straight Rush = 190 Dmg, 300 Stun

5. C.MK ~ C.LK xx HP Headbutt = 228 Dmg, 310 Stun

6. C.MK ~ C.LK xx HP Straight Rush = 196 Dmg, 310 Stun

7. CS.HK ~ C.LK xx HP Straight Rush = 226 Dmg, 410 Stun

8. CS.MK xx HP Straight Rush = 210 Dmg, 300 Stun

9. HP/EX Overhead Rush ~ C.LK xx HP Headbutt = 258 Dmg, 410 Stun

10. HP/EX Overhead Rush ~ C.LK xx HP Straight Rush = 226 Dmg, 410 Stun

11. HP/EX Overhead Rush ~ C.MP xx HP Headbutt = 298 Dmg, 460 Stun

12. HP/EX Overhead Rush ~ C.MP xx HP Straight Rush = 266 Dmg, 460 Stun

Notes: The reason why I have added Straight Rush into the combos is that HP Headbutt whiffs on a CROUCHING Blanka no matter the situation. Headbutt will also whiff certain characters after HP/EX Overhead Rush.


Intermediate/Advanced Combos

Again all of these combos may begin with J.HP/J.HK or SA lvl2/3 crumple

1. C.LPx2 ~ C.LK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 239 Dmg, 415 Stun

2. C.MP xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 323 Dmg, 495 Stun

3. C.MK ~ C.LK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 308 Dmg, 475 Stun

4. CS.HK ~ C.LK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 338 Dmg, 575 Stun

5. CS.MK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 343 Dmg, 495 Stun

Notes: All of these combos require the target to be standing. EX Rush Upper will whiff on crouching opponents.

Overhead Rush Followups

Big Thanks to Jay Wang for putting together this easy to read pdf file!

http://justin.j.huang.googlepages.co...d.Followup.pdf

Super and Ultra Combos

1. C.MP xx HP Straight Rush xx Super = 466 Dmg, 300 Stun

2. CS.HP xx Super = 465 Dmg, 200 Stun

3. Lvl 1 TAP xx Super = 475 Dmg, 200 Stun

Strategy

Matchups

Frame Data



*1 (all dash punches): startup changes according to distance; brackets are startup when sticking close; charge time 55
*2 (ex dash punches): 1 ~ end of active frames has armor
*3 (all turn punches): 1 ~ 18 invincible to strikes; armor breaks
frame frame frames of frames of super meter cancel
move Name startup active recovery adv.blk adv.hit blockstun hitstun damage stun gain block ability comments
close LP 4 2 7 +2 +5 10 13 20 50 20 HL CSpS -
close MP 6 4 12 -2 +1 13 16 80 100 40 HL S -
close HP 5 5 16 -3 +2 17 22 120 200 60 HL S stands opponent up
close LK 3 2 7 +2 +5 10 13 40 50 20 HL CSpS -
close MK 5 4 13 -3 0 13 16 90 100 40 HL SpS -
close HK 7 2 13 +3 +7 17 21 100 200 60 HL S -
far LP 4 2 4 +5 +8 10 13 20 50 20 HL CSpS -
far MP 7 2 16 -4 -1 13 16 90 100 40 HL S -
far HP 9 4 21 -7 -3 17 21 100 200 60 HL - -
far LK 4 2 10 -1 +2 10 13 40 50 20 HL CS -
far MK 9 3 12 -1 +2 13 16 90 100 40 HL S -
far HK 8 2 20 -4 0 17 21 110 200 60 HL - -
crouch LP 3 2 5 +4 +7 10 13 20 50 20 HL CSpS -
crouch MP 7 4 12 -2 +1 13 16 70 100 40 HL SpS -
crouch HP 7 5 21 -8 -3 17 22 110 200 60 HL S stands opp up
crouch LK 4 2 9 0 +3 10 13 30 50 20 L SpS -
crouch MK 8 2 8 +4 +7 13 16 70 100 40 L S -
crouch HK 8 2 22 -6 - 17 - 90 120 60 L S opp cant quick rise
jump up LP 5 2 - - - 8 11 50 50 20 H - -
jump up MP 5 4 - - - 11 15 90 100 40 H - -
jump up HP 5 9 - - - 15 18 110 200 60 H - -
jump up LK 5 3 - - - 8 11 50 50 20 H - -
jump up MK 6 2 - - - 11 15 80 100 40 H - -
jump up HK 5 2 - - - 15 18 110 200 60 H - -
jump forward LP 4 3 - - - 8 11 50 50 20 H - -
jump forward MP 7 3 - - - 11 15 80 100 40 H - -
jump forward HP 6 7 - - - 15 18 110 200 60 H - -
jump forward LK 5 6 - - - 8 11 50 50 20 H - -
jump forward MK 7 2 - - - 11 15 80 100 40 H - -
jump forward HK 8 6 - - - 15 18 110 200 60 H - -
Focus Level 1 21 2 35 -21 -21 15 15 90 100 20 HL - -
Focus Level 2 17+12 2 35 -15 - 21 - 120 150 40 HL - -
Focus Level 3 65 2 35 - - - - 170 200 60 - - -
Head Bomber: neutral or f+LP+LK 3 2 20 - - - - 140 160 40 0.9 - recovers 66f before opp
Reverse Break: b+LP+LK 3 2 20 - - - - 140 140 40 0.9 - recovers 56f before opp
LP Dash Straight: charge b(55f),f+LP 13[4] 7 17 -3 -2 20 21 100 100 20/30 HL S *1, stands opp up
MP Dash Straight: charge b(55f),f+MP 22[7] 6 19 -6 -1 18 23 110 150 20/30 HL S *1, stands opp up
HP Dash Straight: charge b(55f),f+HP 35[7] 6 20 -8 -1 17 24 120 200 20/30 HL S *1, stands opp up
EX Dash Straight: charge b(55f),f+PP 35[7] 6 17 -2 +2 20 24 120 200 0/0 HL S *1,*2, stands opp up
LK Dash Upper: charge b(55f),f+LK 14[5] 4 20 -3 -1 20 22 100 100 20/30 HL S *1, whiffs crouching opp
MK Dash Upper: charge b(55f),f+MK 22[7] 4 20 -5 +1 18 24 110 150 20/30 HL S *1, whiffs crouching opp
HK Dash Upper: charge b(55f),f+HK 35[7] 4 21 -7 +1 17 25 120 200 20/30 HL S *1, whiffs crouching opp
EX Dash Upper: charge b(55f),f+PP 35[7] 4 18 -1 +4 20 25 120 200 0/0 HL S *1,*2, whiffs crouching opp
LP Dash Ground Straight: charge b(55f),df+LP 22[13] 8 21 -8 - 20 - 90 100 20/30 L S *1, opp cant quick rise
MP Dash Ground Straight: charge b(55f),df+MP 29[14] 8 21 -10 - 18 - 100 150 20/30 L S *1, opp cant quick rise
HP Dash Ground Straight: charge b(55f),df+HP 42[14] 8 21 -11 - 17 - 110 200 20/30 L S *1, opp cant quick rise
EX Dash Ground Straight: charge b(55f),df+PP 42[14] 8 17 -4 - 20 - 110 200 0/0 L S *1,*2, opp cant quick rise
LP Dash Swing Blow: charge b(55f),df+LP(hold) 31[22] 5 21 -5 +10 20 35 80 100 20/30 H S *1, armor break
MP Dash Swing Blow: charge b(55f),df+MP(hold) 38[23] 5 21 -7 +10 18 35 90 150 20/30 H S *1, armor break
HP Dash Swing Blow: charge b(55f),df+HP(hold) 51[23] 5 21 -8 +10 17 35 100 200 20/30 H S *1, armor break
EX Dash Swing Blow: charge b(55f),df+PP(hold) 51[23] 5 21 -5 +10 20 35 100 200 0/0 H S *1,*2, armor break
LK Dash Ground Smash: charge b(55f),df+LK 21[12] 8 20 -5 - 22 - 100 100 20/30 HL S *1, armor break
MK Dash Ground Smash: charge b(55f),df+MK 28[13] 8 20 -7 - 20 - 110 150 20/30 HL S *1, armor break
HK Dash Ground Smash: charge b(55f),df+HK 41[13] 8 20 -9 - 18 - 120 200 20/30 HL S *1, armor break
EX Dash Ground Smash: charge b(55f),df+PP 41[13] 8 16 -1 - 22 - 120 200 0/0 HL S *1,*2, armor break
LP Buffalo Headbutt: charge d(55f),u+LP 8 11 10+13 -13 - 20 - 130 200 30/40 HL - 1~7 upper body invincible, lower body projectile invincible

1~18 throw invincible 8~18 projectile invincible 8~ airborne

MP Buffalo Headbutt: charge d(55f),u+MP 10 11 10+13 -13 - 20 - 140 200 30/40 HL - 1~9 upper body invincible, lower body projectile invincible

1~20 throw invincible 10~20 projectile invincible 10~ airborne

HP Buffalo Headbutt: charge d(55f),u+HP 12 11 9+13 -12 - 20 - 160 200 30/40 HL - 1~11 upper body invincible, lower body projectile invincible

1~22 throw invincible 12~22 projectile invincible 12~ airborne

EX Buffalo Headbutt: charge d(55f),u+PP 12 11 9+13 -12 - 20 - 150 200 0/0 HL - 1~15 invincible

12~ airborne

Turn Punch Lv1: charge PPP or KKK(32f), release 30 7 13 -2 +2 17 21 130 200 30/40 HL S *3
Turn Punch Lv2: charge PPP or KKK(2s), release 30 7 16 -5 -1 17 21 150 210 30/40 HL S *3
Turn Punch Lv3: charge PPP or KKK(4s), release 30 8 18 -8 -4 17 21 180 220 30/40 HL S *3
Turn Punch Lv4: charge PPP or KKK(8s), release 30 9 21 -12 -8 17 21 210 230 30/40 HL S *3
Turn Punch Lv5: charge PPP or KKK(16s), release 30 10 22 -14 -10 17 21 250 240 30/40 HL S *3
Turn Punch Lv6: charge PPP or KKK(24s), release 30 11 24 -17 -13 17 21 280 250 30/40 HL S *3
Turn Punch Lv7: charge PPP or KKK(32s), release 30 12 26 -20 -16 17 21 410 260 30/40 HL S *3
Turn Punch Lv8: charge PPP or KKK(40s), release 30 13 29 -24 -20 17 21 460 270 30/40 HL S *3
Turn Punch Lv9: charge PPP or KKK(48s), release 30 15 32 -29 -25 17 21 510 280 30/40 HL S *3
Turn Punch Final: charge PPP or KKK(56s), release 30 16 36 -34 -30 17 21 560 290 30/40 HL S *3
Crazy Buffalo: charge b(55f),f,b,f+P or K 1+9 6(8)6(7)6(8)6(15)3 13 -14 - 17x4*19 21x4*- 60x4*105 0 0/0 HL - 1~end of flash invincible

armor break

Violence Buffalo: charge b(55f),f,b,f+PPP or KKK 1+10 3*3(8)3*3(7)3*3(8)3*3(15)x3 39 -25 - 17 21 30x8*35x3 0 0/0 HL - 1~end of flash invincible

armor break

move name startup active recovery frame frame frames of frames of damage stun super meter block cancel comments
adv.blk adv.hit blockstun hitstun gain ability
Arcade characters AbelAkumaBalrogBlankaC. ViperChun-LiDhalsimE. HondaEl Fuerte
GuileKenM. BisonRufusRyuSagatVegaZangief
Console characters CammyDanFei LongGenGoukenRoseSakuraSeth