Super Street Fighter IV AE/Balrog: Difference between revisions

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== AE Changes ==
== AE Changes ==


* Near version Standing MP's damage is slightly decreased. It now forces stand, and is special cancelable.
* Far version Standing LP whiffs on all crouchers.
* Buffalo Head now has more ground recovery frames, damage is decreased.
* Ultra 2 motion changed from 720 to HCB x2.


==The Basics==  
==The Basics==  

Revision as of 23:44, 2 June 2011

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.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 or n + lp + lk
throw
Lever Break
b + lp + lk
throw

Special Moves

Name
Command
Notes
Dash Straight
b (charge) f + p
ex version gains armor; ex
Dash Upper
b (charge) f + k
ex version gains armor; ex
Dash Low Straight
b (charge) df + p
ex version gains armor; low ex
Dash Low Smash
b (charge) df + k
ex version gains armor; ex armorbreak
Dash Swing Blow
b (charge) df + p (hold p)
ex version gains armor; high ex armorbreak
Buffalo Headbutt
d (charge) u + p
ex
Turn Punch
hold 3p or 3k and release
The longer buttons are held (charge) the more damage move will do; armorbreak

Super Combo

Name
Command
Notes
Crazy Buffalo
b (charge) f b f + p
armorbreak

Ultra Combos

Name
Command
Notes
Violent Buffalo
b (charge) f b f + 3p
armorbreak
Dirty Bull
hcb hcb + 3p
throw

AE Changes

  • Near version Standing MP's damage is slightly decreased. It now forces stand, and is special cancelable.
  • Far version Standing LP whiffs on all crouchers.
  • Buffalo Head now has more ground recovery frames, damage is decreased.
  • Ultra 2 motion changed from 720 to HCB x2.

The Basics

Combos

Strategy

Matchups

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
Close Fierce.gif HL 120 200 60 su 5 5 16 -3 +2
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 -
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 - - -
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 - 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 - -
Forward Throw 0.93 130 160 40 - 3 2 20 - -
Back throw 0.93 130 100 40 - 3 2 20 - -
Dash Straight Jab.gif HL 100 100 20/30 su 13[4] 7 17 -3 -2
Dash Straight Strong.gif HL 110 150 20/30 su 22[7] 6 19 -6 -1
Dash Straight Fierce.gif HL 120 200 20/30 su 35[7] 6 20 -8 -1
Dash Straight EX.gif HL 120 200 -250/0 su 35[7] 6 17 -2 +2
Dash Upper Short.gif HL 100 100 20/30 su 14[5] 4 20 -3 -1
Dash Upper Forward.gif HL 110 150 20/30 su 22[7] 4 20 -5 +1
Dash Upper Roundhouse.gif HL 120 200 20/30 su 35[7] 4 21 -7 +1
Dash Upper EX.gif HL 120 200 -250/0 su 35[7] 4 18 -1 +4
Dash Ground Straight Jab.gif L 90 100 20/30 su 22[13] 8 21 -8 -
Dash Ground Straight Strong.gif L 100 150 20/30 su 29[14] 8 21 -10 -
Dash Ground Straight Fierce.gif L 110 200 20/30 su 42[14] 8 21 -11 -
Dash Ground Straight EX.gif L 110 200 -250/0 su 42[14] 8 17 -3 -
Dash Swing Blow Jab.gif H 80 100 20/30 su 31[22] 5 21 -5 +10
Dash Swing Blow Strong.gif H 90 150 20/30 su 38[23] 5 21 -7 +10
Dash Swing Blow Fierce.gif H 100 200 20/30 su 51[23] 5 21 -8 +10
Dash Swing Blow EX.gif H 100 200 -250/0 su 51[23] 5 21 -5 +10
Dash Ground Smash Short.gif HL 100 100 20/30 su 21[12] 8 20 -5 -
Dash Ground Smash Forward.gif HL 110 150 20/30 su 28[13] 8 20 -7 -
Dash Ground Smash Roundhouse.gif HL 120 200 20/30 su 41[13] 8 20 -9 -
Dash Ground Smash EX.gif HL 120 200 -250/0 su 41[13] 8 16 -3 -
Buffalo Headbutt Jab.gif HL 100 200 30/40 - 8 11 10+22 -22 -
Buffalo Headbutt Strong.gif HL 100 200 30/40 - 10 11 10+22 -22 -
Buffalo Headbutt Fierce.gif HL 100 200 30/40 - 12 11 10+22 -21 -
Buffalo Headbutt EX.gif HL 100 200 -250/0 - 12 11 10+22 -21 -
Turn Punch LVL1 HL 130 200 30/40 su 30 7 13 -2 +2
Turn Punch LVL2 HL 150 210 30/40 su 30 7 16 -5 -1
Turn Punch LVL3 HL 180 220 30/40 su 30 8 18 -8 -4
Turn Punch LVL4 HL 210 230 30/40 su 30 9 21 -12 -8
Turn Punch LVL5 HL 250 240 30/40 su 30 10 22 -14 -10
Turn Punch LVL6 HL 280 250 30/40 su 30 11 24 -17 -13
Turn Punch LVL7 HL 410 260 30/40 su 30 12 26 -20 -16
Turn Punch LVL8 HL 460 270 30/40 su 30 13 29 -24 -20
Turn Punch LVL9 HL 510 280 30/40 su 30 15 32 -29 -25
Turn Punch Final HL 560 290 30/40 su 30 16 36 -34 -30
Super Combo HL 60x4*105 0 -1000/0 - 1+9 6(8)6(7)6(8)6(15)3 31 -14 -
Super Combo (???) HL 60x4*105 0 -1000/0 - 1+7 6(8)6(8)6(8)6(16)3 31 -
Ultra Combo 1 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 -
Ultra Combo 1 (???) HL 45x2*38x2*45x2*38x2*53x3 0 0/0 - 0+10 3*3(8)3*3(7)3*3(8)3*3(16)1x3 39 -26 -
Ultra Combo 2 1.09 300 700 0/0 - 0+1 3 58 - -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Notes: