|
|
Line 3: |
Line 3: |
| 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. | | 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. |
| | | | | |
| 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.}} | | Balrog's changes in Arcade Edition are few and far between, but one slight change can throw off anyone's game. That is the case with Balrog. His Headbutt, once his premiere anti-air tool, has had a decrease in damage and most importantly, an increase in recovery time. This means Balrog players must put a little extra work into their extreme playstyle in order to score a win. |
| | |
| | |
| == Moves ==
| |
| | |
| ==== Throws ==== | | ==== Throws ==== |
|
| |
|
{{SSFIVCharacterHeader|Balrog|Balrog|
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.
|
Balrog's changes in Arcade Edition are few and far between, but one slight change can throw off anyone's game. That is the case with Balrog. His Headbutt, once his premiere anti-air tool, has had a decrease in damage and most importantly, an increase in recovery time. This means Balrog players must put a little extra work into their extreme playstyle in order to score a win.
Throws
Head Bomber
f or n + lp + lk
throw
Lever Break
b + lp + lk
throw
Special Moves
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
Crazy Buffalo
b (charge) f b f + p
armorbreak
Ultra Combos
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. Still easy to jump out of like before.
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
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
4
|
2
|
7
|
+2
|
+5
|
|
|
Close
|
HL
|
70
|
100
|
40
|
sp/su
|
6
|
4
|
12
|
-2
|
+4
|
|
|
Close
|
HL
|
120
|
200
|
60
|
su
|
5
|
5
|
16
|
-3
|
+2
|
|
|
Close
|
HL
|
40
|
50
|
20
|
ch/sp/su
|
3
|
2
|
7
|
+2
|
+5
|
|
|
Close
|
HL
|
90
|
100
|
40
|
sp/su
|
5
|
4
|
13
|
-3
|
0
|
|
|
Close
|
HL
|
100
|
200
|
60
|
su
|
7
|
2
|
13
|
+3
|
+7
|
|
|
Far
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
4
|
2
|
4
|
+5
|
+8
|
|
|
Far
|
HL
|
90
|
100
|
40
|
su
|
7
|
2
|
16
|
-4
|
-1
|
|
|
Far
|
HL
|
100
|
200
|
60
|
-
|
9
|
4
|
21
|
-7
|
-3
|
|
|
Far
|
HL
|
40
|
50
|
20
|
ch/su
|
4
|
2
|
10
|
-1
|
+2
|
|
|
Far
|
HL
|
90
|
100
|
40
|
su
|
9
|
3
|
12
|
-1
|
+2
|
|
|
Far
|
HL
|
110
|
200
|
60
|
-
|
8
|
2
|
20
|
-4
|
0
|
|
|
crouch
|
HL
|
20
|
50
|
20
|
ch/sp/su
|
3
|
2
|
5
|
+4
|
+7
|
|
|
crouch
|
HL
|
70
|
100
|
40
|
sp/su
|
7
|
4
|
12
|
-2
|
+1
|
|
|
crouch
|
HL
|
90
|
200
|
60
|
su
|
7
|
5
|
21
|
-8
|
-3
|
|
|
crouch
|
L
|
30
|
50
|
20
|
sp/su
|
4
|
2
|
9
|
0
|
+3
|
|
|
crouch
|
L
|
70
|
100
|
40
|
su
|
8
|
2
|
8
|
+4
|
+7
|
|
|
crouch
|
L
|
90
|
120
|
60
|
su
|
8
|
2
|
22
|
-6
|
-
|
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
5
|
2
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
90
|
100
|
40
|
-
|
5
|
4
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
110
|
200
|
60
|
-
|
5
|
9
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
50
|
50
|
20
|
-
|
5
|
3
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
80
|
100
|
40
|
-
|
6
|
2
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
110
|
200
|
60
|
-
|
5
|
2
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
20
|
-
|
4
|
3
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
80
|
100
|
40
|
-
|
7
|
3
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
90
|
200
|
60
|
-
|
6
|
7
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
50
|
50
|
20
|
-
|
5
|
6
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
80
|
100
|
40
|
-
|
7
|
2
|
-
|
-
|
-
|
|
|
Jump forward
|
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
|
HL
|
100
|
100
|
20/30
|
su
|
13[4]
|
7
|
17
|
-3
|
-2
|
|
|
Dash Straight
|
HL
|
110
|
150
|
20/30
|
su
|
22[7]
|
6
|
19
|
-6
|
-1
|
|
|
Dash Straight
|
HL
|
120
|
200
|
20/30
|
su
|
35[7]
|
6
|
20
|
-8
|
-1
|
|
|
Dash Straight
|
HL
|
120
|
200
|
-250/0
|
su
|
35[7]
|
6
|
17
|
-2
|
+2
|
|
|
Dash Upper
|
HL
|
100
|
100
|
20/30
|
su
|
14[5]
|
4
|
20
|
-3
|
-1
|
|
|
Dash Upper
|
HL
|
110
|
150
|
20/30
|
su
|
22[7]
|
4
|
20
|
-5
|
+1
|
|
|
Dash Upper
|
HL
|
120
|
200
|
20/30
|
su
|
35[7]
|
4
|
21
|
-7
|
+1
|
|
|
Dash Upper
|
HL
|
120
|
200
|
-250/0
|
su
|
35[7]
|
4
|
18
|
-1
|
+4
|
|
|
Dash Ground Straight
|
L
|
90
|
100
|
20/30
|
su
|
22[13]
|
8
|
21
|
-8
|
-
|
|
|
Dash Ground Straight
|
L
|
100
|
150
|
20/30
|
su
|
29[14]
|
8
|
21
|
-10
|
-
|
|
|
Dash Ground Straight
|
L
|
110
|
200
|
20/30
|
su
|
42[14]
|
8
|
21
|
-11
|
-
|
|
|
Dash Ground Straight
|
L
|
110
|
200
|
-250/0
|
su
|
42[14]
|
8
|
17
|
-3
|
-
|
|
|
Dash Swing Blow
|
H
|
80
|
100
|
20/30
|
su
|
31[22]
|
5
|
21
|
-5
|
+10
|
|
|
Dash Swing Blow
|
H
|
90
|
150
|
20/30
|
su
|
38[23]
|
5
|
21
|
-7
|
+10
|
|
|
Dash Swing Blow
|
H
|
100
|
200
|
20/30
|
su
|
51[23]
|
5
|
21
|
-8
|
+10
|
|
|
Dash Swing Blow
|
H
|
100
|
200
|
-250/0
|
su
|
51[23]
|
5
|
21
|
-5
|
+10
|
|
|
Dash Ground Smash
|
HL
|
100
|
100
|
20/30
|
su
|
21[12]
|
8
|
20
|
-5
|
-
|
|
|
Dash Ground Smash
|
HL
|
110
|
150
|
20/30
|
su
|
28[13]
|
8
|
20
|
-7
|
-
|
|
|
Dash Ground Smash
|
HL
|
120
|
200
|
20/30
|
su
|
41[13]
|
8
|
20
|
-9
|
-
|
|
|
Dash Ground Smash
|
HL
|
120
|
200
|
-250/0
|
su
|
41[13]
|
8
|
16
|
-3
|
-
|
|
|
Buffalo Headbutt
|
HL
|
100
|
200
|
30/40
|
-
|
8
|
11
|
10+22
|
-22
|
-
|
|
|
Buffalo Headbutt
|
HL
|
100
|
200
|
30/40
|
-
|
10
|
11
|
10+22
|
-22
|
-
|
|
|
Buffalo Headbutt
|
HL
|
100
|
200
|
30/40
|
-
|
12
|
11
|
10+22
|
-21
|
-
|
|
|
Buffalo Headbutt
|
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: