Ultra Street Fighter IV/Balrog/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Balrog

SSFIV-Balrog Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

Bafcord Omega Doc - Balrog
Detailed Frame Data with USF4 Comparisons - Balrog

  • General/Movement Changes:
    • Forward Dash: 4f faster (18f > 14f)
    • Backdash: shorter distance
    • Throw: slightly shorter range
    • Charge Time: 10f faster for Dash Upper (45f), unchanged for Headbutt/Super/U1 (55f)
      • 5f faster for all other back charge specials (50f)
      • Dash Low Straight [4]3+P and Dash Swing Blow [4]3+hold P no longer have differing charge requirements, so the Overhead will not come out when attempting Low with insufficient charge


  • Normal Move Changes:
    • -

    • Target Combo - cl.5MK~MK~HK - new TC, final hit knocks down; stopping at MK~MK is +4/+1, allowing a link that is stronger than the HK ender


  • Special Move Changes:


  • Super/Ultra Changes:
    • Supers do more damage


  • Moves with ending Input Buffer:
    • Close 5MK~MK, 5HK; Far 5LP, 5HK; 2LP, 2MP, 2LK, 2MK
    • EX Dash Upper, Dash Swing Blow (overhead, all), Focus Attack + Forward Dash

Character Specific Data

Balrog

VITALS
Health: 1050 Stun: 1000
WALKING
Forward Walk Speed: 0.050 Back Walk Speed: 0.040
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 1.58 Forward, 1.23 Back
DASHING
Forward Dash Frames: 14 Forward Dash Distance: 1.30
Back Dash Frames: 24 Back Dash Distance: 0.93
FA + Forward Dash Frames: 17 FA + Back Dash Frames: 15
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-17 FA + Back Dash Airborne: 6-12
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -2 Lv1 FA + Back Dash (Block): 0
Lv2 FA + Forward Dash (Block): +4 Lv2 FA + Back Dash (Block): +6

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 4 2 5 4 7 20 50 M Ch Sp Su No frame buffer afterwards, making links more difficult
5MP (Close) cl. Mp.png 6 4 12 -2 4 70 100 M Sp Su -
5HP (Close) cl. Hp.png 5 5 16 -3 2 120 200 M EX Su Cancels into EX specials
5LK (Close) cl. Lk.png 3 2 7 2 5 40 50 M Ch Sp Su -
5MK (Close) cl. Mk.png 5 4 13 -3 0 90 100 M TC Sp Su -
5HK (Close) cl. Hk.png 6 2 14 2 6 90 200 M Su -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 4 2 4 5 8 20 50 M Ch Sp Su -
5MP (Far) far. Mp.png 7 2 16 -4 -1 90 100 M Sp Su -
5HP (Far) far. Hp.png 7 4 14 -4 1 120 200 M Su Holding HP will wind up for TAP
5LK (Far) far. Lk.png 4 2 10 -1 2 40 50 M Ch Su -
5MK (Far) far. Mk.png 9 3 12 -1 2 90 100 M Su -
5HK (Far) far. Hk.png 11 1 15 2 6 110 200 M - Holding HK will wind up for TAP
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 3 2 6 3 6 20 50 M Ch Sp Su -
2MP Down.gifMp.png 5 4 9 -2 3 70 100 M Sp Su -
2HP Down.gifHp.png 7 5 21 -8 -3 90 200 M Su -
2LK Down.gifLk.png 4 2 9 0 3 30 50 L Sp Su -
2MK Down.gifMk.png 7 2 8 4 7 70 100 L Su -
2HK Down.gifHk.png 8 2 22 -9 KD 120 200 L Su KD Adv: +18
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Target Combo
(partial)
cl.Mk.png > Mk.png (7) 3 10 1 4 90*80 100*100 M TC -
+ TC (full) >Hk.png (11) 1 24 -7 KD *100 *200 M Su KD Adv: +27; Holding HK results in TAP Spin instead of HK ender
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 4 3 - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png 7 3 - - - 80 100 H - -
j.HP (angled) Upright.gifHp.png 6 7 - - - 90 200 H - -
j.LK (angled) Upright.gifLk.png 5 6 - - - 50 50 H - -
j.MK (angled) Upright.gifMk.png 7 2 - - - 80 100 H - -
j.HK (angled) Upright.gifHk.png 8 6 - - - 100 200 H - -
j.LP (neutral) Up.gifLp.png 5 2 - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png 5 4 - - - 90 100 H - -
j.HP (neutral) Up.gifHp.png 5 9 - - - 110 200 H - Can steer left/right
j.LK (neutral) Up.gifLk.png 5 3 - - - 50 50 H - -
j.MK (neutral) Up.gifMk.png 6 2 - - - 80 100 H - -
j.HK (neutral) Up.gifHk.png 5 2 - - - 110 200 H - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+10 2 35 -21 KD 100 150 M Dash KD Adv: +11; +30 after Forward Dash, +32 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+10 2 35 -15 crumple 100 150 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 66 2 35 crumple crumple 160 200 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Head Bomber
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +16; Corner throw loop
Lever Break
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +6
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Dash Straight Cb.png,F.pngLp.png
[4]6+LP
9 7 16 -5 -1 100 100 M Su charge time 50f
MP Dash Straight Cb.png,F.pngMp.png
[4]6+MP
13 6 15 -4 1 110 150 M Su charge time 50f
HP Dash Straight Cb.png,F.pngHp.png
[4]6+HP
14 6 15 -3 1 120 200 M Su charge time 50f
Ex.png Dash Straight Cb.png,F.png2p.png
[4]6+PP
6 3(1)3(1)3 23 -9 KD 50x2*70 50x2*100 M FA charge time 50f; KD Adv: +36; 2-3f less KD Adv. when juggled into
+ Gigaton Blow
Ex.pngEx.pngEx.png
+ 3p.png
+ PPP
9 4(55)13 36 -27 KD 230 150 M - KD Adv: +31; Uses 3 bars; 41f gap between hits on block
LK Dash Upper Cb.png,F.pngLk.png
[4]6+LK
8 4 20 -3 KD 80 100 M Su KD Adv: +47; Whiffs vs. crouching opponents; launches opponent into juggle state; charge time 45f
MK Dash Upper Cb.png,F.pngMk.png
[4]6+MK
11 4 20 -3 KD 85 100 M Su KD Adv: +47; Whiffs vs. crouching opponents; launches opponent into juggle state; charge time 45f
HK Dash Upper Cb.png,F.pngHk.png
[4]6+HK
13 4 21 -4 KD 90 100 M Su KD Adv: +46; Whiffs vs. crouching opponents; launches opponent into juggle state; charge time 45f
Ex.png Dash Upper Cb.png,F.png2k.png
[4]6+KK
8 4 18 -3(-4) 4(3) 110 200 M FA (Frame Adv. vs. crouching); 1st active frame only hits crouching, forces stand; charge time 45f
LP Dash Low Straight Cb.png,Df.pngLp.png
[4]3+LP
10(18) 8 21 -8 KD 120 150 L Su charge time 50f; KD Adv: +13
MP Dash Low Straight Cb.png,Df.pngMp.png
[4]3+MP
11(25) 8 21 -8 KD 125 150 L Su charge time 50f; KD Adv: +13
HP Dash Low Straight Cb.png,Df.pngHp.png
[4]3+HP
10(38) 8 21 -8 KD 130 150 L Su charge time 50f; KD Adv: +13
Ex.png Dash Low Straight Cb.png,Df.png2p.png
[4]3+PP
10 7 17 -8 KD 150 200 L FA Has armor (not immediately); charge time 50f; KD Adv: +18
LP Dash Swing Blow Cb.png,Df.pngLp.png (hold)
[4]3+LP (hold)
22(31) 5 21 -5 10(8) 80 100 H Su (Data on hit vs. crouching); charge time 50f
MP Dash Swing Blow Cb.png,Df.pngMp.png (hold)
[4]3+MP (hold)
23(38) 5 21 -7 10(8) 90 150 H Su (Data on hit vs. crouching); charge time 50f
HP Dash Swing Blow Cb.png,Df.pngHp.png (hold)
[4]3+HP (hold)
23(51) 5 21 -8 10(8) 100 200 H Su (Data on hit vs. crouching); charge time 50f
Ex.png Dash Swing Blow Cb.png,Df.png2p.png (hold)
[4]3+PP (hold)
21(24) 5*3 17 -7 5(3) 60x2 100x2 H FA 1 hit vs. crouch, 2 hit vs. stand; (Startup/Adv vs. crouching); short travel distance; charge time 50f
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Dash Low Smash Cb.png,Df.pngLk.png
[4]3+LK
11 8 19 -6 KD 100 100 M Su charge time 50f; KD Adv: +39
MK Dash Low Smash Cb.png,Df.pngMk.png
[4]3+MK
17 8 18 -5 KD 110 150 M Su charge time 50f; KD Adv: +40
HK Dash Low Smash Cb.png,Df.pngHk.png
[4]3+HK
20 8 17 -4 KD 120 200 M Su charge time 50f; KD Adv: +41
Ex.png Dash Low Smash Cb.png,Df.png2k.png
[4]3+KK
16 8 16 -3 KD 120 200 M FA Has armor; charge time 50f; KD Adv: +42
LP Buffalo Head Cd.png,U.pngLp.png
[2]8+LP
7 11 9+22 land -21 KD 100 200 M - 1-6f upper body invuln, 1-17f projectile invuln, 1f throw invuln until landing; charge time 55f; KD Adv: +45; Whiffs vs. crouching opponents
MP Buffalo Head Cd.png,U.pngMp.png
[2]8+MP
9 12 10+22 land -23 KD 120 200 M - 1f throw invuln until landing; charge time 55f; KD Adv: +44
HP Buffalo Head Cd.png,U.pngHp.png
[2]8+HP
12 11 9+22 land -21 KD 140 200 M - 1-22f projectile invuln, 1f throw invuln until landing; charge time 55f; KD Adv: +45
Ex.png Buffalo Head Cd.png,U.png2p.png
[2]8+PP
10 2(1)2(7)11 9+22 land -21 KD 25x2*100 50x2*100 M FA 1-11f full invuln, 1f throw invuln until landing; charge time 55f; KD Adv: +45; launches opponent into juggle state; FADC Forward -4 oB
LP Horn Breaker Hcb.pngLp.png
63214+LP
22 2 37 - KD 140 300 T - KD Adv: +18; Moves forward 0.73 units
MP Horn Breaker Hcb.pngMp.png
63214+MP
25 2 37 - KD 140 300 T - KD Adv: +18; Moves forward 1.00 units
HP Horn Breaker Hcb.pngHp.png
63214+HP
30 2 37 - KD 140 300 T - KD Adv: +18; Moves forward 1.57 units
Ex.png Horn Breaker Hcb.png2p.png
63214+PP
26 2 37 - KD 140 350 T - Hard Knockdown; KD Adv: +27; Moves forward 1.79 units
Charge Turn Punch
(TAP Windup)
Hp.png or Hk.png
(Hold)
- - 24 - - - - - - 1-24f projectile invuln (does a short turn animation when 5HP or 5HK is held in neutral); does not perform the turn animation if button input is hidden behind another move animation
Turn Punch Lv 1 Release Hp.png/Hk.png 30+30 7 13 -2 2 130 200 M Su 1-3f strike invuln, 1-29f projectile invuln; 30f charge time
Turn Punch Lv 2 Release Hp.png/Hk.png 90+30 7 13 -2 2 140 210 M Su 1-4f strike invuln, 1-29f projectile invuln; 90f charge time
Turn Punch Lv 3 Release Hp.png/Hk.png 150+30 7 13 -2 2 150 220 M Su 1-5f strike invuln, 1-29f projectile invuln; 150f charge time
Turn Punch Lv 4 Release Hp.png/Hk.png 210+30 7 13 -2 2 160 230 M Su 1-6f strike invuln, 1-29f projectile invuln; 210f charge time
Turn Punch Lv 5 Release Hp.png/Hk.png 270+30 7 13 -2 KD 180 250 M Su 1-8f strike invuln, 1-29f projectile invuln; 270f charge time; KD Adv: +34
Ex.png Turn Punch Release Hp.pngP.png
or Hk.pngK.png
600+23 7 18 -7 KD 280 300 M FA 1-23f strike/projectile invuln; 600f charge time; release TAP + another button simultaneously; KD Adv: +48; Can juggle afterward near the corner
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
P Crazy Buffalo
(P Super)
Cb.png,F.pngBf.pngP.png
[4]646+P
1+9 6(8)6(7)
6(8)6(27)4
31 -14 KD 430 - M - 1-15f full invuln; Hard Knockdown; 1f faster if you input with K and switch to P; charge time 55f; KD Adv: +81
K Crazy Buffalo
(K Super)
Cb.png,F.pngBf.pngK.png
[4]646+K
1+7 6(8)6(8)
6(8)6(26)5
27 -11 KD 430 - M - 1-13f full invuln; Hard Knockdown; 1f faster if you input with P and switch to K; charge time 55f; KD Adv: +85
P Violent Buffalo
(P Ultra 1)
Cb.png,F.pngBf.png3p.png
[4]646+PPP
0+11 3*3(8)3*
3(7)3*3(8)3*
3(15)1*1*1
39 -26 KD 491 - M - 1-12f full invuln; Hard Knockdown; 1f faster if you input with KKK and switch to P; charge time 55f; KD Adv: +116
K Violent Buffalo
(K Ultra 1)
Cb.png,F.pngBf.png3k.png
[4]646+KKK
0+9 3*3(8)3*
3(8)3*3(8)3*
3(16)2*2*2
36 -26 KD 468 - M - 1-10f full invuln; Hard Knockdown; 1f faster if you input with PPP and switch to K; charge time 55f; KD Adv: +119
Dirty Bull
(Ultra 2)
Hcb.pngHcb.png3p.png
6321463214+PPP
0+1 3 58 - KD 266 700 T - 1f full invuln; KD Adv: +8
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

Punishes:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


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