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Samstag, 3. April 2010

Street Fighter 4 Balrog Combos






Character Overview

Balrog is one of the best characters in Street Fighter 4. He has decent speed, is powerful, has some great combos plus is adept at mixing up his attacks. He even has a solid defensive game to boot.

The ideal situation for the Boxer is to be up close and rushing down the other fighter. To do this you need to break down their defense, but doing so is dependent on the character you're going up against.

All of the fighters have different ways to get Balrog off of them, but you also have various ways to get back inside and mix up your offense with a combination of high and low attacks along with some cheese.

Rog runs into the most trouble against heavily defensive characters who can keep him out. Bad match ups are few and far between for him though, as a recent tier listing has him as the 2nd best character overall.

• Strengths •
+ Great power — attacks take off a lot of damage.
+ Easy to land his Ultra after a Headbutt.
+ Lots of good combos.
+ Super is powerful and very useful.
+ Running Low Uppercut breaks armor which comes in handy against some characters.
+ Crouching Light Punch is an outstanding move.
+ Super meter charges up quickly because of his style of play.
+ EX-Running Uppercut is freaking awesome because of the combo potential.
+ Pinning him down is difficult because of his Headbutt and Turnaround Punch.

• Weaknesses •
- Can have problems against heavily defensive players.
- Well-timed projectiles give him trouble.
- Has a solid learning curve. Knowing when and how to properly use his Running Punches takes time.
- Headbutts and some of his Turn Punches aren't safe if blocked which can present problems against some Fireball characters.
- Timing on some of his charge combos takes a lot of practice to learn.
Staying Charged Up

Balrog can keep his Running Punches and Headbutt charged up even while executing some of his special moves.

Because his Headbutt can be executed by going from a down-back to up-back position, the moment he comes out of it, he can launch right into a Run Punch, Super or Ultra.

Also, with his Low Running Punch attacks, you can execute them by going from a down-back to down-forward position and the instant he's out of his Low Running Punch — he can Headbutt, because you're never losing your downwards charge.

This sets up a lot of cheese and unpredictability with the Boxer. He can use his Low Running Punches to advance on his opponent while using Headbutts to go through projectiles and counter moves. Having most of his moves readily available makes him all the more deadly and unpredictable.

Maintaining your charge with the above techniques is very important if you plan on playing Balrog at a high level, so make sure to practice and master your execution of Staying Charged Up.
Special Moves

A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.

With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.

Important Note: With all of Balrog's Running Punches, the strength of button pressed determines the speed and power of the move.

• Light attacks go the shortest distance and do the least damage, but Balrog will stick his fist out faster giving the other fighter less time to react to the attack.

• Hard attacks go a full-screen's distance and do good damage, but his fist takes longer to come out. Medium is a mix between both moves.
Light
100
Medium
110
Hard
120
EX
120

Joystick Joystick Joystick Joystick
• Running Punch (Dash Straight) •
Balrog does a running punch towards his opponent. This move hits at a mid level so even if your opponent is crouching it should still hit them.

The Light Punch version has the shortest recovery time and it should be safe from counter attacks as long as you hit with the end of Balrog's glove. Hard and Medium Run Punches tend to be easier to counter if blocked because Balrog has more recovery time and advances more distance, but the heavier attacks take off more power.
Light
90
Medium
100
Hard
110
EX
110

Joystick Joystick Joystick Joystick
• Running Low Punch (Dash Grand Straight) •
Like his normal dash, but it hits low. This is a pretty solid move when used in conjunction with his Running Overhead Punch, as you can keep an opponent guessing what's coming next, either an overhead or low attack.

This knocks down when it lands and they cannot do a quick "tech" get up after wards which gives you some time to set up something else, like a Focus Attack.
Light
80
Medium
90
Hard
100
EX
100

Joystick Joystick Joystick Joystick (hold punch)
• Running Overhead Punch •
*Armor Breaking*
This has a bit of start-up time (delay before the move comes out) but it comes out quickly enough that it can be difficult to know which way to block. Use this with Balrog's Low Running Punch and keep your opponent guessing. This attack breaks Super Armor.

You can also combo into other attacks after landing this with a Linked normal. Here's what to do against certain characters. The information below assumes your opponent is crouching and you're up close.

* Crouching Medium Punch, Cancel into Headbutt: Abel, E.Honda, Gouken, Guile, M. Bison (Dictator) and Zangief.
* Crouching Light Kick, Cancel into Headbutt: Akuma, Chun Li, C. Viper, Dan, Dhalsim, Fei Long, Ken, Rose, Rufus, Ryu, Sakura and Vega (Claw).
* Crouching Light Kick, Cancel into Running Punch: Blanka, Cammy and Sagat.
* Link into Crouching Hard Kick: Balrog (Boxer), El Fuerte, Gen and Seth.

Light
100
Medium
110
Hard
120
EX
120

Joystick Joystick Joystick Joystick
• Running Uppercut (Dash Smash) •
A very situational attack. It hits high so the other fighter can crouch under it. If they duck and aren't expecting it, try going into a throw. Even if this does hit, it doesn't knock down.

The Running Uppercut has decent anti-air properties if you have your timing and distances down. Use the EX version when you think you might trade hits.

Some players will throw this out there after scoring a knock down to build up a little Super meter and to quickly gain ground to apply pressure. This works well because the recovery time for this move is fast — and with the Light Kick version — you should never have to worry about still being open after you score a knock down if you want to build a little meter.
Light
100
Medium
110
Hard
120
EX
120

Joystick Joystick Joystick Joystick
• Running Low Uppercut (Dash Grand Smash) •
*Armor Breaking*
This will hit crouching opponents, knocks down plus is a armor breaking attack. Another situational move, works well against some characters, especially those who rely on Super Armor — like other Balrog players.

You can use this to push your opponent in the corner to keep pressure on them as well because they fly back a good distance if you land it.

Also should be safe on block if you use the Light Kick version from the proper distance.
Light
130
Medium
140
Hard
160
EX
150

Joystick Joystick Joystick Joystick
• Buffalo Headbutt •
This goes through projectiles if timed correctly. It's also a very good anti air attack if you're charged up, but use the Light Punch version as Hard Punch will miss some times when your opponent jumps in. One of the Boxer's best moves.

It's important that you train yourself to execute this by using the Up-Back motion. This lets you pull off your Ultra to juggle the other fighter if you hit, and also keeps you charged up to use your Running Punches at a moment's notice.

It may sound like a little thing to execute this move with the Up-Back direction, but it gives you so many more options to use in a match.

This is unsafe if blocked, so you can't randomly throw these out there like you could in Super Turbo. Regardless, a potent and powerful attack.
Level 1
130
Level 3
180
Level 6
280
Final
560

Joystick or Joystick (Hold for 2 seconds)
• Turnaround Punch •
*Armor Breaking*
Balrog's High Risk High Reward move. It's also known as the TAP. Press and hold all three punch or kick buttons. The longer you hold down the buttons, the stronger your attack will be.

This move will go through projectiles and the start up animation is invulnerable to attacks, the problem is it can be punished if blocked, and the more powerful you get, the easier it is to counter if blocked.

Most players know this, and it can be used to your advantage. Generally the level 1 version isn't easy to counter from long distances (-2 frames if blocked), and you can sometimes bait the other player into thinking there's an opening and launching right into your Headbutt or another attack since you can maintain your charge while doing this move.

This can be a good attack — and a bad one. Against certain characters like Vega (Claw) it works great to counter his Wall Dives, but you have to be careful when and where you use this. Don't try to get too cute with it.

Some players will use the start up animation to avoid cross ups. This actually works pretty well against a few characters.

You can also use this attack to advance some distance without losing your charge which is sometimes helpful. Also if this lands as a Counter Hit, you can Link a Crouching Light Punch after wards to set up a combo.

The Turnaround Punch is really a mixed bag. Some players swear by it, others avoid almost entirely.
EX Moves

Important Note: All of Balrog's EX Running Punch moves can absorb one attack (Super Armor) and follow through and hit the other fighter. You still take damage if you're hit though, but this will regenerate over time as long as you're not hit soon after wards.

Regardless of if you have Super Armor or not, if a move takes off more life than you have, you will lose the round.
Light
100
Medium
110
Hard
120
EX
120

Joystick Joystick Joystick Joystick
• EX-Running Punch (Dash Straight) •
The main use for this attack is blowing through projectiles and limbs. There are countless times in a match where having the ability to absorb a single attack and following through to hit your opponent will be handy, especially against projectile throwers.

This should always be safe on block and it does the same amount of damage as Rog's Hard Running Punch, but it doesn't knock down either.

The Boxer's various EX-Run Punches all have their places in his strategies, but this attack is the most straight forward and general purpose.
Light
80
Medium
90
Hard
100
EX
100

Joystick Joystick Joystick Joystick (hold punches)
• EX-Running Overhead Punch •
*Armor Breaking*
Much like the Hard Punch version of the move, except with Super Armor and it's slightly safer on block. Armor comes in really handy in pressure situations.

A popular tactic is to do a jump in attack, several Crouching Light Punches and Canceling into this. The slight pause before the Overhead will sometimes make your opponent attempt a reversal. If you hit with this, you can go right into a Linked Crouching Medium Punch to combo them.
Light
90
Medium
100
Hard
110
EX
110

Joystick Joystick Joystick Joystick
• EX-Running Low Punch (Dash Grand Straight) •
While the main feature is the Super Armor, this has even faster recovery time than the Light Running Low Punch and offers the same damage as the Hard Punch version.

This is a good low attack though, because if you've got an opponent who's consistently blocking high this will make them think twice about it.
Light
100
Medium
110
Hard
120
EX
120

Joystick Joystick Joystick Joystick
• EX-Running Uppercut (Dash Smash) •
An EXCELLENT move because after landing it, you can Link into Crouching Light Punch, Link into Crouching Light Kick, Cancel into the Headbutt and juggle with your Ultra.

If you land most of the hits of your Ultra this takes off 449 damage, and it's a very heavy price for your opponent to pay for throwing something out like a Fireball and having Rog blow through it.

This attack can be ducked under though, so you should use it in situations where you'll almost certain you'll land it.

Balrog already has great anti-air options, and this just gives him one more. If your opponent jumps in from a distance, simply use this move and if they hit you before you punch, you'll absorb their attack and nail them for their trouble.
Light
100
Medium
110
Hard
120
EX
120

Joystick Joystick Joystick Joystick
• EX-Running Low Uppercut (Dash Grand Smash) •
*Armor Breaking*
This is safer on block than the normal versions, and having the benefit of Super Armor are the main features with this EX attack. While it's more difficult to counter this, it's still possible to do so.
Light
130
Medium
140
Hard
160
EX
150

Joystick Joystick Joystick Joystick
• EX-Buffalo Headbutt •
The EX Headbutt offers invincibility the entire time it's going up, which comes in handy against Meaty moves and when you need a 'get the hell off me' attack.

Still can be punished if blocked or as you're coming down though, and it takes off slightly less damage than the Hard Punch version.
Super and Ultra Moves
Super
345
Ultra
356-519

Joystick Joystick Joystick Joystick Joystick Joystick or Joystick
• Super Running Punch or Super Running Uppercut (Crazy Buffalo) •
*Armor Breaking*
This is a bit better than most character's Supers because Balrog can Cancel into it from many of his attacks, which is sometimes exactly what you need to K.O. the other fighter after one of his combos. See the Frame Data page for more information on which moves can be Canceled into his Super. It will also go through Fireballs during its start up animation.

The main drawback with Rog's Super is his EX moves are so useful, you may not want to spend the meter on this too frequently. So usually you'll use this to take off the last bit of life from your opponent, and since it's such a damaging attack, you'll see some good opportunities to use it in this fashion.

Also you can juggle with the Super much like you can with his Ultra by holding a Kick button after doing the motion. Fairly handy and powerful move, but again — so are your EX attacks.

This is not safe if blocked.

Joystick Joystick Joystick Joystick Joystick Joystick or Joystick
• Ultra Running Punch or Ultra Running Uppercut (Violent Buffalo) •
*Armor Breaking*
An excellent Ultra when coupled with Balrog's Headbutt. You can juggle the other fighter by holding down a Kick button to do Uppercuts instead of Straight Punches.

If you're having trouble juggling the other player, here's how to maximize damage based on the other fighter's position. If they are...

* In the middle of the screen: Just hold Kick the whole way through.
* In or close to the corner: Kick for first hit, Punch for second, then Kick for the last 3 attacks.
* In corner, but low to the ground (at the level of your head or farther down): Punch for first hit, Kick for second, Punch for 3rd, Kick for last two hits.

This move will go through Fireballs during its start up animation, but there's a big delay before your Ultra goes into a state where you can hit your opponent with it, so you have to predict or juggle your opponent to land this in most situations.

It's not safe if blocked, so you have to be careful when you throw it out there.
Combos

• Jumping Hard Punch, Crouching Light Punch 2x, Link into Crouching Light Kick, Cancel into Buffalo Headbutt, juggle with Ultra •
Balrog's Bread and Butter combo. Not too hard to do and you can always leave off the Ultra if you don't have the meter charged up. You can also sub in a Running Punch instead of the Headbutt if your opponent blocks, since the Headbutt will leave you open.

• Running Overhead Punch, Link into Crouching Medium Punch, Cancel into Buffalo Headbutt, juggle with Ultra •
If you have trouble landing the Crouching Medium Punch, use Crouching Light Kick instead.

• Standing Light Punch 3x, Link into Crouching Hard Kick •

• Crouching Medium Kick, Link into Crouching Light Kick, Cancel into Headbutt •
This is a good Meaty combo, handy as your opponent gets up off the ground.

• Level 2/3 Focus Attack, Dash, Crouching Light Punch 2x, Link into Crouching Light Kick, Cancel into EX-Running Uppercut, Link into Crouching Light Punch, Link into Crouching Light Kick, Cancel into Headbutt •
Timing on this can be tricky at first, but start charging immediately for your EX-Running Uppercut the second you input your Dash command.

• Jumping Hard Punch, Crouching Medium Punch, Cancel into Hard Running Punch, Cancel into Super •
One of Balrog's most damaging combos, but toasts your whole Super bar. Great combo though if you're sure you're going to hit the other fighter.

• Turnaround Punch, Cancel into Super •
In fights where the Turnaround Punch is a viable move, this can be a nasty surprise for the other player. Takes off LOTS of power.

• Crouching Light Punch 2x, Link into Crouching Medium Punch, Cancel into Hard Running Punch, Cancel into Super •
A variation on Balrog's Bread and Butter combo, sometimes handy.

• Jumping Hard Kick, Crouching Light Punch 2x, Link into Crouching Light Kick, Cancel into EX-Running Uppercut, Link into Crouching Light Punch, Link into Crouching Light Kick, EX-Running Uppercut, Link into Crouching Light Punch, Link into Crouching Light Kick, EX-Running Uppercut, Link into Crouching Light Punch, Link into Crouching Light Kick, EX-Running Uppercut, Link into Crouching Light Punch, Link into Crouching Light Kick, Cancel into Buffalo Headbutt, juggle with Ultra •
Yes, this combo is nuts but it doesn't do as much damage as you may think because by the time you actually get them into the Ultra you've racked up so many hits they aren't going to take a ton of damage. BUT, this is a fun one to do to show off.
Normal Moves

Note this is not a complete list of all of Balrog's normal moves, just the ones we think are noteworthy.

Joystick Joystick Joystick
• Punch Sweep •
It's quick, has range and it's a very safe attack. One of Balrog's best regular moves.

Joystick
• Standing Medium Punch •
Arguably Balrog's best anti air normal. It's fast and has solid range.

Joystick Joystick Joystick
• Crouching Hard Punch •
Very close to his Super Turbo move, and it's still good against jumping attacks when your opponent is in the right range.

Joystick Joystick Joystick
• Crouching Light Punch •
This is FAST, and it will stop a lot of tick throw attempts. Plus it's a great way to set up the Boxer's combos. Probably the move you'll use most frequently.

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