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Balrog (M.Bison) Boxer Faq
Capcom vs SNK 2_Arcade_Playstation 2_Dreamcast_Camecube
Author written by Raymond.
History
Version 0.1
10/29/07
read and seek
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CONTENTS
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I. INTRODUCTION
- Move Abbreviations
- Boxer guide
- Strategy
- Groove selection
- Ratio option
II. NORMAL MOVES LIST
- Standing
- Crouching
- Jump+up normals
- Jumping normals
- Normal Throws
- Special Moves
- Super Moves
III. BASIC COMBOS
IV. A-GROOVE CUSTOM COMBO
V. CROSS UPS
VI. THROW GAME
VII. GAURD CRUSH STRINGS
VIII. ROLL CANCEL SETUPS
IX. MIX UP/SETUPS
X. KEY MATCHUPs
- Bad Matchups
XI. END CREDITS
I. INTRODUCTION
After so long I have finally submitted a faq for the good old
boxer Balrog we all know.This faq I wrote about two years ago.
Anyways Balrog is probably one of the most unused and least picked
characters in most Capcom titles.Maybe because players overlook him
as being a boring character to use or that he is easy to punish or
something.However Balrog can be a real force to be reckoned with at
the best of times in the right hands.You might wonder why do people
still write these types of faqs?Thats simply because this game still
continues to be as solid as hell if you know what I mean.This is a
partly in depth compare and contrast faq of all Balrogs move
characteristics intended for thoughs who would like to know a few
things about Balrog. This guide does not include any control
configuration or Groove information other than whats written.Please
refer to moves/controls and other guides as there are plenty I'm
sure they will be useful.
Move Abbreviations List
s.jp - Standing jab/light punch
s.sp - " " " strong/medium punch
s.fp - " " " fierce/heavy punch
s.sk - " " " short/light kick
s.fk - " " " forward/medium kick
s.rk - " " " roundhouse/heavy Kick
c.jp - Crouching jab/light punch
c.sp - " " " strong/medium punch
c.fp - " " " fierce/heavy punch
c.sk - " " " short/light kick
c.fk - " " " forward/medium kick
c.rk - " " " roundhouse/heavy kick
j.jp - Jumping jab/light punch
j.sp - " " " strong/medium punch
j.fp - " " " fierce/heavy punch
j.sk - " " " short/light kick
j.fk - " " " forward/medium kick
j.rk - " " " roundhouse/heavy kick
Boxer guide
Balrog is a mid to low tier character in cvs2. His special move
commands for his dash punches are similar to any other Capcom game
he has appeared in.Being a charge character he is surprisingly fast
and mobile so can incorporate a solid ground game fairly well with
his punches.He can deal a good amount of damage and can easily crush
your opponents guard bar from a close safe distance.
His pokes have exceptional priority if used at mid to close range.
His special moves are a mixture of useful pokes and knock downs with
each variation serving a different purpose depending on your opponents
character.
The gigaton blow is of great importance as it is one of the top tier
super moves in the game.Mixing in a few turn punches now and then are
useful tools against a rolling opponent after a throw or knockdown.
They can dish out good damage alone if they hit and can break your
opponents guard bar even more than several offensive attacks can do.
I have found that Balrog's turn punch in this game can accumulate up
to three charged turn punches.For though's of you that don't know
this check out the special moves section.It works both on arcade and
console sticks. His turn punch can also be useful as an anti-air
attack at times which can knock down your opponent from the air even
upon trading hits.
In addition to his ground game Balrog handles reasonably well with
most anti-airs.His buffalo headbut is quick and can be useful as a
reversal and roll cancel in close at times.His dash ground uppercut
is one of his faster dash punches and anti-airs with good recovery in
addition to a knockdown.
His jumping rk and fp can cross up on the bigger characters in the
game and are useful against air battles with good damage and priority.
He is good enough at building up meter for his crazy buffalo and gigaton
blow supers.Has one of the longest priority c.rk sweeps.
Well as you may already know he has a few weaknesses against those
smaller and shorter charaters in the game that can duck underneath his
s.fp and dash straight pokes.For these matchups you can use his standing
roundhouse instead of his standing fierce.Although it has shorter range
than his standing fierce his roundhouse does more damage at close range.
In these situations he has to rely more on his anti-airs,dash ground
straights and dash ground uppercuts to pick off damage and work the
guard bar.He is vulnerable at times after a poor dash straight which
can get you counter swept and comboed out of on it's recovery.
Unfortunately Balrog has to rely more on avoiding most projectiles
in the game with rolling,jumping,roll cancels and supers at the same
time building up his meter guage.For the characters that can crouch
his s.fp and dash straights see bad match ups at the end of this faq.
Stategy
Some players might not think too much about a particular characters
game objective however having some sort of idea of what your going to
do before a match can help your team fight more effectively and after
time you will know better ways to react to them.
Balrog's objective is to put pressure on your opponent and guard crush
them by keeping him at a close distance using his punch moves.This might
seem obvious for some advanced players.Though this technique can be
difficult to accomplish for thoughs that are new to him.He is best played
just out from his s.fp, s.rk and c.rk pokes.From here you can begin his
ground game by making your opponent whiff out an attack so you can either
counter hit them with c.rk, dash grounds, dash uppercuts and throws.
Once your opponent has been guard crushed you can unleash his powerful
supers for some big damage.But don't always rely on this keep things
simple and be patient.Start charging right after a special move or normal
attack.This helps you be prepared for most jump-ins, anti-airs even cross
ups and throws.However just charging alone wont always get you out of all
this stuff.Mix things up a little depending on the situation your in to
pick off some damage.
It is also useful to counter your opponent with Balrog using the
vulnerability of open emty-jump-ins if your opponent jumps towards you.
This is an air to ground vulnerabilty a point where all jumping characters
in the game are vulnerable to attacks especially low attacks, at the precise
time upon landing from the air.I prefer to use this technique also after an
anti-air attack like a close s.sp or c.fp if foes jump-in.If the anti-air
attack counter hits this leaves the opponent in hit frame as they fall from
the air.This gives you enough time to attempt a c.rk to sweep them as the
opponent's hit frame recovery is vulnerable to low attacks.Even if both
characters trade counter hits you will still be able to attack back first
as you have already recovered on the ground in time, unlike your opponent's
recovering hit frame as they fall from the air.
Although note that such vulnerability tactics similar to above work only by
using most normal move anti-air attacks.This goes for most characters in the
game because most special moves like Balrogs dash uppercuts, knock opponent's
down from the air instead of them landing upon the ground.Also with Balrog
your opponent would have to be close enough to the corner to attempt and
connect a crk after they fall from an anti-air attack, because most of his
normal anti-airs hit your opponent too far from you for you to reach them in
time with an attack.Unlike some other preferred characters close normal move
anti-airs in the game which hit opponents closer to you.Though I will let you
discover those characters for yourselves as this faq is a guide only for
Balrog.
But dont get me wrong though Balrog is still capable of quickly countering
foes with vulnerability tactics using his charge special moves, especially
using his dash ground straight to timely counter sweep opponents out of normal
attacks, also if their upon landing from a jump-in attack.But dont forget such
special moves and normal attacks are still vulnerable to super attacks.Even
certain quick framed reversal special moves like a well executed dragon punch
upon landing.Look for these loop holes on your opponent to find what their
reactions are as they will realise they are liable to such low attacks from
jump-ins.Therefore jumping alot is an unnecessary bad habit as Balrog is better
off on the ground close to your opponent.
Groove Selection
Balrog's best Groove in my opinion that suites him best is C Groove.
Having your super gauge stocked up is one thing this alone makes your
opponent think on when you might use it.You can surprise them when ever
you please.Balrog needs to be offensive as much as possible.Having the
roll option you can roll cancel his headbut and dash punches.His forward
dash and walking speed are fast enough to get close to your opponent.
His counter attack or guard cancel command is quick and good for anti-airs
use it when you can to keep on the offence.
Air guard is useful in C groove which helps you defend from most air
battle attacks and jump ins.After a Level 2 crazy buffalo super you
can cancel into any of his special moves.His fierce buffalo headbut
is good enough usually.
Balrog also benefits well using N and K grooves for his run cancel and
supers since he has fast punch pokes.Well he's like Dudley from 2nd/3rd
strike which only use their fists.
I also recommend using him in A groove as he can custom combo his s.fp
and s.rk into his specials easily.He can juggle with his dash uppercut s
and dash straights.His lvl 1 crazy buffalo does good damage to end his
customs too.I would say for me A-groove is his second best groove to use.
P-groove is also useful if you use parry often of course as a successful
parry can lead into his damaging supers and normal attacks.Figure out
which groove is best for you of course there might not be just one
groove you like to use.
Ratio Option
One thing I like about Balrog is that you can either have him at a level
1 Ratio or a level 2 Ratio.Because he is powerful enough and has one of
the top tier supers in the game you dont really miss out on much. Having
him at a level 2 Ratio makes him even more powerful.You can build up meter
with your other team members so Balrog is able to fight with a full guage.
II. NORMAL MOVES LIST -[damage data]
In this section I have included the damage data beside all of Balrog's
normal moves,special moves and super move variations with their own
similarities and differences at ratio 1. * indicates a useful normal
attack.
Close Standing jab punch -[258]
Balrogs quick standard jab.It has decent speed and priority can
be canceled into all of his dash specials and supers.More priority than
his s.sk. Use as a whiff just out from your opponents longest attack then
counter hit them on recovery if they react and miss an attack.
Far jab -[258]
Has the same properties as the close jab above.
A useful attack to continuesly poke opponents in the corner.
like most characters jabs in the game.
Crouching jab-[172]*
As fast as most crouching jabs get in the game can cancel into anything.
Use it to combo into c.sp and Special moves.
Jump+up jab-[516]
A good and fast enough air attack but not one of his best.Has downward
priority.
Jumping jab-[516]
A quick downward left hook jab which has a long air duration time.
Mix this in with his j.fp and j.rk for air-battles.
Close standing strong punch -[861]*
Balrog does a right arm uppercutt attack.I usually use this move as a
close anti-air attack also useful against small jumps and cross
ups.Works best versus those attacks just above head hight.A bit faster
than his far version.Can't buffer or cancel into any special moves though
it can be comboed into his super moves.This move seems to look like a
weaker anti-air attack similar to his crouching fierce punch.
Far strong -[861]*
Left arm uppercut.Appears to have more vertical range than his close
strong above.The only reason why I use it is if I know they are going
to jump-in from further away.Also useful against small jumps and cross ups.
It is a fairly good priority anti-air attack and a good alternative move
to his c.fp. It's a little slow though it can be canceled into his supers
but not specials.
Crouching strong -[861]*
One of his better combo pokes he has. At times I use it to cancel into
his buffalo headbut and dash punches.It can also combo into his supers.
I like to alternate this move with s.fk since they are the only two medium
normal attacks apart from his jabs and shorts that can be canceled into
both special and super moves.
Jump+up strong -[861]*
Left arm palm strike.Players might think that this has little priority
though this move and his jump up fierce palm strike have better
priority than all of his other jump in attacks.Since they don't have
too much of a downward angle.Instead it has more horizontal range
unlike his jumping rk and fp do.Though this move can only be used as
a jump up attack.It's good to use at times rather than using his j.rk
and j.fp too often when advancing towards opponent.Even though this
attack and his jump+up fp do less damage than j.fp and j.rk,they can more
often hit when you might not think they will.They are there for a reason
of course.Use as a deep jump in attack or press it early to surprise and
counter hit your opponent in the air as they try to jump at you or
Anti-air you.
Jumping strong -[774]
A more stronger and quicker downward hook version to his j.jp.
Not much use and priority for this attack in the air as Balrogs
arm is close to his upper body.Does average damage though it has
a quick enough recovery time.Seems to have a similar recovery to j.fk.
Though j.fk has more downward priority for its use.
Close standing fierce punch -[1205]*
This move is a bit slow and has a different animation compared
to his far standing fierce when meets the eye.His arm is slightly
shortened with less priorty for its hit frame.If it hits close to
opponent it can be comboed into his gigaton blow and crazy buffalo
supers.Cannot be canceled into any special moves though.
Far fierce -[1205]*
Well this attack has exceptional priority but also a bit slow.If it
hits the damage makes up for its use.Balrog's longest range standing
poke.Try to connect with the very end of it's range for best results.
Cannot be buffered out of or canceled into his supers or specials but
the block stun on this sucker gives you enough time to mix in any
particular special move to keep your opponent guessing.Can also be
used as an anti-air attack.Abuse this move on the characters that
cant crouch it to give them a hard time.Use sparingly againt
shorter characters that can crouch under it.
Crouching fierce -[1119]*
A fast and powerful anti-air attack.Similar animation to his
close s.sp.I tend to use this move at times instead of his headbut.
Can only be canceled into his super moves. Alternate with s.sp
for anti-airs and close s.fp and rk for combos.
Jump+up fierce -[1033]*
Use this move if you prefer more damage than his jump+up strong palm
strike.Has better horizontal range than all of his jumping attacks as
mentioned.Though they can only be used as a straight up jump attack.
Jumping fierce -[1119]*
Same move, priority and damage as j.rk and Jump+up rk.One of his best
jumping attacks that does the strongest damage. Useful to start combos
with it from a deep jump in.
close standing short Kick-[430]
A very fast up and personal elbow jab that can combo into all his
specials,supers and other standing pokes. This is Balrog's shortest
and closest standing attack which you would have to be close to your
opponent for it to connect.It is best used in variation with his other
pokes.Use s.jp if you prefer more priority.
Far short - [430]
Same properties as above.
Crouching short -[430]*
This move might seem to look similar to Balrog's crouching jab
but of course hits low like most crouching shorts do in the game.
It hits on a slight downward angle according to its animation.
Does more damage than his crouching jab. Good to use also in
variation with his other crouching and standing normal attacks.
Jump+up short -[516]
Has the same priority and angle as jump+up jab and jumping short.
They both have the same damage speed and priority.
Jumping Short -[516]
Same move as above.
Close standing forward Kick-[947]*
It's a good idea to use this move now and then.Looks like a weaker
attack similar to his close s.rk.It is useful to buffer this and combo
it into his dash ground straights and uppercuts.It can also combo
into his supers.Can be used as a standing meaty attack after
a knockdown.Short range but not too slow has ok speed.Alternate
with c.sp for combos.
Far forward-[947]
No difference from his close forward above.Same speed
damage and priority.
Crouching forward-[774]
A useful attack at times you can cancel this move into his gigaton
blow and crazy buffalo supers.It has a more downward angle and is a
stronger version of his c.sk.I tend to use c.sp instead of this because
his crouching strong does more damage and priority and it can be
canceled into both special and super moves. Maybe due to the fact
that this move doesn't really look like it can be canceled into
anything anyway.Has slightly less priority than c.sp but not by much
though it has similar speed.
Jump+up forward-[774]
A stronger and quicker version of his jump+up jab punch and jumping
short kick with similar priority for it's use.
Jumping forward-[774]
Acts the same as his jump+up forward above.Has a bit more downward
priority than j.sp though has a similar recovery time to j.sp.
Close standing roundhouse Kick-[1291]*
Balrog's strongest normal attack.Looks like a stronger version with same
priority as his s.fk.Comes out fast but has shorter range than his standing
fierce.Cannot be canceled into any special moves though this move can
actually be comboed into his super moves if you cancel it fast enough.
The only issue with trying to combo this move into his supers is that it
works best after connecting it from a deep jump in fp or rk or close sp or
fp palm strike, as the opponent is in hit stance.Otherwise you will more
likely throw the opponent instead as you are close to them as it doesn't
combo when you are on the ground.However it is possible to cancel it into
his supers on a recovering opponent after a throw or knock down as a close
standing meaty attack. Which I have found out for myself.Can also connect
into his c.rk for a two hit knockdown.Abuse this move on the smaller and
shorter characters in the game since they can crouch under his s.fp.
Its fast and does good damage.
Far roundhouse-[1291]*
His right hook version that is also fast with half the range as s.fp
Another nice move to use close to your opponent.Does good damage if it hits.
Crouching roundhouse-[1119]*
One of the better ranged c.rk's in the game.It has pretty good priority
but not one of the best c.rk's compared to other characters in the game.
Has good range and damage if it is used to counter your opponent if they
are left open after a whiff or from an air-to-ground vulnerabilty.Use
sparingly has some recovery.
Jump+up roundhouse-[1119]*
One of Balrog's best jump in attacks that does the strongest damage.
It is good to use after a deep jump in.Because it is quick enough to
come out.Has good downward priority to begin combos.Alternate with
jump+up fp palm strike and j.fp.
Jumping roundhouse-[1119]*
Same applies to his j.fp and jump+up rk above for it's priority and use.
Normal Throws
-Forward or Back + Fierce punch-close s.rk body blow.[1635]
His distance attack which acts as a throw.Animation Looks similar to
his close s.rk attack when used.Good to use to get some space from your
opponent.
-Forward or Back + Roundhouse Kick-close body slam grab.[1894]*
Use this move to keep your opponent close to you.
Useful as opponent cannot perform safe fall.Does more damage than his
punch throw.
Special Moves
The damage data in this section is from his weakest to strongest
variations of Special Move attacks Note:[sk-1033]= short kick-Dash
Uppercutt damage is 1033 and so forth.** indicates a knockdown
* Dash Straight-Charge B, F+P [jp-947] [sp-1033] [fp-1119]
A dash version to his s.fp.I only really abuse this move on the
characters that cannot crouch underneath it to give them a hard
time. I more often use the jap version which recovers faster than the
others.Though for damage sp and fp is useful. Has good range and
priority but watch out for it's slow recovery at a further distance
when using his feirce dash straight.Roll cancel through projectiles
and jump-ins when using the strong and fierce variations at a further
distance.
* Dash Uppercut-Charge B, F+K [sk-1033] [fk-1119] [rk-1205]
Similar move to his close standing strong punch and c.fp.A slightly
more faster and powerful attack than his dash straight punch though
it has shorter range.Good to use now and then as a poke and anti-air
attack.Good as a roll cancel anti-air move versus jump-in
attacks and emty jumps.
**Dash Ground Straight-Charge B, D+F+P [jp-861] [sp-947] [fp-1033]
One of his dash knock downs c.rk sweep.Use the roll cancell jab
version to avoid close pokes.Has good priority if used outside of
his s.fp and s.rk.Nice move to suprise and punish whiff timed attacks
with and after a knock downs.
**Dash Ground Uppercutt-Charge B, D+F+K [sk-947] [fk-1033] [rk-1205]
This move is also a variation to his close s.sp and his crouching
fierce punch.It's also the same move as his dash uppercut but
instead knocks down.The short and forward kick versions do less
damage than his dash uppercut versions than it looks.Though it
is useful as it knocks down. Use this move also as a roll cancel
anti-air attack versus characters that have quick and high priority
jump in attacks,such as Rugal,Blanka,Sagat,Yamazaki and Bison's
j.rk's ect.
**Buffalo Headbut-Charge D, U+P [jp-1205] [sp-1291] [fp-1377]
A useful and powerful anti-air attack.Useful as a reversal and roll
cancel against jump ins and close attacks.Alternate with c.fp and s.sp.
* Turn Punch-Hold KKK or PPP charge & release [12 sec charge on hit 4305]
Similar move to his s.fp and dash straight moves.I'm refering to his 12
second turn punch because that is the number he says regardless of how
long you hold the buttons down.It is possible to charge up to three turn
punches and release them one after the other.To do this hold down 3P and
also hold sk+rk all at once on your arcade stick or in the arcade.First
release sp thats your middle finger only,while still holding jp+fp+sk+rk.
Barlog should perform the first turn punch. Now to perform the second
turn punch release jp+fp.Then simply release sk+rk for the final third
turn punch.You can choose which combination of these buttons to release
either way doesn't matter.By simply holding sk+rk instead of kkk is very
favourable.Has the same set of characteristics as his punch normal moves.
The good thing about this move is you can bait with it and make your
opponent think you can only use it once.Having Balrogs punch buttons free
after releasing the first two turn punches are useful to use against
anti-airs.You can hold the third turn punch sk+rk as long as you like
while still being able to use his punch normal moves even his headbut,
dash straight and dash ground straight speacial moves.The longer the
buttons are held down the more power,speed,distance it has.However use
it sparingly dont abuse this move.Useful as can knockdown opponent if
they jump-in. In C groove his 12 second turn punch can also be canceled
after a level 2 crazy buffalo super.It must be canceled on the third hit
so it can interupt and connect instead of the forth hit of the level 2
super. Does great damage if it connects,and knocks out opponent if you
manage to pull this move off.
Super Moves
Each level of super move damage, and combo damage is shown below.
* Crazy Buffalo- Charge B,F,B+F+P
[jp Lvl1-3xhits 2409] [sp Lvl2-4xhits 3441] [fp Lvl3-5xhits 4388]
A fairly quick and powerful supermove.In C-groove use a level 2 super
to cancel into any of his special moves.By holding KKK Balrog does a
series of shorter range attacks similar to his c.fp and s.sp moves,
with his usual s.fp at the end.Does the same damage on impact. Has
juggle potential by holding KKK. Useful as a anti-air move.
* Gigaton Blow Lvl 3 Only- Charge B, F, B+F+K [Lvl3-9xhits 5848]
Best used in combos one of the top tier supers in the game.Has invincible
frames at start up.Can hit full screen.Use closer for more damage and hits
III. BASIC COMBOS
Most of Balrog's jump in attacks can connect into his other normal
moves.I usually use his jump in roundhouse and fierce punch for more
damage over his other attacks for combos.You can also combo his cross
ups j.rk and j.fp into most of his normal moves.They are powerful cross
ups however they only really work best on the larger characters in the
game such as Blanka,Sagat,E-honda,Chang,Zangief,Raiden,Yamazaki,and
Balrog himself ect.But instead you can use it as a deep jump in cross
up which can cross up on most characters in the game.I have used the
setups below all from my own experience and fun using Balrog.Below are
some of Balrogs bread and butter combos.Though I do not recomend jumpng
too often to start combos as Balrog is well capable of combonations on
his feet just as well from the air.
1. j.rk or j.fp, c.jp, c.jp, cancel into any special move.
2. j.rk or j.fp, c.sp, cancel into any special move.
3. j.rk or j.fp, s.fk, cancel into any special move.
4. Deep jump up fp or sp, c.sp,cancel into any special move.
5. Deep jump up fp or sp, s.fk, cancel into any special move.
6. c.sp, c.sp, cancel into any special move.
7. j.rk or j.fp, close s.fp, cancel lvl2 crazy buffalo, fp headbutt x7 hits
8. c.jp, c.jp, c.jp, buffalo headbut or any special move.
9. cross up j.rk or j.fp, c.jp, c.jp, c.jp, dash ground straight x5 hits
IV. A-GROOVE CUSTOM COMBO
Below is one of my own custom combos that I have discovered myself.
Balrog has good setups for anti-airs in a-groove I found this to work
well for Balrog in A-groove with good results.You can just custom combo
his dash uppercuts or dash straights instead of juggling with his dash
uppercut from c.rk.
Activate custom fp+rk, c.sk, s.rk, s.rk, c.rk, s.fp, dash staight,juggle
opponent with dash uppercuts until in corner, c.fp or close s.rk-dash
uppercut repeatedly in corner, s.fp, crazy buffalo.
V. CROSS UPS
Balrog has a good ground game to mix in with his powerful j.fp/j.rk
cross ups.
1. cross up j.rk or j.fp, c.jp, c.jp, buffalo headbut x4 hits
useful after a knockdown in close.
2. Note-the actions below are you as being player 2 on the right side.
opponent in corner,j.rk or j.fp, walk up rk throw,dash while opponent
recovers from throw, c.jp, c.jp, c.jp, c.jp, cancel lvl2 crazy buffalo
cancel fierce headbut x9 hits
Above #2 is the games 2nd player glitch.The 2nd player can cross up,
dash and roll behind the 1st player in the corner or anywhere in a
match.Where as the 1st player can not cross up, dash and roll behind
opponent in the corner.This combo is useful against the larger
characters.
3. j.rk or j.fp,dash,rk throw,roll as opponent recovers from throw,
gigaton blow
Above is a roll cross up that hits your opponent from behind.
A cross up that I tend to use sparingly.
VI. THROW GAME
Although Balrog is best used close to your opponent using his quick
normal attacks and dashes dont forget to mix in some throws and
special moves.He has many follow ups after his jump-in heavy attacks.
His special moves are the same as for example,dash straight is his
standing fierce,dash ground/uppercut kick is close s.sp and c.fp and
dash ground straight punch is his c.rk.As for most characters in the
game by using run,dash and specials these can all benefit towards
a throw attempt.
1. j.rk or j.fp,dash,throw
A common and simple throw setup in the game by dashing towards
and back on your opponent after a jump-in attack.
2. j.rk or j.fp, c.jp, c.jp, c.sp, dash straight,throw
If you are close enough attempt a throw after dash straight strings.
3. c.jp, c.jp, c.jp, c.sp, dash,throw
Simple pokes at times Work well when close for a throw attempt
4. j.rk or j.fp, c.jp, c.jp, c.sp, lvl1 crazy buffalo,throw
I'll use a level 1 crazy buffallo to combo.If it's blocked attempt
a throw.
5. c.jp, c.jp,walk up,rk throw,dash forward,c.rk,dash forward,dash back,
rk throw.
Good high low mixup.After a close c.rk or rk throw dash in and out on
opponents recovery then attempt another throw or just poke
6. j.rk or j.fp, c.jp, c.jp, c.sp,turn punch,throw
At times I'll usually mix in a turn punch as an alternate special
move instead of a dash straight.Good to use as a mixture of both
his dash straight and turn punch to guard crush and keep on the
pressure.
7. j.rk or j.fp, c.jp, buffalo head butt, walk throw
I have found this to work good on the quicker poke characters
in the game.Such as Nakoruru,cammy,chun-li ect.Use his buffalo
headbut to get close for a throw attempt.
VII. GAURD CRUSH STRINGS
Best used for characters that can't crouch his sfp and dash straights.
The section below is used in C groove.
1. j.rk or j.fp, c.sp, dash straight, c.jp, turn punch, dash straight, c.sp,
dash straight, c.sp, s.fk,gigaton blow.
Use a charged up turn punch at times when you can use it after a knock
down ect.Depending on the hold down duration and release for it's range
and speed.Have a dash punch special move charged then buffer it after the
turn punch.Guard crush strings are a series of attacks that have very
few or no gaps or breaks at all between various normal attacks and special
moves.The reason for these offensive tactics are to pressure the opponent
and break their guard bar with the opponent not being able to attack back
as they are left in block stun.Though an opponent can easily use a counter
attack command to put them in an offensive position instead and break free
from a gaurd crush string.Also however such guard crush strings are not an
easy technique to master as they are probably one of the most advanced
offensive tactics in most fighting games.Hence they are rareley used in a
real match.It took me quite some time to identify the above guard crush
string especially in c groove to get it correct,as I had to figure out
which combination of normal attacks and special moves to use for the
string of attacks to work on certain characters in the game.Balrog has
several types of pressure strings especialy in N and K grooves by using
his run cancel.Yes I could of done some research on the net for gaurd
crush strings but that doesn't bring me any credit let alone fun into
fighting games in my opinion.
VIII. ROLL CANCEL SETUPS
As you may know Balrog has several special moves to use.Of course you
should know which of them are useful to Roll Cancel an anti-air go
through projectiles and close attacks.
1. j.rk or j.fp, c.jp, dash straight, RC dash ground straight.
To avoid close pokes or opponent in the corner try to attempt
a knock down with a RC ground straight.
2. RC dash straight
Useful to avoid most projectiles and scrubs.
3. RC dash ground uppercut.
Works best as a roll cancel anti-air attack versus high priority and
damaging jump in attacks.Even though the short kick version is fast
you would have to be faster to avoid trading hits from good priority
jump-in attacks like Sagat,Rugal,Blanka an Bison's j.rk's ect.
4. RC buffalo headbut versus close attacks.
useful also as a reversal anti-air move and roll cancel for Blanka's
electric thunder and other such close attacks.
IX. MIXUPS/SETUPS
I think for any players mix up game they would have to discover their own
and know how and when to use a mix up.Such mix ups can be simple or not
however they are all different and useful when using them in a real match
by the operater thats you and only you.Here are some of my mix ups I have
used below.
1. j.rk or j.fp,dash rk throw,cross up j.rk, c.jp, c.jp, c.jp,Fierce headbutt
x5 hits
This combo works well after a cross up.You can cancel in any of his
special moves other than his buffalo headbut after his low jabs if
you prefer.
2. After a roundhouse throw,pretend cross up j.rk, c.jp, c.jp, fierce headbut
x3 hits
Perform a pretend cross up by jumping over your opponent with an early
jrk then once you land start the crouching jabs then cancel into fierce
buffalo headbut or any special move.
3.j.rk or j.fp,dash,rk throw,dash behind opponent as they recover from
throw, c.jp, c.jp, fierce headbut x3 hits
A simple combo by dashing behind opponent on a throw recovery.
4.rk throw,dash behind on opponent on recovery,throw
Above is a good example to use a throw setup after a throw by dashing.
Similar to only those characters that have quick dashes and recovering
normal throws as the opponent cannot recover with a safe fall.Like
vega/claw's rk throw as he can quickly dance in and out before
opponent can recover by using his quick dash.
X. KEY MATCHUPS
Fortunately for Balrog the majority of the character cast can't crouch
his standing fierce though most medium sized characters can at close
range.In each section below I have listed which characters can and cannot
crouch under his sfp and dash straights. However some of the medium
characters listed below can also crouch under his dash straight but not
his s.fp.
Characters which cannot crouch sfp and dash straight.
SNK Capcom
Benimaru Akuma
Chang Balrog/Boxer
Geese Blanka
Haohmaru Dan
Joe Dhalsim
Kyo Eagle
King E-Honda
Kyosuke Guile
Raiden Ken
Rugal M.Bison
Ryo Rolento
Todo Ryu
Terry Sagat
Yamazaki Zangief
Bad Matchups
And yes there are 16 characters that can crouch it,from the
total 44 Arcade cast selection.
SNK Capcom excluding
Athena Cammy Evil Ryu
Hibiki Chun-li Mad Iori
Iori Maki Ultimate Rugal
Kim Sakura Shin Akuma
Mai Vega/claws
Morrigan
Nakoruru
Rock
Vice
Yuri
Yun
XI. END CREDITS
I'd like to thank SNK & Capcom game developers who made this game back in
2001 possible.Thanks for the countless hours of play and fun we had
and still have with CVS2,SF3S,MarvelvsCapcom2,SF4 & of course you for
checking out my faq,cheers, Peace.
[copyright�_2009_�Raymond.R.D]