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Thursday
Feb252010

BALROG - NORMAL MOVES - SUPER STREET FIGHTER 4

JAB (LIGHT) PUNCH

     

Standing Light Punch gives Balrog a lot of advantage on hit, allowing him to combo into sweep and even Ultra 1.

Crouching Light Punch is one of the best normal moves in the game due to its speed and frame advantage on block or hit. This makes comboing and creating air-tight block strings easier than it is with most other characters. 

Jumping Light Punch looks almost identical to his jumping fierce punch. Use this to confuse opponents that are blocking, and throw them after they block the light punch.

STRONG (MEDIUM) PUNCH

     

Close Standing Medium Punch can act as an anti-air, but don't rely on it. 

Use Crouching Medium Punch to set up one of Balrog's dash punches (if you have charge, it will combo into a dash punch), or after a succesful overhead punch and link it to a headbutt.

FIERCE (HARD) PUNCH

     

Crouching Heavy Punch is Balrog's go-to anti-air move. It has very little risk and stops most jump in attacks.

You can control Balrog in the air when you use Neutral Jump Heavy Punch, making it useful in a number of different situations.

Diagonal Jumping Heavy Punch also has a lot of range and active frames. If you feel pressured, just jump back and use this baby. Sometimes overly-aggressive attackers will rush into his fist. This move can also punish certain whiffed moves like Zangief's lariat from the right distance.

 

SHORT (LIGHT) KICK

     

Typically, Crouching Light Kick is the move that every special comes after. For most player's, it's generally prefered to use Crouching Light Kick to link into specials because most of Balrog's specials are performed with punches, freeing up space to use whichever level of punch is required (jab, strong, fierce). Also, because Crouching Light Kick is a low, sometimes it will catch opponent's who are blocking high (Balrog lacks a multiple low setups, therefore opponent's can block high for the most part).

FORWARD (MEDIUM) KICK

     

Crouching Medium Kick is a low that Balrog can combo from (use Crouching Light Kick after it), and it might catch opponents off-guard if you whiff a move in the air and immediately go for this low. This can also be used as a meaty normal to continue the pressure. 

ROUNDHOUSE (HARD) KICK

     

Crouching Heavy Kick is one of the best sweeps in the game due to its speed and range. If you are within distance of your opponent, and you are both waiting for the other to do something, throw this out randomly. It catches a lot of players if used randomly in a footsie battle. 

Jumping Heavy Kick is also a good pressure tool. It hits at an angle that allows Balrog to jump early and hit early. Use it after three Crouching Light Punches, jump and Heavy Kick and continue the pressure. Force your opponent to crack with this tool.

COMMUNITY VIDEOS

Super Street Fighter 4: AE Balrog Tutorial - Episode 1: Normals by DMG PR Balrog:  If you are going to learn Balrog, learn from one of the best Balrog players in the country. This vid runs through Balrog's most useful normals and gives his thoughts on what roles they should play in your game. You need to see this video if you are picking up this character.

Reader Comments (1)

Balrog's diagonal heavy punch and heavy kick are really great, because diagonal heavy punch is a good air cross up, while diagonal heavy kick is good for starting combo's and knocking down opponents who are about to jump.

September 4, 2011 | Unregistered CommenterMots - "Time to get Paid!"

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