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« BALROG - NORMAL MOVES - SUPER STREET FIGHTER 4 | Main | BALROG - COMBOS - SUPER STREET FIGHTER 4 »
Thursday
Feb252010

BALROG - SPECIAL MOVES - SUPER STREET FIGHTER 4

DASH STRAIGHT

CHARGE BACK, FORWARD + PUNCH

With this move Balrog dashes straight forward and throws a mid-level punch.  The Dash Straight can be used to end combos, but it has other uses as well.  The Light Punch is safe from maximum range (just glove hitting opponent), but do not abuse it.  It can also be used to quickly move Balrog forward if you want to close distance to your opponent.  The Dash Straight can be cancelled into his Super Combo.

Keep in mind this move does not have armor break. 

The strength of the punch button used determines the distance traveled and the attack's damage, with the Light Punch version traveling the shortest distance and doing the least damage. 

The EX version travels the same distance as the Heavy Punch version but it also has Hyper Armor, meaning it can absorb a single hit.  Because of the Hyper Armor, you can dash through an opponent's single-hit projectile using the Hyper Armor armor to absorb the projectile.  The EX version is also safe on hit but only at max range (glove hitting opponent).

 

You can also FADC the Dash Straight, giving you several options.  You can end a block string with Dash Straight, FADC to make that attack safe and then dash in to throw or just continue to apply pressure with a new block string.

 

DASH UPPER

CHARGE BACK, FORWARD + KICK

With this move Balrog dashes forward and throws a high-level punch.  Because the punch is high-level, it will miss against crouching opponents so use with care.  The Dash Upper can also be used as an anti-air, but it is not as useful in this regard as it was in past Street Fighter games.  You have to know your distances and timing to be effective as an anti-air.  It is useful against players trying to jump away from you, especially the EX version.

If you catch the opponent in the air with a Dash Upper, you can follow it up with the Violent Buffalo Ultra 1. 

The Light Punch and EX versions are safe if blocked.

You can also use this move to rapidly move Balrog forward if you want to close distance, as it recovers pretty fast. Use Light or Medium Punch versions as appropriate.

If your opponent was crouched when you used this move and wasn't expecting the Dash Upper, you can go for the throw after you whiff the punch.

The strength of the punch button used determines the distance traveled and the attack's damage, with the Light Punch version traveling the shortest distance and doing the least damage. 

The EX version of Dash Upper is the most useful considering it leads to Balrog's stun-heavy combos. That said, resist the urge to use the EX version from full screen because the opponent can easily throw you before the move becomes active. It has the properties of the Heavy Punch version and has Hyper Armor.  Because of Hyper Armor, you can use this to pass through an opponent's one-hit projectiles (the Hyper Armor absorbs the projectile).  It is safe if blocked.


DASH LOW STRAIGHT

CHARGE BACK, DOWN FORWARD + PUNCH

With Dash Low Straight Balrog dashes forward and throws a punch low, resulting in an untechable knockdown if it connects. You can then go into Balrog's wake-up game.  Because it hits low, the opponent must block low to guard against this attack.

The strength of the punch button used determines the dash distance and damage with the Light Punch version dashing the shortest distance and doing the least damage. 

All versions of Dash Low Straight are unsafe on block!

Mix this up with other Dash Punches such as Dash Swing Blow to create a high-low guessing game with your opponent.

The EX version has the same properties as the Heavy Punch version but also has Hyper Armor, meaning it can absorb a single hit.  Because of this, you can Dash Low Straight through an opponent's single-hit projectiles to attack. 

 

DASH LOWER SMASH *ARMOR BREAKING*

CHARGE BACK, DOWN FORWARD + KICK

With Dash Low Smash Balrog dashes forward and throws a powerful punch.  This is Balrog's Armor Breaking attack, so if your opponent is using Focus Attacks carelessly you can punish it with this move.  If you opponent is regularly using Focus Attacks to counter your other Dash attacks, mixing this in becomes more important as it will give him pause in doing it again.

The strength of the kick button used determines the dash distance and the damage inflicted with the Light Kick version doing the least damage and dashing the shortest distance.  The Medium Punch version goes full-screen and does more damage.  The Heavy Punch version goes farther than full-screen and does the most damage.  Because it goes farther than full-screen, you can use this to catch opponents who are trying to jump back to avoid the attack. 

If it connects it sends your opponent flying towards the corner, which is usually where Balrog wants to work his opponent toward as part of his general gameplan.  If you hit full screen and the opponent is thrown into the corner you can follow up with Balrog's Super or his Violent Buffalo Ultra 1.

The EX version has the same properties as the Heavy Punch version except that it has Hyper Armor so it can absorb a single hit. This means that, like the rest of Balrog's Dash Punches, you can dash through an opponent's single-hit projectile to attack.  It is also the only version of this move which is safe on block.

 

DASH SWING BLOW *ARMOR BREAKING* *OVERHEAD*

CHARGE BACK, DOWN FORWARD + HOLD PUNCH

With Dash Swing Blow Balrog dashes forward and throws an overhead punch.  Because it is an overhead, the opponent must block high.  It is also Armor Breaking, so it is another option against opponents who are using Focus Attacks against you.

Dash Swing Blow does not knock down and has a lot of start-up on the punch, which means you cannot use it in a combo.  Because of the start-up, players with fast hand-eye coordination have opportunities to react to this attack so if you run into opponents like this try to use it at unexpected times. A skilled opponent can use a move with invincible properties (Shoryuken for example) or can even throw you out of it.

You cannot combo into this attack but you can combo after it.  Mix this in with your block strings to try to catch your opponent off guard, especially if he likes to crouch block everything.  

The strength of the punch button used determines the dash distance, damage and stun of the attack.  The Light Punch version covers the shortest distance and does the least damage and stun.

The EX version has the same properties of the Heavy Punch version but executes a little faster.  Like all of Balrog's dash punches, the EX version also has Hyper Armor.  This allows it to absorb a single hit, so you can dash through an opponent's single-hit projectile to attack.

 

 

BUFFALO HEAD

CHARGE DOWN, UP + PUNCH

With Buffalo Headbutt (Head) Balrog propels himself at roughtly a 45 degree angle off the ground leading with his head.  This move has several uses.

It has frames of invincibility, which makes it useful as an anti-air and it can be used against opponents who like to throw projectiles.  Against such an opponent not only does the projectile pass harmlessly through Balrog (assuming proper timing), but the Headbutt also moves Balrog forward a small distance.

Balrog will also use this attack a lot as a combo ender, as it is used to launch an opponent into his Super or his Violent Buffalo Ultra 1 if the attack puts him into the corner. 

The strength of the Punch button used determines the horizontal distance and the damage inflicted with the Light Punch version propeling him the shortest distance and doing the least damage.  All versions are unsafe if blocked and leaves you wide open if you whiff, so only use this move in its proper situations.

It is very important for new Balrog players to get into the habit of executing this move with UP-BACK.  By executing this move with UP-BACK, you still maintain your back charge.  This is a critical component to executing Headbutt into Super or Ultra 1. 

The EX version has the same horizontal distance as the Heavy Punch version but does more damage.  It is also invincible during the first frames of the attack.  Because of this, you can use the EX version on wake-up in some situations to get the opponent off you.

 

TURN AROUND PUNCH (TAP) *ARMOR BREAKING*

HOLD THREE PUNCHES OR KICKS

With the Turn Around Punch (commonly abbreviated as TAP), Balrog will turn around and then throw a powerful punch forward. 

It is Armor Breaking and has some frames of invincibility at the start of the attack.  If properly timed you can TAP through an opponent's projectiles.  Against an opponent who likes to chuck projectiles, this is another option Balrog has to get around them and close some distance.

The longer you hold in the punch or kick buttons before releasing the attack, the more damage it will inflict.  There are 10 variations of this attack depending on how long you hold the buttons prior to release, with the attack reaching its maximum damage potential at 60 seconds of charge.  Sometimes this is referred to as TAP Final or Final TAP. If you manage to land a Final TAP, it will inflict tremendous damage on your opponent.  However, charging for this move for a significant amount of time severely restricts your offensive potential in the meantime, which makes this a high risk/high reward move if you keep charging.

You can keep charging and still use other moves from other buttons not being held down.  For example, you can keep a charge with the Kick buttons for the TAP while still using all of your Punch buttons to attack normally.  In theory you can simultaneously charge two TAPs by holding all Punch and all Kick buttons, but its obvious why this isn't practical.

It is best to use Kick buttons to charge for the TAP because leaving the Punch buttons available still gives you the option to use Buffalo Headbutt.  The trick to using TAP is to hold the bottom three kick buttons with the lower part of your hand and curling your fingers to play with the punch buttons. Release the tap by raising the lower part of your hand from the buttons then (arcade stick).

The Level One TAP is safe on block if you hit at maximum distance. 

Because the TAP moves Balrog forward as part of the animation, it can also be used to move Balrog forward while still maintaining a charge. 

 

 

SUPER - CRAZY BUFFALO *ARMOR BREAKING*

CHARGE BACK, TOWARDS, BACK, TOWARDS + PUNCH

Balrog has one of the more useful Supers in the game, and makes him a serious threat with  a full bar locked and loaded. You can cancel into the super from Dash Straight, making it easy to hit confirm. It is also commonly used after a successful Buffalo Headbutt or Turn Around Punch.

It is invincible for several frames at the start of the animation, so as such it can be used to go through projectile attacks on startup and will hit the opponent before they can recover from around mid-range.

The Super is not safe on block, but if the opponent is close to being knocked out it can be used to chip them out, as it does good chip damage.  As is the case with Balrog's Ultra 1, it can also be used to run out the clock if the round is down to its last seconds and you still have the lead.  

 

ULTRA 1 - VIOLENT BUFFALO *ARMOR BREAKING*

CHARGE BACK, TOWARDS, BACK, TOWARDS + THREE PUNCHES

Balrog's Violent Buffalo is a big damage Ultra that has most of the characteristics of his Crazy Buffalo Super.  Because of its usefulness, it is the preferred Ultra choice for most Balrog players.

It too is invincible at the beginning, meaning you can pass through projectiles at startup and can punish the opponent before he can recover from around mid-range. It too can be used after a Buffalo Headbutt that was used as an anti-air or at the end of a combo. It is unsafe on block, so don't just throw this out unless you want to chip out your opponent or run out the last few seconds of the clock.

There are multiple variations of this Ultra depending on whether you hold all three punches or all three kick buttons. All three punch buttons execute straight punches while all three kick buttons execute uppercuts. The following can be used as a general guide for the sequence:

If opponent is in corner: PPKKK

If opponent is in open: KPKKK

COMMUNITY VIDEOS

SF4/SSF4 Balrog(Boxer) Combos Kara cancels & Ultra setups slowed down & explained by Fighter101net: This video shows exactly what the titles says: Combos, Kara cancels and Ultra setups! What's better is that the video not only shows the buttons being inputted as the action is shown onscreen, but it shows each one in slow motion so you can clearly see the inputs on the joystick.

 

 

ULTRA 2 - DIRTY BULL

720 + THREE PUNCHES

Dirty Bull is a grab type Ultra that does little damage but big stun when it hits. It does 300 damage but a whopping 700 stun.  However, the opponent can simply jump out of the way as soon as the screen flashes into its Ultra animation, making it very easy to evade. Dirty Bull is best used when an opponent is in the middle of an animation (and thus cannot move or jump out of the way) or after a successful Focus Attack crumple stun.  If used after such a Focus Attack, the stun is reduced slightly to 690. 

COMMUNITY VIDEOS

Shadowloo Presents - Balrog Dirty Bull Setups by TheShadowloo: This video lets you select between two setups; one guaranteed and the other a mix-up as part of a combo.

SSF4 Dirty Bull Setups by SCHeartless: This video shows some other ways you can use trickery to land the Dirty Bull.

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