Low Hit-Checks
COMBO 1
|
(While charging |
|---|
|
119 damage, 253 stun (350 damage with Critical Art) |
(While charging ) crouching standing ![]() ![]() (![]() ![]() ![]() ![]() ) |
|---|
|
111 damage, 253 stun (342 damage with Critical Art) |
(While charging ) crouching standing/crouching ![]() ![]() ![]() /![]() ![]() |
|---|
|
167/159 damage, 293 stun (requires one stock of EX gauge) |
Unlike in SFIV, Balrog can start low-hitting combos without an absurdly hard link. Crouching
can lead into MP Dash Straight for extra damage, but requires that the combo start from up close. Cancel Dash Straight into Gigaton Blow if desired to put some real numbers behind a crouching
.
Standing
has a little more range than its crouching counterpart, but requires a cancel to LP Dash Straight. Either version of this combo (along with standing or crouching
x2) can also lead right into EX Dash Straight (for damage and corner push) or EX Dash Grand Blow (for great okizeme position).
COMBO 2
|
Crouching |
|---|
|
128 damage, 259 stun |
This is just about the easiest, useful combo in the game and worth keeping in mind for the low hit into knockdown, no charge needed. For Balrog’s fastest knee-jerk punish option up close, omit the opening of crouching
and just perform the Under Impact chain by itself.
Grounded Hit-Checks
COMBO 3
|
(While charging |
|---|
|
159 damage, 283 stun (390 with Critical Art) |
|
(While charging |
|---|
|
207/199 damage, 323 stun (requires one stock of EX gauge) |
Standing
is a useful, multi-purpose poke at close ranges. It’s not flush with the opponent at first, though, link standing
LP Dash Straight instead.
COMBO 4
|
(While charging |
|---|
|
206 damage, 360 stun (437 damage with Critical Art) |
|
(While charging |
|---|
|
254/246 damage, 400 stun (requires one stock of EX gauge) |
Standing
reaches farther than most Balrog pokes and serves as one of his Crush Counters, alongside crouching
. On block, Balrog is left at +3. This leaves a three-frame gap on block for the opponent to stick out moves, but at least any three-frame light attack they use will get cleanly beaten out by crouching
here when performed with perfect timing.
COMBO 5
|
Standing |
|---|
|
208 damage, 388 stun |
Up close, standing
causes enough hitstun for Balrog’s Hard Smasher and Hard Pressure chains to launch and juggle. As with combos involving Under Impact, the nice thing here is that no button holding or directional charge is needed, so this combo is available at the spur of the moment and is very easy to perform.
As a bonus, standing
causes a standing spin hitstun on counter-hit. It's possible to react immediately by dashing forward and linking Hard Smasher/Pressue for essentially the same combo but more damage (and some V-Gauge built up).
COMBO 6
|
(While charging |
|---|
|
176 damage, 310 stun (407 with Critical Art) |
Buffalo Pressure leads to combos even on normal hit. For the easiest and most consistent option after a successful overhead hit, just link standing
x2 and cancel to LP Dash Straight. (Beef this up at will with EX Dash Straight or EX Dash Grand Blow.) For more damage, standing
MP Dash Straight works in close. If distance is a worry, just link one standing
into LP Dash Straight.
Jump-Ins
COMBO 7
|
Jump-in |
|---|
|
299 damage, 510 stun (497 damage with Critical Art) |
Crouching
into HK Screw Smash is an extremely powerful launcher to use when the opportunity presents itself, like when jumping in over a predictable projectile toss. On block, crouching
presents the best chance to mix in KKB misdirection successfully.
COMBO 8
|
Jump-in |
|---|
|
219 damage, 365 stun |
|
Jump-in |
|---|
|
387 damage, 630 stun (requires full V-Gauge, 552 damage with Critical Art) |
Combos that involve linking a Buffalo Swing after crouching
by way of KKB-canceling a quick special move.
Grounded Counter-Hits
COMBO 9
|
(While charging |
|---|
|
210 damage, 368 stun (408 damage with Critical Art) |
|
(While charging |
|---|
|
186 damage, 344 stun (384 damage with Critical Art) |
|
(While charging |
|---|
|
171 damage, 303 stun (402 damage with Critical Art) |
At max Buffalo Swing range, one standing/crouching
will link, but crouching
creates enough hitstun to use MP Dash Straight for extra damage. From closer in, two jabs will work for extra time to visually confirm the counter-hit combo before committing to a special finish. Damage scaling means that two jabs here instead of one results in more overall stun, but less damage, if canceling into Critical Art. From counter-hit Buffalo Swing closer in, standing
can be linked into standing
before canceling into MP Dash Straight for more damage overall. When in doubt, just go with a job or two. An ideal counter-hit finishing setup for this is Combo 8, when blocked.
COMBO 10
|
(While charging |
|---|
|
261 damage, 435 stun (492 damage with Critical Art) |
In order for HK Screw Smash to relaunch here, counter-hit crouching
must hit up close. By performing HK Screw Smash with an up-back directional press, a head start can be gained on building charge for the juggling special move to follow.
COMBO 11
|
(While charging |
|---|
|
385 damage, 585 stun (requires two stocks of EX gauge) |
This combo containing multiple juggled EX Dash Straights will carry the opponent clear to their corner even if they have Balrog backed up into his corner. For this to work, the first EX Dash Straight must be KKB-canceled after one hit and the victim’s body must be juggled successfully with Buffalo Swing.
V-Trigger
COMBO 12
|
Standing |
|---|
|
334 damage, 569 stun (requires full V-Gauge, 499 damage with Critical Art) |
With Crazy Rush loaded up, crouching
crouching
becomes a brutal hit-check since it’s a V-Trigger cancellation away from linking into crouching
.
COMBO 13
|
|
|---|
|
336 damage, 499 stun (requires full V-Gauge and one stock of EX gauge) |
Like other EX Dash Straight juggles, this achieves corner carry from the opposite corner. It also heavily rewards hard reads against mid-range pokes and fireballs. It can also be tacked on when comboing into Buffalo Swing like from crouching
or off counter-hit standing
(both for 380+ with just one EX gauge and V-Trigger activation). LK Screw Smash is easier to link after "super freeze" from activating V-Trigger, and gives up only a tiny bit of damage from MK Screw Smash. Slightly more damage can be achieved by KKB-canceling the very first Bursting Buffalo punch off of the post-freeze Screw Smash launcher, so Balrog goes straight from launching with Screw Smash to juggling with Buffalo Swing, but this is much harder to execute. Finally, to prioritize stun over damage, finish with 

x2 at the end for Charging Buffalo instead of Bursting Buffalo. After this combo, from anywhere, the victim will be cornered.
) crouching
crouching 

) standing 
) 