Prima Games eGuides Street Fighter V eGuide

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Street Fighter V eGuide Fighters Balrog

Unique Attacks

Hard Lead-In
Startup

6

Active

3

Recovery

20

Guard Level

HL

On Hit

D

On Guard

-8

VTX Hit

D

VTX Guard

7

Cancel

V

Damage

40

Stun

80

Meter Gain

40/20

Hard Lead-In: An unusual and useful medium-strength, close-range chain combo. This features Balrog’s standing , a gut punch, canceled into standing , a standing uppercut. This target combo begins with a close-range body-blow and goes into an uppercut with even less range, so don’t use this from standing ’s max range. Despite the short reach, this two-hit chain will link after several important normals used at point-blank range: standing , counter-hit standing or , and counter-hit Buffalo Pressure (KKB into kick button overhead).

On block, this target combo of medium pokes leaves Balrog at -8, very punishable. Amusingly, Balrog is still left at -8 after continuing to Hard Smasher or Hard Pressure from here and having them blocked, too. In other words, it’s best not to commit to the full chain unless a hit is fairly certain (like by hit-checking into Hard Lead-In with a jump-in or with standing or ), but if a cancel is being made from standing to anyway, then it’s usually best to gamble with a KKB-lite capper, or to KKB-cancel and then try for a throw.

On hit, standing launches the enemy into a jugglable state, though taking advantage is limited: chained isn’t cancelable except into a version of Balrog’s KKB V-Skill. Whether on hit or block, chained standing can be “sway”-canceled by tapping . From here, as during any KKB, pressing a punch button causes a relatively quick, horizontal hooking punch attack, while pressing a kick button causes a slower, windmill overhead attack. If standing connected, canceling into KKB, then either follow-up attack will cause a juggle combo.

Interestingly, standing is a good poke on its own, reaching farther than standing or , leaving Balrog at +1 when blocked, and affording several link opportunities on normal or counter-hit. On normal hit, standing is +5… which happens to be the startup for standing . So it’s sometimes possible to use this chain as a link instead, which opens things up because it means standing retains its superior standalone characteristics, and can be special-canceled into Dash Straight or Dash Grand Blow. The only fly in the ointment is that, depending on the opposing character’s size and hitreel animation, this link may not work even when the frames say it should. (For example, in a mirror match it works on Balrog crouching but not standing.)

Hard KKB
Startup

Active

Recovery

31

Guard Level

On Hit

On Guard

-17

VTX Hit

VTX Guard

Cancel

Damage

Stun

Meter Gain

Hard Smasher
Startup

21

Active

2

Recovery

23

Guard Level

HL

On Hit

0

On Guard

-8

VTX Hit

17

VTX Guard

Cancel

V

Damage

60

Stun

120

Meter Gain

V-Gauge 120

Notes

Spinning knockdown against airborne targets

Hard Smasher: A version of Buffalo Swing (KKB to punch follow-up) that follows the Hard Lead-In target combo. Used after standing launches a foe, Hard Smasher knocks them down a decent bit toward the corner. If a closer knockdown is desired for immediate okizeme, end chain juggles with Hard Pressure instead. Outside of juggles, against a grounded foe who guarded the lead-in chain, Hard Smasher is neutral on hit, -8 guarded, much riskier than Balrog’s standalone V-Skill hook punch.

Hard Pressure
Startup

26

Active

2

Recovery

22

Guard Level

H

On Hit

1

On Guard

-8

VTX Hit

17

VTX Guard

8

Cancel

V

Damage

60

Stun

120

Meter Gain

V-Gauge 120

Notes

Overhead; spike knockdown against airborne targets

Hard Pressure: A version of Buffalo Pressure (KKB to kick follow-up) from the Hard Lead-In chain. This ends juggle knockdowns with the opponent right next to Balrog, if continued pressure is desired over corner carry. When used from a blocked Hard Lead-In chain, this forces a passive enemy to block standing. This leaves Balrog at the same -8 disadvantage as the regular KKB version, but the payoff isn’t as large, putting Balrog at +1 on normal hit or +3 on counter-hit. In other words, combos aren’t assured off the overhead and it’s not much of a mix-up anyway to attack with either Hard Smasher or Hard Pressure from a blocked chain–the defender can block standing either way and both attacks are equally punishable on block coming out of this target combo.

Under Impact 1 Standing
Startup

6

Active

3

Recovery

16

Guard Level

HL

On Hit

1

On Guard

-7

VTX Hit

12

VTX Guard

4

Cancel

V

Damage

40

Stun

70

Meter Gain

40/20

Under Impact 2 Standing
Startup

9

Active

2

Recovery

21

Guard Level

HL

On Hit

D

On Guard

-8

VTX Hit

D

VTX Guard

7

Cancel

V

Damage

70

Stun

100

Meter Gain

60/30

Under Impact: A target combo involving all of Balrog’s “kick” attacks, one after another: short, forward, roundhouse. On hit, the final punch sends the victim into a spinning knockdown with a little bit of corner push. Having the or portions of the chain blocked is very dangerous though, as either leaves Balrog at a punishable disadvantage. Try to restrict Under Impact use to confirmed opportunities.

Since Under Impact starts with Balrog’s 3-frame standing , his fastest attack, and since it ends with a knockdown that requires no charge, this chain is Balrog’s fastest and most reliable close-range punish. Unfortunately, the modest range on standing and keeps it from working from farther away than almost flush distance. But keep it in mind if opponents try to bully with something that leaves them at -3.

Aside from its use as a punish, standing ’s speed means Under Impact can easily link in lots of hit-confirms. Crouching standing becomes a solid, 4-frame low hit into potential knockdown, no charge needed. Standing or crouching can link into Under Impact just the same, adding 10 more damage but without the benefit of crouching ’s low hit. Point-blank standing and have easy finishers. Ditto KKB into Buffalo Pressure () or KKB into counter-hit Buffalo Swing ().

Stomping ComboCrouching
Startup

10

Active

3

Recovery

20

Guard Level

L

On Hit

2

On Guard

-6

VTX Hit

13

VTX Guard

5

Cancel

v

Damage

40

Stun

80

Meter Gain

40/20

Stomping Combo: Balrog’s crouching crouching chain, which vaguely recalls his SFIV bread-and-butter of crouching crouching . Crouching is a decent poke, reaching farther than most of Balrog’s buttons without as much risk as standing or crouching .

The unique stomp follow-up to crouching can be V-Trigger-canceled with plenty of advantage on hit, making this a terrific pathway to verifiable Crazy Rush combos. Crouching blocked isn’t so bad (at -2), but the stomping follow-up is unsafe blocked (with Balrog -6 up close). However, an extra hit before crouching gives time to confirm, like with a jump-in into crouching , or standing crouching . On block, don’t finish the chain. On hit, perform the crouching stomp ender and V-Trigger cancel it while starting a down-back charge, continue the charge through the screen freeze, then link crouching Dash Straight into a Charging/Bursting Buffalo flurry.