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.