Prima Games eGuides Street Fighter V eGuide

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Street Fighter V eGuide Fighters Balrog

V-System

V-Skill
KKB
Startup

Active

Recovery

29

Guard Level

On Hit

On Guard

VTX Hit

VTX Guard

Cancel

Damage

Stun

Meter Gain

Cancel to KKB during dashing portion of charge moves (except Screw Punch)
Startup

Active

Recovery

25

Guard Level

On Hit

On Guard

VTX Hit

VTX Guard

Cancel

Damage

Stun

Meter Gain

KKB: Balrog’s command dash was foretold by his Omega mode version in SFIV, but also by the movements of British boxer Dudley. Balrog “sways” forward, gaining ground and a brief period of projectile invincibility. KKB is activated with both medium attack buttons together. Input nothing and Balrog simply returns to a neutral state after the movement. The actual KKB dash is a bit shorter in duration and distance traveled than a forward jump and can be thought of as somewhat like a Capcom vs. SNK series roll–some invincibility, some forward movement, an alternative to jumping. Aside from simply letting the KKB dash recover, tap any attack button during Balrog’s movement to cancel KKB itself into one of its branching V-Skill attacks, Buffalo Swing and Buffalo Pressure.

There are also versions of KKB and its follow-ups available from the Hard Lead-In target combo of standing , although they’re inferior to standalone V-Skill options.

Because KKB requires no premeditation, just a simple press of the medium buttons together, Balrog has an easy way to move through incoming projectiles (and projectile-hitbox attacks) at will. This makes up for the loss of his old projectile-invincible Buffalo Headbutt (which is now his V-Reversal). The only risk arises when using KKB to pass through fireballs at mid to close range, where a watchful challenger may try to bait KKB so they can retaliate with something fast, after Balrog has passed through a fireball but before he recovers and can block.

Most of Balrog’s specials can be KKB-canceled before their active frames begin. The only one that can’t be KKB-canceled is Screw Smash, Balrog’s new launcher punch. But Dash Straight, Dash Grand Blow, Turn Punch, Charging Buffalo, and Bursting Buffalo can all be cut short with KKB. This allows for the usual follow-ups immediately after KKB, but also doubles the distance KKB travels. In a way, this gives Balrog the fastest, longest “dash” in the game by using a long-range dash special canceled into KKB, arriving at a neutral state up close. Of course, this can be easily interrupted, but if the opponent anticipates having to block actual dashing special moves, they won’t look to poke Balrog out of fake specials canceled into his tricky command dash.

Specials canceled to KKB enable varied engagement options from far away, but also fairly advanced re-engagement options off blockstrings up close. Lots of Balrog sequences give time to build a special move charge while verifying successful hits, like point-blank standing standing or standing crouching . If these are guarded, it’s usually a bad idea to cancel into a blocked special move follow-up, since Balrog’s options are all punishable blocked. However, canceling into a special then immediately canceling that special into KKB allows for an immediate secondary mix-up in the form of point-blank empty KKB/Buffalo Swing/Buffalo Pressure.

Against extremely defensive or passive opponents, “empty” KKB (simply letting it recover) places Balrog at flush distance, ready to threaten with throw/three-frame standing /low-hitting crouching . But these tricks won't have "airtight" frame-trap options to deter button mashing unless using crouching as the blockstring opener. KKB mix-up success will depend a lot on an opponent who reacts slowly or poorly to dash-in pressure.

A passive/slow-to-react opponent who is also worried about Balrog’s crouching , Dash Grand Blow, and crouching leaves themselves open for Buffalo Pressure. This move is what stops turtles from just sitting on down-back when they don’t know what to do against Balrog’s offense. Compared to most overheads that allow links, Buffalo Pressure can lead to much more damage, partially as compensation for Balrog’s lack of cross-ups–his overheads need to hurt especially bad. (Aside from KKB into Buffalo Pressure, his other overhead in practical terms is just jumping after leaving the ground.)

Attentive opponents will know that KKB and Buffalo Pressure aren’t that fast and are very hard for Balrog to weave into bonafide frame traps. Against most setups, even a five-frame combo starter will be more than enough to stop the mix-up and start a combo against Balrog. KKB's P follow-up, Buffalo Swing, provides a faster, mid-hitting option, which may counter-hit foes as they try to interdict the other KKB re-engagement options.

This can vary a bit depending on execution, speed, and special used: when canceling from LK Dash Grand Blow to KKB to Buffalo Swing, the KKB cancel happens (at earliest) five frames in, then the punch attack happens 17 frames after the initial special cancel for a total special-to-Buffalo Swing time of ~23 frames. Canceling from LK Dash Grand Blow to KKB to Buffalo Pressure, with its slower startup, comes out to around 33+ frames.

So, as stated, canceling into KKB follow-ups (or naked KKB) off of blocked, medium-strength normals does not lead to anything that could be accurately called a frame trap. The exception is with crouching , which provides enough hitstun/blockstun to make KKB re-engagement legit even against the fastest, most “abare” players. Low fierce is so beefy that, on hit, crouching LP/MP Dash Straight or LK Dash Grand Blow KKB Buffalo Swing (the punch button follow-up) actually scores a two-hit combo that leaves Balrog at +2 up close. On block, this same sequence (done as quickly as possible) leaves only a two-frame gap for opponents to stick something out. If they try even a three-frame poke, the Buffalo Swing will counter-hit and open up a chance to convert the “stray” hit into a combo.

Since crouching faster dash special KKB Buffalo Swing is a real combo/frame trap that opponents must learn to respect, empty KKB into throw or KKB into Buffalo Pressure become better options, too.

The only potential issue is that these fast specials must be KKB-canceled EXTREMELY quickly after activation. It’s easy to see how challenging it can be just by standing at point-blank range and attempting to cancel LP Dash Straight into KKB. It may aid some players to assign an extra button someplace as to ease these fast pass-through cancels; this button can also become a single “store Turn Punch” button, too. (The default / buttons work for Turn Punch too, but waste one more attack button than is necessary.)

Finally, note that of the fastest specials to cancel into KKB, Balrog only yells “STRAIGHT!” during LP Dash Straight KKB. For the rest, he’s silent. Whether this helps add anything to mind games depends on the level of attention the opponent is paying, though. At least the audio cue adds yet more reinforcement for Balrog’s enemy that an actual rush punch is coming, when of course the Balrog player knows it isn’t.

Buffalo Swing during KKB
Startup

7 (+12/10)

Active

2

Recovery

21

Guard Level

HL

On Hit

2

On Guard

-4

VTX Hit

17

VTX Guard

11

Cancel

V

Damage

60

Stun

100

Meter Gain

V-Gauge 120

Notes: Jugglable knockdown against airborne  targets

Buffalo Swing: After the KKB sway, Balrog whirls back around with a tight hook punch to the body. Buffalo Swing’s main purpose is as a counterpoint to Balrog’s overhead, Buffalo Pressure, which is fairly slow and easy to interrupt on startup if the opponent is looking out for it. Buffalo Swing hits faster and is safer from punishment when guarded (though is still vulnerable to fast retailiation when guarded up close). Buffalo Swing can counter-hit opponents who stick out pokes when they see incoming KKB, hoping to stop what they expect is an incoming overhead punch or throw attempt. Buffalo Swing ends at +2 on hit, or +4 on counter-hit, allowing for immediate link combos afterward. The counter-hit is verifiable, especially when focusing on the area of the screen where the “COUNTER” system message appears. When guarded, Buffalo Swing leaves Balrog at -4, exactly as punishable as after LP Dash Straight. Like with Dash Straight, if Buffalo Swing hits at the tip, it’s fairly safe from retaliation.

As after blocked LP Dash Straight deep into the opponent’s body, it might be tempting after Buffalo Swing to keep up pressure with an immediate standing . This will help bulldog passive players, but it won’t work on sharp ones. In both situations, there’s actually a six-frame gap for the opponent to take back initiative.

Buffalo Swing can be useful in some showy juggle combos. As a foe floats from V-Trigger juggles, though KKB-canceling some other chained special into KKB into Buffalo Swing, the opponent can be re-launched a bit mid-combo, in position for EX Dash Straight to corner them.

Buffalo Pressure during KKB
Startup

17 (+12/10)

Active

2

Recovery

20

Guard Level

H

On Hit

5

On Guard

-8

VTX Hit

19

VTX Guard

6

Cancel

V

Damage

50

Stun

100

Meter Gain

V-Gauge 120

Buffalo Pressure: After the KKB sway, Balrog brings down an overhead hammer with a windmill punch. This forces defenders to block standing. Since Balrog has no jumping cross-up (the only character aside from Urien to lack a jump-in cross-up), the threat of Buffalo Pressure, along with low-hitting moves, counter-hits, and throws, forms his mix-up game. Buffalo Pressure allows for verifiable link combos on hit or counter-hit. If blocked, Balrog will most likely eat punishment in return, since he’s at -8. The actual startup of Buffalo Pressure is slow compared to most overheads, so making it work will require getting opponents to clam up with other special moves and pressure tactics.

Charging Buffalo (Stage One) during Balrog’s special move punches
Startup

12

Active

6

Recovery

17

Guard Level

HL

On Hit

2

On Guard

-2

VTX Hit

VTX Guard

Cancel

SC

Damage

30

Stun

50

Meter Gain

20/10

Charging Buffalo (Stage Two) during Balrog’s special move punches
Startup

12

Active

6

Recovery

16

Guard Level

HL

On Hit

2

On Guard

-2

VTX Hit

VTX Guard

Cancel

SC

Damage

40

Stun

50

Meter Gain

20/10

Charging Buffalo (Stage Three) during Balrog’s special move punches
Startup

12

Active

6

Recovery

15

Guard Level

HL

On Hit

2

On Guard

-2

VTX Hit

VTX Guard

Cancel

SC

Damage

50

Stun

50

Meter Gain

20/10

Charging Buffalo (Stage Four) during Balrog’s special move punches
Startup

17

Active

6

Recovery

29

Guard Level

HL

On Hit

D

On Guard

-13

VTX Hit

VTX Guard

Cancel

SC

Damage

90

Stun

100

Meter Gain

40/20

EX Charging Buffalo during Balrog’s EX special move punches
Startup

11

Active

6

Recovery

18

Guard Level

HL

On Hit

D

On Guard

-2

VTX Hit

VTX Guard

Cancel

Damage

70

Stun

50

Meter Gain

-300

Charging Buffalo: These are Crazy-Rush-only variants of Dash Straight. Cancel any special move during V-Trigger with . Cancel with (or kick) up to three more times, for up to five consecutive specials in a row. The first Charging/Bursting Buffalo cancel consumes the most V-Timer frames, while the following three V-Trigger specials consume a little bit less each, while dealing escalating damage.

Both Charging Buffalo and Bursting Buffalo will juggle floating foes. Charging Buffalo won’t knock down grounded foes unless it’s used as the fifth stage in a series of specials. At any stage, Charging Buffalo is cancelable into Gigaton Blow. When loaded with full V-Gauge and EX meter, basically any Balrog hit can be verified into five chained special moves a pile of special punches canceled into a Critical Art finish.

EX Charging Buffalo can be performed by canceling an EX special with during V-Trigger. Only two extra stages of punching can be performed with EX specials during Crazy Rush, rather than the normal four, but this is an easy way to pump up the damage on combos. Aside from the EX stock used to activate the EX special move at first, no extra EX gauge is burned for the two V-Trigger follow-up EX punches.

In combos, Charging Buffalo is a bit better for corner push and stun, while Bursting Buffalo is better for raw damage.

Bursting Buffalo (Stage One) during Balrog’s special move punches
Startup

14

Active

5

Recovery

21

Guard Level

HL

On Hit

D

On Guard

-2

VTX Hit

VTX Guard

Cancel

SC

Damage

40

Stun

70

Meter Gain

20/10

Bursting Buffalo (Stage Two) during Balrog’s special move punches
Startup

14

Active

5

Recovery

21

Guard Level

HL

On Hit

D

On Guard

-2

VTX Hit

VTX Guard

Cancel

SC

Damage

50

Stun

70

Meter Gain

20/10

Bursting Buffalo (Stage Three) during Balrog’s special move punches
Startup

14

Active

5

Recovery

21

Guard Level

HL

On Hit

D

On Guard

-2

VTX Hit

VTX Guard

Cancel

SC

Damage

60

Stun

70

Meter Gain

20/10

Bursting Buffalo (Stage Four) during Balrog’s special move punches
Startup

14

Active

5

Recovery

21

Guard Level

HL

On Hit

D

On Guard

-2

VTX Hit

VTX Guard

Cancel

SC

Damage

100

Stun

100

Meter Gain

40/20

EX Bursting Buffalo during Balrog’s EX special move punches
Startup

12

Active

5

Recovery

19

Guard Level

HL

On Hit

D

On Guard

-2

VTX Hit

VTX Guard

Cancel

Damage

80

Stun

70

Meter Gain

-300

Bursting Buffalo: Accomplished by canceling any special move during Crazy Rush with kick. These are V-Trigger-only variants of Screw Smash. Bursting Buffalo causes a jugglable knockdown at any stage, affording Balrog launch opportunities even off Dash Grand Blow (a low, sweeping hit) canceled to Bursting Buffalo. Bursting Buffalo lofts the enemy higher than Charging Buffalo, while hitting a tiny bit slower.

Perform EX Bursting Buffalo with kick from EX specials during Crazy Rush. A consistently strong, generic juggle capper for Balrog's V-Trigger combos is to catch a floating foe just before they hit the ground with EX Dash Straight (the altitude tip is so the second punch doesn't miss), before canceling the second hit of EX Dash Straight into EX Bursting Buffalo x2.

V-Reversal
Buffalo Headbutt during blockstun
Startup

15

Active

3

Recovery

23

Guard Level

HL

On Hit

D

On Guard

-2

VTX Hit

VTX Guard

Cancel

Damage

60

Stun

0

Meter Gain

V-Gauge -300

Buffalo Headbutt: Balrog’s age-old special headbutt is now his V-Reversal. Canceling out of blockstun, Balrog lunges up-forward, throwing his entire body weight into Buffalo Headbutt. On hit, this knocks Balrog’s would-be attacker down and returns initiative to the boxer. If the opponent manages to block Buffalo Headbutt, Balrog is left at -2, a minor disadvantage. Buffalo Headbutt is vulnerable to throws during startup, like other V-Reversals, but at least Balrog leaves the ground for a brief airborne period after the active frames, so late ground throws will miss.

Balrog’s Crazy Rush V-Trigger is among the costlier ones, requiring three stocks of V-Gauge to activate. This encourages saving V-Gauge if at all possible. On the other hand, Balrog dishes out plenty of pain even without his V-Trigger and defense is one of his weak points. Liberal use of V-Reversals can help shore up this weakness. V-Reversals can also be used to reduce stun damage taken, useful in situations where Balrog is pressured enough to be near dizzy (which usually means the round is lost, if the tide isn’t turned).

V-Trigger
Crazy Rush
Startup

1

Active

Recovery

6

Guard Level

On Hit

On Guard

VTX Hit

VTX Guard

Cancel

Damage

Stun

Meter Gain

V-Gauge -900

Crazy Rush: Balrog’s V-Trigger is a power-up state that gives him temporary access to two special move follow-ups that can be canceled into each other to extend combos far beyond what’s normally possible. Crazy Rush is sort of like a Custom Combo / V-ISM / A-Groove state without the shadow hits. During V-Trigger, any of his special moves can be canceled, on hit or block, into Charging Buffalo and Bursting Buffalo.

Crazy Rush can be used several different ways. The activation period is a great hit-confirm tool. It offers beefier, once-per-round hit-confirms like standing Crazy Rush standing crouching MK Screw Smash  Charging/Bursting Buffalo. Even better, though, it greatly amps up the power of Stomping Combo in hit-checks, since the second hit of crouching crouching can be V-Trigger-canceled with enough time to link crouching immediately afterward (and then canceling crouching into the special of choice, even an HK Screw Smash launcher). Suddenly, Stomping Combo becomes a very strong whiff punisher and a great follow-up after a hit from standing or counter-hit standing or .

If guarded, Charging/Bursting Buffalo (before the final stage) leaves Balrog at -2. Like with specials (excep Screw Smash) outside of V-Trigger, the startup of Charging/Bursting Buffalo can be interrupted with KKB. This means that blocked offensive openings during Crazy Rush can potentially be salvaged by interrupting a guarded string of special punches with a sudden throw/low/high mix-up. Out of a surprise KKB, if an immediate Buffalo Pressure or crouching hit is successful, a combo can be linked that dumps the remaining V-Timer into as many punches as possible, making the most of the successful hit-check.