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Balrog FAQ

by Acesesame

�COPYRIGHT�
No part of this typed faq may be reproduced in any form. 
unapproved permission of copying, lending, or diffusion 
of this faq is prohibited. 


Balrog (M.Bison) Boxer Faq
Capcom vs SNK 2_Arcade_Playstation 2_Dreamcast_Camecube
Author written by Raymond.


  History

Version 0.1
10/29/07
read and seek

    
    ========
    CONTENTS
    ========

I. INTRODUCTION 
 
 - Move Abbreviations
 - Boxer guide   
 - Strategy
 - Groove selection
 - Ratio option

II. NORMAL MOVES LIST
 
 - Standing  
 - Crouching 
 - Jump+up normals   
 - Jumping normals
 - Normal Throws 
 - Special Moves 
 - Super Moves 

III. BASIC COMBOS

IV. A-GROOVE CUSTOM COMBO

V. CROSS UPS 

VI. THROW GAME

VII. GAURD CRUSH STRINGS 

VIII. ROLL CANCEL SETUPS 
  
IX. MIX UP/SETUPS 

X. KEY MATCHUPs 
 - Bad Matchups

XI. END CREDITS 



I. INTRODUCTION

After so long I have finally submitted a faq for the good old 
boxer Balrog we all know.This faq I wrote about two years ago.
Anyways Balrog is probably one of the most unused and least picked 
characters in most Capcom titles.Maybe because players overlook him 
as being a boring character to use or that he is easy to punish or 
something.However Balrog can be a real force to be reckoned with at 
the best of times in the right hands.You might wonder why do people 
still write these types of faqs?Thats simply because this game still 
continues to be as solid as hell if you know what I mean.This is a 
partly in depth compare and contrast faq of all Balrogs move 
characteristics intended for thoughs who would like to know a few 
things about Balrog. This guide does not include any control 
configuration or Groove information other than whats written.Please 
refer to moves/controls and other guides as there are plenty I'm 
sure they will be useful.


Move Abbreviations List 

s.jp - Standing  jab/light punch
s.sp - "   "   " strong/medium punch
s.fp - "   "   " fierce/heavy punch
s.sk - "   "   " short/light kick
s.fk - "   "   " forward/medium kick
s.rk - "   "   " roundhouse/heavy Kick

c.jp - Crouching jab/light punch
c.sp - "   "   " strong/medium punch
c.fp - "   "   " fierce/heavy punch
c.sk - "   "   " short/light kick 
c.fk - "   "   " forward/medium kick
c.rk - "   "   " roundhouse/heavy kick

j.jp - Jumping   jab/light punch
j.sp - "   "   " strong/medium punch
j.fp - "   "   " fierce/heavy punch
j.sk - "   "   " short/light kick
j.fk - "   "   " forward/medium kick
j.rk - "   "   " roundhouse/heavy kick



Boxer guide

Balrog is a mid to low tier character in cvs2. His special move 
commands for his dash punches are similar to any other Capcom game 
he has appeared in.Being a charge character he is surprisingly fast 
and mobile so can incorporate a solid ground game fairly well with 
his punches.He can deal a good amount of damage and can easily crush 
your opponents guard bar from a close safe distance.
His pokes have exceptional priority if used at mid to close range.

His special moves are a mixture of useful pokes and knock downs with 
each variation serving a different purpose depending on your opponents 
character.
The gigaton blow is of great importance as it is one of the top tier 
super moves in the game.Mixing in a few turn punches now and then are 
useful tools against a rolling opponent after a throw or knockdown.
They can dish out good damage alone if they hit and can break your 
opponents guard bar even more than several offensive attacks can do.

I have found that Balrog's turn punch in this game can accumulate up 
to three charged turn punches.For though's of you that don't know 
this check out the special moves section.It works both on arcade and 
console sticks. His turn punch can also be useful as an anti-air 
attack at times which can knock down your opponent from the air even
upon trading hits. 


In addition to his ground game Balrog handles reasonably well with 
most anti-airs.His buffalo headbut is quick and can be useful as a 
reversal and roll cancel in close at times.His dash ground uppercut
is one of his faster dash punches and anti-airs with good recovery in 
addition to a knockdown.
His jumping rk and fp can cross up on the bigger characters in the 
game and are useful against air battles with good damage and priority.
He is good enough at building up meter for his crazy buffalo and gigaton 
blow supers.Has one of the longest priority c.rk sweeps.  

Well as you may already know he has a few weaknesses against those 
smaller and shorter charaters in the game that can duck underneath his 
s.fp and dash straight pokes.For these matchups you can use his standing 
roundhouse instead of his standing fierce.Although it has shorter range 
than his standing fierce his roundhouse does more damage at close range.

In these situations he has to rely more on his anti-airs,dash ground 
straights and dash ground uppercuts to pick off damage and work the 
guard bar.He is vulnerable at times after a poor dash straight which 
can get you counter swept and comboed out of on it's recovery.

Unfortunately Balrog has to rely more on avoiding most projectiles 
in the game with rolling,jumping,roll cancels and supers at the same 
time building up his meter guage.For the characters that can crouch 
his s.fp and dash straights see bad match ups at the end of this faq. 


Stategy

Some players might not think too much about a particular characters 
game objective however having some sort of idea of what your going to 
do before a match can help your team fight more effectively and after 
time you will know better ways to react to them. 

Balrog's objective is to put pressure on your opponent and guard crush 
them by keeping him at a close distance using his punch moves.This might 
seem obvious for some advanced players.Though this technique can be 
difficult to accomplish for thoughs that are new to him.He is best played 
just out from his s.fp, s.rk and c.rk pokes.From here you can begin his 
ground game by making your opponent whiff out an attack so you can either 
counter hit them with c.rk, dash grounds, dash uppercuts and throws.
Once your opponent has been guard crushed you can unleash his powerful 
supers for some big damage.But don't always rely on this keep things 
simple and be patient.Start charging right after a special move or normal 
attack.This helps you be prepared for most jump-ins, anti-airs even cross 
ups and throws.However just charging alone wont always get you out of all 
this stuff.Mix things up a little depending on the situation your in to 
pick off some damage.
 
It is also useful to counter your opponent with Balrog using the 
vulnerability of open emty-jump-ins if your opponent jumps towards you.
This is an air to ground vulnerabilty a point where all jumping characters 
in the game are vulnerable to attacks especially low attacks, at the precise 
time upon landing from the air.I prefer to use this technique also after an 
anti-air attack like a close s.sp or c.fp if foes jump-in.If the anti-air 
attack counter hits this leaves the opponent in hit frame as they fall from 
the air.This gives you enough time to attempt a c.rk to sweep them as the 
opponent's hit frame recovery is vulnerable to low attacks.Even if both 
characters trade counter hits you will still be able to attack back first 
as you have already recovered on the ground in time, unlike your opponent's 
recovering hit frame as they fall from the air.

Although note that such vulnerability tactics similar to above work only by 
using most normal move anti-air attacks.This goes for most characters in the 
game because most special moves like Balrogs dash uppercuts, knock opponent's 
down from the air instead of them landing upon the ground.Also with Balrog 
your opponent would have to be close enough to the corner to attempt and 
connect a crk after they fall from an anti-air attack, because most of his 
normal anti-airs hit your opponent too far from you for you to reach them in 
time with an attack.Unlike some other preferred characters close normal move 
anti-airs in the game which hit opponents closer to you.Though I will let you 
discover those characters for yourselves as this faq is a guide only for 
Balrog.  
    
But dont get me wrong though Balrog is still capable of quickly countering 
foes with vulnerability tactics using his charge special moves, especially 
using his dash ground straight to timely counter sweep opponents out of normal 
attacks, also if their upon landing from a jump-in attack.But dont forget such 
special moves and normal attacks are still vulnerable to super attacks.Even 
certain quick framed reversal special moves like a well executed dragon punch 
upon landing.Look for these loop holes on your opponent to find what their 
reactions are as they will realise they are liable to such low attacks from 
jump-ins.Therefore jumping alot is an unnecessary bad habit as Balrog is better 
off on the ground close to your opponent.   
  

Groove Selection 

Balrog's best Groove in my opinion that suites him best is C Groove.
Having your super gauge stocked up is one thing this alone makes your 
opponent think on when you might use it.You can surprise them when ever 
you please.Balrog needs to be offensive as much as possible.Having the 
roll option you can roll cancel his headbut and dash punches.His forward 
dash and walking speed are fast enough to get close to your opponent.
His counter attack or guard cancel command is quick and good for anti-airs 
use it when you can to keep on the offence.

Air guard is useful in C groove which helps you defend from most air 
battle attacks and jump ins.After a Level 2 crazy buffalo super you 
can cancel into any of his special moves.His fierce buffalo headbut 
is good enough usually.
Balrog also benefits well using N and K grooves for his run cancel and 
supers since he has fast punch pokes.Well he's like Dudley from 2nd/3rd 
strike which only use their fists.
I also recommend using him in A groove as he can custom combo his s.fp 
and s.rk into his specials easily.He can juggle with his dash uppercut s 
and dash straights.His lvl 1 crazy buffalo does good damage to end his 
customs too.I would say for me A-groove is his second best groove to use.
P-groove is also useful if you use parry often of course as a successful 
parry can lead into his damaging supers and normal attacks.Figure out 
which groove is best for you of course there might not be just one 
groove you like to use.    


Ratio Option

One thing I like about Balrog is that you can either have him at a level 
1 Ratio or a level 2 Ratio.Because he is powerful enough and has one of 
the top tier supers in the game you dont really miss out on much. Having 
him at a level 2 Ratio makes him even more powerful.You can build up meter 
with your other team members so Balrog is able to fight with a full guage.


   
II. NORMAL MOVES LIST -[damage data]

In this section I have included the damage data beside all of Balrog's 
normal moves,special moves and super move variations with their own
similarities and differences at ratio 1. * indicates a useful normal 
attack.


Close Standing jab punch -[258]

Balrogs quick standard jab.It has decent speed and priority can 
be canceled into all of his dash specials and supers.More priority than 
his s.sk. Use as a whiff just out from your opponents longest attack then 
counter hit them on recovery if they react and miss an attack. 


Far jab -[258]

Has the same properties as the close jab above.
A useful attack to continuesly poke opponents in the corner.
like most characters jabs in the game.


Crouching jab-[172]*

As fast as most crouching jabs get in the game can cancel into anything.
Use it to combo into c.sp and Special moves.


Jump+up jab-[516]

A good and fast enough air attack but not one of his best.Has downward 
priority. 


Jumping jab-[516]

A quick downward left hook jab which has a long air duration time.
Mix this in with his j.fp and j.rk for air-battles.

 
Close standing strong punch -[861]*

Balrog does a right arm uppercutt attack.I usually use this move as a 
close anti-air attack also useful against small jumps and cross 
ups.Works best versus those attacks just above head hight.A bit faster 
than his far version.Can't buffer or cancel into any special moves though 
it can be comboed into his super moves.This move seems to look like a 
weaker anti-air attack similar to his crouching fierce punch.


Far strong -[861]*

Left arm uppercut.Appears to have more vertical range than his close 
strong above.The only reason why I use it is if I know they are going 
to jump-in from further away.Also useful against small jumps and cross ups.
It is a fairly good priority anti-air attack and a good alternative move 
to his c.fp. It's a little slow though it can be canceled into his supers 
but not specials.


Crouching strong -[861]*

One of his better combo pokes he has. At times I use it to cancel into 
his buffalo headbut and dash punches.It can also combo into his supers.
I like to alternate this move with s.fk since they are the only two medium 
normal attacks apart from his jabs and shorts that can be canceled into 
both special and super moves.


Jump+up strong -[861]*

Left arm palm strike.Players might think that this has little priority 
though this move and his jump up fierce palm strike have better 
priority than all of his other jump in attacks.Since they don't have 
too much of a downward angle.Instead it has more horizontal range 
unlike his jumping rk and fp do.Though this move can only be used as 
a jump up attack.It's good to use at times rather than using his j.rk 
and j.fp too often when advancing towards opponent.Even though this 
attack and his jump+up fp do less damage than j.fp and j.rk,they can more 
often hit when you might not think they will.They are there for a reason 
of course.Use as a deep jump in attack or press it early to surprise and 
counter hit your opponent in the air as they try to jump at you or 
Anti-air you.


Jumping strong -[774]

A more stronger and quicker downward hook version to his j.jp.
Not much use and priority for this attack in the air as Balrogs 
arm is close to his upper body.Does average damage though it has 
a quick enough recovery time.Seems to have a similar recovery to j.fk.
Though j.fk has more downward priority for its use.


Close standing fierce punch -[1205]*

This move is a bit slow and has a different animation compared 
to his far standing fierce when meets the eye.His arm is slightly 
shortened with less priorty for its hit frame.If it hits close to 
opponent it can be comboed into his gigaton blow and crazy buffalo 
supers.Cannot be canceled into any special moves though.


Far fierce -[1205]*

Well this attack has exceptional priority but also a bit slow.If it 
hits the damage makes up for its use.Balrog's longest range standing 
poke.Try to connect with the very end of it's range for best results.
Cannot be buffered out of or canceled into his supers or specials but 
the block stun on this sucker gives you enough time to mix in any 
particular special move to keep your opponent guessing.Can also be 
used as an anti-air attack.Abuse this move on the characters that 
cant crouch it to give them a hard time.Use sparingly againt 
shorter characters that can crouch under it.


Crouching fierce -[1119]*

A fast and powerful anti-air attack.Similar animation to his 
close s.sp.I tend to use this move at times instead of his headbut.
Can only be canceled into his super moves. Alternate with s.sp 
for anti-airs and close s.fp and rk for combos. 


Jump+up fierce -[1033]*

Use this move if you prefer more damage than his jump+up strong palm 
strike.Has better horizontal range than all of his jumping attacks as 
mentioned.Though they can only be used as a straight up jump attack.


Jumping fierce -[1119]*

Same move, priority and damage as j.rk and Jump+up rk.One of his best 
jumping attacks that does the strongest damage. Useful to start combos 
with it from a deep jump in.


close standing short Kick-[430]

A very fast up and personal elbow jab that can combo into all his 
specials,supers and other standing pokes. This is Balrog's shortest 
and closest standing attack which you would have to be close to your 
opponent for it to connect.It is best used in variation with his other 
pokes.Use s.jp if you prefer more priority.


Far short - [430]

Same properties as above.


Crouching short -[430]*

This move might seem to look similar to Balrog's crouching jab
but of course hits low like most crouching shorts do in the game. 
It hits on a slight downward angle according to its animation.
Does more damage than his crouching jab. Good to use also in 
variation with his other crouching and standing normal attacks. 


Jump+up short -[516]

Has the same priority and angle as jump+up jab and jumping short.
They both have the same damage speed and priority.


Jumping Short -[516]

Same move as above.


Close standing forward Kick-[947]*

It's a good idea to use this move now and then.Looks like a weaker 
attack similar to his close s.rk.It is useful to buffer this and combo 
it into his dash ground straights and uppercuts.It can also combo 
into his supers.Can be used as a standing meaty attack after 
a knockdown.Short range but not too slow has ok speed.Alternate 
with c.sp for combos. 


Far forward-[947]

No difference from his close forward above.Same speed 
damage and priority.


Crouching forward-[774]

A useful attack at times you can cancel this move into his gigaton 
blow and crazy buffalo supers.It has a more downward angle and is a 
stronger version of his c.sk.I tend to use c.sp instead of this because 
his crouching strong does more damage and priority and it can be 
canceled into both special and super moves. Maybe due to the fact 
that this move doesn't really look like it can be canceled into 
anything anyway.Has slightly less priority than c.sp but not by much 
though it has similar speed.


Jump+up forward-[774]

A stronger and quicker version of his jump+up jab punch and jumping 
short kick with similar priority for it's use.


Jumping forward-[774]

Acts the same as his jump+up forward above.Has a bit more downward 
priority than j.sp though has a similar recovery time to j.sp.



Close standing roundhouse Kick-[1291]*

Balrog's strongest normal attack.Looks like a stronger version with same 
priority as his s.fk.Comes out fast but has shorter range than his standing 
fierce.Cannot be canceled into any special moves though this move can 
actually be comboed into his super moves if you cancel it fast enough.
The only issue with trying to combo this move into his supers is that it 
works best after connecting it from a deep jump in fp or rk or close sp or 
fp palm strike, as the opponent is in hit stance.Otherwise you will more 
likely throw the opponent instead as you are close to them as it doesn't 
combo when you are on the ground.However it is possible to cancel it into 
his supers on a recovering opponent after a throw or knock down as a close 
standing meaty attack. Which I have found out for myself.Can also connect 
into his c.rk for a two hit knockdown.Abuse this move on the smaller and 
shorter characters in the game since they can crouch under his s.fp.
Its fast and does good damage.


Far roundhouse-[1291]*

His right hook version that is also fast with half the range as s.fp
Another nice move to use close to your opponent.Does good damage if it hits.  


Crouching roundhouse-[1119]*

One of the better ranged c.rk's in the game.It has pretty good priority 
but not one of the best c.rk's compared to other characters in the game.
Has good range and damage if it is used to counter your opponent if they 
are left open after a whiff or from an air-to-ground vulnerabilty.Use 
sparingly has some recovery.


Jump+up roundhouse-[1119]*

One of Balrog's best jump in attacks that does the strongest damage.
It is good to use after a deep jump in.Because it is quick enough to 
come out.Has good downward priority to begin combos.Alternate with 
jump+up fp palm strike and j.fp. 


Jumping roundhouse-[1119]*

Same applies to his j.fp and jump+up rk above for it's priority and use.
 


Normal Throws 

-Forward or Back + Fierce punch-close s.rk body blow.[1635] 
 
 His distance attack which acts as a throw.Animation Looks similar to 
 his close s.rk attack when used.Good to use to get some space from your 
 opponent. 

-Forward or Back + Roundhouse Kick-close body slam grab.[1894]*
 
 Use this move to keep your opponent close to you.
 Useful as opponent cannot perform safe fall.Does more damage than his 
 punch throw. 


Special Moves

The damage data in this section is from his weakest to strongest 
variations of Special Move attacks Note:[sk-1033]= short kick-Dash 
Uppercutt damage is 1033 and so forth.** indicates a knockdown

* Dash Straight-Charge B, F+P [jp-947] [sp-1033] [fp-1119]
  
  A dash version to his s.fp.I only really abuse this move on the 
  characters that cannot crouch underneath it to give them a hard 
  time. I more often use the jap version which recovers faster than the 
  others.Though for damage sp and fp is useful. Has good range and 
  priority but watch out for it's slow recovery at a further distance 
  when using his feirce dash straight.Roll cancel through projectiles 
  and jump-ins when using the strong and fierce variations at a further 
  distance.

* Dash Uppercut-Charge B, F+K [sk-1033] [fk-1119] [rk-1205]
  
  Similar move to his close standing strong punch and c.fp.A slightly 
  more faster and powerful attack than his dash straight punch though 
  it has shorter range.Good to use now and then as a poke and anti-air 
  attack.Good as a roll cancel anti-air move versus jump-in 
  attacks and emty jumps.
   
**Dash Ground Straight-Charge B, D+F+P [jp-861] [sp-947] [fp-1033]
  
  One of his dash knock downs c.rk sweep.Use the roll cancell jab 
  version to avoid close pokes.Has good priority if used outside of 
  his s.fp and s.rk.Nice move to suprise and punish whiff timed attacks 
  with and after a knock downs.  

**Dash Ground Uppercutt-Charge B, D+F+K [sk-947] [fk-1033] [rk-1205]
  
  This move is also a variation to his close s.sp and his crouching 
  fierce punch.It's also the same move as his dash uppercut but 
  instead knocks down.The short and forward kick versions do less 
  damage than his dash uppercut versions than it looks.Though it 
  is useful as it knocks down. Use this move also as a roll cancel  
  anti-air attack versus characters that have quick and high priority 
  jump in attacks,such as Rugal,Blanka,Sagat,Yamazaki and Bison's 
  j.rk's ect.

**Buffalo Headbut-Charge D, U+P [jp-1205] [sp-1291] [fp-1377]
  
  A useful and powerful anti-air attack.Useful as a reversal and roll 
  cancel against jump ins and close attacks.Alternate with c.fp and s.sp. 

* Turn Punch-Hold KKK or PPP charge & release [12 sec charge on hit 4305]
                                   
  Similar move to his s.fp and dash straight moves.I'm refering to his 12 
  second turn punch because that is the number he says regardless of how 
  long you hold the buttons down.It is possible to charge up to three turn 
  punches and release them one after the other.To do this hold down 3P and 
  also hold sk+rk all at once on your arcade stick or in the arcade.First 
  release sp thats your middle finger only,while still holding jp+fp+sk+rk.
  Barlog should perform the first turn punch. Now to perform the second 
  turn punch release jp+fp.Then simply release sk+rk for the final third 
  turn punch.You can choose which combination of these buttons to release 
  either way doesn't matter.By simply holding sk+rk instead of kkk is very 
  favourable.Has the same set of characteristics as his punch normal moves.
  The good thing about this move is you can bait with it and make your 
  opponent think you can only use it once.Having Balrogs punch buttons free 
  after releasing the first two turn punches are useful to use against 
  anti-airs.You can hold the third turn punch sk+rk as long as you like 
  while still being able to use his punch normal moves even his headbut,
  dash straight and dash ground straight speacial moves.The longer the 
  buttons are held down the more power,speed,distance it has.However use 
  it sparingly dont abuse this move.Useful as can knockdown opponent if 
  they jump-in. In C groove his 12 second turn punch can also be canceled 
  after a level 2 crazy buffalo super.It must be canceled on the third hit 
  so it can interupt and connect instead of the forth hit of the level 2 
  super. Does great damage if it connects,and knocks out opponent if you 
  manage to pull this move off.

  
Super Moves 

Each level of super move damage, and combo damage is shown below.
 
* Crazy Buffalo- Charge B,F,B+F+P 
  [jp Lvl1-3xhits 2409] [sp Lvl2-4xhits 3441] [fp Lvl3-5xhits 4388]         

  A fairly quick and powerful supermove.In C-groove use a level 2 super 
  to cancel into any of his special moves.By holding KKK Balrog does a 
  series of shorter range attacks similar to his c.fp and s.sp moves,
  with his usual s.fp at the end.Does the same damage on impact. Has 
  juggle potential by holding KKK. Useful as a anti-air move. 

* Gigaton Blow Lvl 3 Only- Charge B, F, B+F+K [Lvl3-9xhits 5848]
  
  Best used in combos one of the top tier supers in the game.Has invincible 
  frames at start up.Can hit full screen.Use closer for more damage and hits


III. BASIC COMBOS 

Most of Balrog's jump in attacks can connect into his other normal 
moves.I usually use his jump in roundhouse and fierce punch for more 
damage over his other attacks for combos.You can also combo his cross 
ups j.rk and j.fp into most of his normal moves.They are powerful cross 
ups however they only really work best on the larger characters in the 
game such as Blanka,Sagat,E-honda,Chang,Zangief,Raiden,Yamazaki,and 
Balrog himself ect.But instead you can use it as a deep jump in cross 
up which can cross up on most characters in the game.I have used the 
setups below all from my own experience and fun using Balrog.Below are 
some of Balrogs bread and butter combos.Though I do not recomend jumpng 
too often to start combos as Balrog is well capable of combonations on 
his feet just as well from the air. 
  

1. j.rk or j.fp, c.jp, c.jp, cancel into any special move.

2. j.rk or j.fp, c.sp, cancel into any special move.

3. j.rk or j.fp, s.fk, cancel into any special move.

4. Deep jump up fp or sp, c.sp,cancel into any special move.

5. Deep jump up fp or sp, s.fk, cancel into any special move.

6. c.sp, c.sp, cancel into any special move.

7. j.rk or j.fp, close s.fp, cancel lvl2 crazy buffalo, fp headbutt x7 hits

8. c.jp, c.jp, c.jp, buffalo headbut or any special move.

9. cross up j.rk or j.fp, c.jp, c.jp, c.jp, dash ground straight x5 hits



IV. A-GROOVE CUSTOM COMBO

Below is one of my own custom combos that I have discovered myself.
Balrog has good setups for anti-airs in a-groove I found this to work 
well for Balrog in A-groove with good results.You can just custom combo 
his dash uppercuts or dash straights instead of juggling with his dash 
uppercut from c.rk.    

Activate custom fp+rk, c.sk, s.rk, s.rk, c.rk, s.fp, dash staight,juggle 
opponent with dash uppercuts until in corner, c.fp or close s.rk-dash 
uppercut repeatedly in corner, s.fp, crazy buffalo. 


V. CROSS UPS

Balrog has a good ground game to mix in with his powerful j.fp/j.rk 
cross ups.

1. cross up j.rk or j.fp, c.jp, c.jp, buffalo headbut x4 hits
  
   useful after a knockdown in close. 

2. Note-the actions below are you as being player 2 on the right side.
  
   opponent in corner,j.rk or j.fp, walk up rk throw,dash while opponent 
   recovers from throw, c.jp, c.jp, c.jp, c.jp, cancel lvl2 crazy buffalo 
   cancel fierce headbut x9 hits
  
   Above #2 is the games 2nd player glitch.The 2nd player can cross up, 
   dash and roll behind the 1st player in the corner or anywhere in a 
   match.Where as the 1st player can not cross up, dash and roll behind 
   opponent in the corner.This combo is useful against the larger 
   characters.

3. j.rk or j.fp,dash,rk throw,roll as opponent recovers from throw,
   gigaton blow
  
   Above is a roll cross up that hits your opponent from behind.
   A cross up that I tend to use sparingly.


VI. THROW GAME 

Although Balrog is best used close to your opponent using his quick 
normal attacks and dashes dont forget to mix in some throws and 
special moves.He has many follow ups after his jump-in heavy attacks.
His special moves are the same as for example,dash straight is his 
standing fierce,dash ground/uppercut kick is close s.sp and c.fp and 
dash ground straight punch is his c.rk.As for most characters in the 
game by using run,dash and specials these can all benefit towards 
a throw attempt. 

1. j.rk or j.fp,dash,throw
   
   A common and simple throw setup in the game by dashing towards 
   and back on your opponent after a jump-in attack. 

2. j.rk or j.fp, c.jp, c.jp, c.sp, dash straight,throw
   
   If you are close enough attempt a throw after dash straight strings.  

3. c.jp, c.jp, c.jp, c.sp, dash,throw
   
   Simple pokes at times Work well when close for a throw attempt 

4. j.rk or j.fp, c.jp, c.jp, c.sp, lvl1 crazy buffalo,throw
   
   I'll use a level 1 crazy buffallo to combo.If it's blocked attempt 
   a throw.   

5. c.jp, c.jp,walk up,rk throw,dash forward,c.rk,dash forward,dash back,
   rk throw.
   
   Good high low mixup.After a close c.rk or rk throw dash in and out on 
   opponents recovery then attempt another throw or just poke

6. j.rk or j.fp, c.jp, c.jp, c.sp,turn punch,throw
   
   At times I'll usually mix in a turn punch as an alternate special 
   move instead of a dash straight.Good to use as a mixture of both 
   his dash straight and turn punch to guard crush and keep on the 
   pressure.

7. j.rk or j.fp, c.jp, buffalo head butt, walk throw
   
   I have found this to work good on the quicker poke characters 
   in the game.Such as Nakoruru,cammy,chun-li ect.Use his buffalo 
   headbut to get close for a throw attempt. 


VII. GAURD CRUSH STRINGS 

Best used for characters that can't crouch his sfp and dash straights.
The section below is used in C groove.    

1. j.rk or j.fp, c.sp, dash straight, c.jp, turn punch, dash straight, c.sp,
   dash straight, c.sp, s.fk,gigaton blow. 

Use a charged up turn punch at times when you can use it after a knock 
down ect.Depending on the hold down duration and release for it's range 
and speed.Have a dash punch special move charged then buffer it after the 
turn punch.Guard crush strings are a series of attacks that have very 
few or no gaps or breaks at all between various normal attacks and special 
moves.The reason for these offensive tactics are to pressure the opponent 
and break their guard bar with the opponent not being able to attack back 
as they are left in block stun.Though an opponent can easily use a counter 
attack command to put them in an offensive position instead and break free 
from a gaurd crush string.Also however such guard crush strings are not an 
easy technique to master as they are probably one of the most advanced 
offensive tactics in most fighting games.Hence they are rareley used in a 
real match.It took me quite some time to identify the above guard crush 
string especially in c groove to get it correct,as I had to figure out 
which combination of normal attacks and special moves to use for the 
string of attacks to work on certain characters in the game.Balrog has 
several types of pressure strings especialy in N and K grooves by using 
his run cancel.Yes I could of done some research on the net for gaurd 
crush strings but that doesn't bring me any credit let alone fun into 
fighting games in my opinion.
        

VIII. ROLL CANCEL SETUPS 

As you may know Balrog has several special moves to use.Of course you 
should know which of them are useful to Roll Cancel an anti-air go 
through projectiles and close attacks.    

1. j.rk or j.fp, c.jp, dash straight, RC dash ground straight.
  
   To avoid close pokes or opponent in the corner try to attempt 
   a knock down with a RC ground straight. 

2. RC dash straight
  
   Useful to avoid most projectiles and scrubs.  

3. RC dash ground uppercut.
  
   Works best as a roll cancel anti-air attack versus high priority and 
   damaging jump in attacks.Even though the short kick version is fast 
   you would have to be faster to avoid trading hits from good priority 
   jump-in attacks like Sagat,Rugal,Blanka an Bison's j.rk's ect.  

4. RC buffalo headbut versus close attacks.
   
   useful also as a reversal anti-air move and roll cancel for Blanka's 
   electric thunder and other such close attacks. 


IX. MIXUPS/SETUPS 

I think for any players mix up game they would have to discover their own
and know how and when to use a mix up.Such mix ups can be simple or not
however they are all different and useful when using them in a real match 
by the operater thats you and only you.Here are some of my mix ups I have 
used below. 

1. j.rk or j.fp,dash rk throw,cross up j.rk, c.jp, c.jp, c.jp,Fierce headbutt 
   x5 hits
  
  This combo works well after a cross up.You can cancel in any of his 
  special moves other than his buffalo headbut after his low jabs if 
  you prefer.

2. After a roundhouse throw,pretend cross up j.rk, c.jp, c.jp, fierce headbut 
   x3 hits
  
  Perform a pretend cross up by jumping over your opponent with an early 
  jrk then once you land start the crouching jabs then cancel into fierce 
  buffalo headbut or any special move. 

3.j.rk or j.fp,dash,rk throw,dash behind opponent as they recover from 
  throw, c.jp, c.jp, fierce headbut x3 hits
  
  A simple combo by dashing behind opponent on a throw recovery.  

4.rk throw,dash behind on opponent on recovery,throw
  
  Above is a good example to use a throw setup after a throw by dashing.
  Similar to only those characters that have quick dashes and recovering 
  normal throws as the opponent cannot recover with a safe fall.Like 
  vega/claw's rk throw as he can quickly dance in and out before 
  opponent can recover by using his quick dash. 
 



X. KEY MATCHUPS

Fortunately for Balrog the majority of the character cast can't crouch 
his standing fierce though most medium sized characters can at close 
range.In each section below I have listed which characters can and cannot 
crouch under his sfp and dash straights. However some of the medium 
characters listed below can also crouch under his dash straight but not 
his s.fp.

Characters which cannot crouch sfp and dash straight.

SNK		Capcom	

Benimaru        Akuma
Chang		Balrog/Boxer
Geese           Blanka
Haohmaru        Dan
Joe             Dhalsim
Kyo             Eagle
King            E-Honda
Kyosuke         Guile 
Raiden          Ken
Rugal	        M.Bison
Ryo             Rolento
Todo            Ryu
Terry           Sagat
Yamazaki	Zangief	
		
		

Bad Matchups 

And yes there are 16 characters that can crouch it,from the 
total 44 Arcade cast selection.  

SNK	  Capcom	  excluding 

Athena    Cammy           Evil Ryu      
Hibiki    Chun-li         Mad Iori
Iori      Maki            Ultimate Rugal
Kim	  Sakura	  Shin Akuma     	
Mai       Vega/claws 
Morrigan
Nakoruru
Rock
Vice
Yuri	       
Yun	      
	   
        
XI. END CREDITS 

I'd like to thank SNK & Capcom game developers who made this game back in 
2001 possible.Thanks for the countless hours of play and fun we had 
and still have with CVS2,SF3S,MarvelvsCapcom2,SF4 & of course you for 
checking out my faq,cheers, Peace.

                     

                   
                      [copyright�_2009_�Raymond.R.D]