Capcom vs. SNK: Millenium Fight 2000 - Balrog
Dreamcast
Version 3.0  02/17/2004
by Charles Grey ([email protected])


-- 01. Legend

UB U UF:1 2= P
B  * F :3 4= K  C= hold
DB D DF:n/x= normal/ex only


-- 02. Movelist

Basic Moves  * cancellable  $ supers only
1        : Basic Jab *
Far 2    : Straight $
Close 2  : n Face Punch $
          x Mini-Upper $
3        : Elbow Hit *
Far 4    : Swinging Punch $
Close 4  : Stomach Blow $
Crouch 1 : Low Jab *
DB+2     : n Low Punch *
          x Low Punch $
D/DF+2   : Crouching Upper $
Crouch 3 : n Ground Jab *
          x Quick Low Punch *
DB+4     : Ankle Punch $
D/DF+4   : Fist Sweep $
Jump 1   : Air Jab
Jump U,1 : Downward Light Punch
Jump 2/4 : Downward Hard Punch
Jump U,2 : n Overhead Chop (B/F moves)
          x Overhead Chop
Jump 3   : same as jump U,1

Special Moves
 Turn Punch        : C P/K, release
 Dash Straight     : CB,F+P
 Dash Upper        : CB,F+K
n Buffalo Headbutt  : CD,U+P
n D.Ground Straight : CB,DF+P
n D.Ground Upper    : CB,DF+K

Throws
 Stomach Blow     : B/F+2
n One Arm Takedown : B/F+4
x Headbutt Hold    : B/F+4

Super Moves
 Crazy Buffalo : CB,F,B,F+P (hold K to change punches)
n Gigaton Blow  : CB,F,B,F+K (level 3/MAX)


-- 03. Strategy

TAUNT
Balrog flexes his muscles and says something in Japanese.
Intro taunt: he may also be saying 'Don't stop me...'

BASIC JAB
This has the farthest range of his light attacks and can be linked off of his
crouching medium attacks and Dash Upper. Up to 5 can be linked against Zangief.

ELBOW HIT
A quick elbow strike that has the worst hit range of his standing attacks.

LOW JAB / QUICK LOW PUNCH
Decent range and some anti-air ability.

GROUND JAB
Shorter range and can't be used as an anti-air.

DOWNWARD HARD PUNCH
His best jump-in and air counter. It can cross-up large opponents.

STOMACH BLOW
Balrog grabs with one arm and punches them across the screen with the other.

ONE ARM TAKEDOWN
He grabs and slams them down.

HEADBUTT
Up to 13-15 hits. (Press buttons to speed it up, opponent can also do this to
break out sooner.)

TURN PUNCH
Balrog moves away a little with his back turned and throws a charging straight
punch. The longer you hold the button, the farther the punch goes and the more
damage is done. There are 10 levels - "one" to "nine" and "final!", ranging
from 2 seconds(mimumum charge time) to 30 seconds for a fully charged punch.
If you want to cancel a charge, release the button while doing something else.
It can be countered by a late hit, trade hits with an early one, and can be
easily jumped over.

DASH STRAIGHT
The weak version goes about 1/4 of a screen and dosen't knock down, the fierce
one full screen and a knockdown. There are two parts to this, the slide forward
and the punch itself. Balrog can be countered or even thrown out of the
approach forward. It can combo from a farther distance than the Dash Uppers,
however. Use mainly to finish combos. Again, this is prone to foot sweeps,
throws and even supers(Zangief can grab out of one.) before he throws the punch.
DASH GROUND STRAIGHT
Same as the regular one, but throws a fist sweep that must be blocked low.

DASH UPPER
The weak version goes about 1/5 screen, the heavy one 5/6 screen maximum.
Just like the other Dash moves except he throws a powerful uppercut at the end.
This has great anti-air ability, it can even hit opponents jumping back and
air-fireball attempts.
It has a shorter comboing range than his Dash Straights, though.
DASH GROUND UPPER
And this one knocks down, with a lower hit range.

BUFFALO HEADBUTT
Balrog jumps in the air with his shoulder and says something like "Who's in the
h-h-h-house?". A decent anti-air counter that will sometimes trade hits.

CRAZY BUFFALO
Balrog does 2-4 quick dashing straights(hold K for uppers instead.) followed
by a knockdown dashing straight, which is unchangeable. Great attack to use
if they miss a move. Only hits once anti-air, since Balrog has no juggles.
It can be hit out of easily, use with discretion.

GIGATON BLOW
A full-screen version of his "final" turn punch. It hits up to 6 times
(only 3-4 from a full screen.), and does a little more damage than a level 3/MAX
Crazy Buffalo. It can be jumped over and only hits once anti-air, though.


-- 04. Combos

#1 (2) Dash Upper - 1
#2 (5) Jump 2/4 - crouch 1,1 - 1 - Dash Straight
#3 (3)(normal only) Jump 2/4 - crouch DB,2 - Any Dash
#4 (3) Crouch 1 - (1) - Buffalo Headbutt
#5 (3)(opponent down) late Turn Punch - 1 - Dash Straight

#1 If it hits deep without pushing out, you can combo a jab just in time.
  Not enough time to charge another move, though.
#4 Do the jab the instant you leave the crouch then complete the combo.
#5 Turn punch must hit as soon as they get up, so that it hits 'late' in its
  animation, then link the rest. Late recovery/wake-ups can throw timing off.

-- 05. Credits

[email protected] - taunt info
James Chen- his Combo Systems FAQ
Shin Pika's Capcom vs. SNK FAQ
CAPCOM vs. SNK is (C) CAPCOM
DREAMCAST is (c) SEGA