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Balrog (M.Bison) Boxer FAQ
Capcom vs. SNK 2_Arcade_Playstation 2_Dreamcast_Gamecube
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. CROSS UPS

V. THROW GAME

VI. GAURD CRUSH STRINGS

VII. ROLL CANCEL SETUPS

VIII. MIX UPS/SETUPS

IX. A-GROOVE CUSTOM COMBO

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 people still write these types of FAQS? That's 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 what's 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 Balrogs 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 characters 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 its 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 gauge. For the characters that can crouch his s.fp and dash straights see
bad match ups at the end of this FAQ.


Strategy

Some players might not think too much about a particular characters game
objective however having some sort of idea of what you're 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.

Balrogs 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 won't 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 empty-jump-ins if your opponent jumps towards you.
This is an air to ground vulnerability 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 opponents 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 don't 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 don't 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 a lot is an unnecessary bad habit as Balrog is
better off on the ground close to your opponent.


Groove Selection

Balrogs 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 uses 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
uppercuts 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 don't 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 gauge.



II. NORMAL MOVES LIST - [damage data]

In this section I have included the damage data beside all of Balrogs 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 cancelled
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. Also a good attack to counter certain
special moves like Blanka's roll ball attacks.


Far jab -[258]

Has the same aspects as the close jab above. A useful attack to continuously
poke opponents in the corner. Like most characters jabs in he 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 uppercut 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 height. 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 cancelled 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 cancelled 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 his other
entire 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 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
priority for its hit frame. If it hits close to opponent it can be comboed into
his gigaton blow and crazy buffalo supers. Cannot be cancelled 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. Balrogs longest range standing poke. Try to connect
with the very end of its range for best results.
Cannot be buffered out of or cancelled 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 can't crouch it to give them a hard time. Use
sparingly against 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 cancelled 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 do 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 Balrogs 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 Balrogs 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 cancelled into both special and super
moves. Maybe due to the fact that this move doesn't really look like it can be
cancelled 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]*

Balrogs 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 cancelled 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. It's 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 vulnerability. Use sparingly has some recovery.


Jump+up roundhouse-[1119]*

One of Balrogs 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 its 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 Uppercut 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
jab version which recovers faster than   the others. Though for damage sp and fp
is useful. Has good range   and priority but watch out for its slow recovery at
a further   distance when using his fierce 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 empty 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 cancel jab   version to
avoid close pokes. Has good priority if used outside of   his s.fp and s.rk.
Nice move to surprise and punish whiff timed   attacks with and after a knock
downs.


**Dash Ground Uppercut - 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 referring to is 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 that's
your middle finger only, while   still holding jp+fp+sk+rk. Balrog 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 special moves. The   longer the
buttons are held down the more power, speed, and distance it has. However use it
sparingly don't abuse this move. Useful as can knockdown opponent if they jump-
in. In C groove his 12 second turn   punch can also be cancelled after a level 2
crazy buffalo super. It   must be cancelled on the third hit so it can interrupt
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 super move. 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 an 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. Have   invincible
frames at start up. Can hit full screen. Use closer for   more damage and hits.



III. BASIC COMBOS

Most of Balrogs 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
recommend jumping too often to start combos as Balrog is well capable of
combinations 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 headbut 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. 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.


V. THROW GAME

Although Balrog is best used close to your opponent using his quick normal
attacks and dashes don't 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 buffalo 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.



VI. GAURD CRUSH STRINGS

Best used for characters that can't crouch his s.fp 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 guard 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 rarely 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 especially in N and K grooves by using his run cancel. Yes I could have
done some research on the net for guard crush strings but that doesn't bring me
any credit let alone fun into fighting games in my opinion.


VII. 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 Banka's electric
thunder and other such close attacks.


VIII. 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
operator that's 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 headbut
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.



IX. A-Groove Customs

By using all of Balrogs array of attacks he can deal a great deal of damage to
his opponents.An ideal groove to setup for customs either on the ground or
jumping opponents. Dash uppercut is his best bet to use to juggle them to the
corner.

1. c.sk, s.rk, s.rk, c.rk, s.fp, dash straight, juggle opponent with dash
uppercuts until in corner, c.fp or s.rk > dash uppercut repeatedly in corner,
s.fp > crazy buffalo.

instead of juggling with dash uppercut from c.rk. You can custom combo s.fp and
get back in close with dash straight or dash uppercut on the ground and finish
off with crazy buffalo.



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 s.fp 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, and SF4 & of course you for checking out my
FAQ, cheers, Peace.




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