

For example: exchange sides to surprise the enemy about where to block, which can free the way for a good combo starter once you connect the first hit.Ĭr.HP and Far st.MP are your anti-air weapons against jumping characters like Blanka and Claw, and so does the Dash Upper. And be aware of the release moment, since it can be a good start for mixup routines. But it's a fast move and can inflict heavy damage, according the number of headbutts (button mashing FTW). And remember that you can even combo a st.HP right after the successfully connected TAP on most opponents and situations, and dizzies are not that rare.

The chip damage is above normal but work hard for connecting the move. The TAP now is faster than the SF2 version but it's still a move that can be countered by most experienced players, so use it carefully and preferably when countering isn't possible.

Finish the string of attacks with a TAP and go for the rip off shirt. As said earlier, Balrog has some good redizzy combos so learn them and, most important, learn how/when to use them. Once Balrog hit his adversary with a j.HP or HK this can be the start of a deadly routine that will grant you the victory. The clever Balrog player must be good at reading the opponents game, to the point of predict their fireball routines. Other fireballers like Guile and Sagat can be a little tricky to counter this way, but it's still possible. HP has long reach and is a good answer to projectiles, specially Ryu and Ken ones. Even not having kicks, the cr.HK has incredible ground priority and can win most sweep games due to its long hitbox. Just be careful to not becoming dizzy (remembering that Balrog has a high dizzy capability so these trades will end in the opponent's dizzy most of times, but don't take this as a rule). Most of time the attempts will result in trading hits, but that's normal. And since he's a Boxer, he can't use kicks and have a low jump, which makes him an easy prey for fireball traps.īalrog's main strategy is to alternate poking and far standing attacks or get closer to the opponent with TAP and Dashes. However, Balrog's real problems are: his moves have slow startups (altough great hitboxes), and he doesn't have a reversal attack. He is good for rushdown redizzy routines and ground poking games and does his moves really quick, which is a PITA for cornered opponents. His long limbs have good priority and can win most punch/kick trades with heavy damage. Japanese versions of SF2 Champion Edition have Level 3 and above TAPs can charge and had higher levels that travels further, and do more damage.īalrog is a close combat specialist. Level 2 TAP has higher overall damage (22 vs 34), and slightly more range.
Street fighter 5 champion edition professional#
A former World Heavyweight Champion, banned from the professional circuit for killing bitting the ears of an opponent, and now Shadaloo's forth in command.
