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Balrog (Boxer) Strategy Guide and Moves: Super Street Fighter 2 Turbo HD Remix

Guide last updated on
January 18, 2009 at 3:08 p.m. PST


Balrog (Boxer) Character Guide: Super Street Fighter 2 Turbo HD Remix

Character Overview

Despite the nerfs Balrog has received in HD Remix, he's still Balrog. In other words, he's quick, powerful and one cheap son of a gun.

The nerfs really just served to put him more in line with everyone else, and remove some of his abusable tricks that some players felt were too easy to do.

But Balrog also gained a little more help to get him through those fireball traps with extended range on his Light and Medium Punch Headbutts.

What you're left with is a very, very strong character who's still going to win a lot of matches.

Strengths
+ He's fast and can get in on his opponent quickly.
+ Still has a great cheese (throw) game.
+ Does a lot of damage when he hits.
+ Arguably the best offensive pressure tactics in the game.
+ His attacks have good priority.
+ Balrog's combos are very damaging and effective.

Weaknesses
- Still can have trouble getting through some fireball traps.
- Some characters can give him trouble like E. Honda and Zangief.
- His jump is so short, it's difficult for him to get over projectiles with it.

Staying Charged Up

Balrog can keep his Dash Punches and Headbutt charged up even while executing some of his special moves.

Because his Headbutt can be executed by going from a down-back to up-back position, the moment he comes out of it, he can launch right into a Dash Punch, or his Super.

Also, with his Low Dash attacks, he can from a down-back to down-forward position and the instant he's out of his Dash Punch — he can Headbutt, because you're never losing your downwards charge.

This sets up a lot of cheese and unpredictability with Balrog. You can use his Dash Uppercuts to get close and if your opponent blocks low you'll miss but be in a perfect position to grab them. If they attempt to counter you can go right into a Light Punch Headbutt and knock them back.

And if you're playing against a projectile heavy character you might be dodging their Fireballs with your Headbutt, and it will surprise some players to see that the instant you come out of your Headbutt you're Dashing at them with your fist.

These two charge techniques help the boxer get and stay close and they can be devastating when you get your timing and cheese tactics down.

Special Moves

A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.

With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.

Important Note: With all of Balrog's Running Punches, the strength of button pressed determines the speed and power of the move.

• Light attacks go the shortest distance and do the least damage, but Balrog will stick his fist out faster giving the other fighter less time to react to the attack.

• Hard attacks go a full-screen's distance and do good damage, but his fist takes longer to come out. Medium is a mix between both moves.

Joystick Joystick Joystick Joystick
Dash Punch (Running Straight)
Hits high and can be ducked under by an opponent blocking low. This move doesn't have a lot of uses except when you want to purposely miss with it and immediately go into his grab. Also you may work it into some combos.

Joystick Joystick Joystick Joystick
Low Dash Punch (Running Grand Straight)
You'll be using Balrog's Running Low Punch often. The Light Punch version comes out very quickly, and it's safe when blocked, plus it works great in combos.

Use this to get in close and keep offensive pressure on your opponent. Also realize that the motion ends with a down-forward command which lets you charge up his Buffalo Headbutt for counter attacks.

This attacks hits low, if your opponent starts getting swept by it, many times they'll start doing one of two things. Either trying to directly counter your Running Low Punch or blocking low.

If your opponent does a Dragon Punch-like move when you're close, hold your charge and hit them with a Crouching Medium Punch as they land and Cancel into his Running Low Punch for two hits and score another knock down.

If they start blocking low, keep the pressure on by chipping away more of their life with Running Low Punches and look for throw and jump in opportunities.

Joystick Joystick Joystick Joystick
Dash Uppercut (Running Smash)

Joystick Joystick Joystick Joystick
Low Dash Uppercut (Running Grand Smash)
There's a couple of differences with this version of the Dash Uppercut, although they may not be apparent at first.

Unlike the normal Dash Uppercut, this low version will ALWAYS knock down, plus it allows you to charge up for Balrog's Headbutt a little faster after you execute it, because it ends in the down-forward position.

Joystick Joystick Joystick Joystick
Buffalo Headbutt
Even though this is no longer completely safe on block, it still has invincible frames of animation and is a heck of a tool to reverse attacks.

Also since the Medium Punch version goes through fireballs now and has extended range, you can mess up people's timing a little easier when you're trying to get out of a projectile trap.

Joystick or Joystick (Hold for 2 seconds)
Turnaround Punch

Super Move

Joystick Joystick Joystick Joystick Joystick Joystick or Joystick
Super Running Punch or Super Running Uppercut (Crazy Buffalo)
You can press and hold a Kick button after doing this move to do uppercuts instead of straight punches.

If timed correctly this will go through Fireballs, and it takes off A LOT of power. Most people say this is the best Super in the game.

You can "buffer" Balrog's Super by doing a normal Dash Punch and then doing another back to towards motion and pressing Punch right as the first Dash Punch is ending.

This means you'll get one normal Dash Punch followed by Balrog's Super which can catch players off guard and take off big time damage.

What's happening here is the Dash Punch actually counts as the first part of the Super motion, and right as it's ending, doing the back to forward command + Punch is actually executing the Super.

The timing on this can be tricky, but it's worth the time it takes to learn it.

Combos

Crouching Medium Kick, Link into Crouching Medium Punch, Cancel into Light Punch Low Dash Punch
Pretty good combo to use as your opponent is getting up off the ground. Alternatively you can mix in an Uppercut Dash at the end instead to try and miss an opponent who's blocking low so you can grab them.

Jumping Hard Kick, Crouching Light Punch, Standing Light Punch, Cancel into Dash Punch
The two Light Punches will give you enough time to charge up a Dash Punch for Balrog, but make sure you start charging when you jump.

Jumping Hard Kick, Standing Medium Kick, Cancel into Dash Uppercut

Changes from Super Street Fighter 2 Turbo

* Turnaround Punch and Headbutt award less super meter.

* Light and Medium Punch Headbutts travel slightly farther, but are less safe.

* Grab range decreased.

* First hit of grab does less damage.

* Turnaround Punch can be performed by holding 2 punches or 2 kicks, rather than all 3.

* Super does a little less damage.

Contributions to this guide by Dr. Deelite.


Comments

ragingbuffalo said on November 13, 2010 at 2:06 p.m.

Pre-charging FTW

#1


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