Balrog sf2
Timing must be very close because of Bison's long legs during the Psycho Crusher. Psycho Crusher - If Turn Punch is timed correctly, Bison will simply continue through Balrog.Blanka roll - If Turn Punch is timed correctly, Blanka will simply continue through Balrog.As Honda recovers, Balrog's punch comes out and hits. Honda Headbutt - When Balrog rolls just before getting hit, Honda's headbutt recoils in place. Guile's slow Sonic Boom is more difficult. Fireballs - All character fireballs can be passed through.You can use the invincibility to pass through attacks such as: Turn Punch has a pretty big window of invincibility at the beginning. The more aggressive you are, the more effectively you can bait (Shoryukens) and punish.
Charge Turn Punches (PPP or KKK) in the background often while using the other buttons to mount an offense. Keep pressure on the opponent with Dashing Straights and standing Fierce (Dashing Straight, (charge) s.Fierce, Dashing Straight, (charge) s.Fierce, etc.). cl.MP or cl.HK are strongly recommended to use instead.īalrog is a character that demands to be played aggressively. However, cl.MP has the same random damage and far higher base damage. Also, it's actually at frame advantage on block! Pretty solid move, all considered.Ĭlose standing HP has strangely low base damage, but a high variability in random damage. The startup is fast enough to be comboed into after cr.MP. It also knocks down, and is best ranged crouching normal.
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