Capcom vs. SNK
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.................................... :::::::::::::::::::::::::::::::::::: Capcom vs. SNK: Millenium Fight 2000 Balrog (U.S. Dreamcast Version) Version 1.2 - May 1, 2001 by Charles Grey (firstname.lastname@example.org) :::::::::::::::::::::::::::::::::::: :::''''''''''''''''''''''''''''''''' :::.................. ::::::::::::::::::::: 01) Updates 02) Background 03) Legend 04) Secrets 05) Movelist 06) Move Descriptions 07) Combos 08) Credits ::::::::::::::::::::: ''''''''''''''''''''' ........... ::::::::::: 01) UPDATES ::::::::::: ''''''''''' 1.0 : (March 16, 2001) ---------------------- * First version after lots of testing. Remember that this is for the boxer, not the bull fighter. 1.1 : (March 24, 2001) ---------------------- * EX basic move changes added, and drifting punch. 1.2 : (May 1, 2001) ------------------- * Fixes and corrections, more changes. .............. :::::::::::::: 02) BACKGROUND :::::::::::::: '''''''''''''' NEW FOR THIS GAME * Two new throws (but still no new special moves...) * New dashing/running animation. DIFFERENCES * Only one button needed to charge a turn punch. * No longer has his old standing or jumping medium attacks. (Crouching ones are DB+2/4.) * His supers no longer juggle in midair. (he has no juggling moves in Capcom vs. SNK!) * Taunt can no longer be extended by holding the button. * Headbutt hold can now hit up to 13 times instead of 4. * Gigaton Blow only hits 6 times instead of 9, but can be comboed. * Crazy Buffalo no longer has a "Kick" version. ABOUT BALROG IN CAPCOM VS. SNK * Balrog is a RATIO 2 character who can be teamed up with 2 RATIO 1 characters, 1 RATIO 2 or anyone else (even another Balrog) in PAIR MATCH MODE * He is a hard character to use in Capcom vs. SNK. Many of his moves can be countered or trade hits. Also, he no longer has any juggling V-ISM combos like he did in Street Fighter Alpha 3. * His combos are very simple since he has almost no links with his medium or heavy attacks. (He can link a standing 1 from a DB+2/4 and the Dash Upper, though.) * In the import versions, he is actually "Mike Bison" or M. Bison. His move names are derived from his original Japanese name. * He is the first Capcom boss (before M. Bison) at the end of the game. .......... :::::::::: 03) LEGEND :::::::::: '''''''''' Joypad Buttons UB U UF 1 2 = P jab fierce B * F 3 4 = K short roundhouse DB D DF n/x = normal/ex only ........... ::::::::::: 04) SECRETS ::::::::::: ''''''''''' EX BALROG * Finish ARCADE MODE with Balrog on your team using the CAPCOM GROOVE * Buy in SECRET SHOP for 3,000 points * Hold START while selecting Balrog to get the 'EX' version * EX Balrog doesn't have the either of the Dash Ground attacks, the Gigaton Blow, but does have his old headbutt hold (B or F+4) * Different crouch 4 / close 2 * The DB+2 (low medium punch) doesn't cancel either EXTRA COLORS * Finish ARCADE MODE with Balrog on your team * Buy in SECRET SHOP for 200 points * Select with 1+2 / 1+3 / 2+4 / 3+4 for colors #5-8 RUNNING * Buy Morrigan and Nakoruru from the SECRET SHOP * Buy in SECRET SHOP for 2,300 points * Go to OPTIONS and turn on the RUN option PAIR MATCH MODE * Beat Morrigan and Nakoruru in ARCADE MODE * Buy PAIR MATCH MODE for 1,800 points * All characters are Ratio 2 and you can pick two of the same character * You can finish games and earn Vs. points a bit quicker ............ :::::::::::: 05) MOVELIST :::::::::::: '''''''''''' Universal Moves Dash : F,F Run : F,hold F (must unlock and turn on first - see SECRETS) Backdash : B,B Super Jump : DB,UF / D,U / DF,UB / UB/U/UF while running Roll Escape : 1+3 Super Charge : Hold 2+4 (SNK Groove Only) Throw Escape : B or F+2/4 when about to be thrown Late Recover : Hold 1+2 when knocked down Taunt : Hold 3, Start Basic Moves * two-in-one possible 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 : Low Punch (* for NORMAL) D/DF+2 : Crouching Upper (* supers only) 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 : Downward Hard Punch Jump U,2 : Overhead Chop (n- B or F makes him drift) Jump 3 : same as jump U,1 Jump 4 : same as jump 2 Special Moves Turn Punch : Hold any P/K, release Dash Straight : Hold B,F+P Dash Upper : Hold B,F+K n Buffalo Headbutt : Hold D,U+P n Dash Ground Straight : Hold B,DF+P n Dash Ground Upper : Hold B,DF+K Throws Stomach Blow : B or F+2 n One Arm Takedown : B or F+4 x Headbutt Hold : B or F+4 Super Moves Crazy Buffalo : Hold B,F,B,F+P (hold K to change punches, use 1+2 for level 3) n Gigaton Blow : Hold B,F,B,F+K (level 3/MAX) ..................... ::::::::::::::::::::: 06) MOVE DESCRIPTIONS ::::::::::::::::::::: ''''''''''''''''''''' SUPER JUMPS They go about 50% higher and farther then regular jumps and have shadow trails. ROLL ESCAPE Balrog's "roll" is more like a run. This goes through projectiles and most other attacks except ground throws. Also, watch out for the roll into throw cheap. DASH / BACKDASH His dashes are more like big hops, with all new animation. Also, regular dashes are non-interruptable. RUNNING You have to unlock a majority of the secrets before getting this one. Balrog runs forward for as long as you hold the second Forward. Just tapping F,F will have him run 1/2 screen before stopping. Runs are better because they can be stopped at any time just like in MVC 2. LATE RECOVERY When knocked down, you can delay your get up frames to avoid meaty attacks. If done right, shadows will appear when you recover. TAUNT Balrog flexes his muscles and says something in Japanese. You can't extend it like you could in SFA3 by holding the button, though. Also, you can two-in-one a taunt just like a special move. BASIC JAB This has the farthest range of his light attacks and can be linked off of his crouching medium attacks and Dash Upper. ELBOW HIT A quick elbow strike with 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. 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 This can now hit up to 13 times (with the release counting as the last hit.) Press the buttons to speed it up (your opponent can also do this to break out sooner.) Each button press counts as an "action". Pressing three buttons at once is read as 3 simultaneous actions and increases the effect. 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 (the mimumum charge time for a turn punch) to 30 seconds for a fully charged punch. This move cannot be canceled off any basic attack. If you release the button during any attacking animation, nothing happens. (If you change your mind and want to cancel a turn punch charge, just release the button when Balrog is doing something else.) It's start-up time makes it too slow for combos, anyway. It can be countered by a late hit, trade hits with an early one, and can easily be 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 move, 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 move is prone to foot sweeps, throws and even supers (Zangief can FAB you 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. Not available for EX Balrog. 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 hitting ability, it can even hit opponents jumping back and Geese Howard and Akuma out of their air-fireball attempts. It has a shorter comboing range than his Dash Straight attacks, though. This will not knock down grounded opponents. DASH GROUND UPPER And this one does. 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. This move always knocks down. CRAZY BUFFALO Balrog does 2-4 quick dashing straights (holding K will cause him to do uppers instead.) followed by a knockdown dashing straight, which is unchangeable. This is a great attack to use if they miss a move. This move will only hit once against a midair opponent, now that Capcom vs. SNK has a limited juggle system and Balrog has none. It can be hit out of easily, use with discretion. GIGATON BLOW It's a full-screen, multi-hitting version of his "final" turn punch. It hits up to 6 times (it will only hit 3-4 times from a full screen away.), and does a little more damage than a level 3/MAX Crazy Buffalo. It can be jumped over and only hits once as an anti-air move, though. Don't use this move unless you're very sure it will hit, because it takes a full super bar. .......... :::::::::: 07) COMBOS :::::::::: '''''''''' NORMAL AND EX #1 (2) Jump 2/4 (very deep) - crouch D/DF+4 #2 (2) Dash Upper - standing 1 (!!) #3 (5) Jump 2/4 - hold DB,1,1 - 1 - Dash Straight #4 (3) Hold DB,2/4 - 1 - Dash Straight #5 (6) (vs. Zangief) Hold DB,1,1,1 - 1,1 - Dash Straight NORMAL ONLY #6 (3) Jump 2/4 - hold DB,2 - Dash Ground Upper #7 (3) Crouch 1 - (stand 1) - Buffalo Headbutt #8 (4+) Crouch 2 - Crazy Buffalo #9 (7) Crouch 3 - Gigaton Blow #2 If it hits deep without pushing out, you can combo a standing jab before they recover. I don't think there's enough time to charge another move, though. #4 One of his flashier combos, you can link a medium to a standing 1. #7 Do the standing jab the instant you leave the crouch then complete the Buffalo Head. #8 The DB+2 must be done while you are completing the CB super motion. If you do it too fast, you'll get a Dash Straight instead. If you try to do the motions after throwing the DB+2, it won't combo. NOTE ABOUT BALROG'S COMBOS If you try to do the two-in-one a move too quickly, you get what's known as a "negative edge" cancel. For example, if you do a standing 1 while charged for one of his dash moves, if you complete the motion by hitting forward before you release the button press, you always get a weak Dash Straight! Good to know if you want to two-in-one into a different button. (like a jab to the knockdown Dash Straight.) Neutral point cancels are when you "sandwich" a quick move (like a 1 or 3) into the brief cross-over point before completing a charge move. This is how Balrog can do a standing jab just before a Buffalo Headbutt or a basic attack into a super. ........... ::::::::::: 08) CREDITS ::::::::::: ''''''''''' James Chen - Juggling information from his Capcom vs. SNK Combo Systems FAQ and the Late Recovery trick as well. ShinPika's CvS FAQ - Balrog's Drifting Punch CAPCOM vs. SNK is (C) CAPCOM DREAMCAST is (c) SEGA