Balrog general overview/potential, options and more!

Hello guys, I’m going to start a little project of mine, the name/purpose of course It’ll remain a secret, for now. However I’d like the help of the community on this. I’ll need some information about the character, I’m do this for every character in the game except Toro/Kuro/Cole/Megaman, so I’ll ask a few questions to gather what I need. I’m doing this but I won’t be a slacker, as in, I’ll be searching every thread to look for what I need, but since some threads aren’t updated in a while, this would be helpful to me and for the community, 'cause the information would be updated.

When giving the information asked try to be specific and clear, regarding inputs and etc, and if you want I’ll gather the values, so you guys won’t need to worry about that. The ideia is to get a general overview of the characters options and potential, I’m talking about hitconfirms, setups and etc.

Thank you for your time :slight_smile:

**
.What are the characters strong and weak points?

.Suitable Partners(no need to be exhaustive here, because I’ll play around with this):

.Meterless/Ex(Super/Cross Art) Combos:

.Char specific Setups(on knockdown for example):
**

.What are the characters strong and weak points?

Good buttons, EX upper is uniquely useful, and good damage off of switch cancels.

.Suitable Partners(no need to be exhaustive here, because I’ll play around with this):

Bob, Akuma, characters who can set up his turn punch combos.

.Meterless/Ex(Super/Cross Art) Combos:

(Grounded) (hitconfirm) buffalo head M, c. mp xx dash upper (charge it for a little bit), dash straight H.
(Corner variant) buffalo head M, s. mk, s. hk, s. mk xx dash straight H
(Launch-In) c. mp xx dash upper (charge it), dash straight H.
(High switch cancel midscreen) turn punch, j.hk, s. hp, dash straight H.
(Corner variant) j. hk, s. hp, s. hk, dash straight L.

End combos with dash upper instead of dash straight for switch cancelling.

Turn punch combos? Could you elaborate please?

Some characters have specials that launch the oppononent high enough for a turn punch to hit. I didn’t know that Akuma can, but it should be pretty easy with Bob. Sakura works well, too.

So Turn Punch combos are just using his level 1 in a juggle to wallbounce into lpHeadbutt. I got my hopes up thinking you could combo into a stored Turn Punch but it is impossible since you have to use both kick and punch to tag. Well there’s always comboing into it during 2player cross Assault and Pandora combos >>

Level 2 should work as well. But that’s about it in solo gameplay I believe.