Buktooth:
Whoops, my mistake. Smaller characters can duck under Raiden’s flame super. However, the crazy train super still doesn’t counter anything that the 720 super won’t, so I still win! mwahahaha
Balrog:
Pros:
-Strong ground game:
-He has The Standing Fierce. Fast, HUGE range, very good damage. Arguably one of the best normal moves in the game, Balrog can dominate characters with this move alone.
-Very fast walking speed. Heavily compliments his Standing Fierce.
-Very good roll. Among the 2nd tier of good rolls in the game.
-Lots of priority on his jumping roundhouse/fierce (is there any noticable difference?).
-High priority sweep, can link a Gigaton Blow if connected.
-The Dash Straight is basically a forward-moving version of his Standing Fierce. Very annoying if spaced correctly, even more annoying if RCed.
-The Dash Upper is a near perfect anti-air since it basically heat-seeks you. No RC needed. Can also juggle a CC afterwards if it connects.
-Strong headbutt is another good anti-air with upper body invul. Jab headbutt is a good anti-ground move with lower body invul.
-Turn punches are a good way to get in from afar, especially when charged up. They’ll trade with most anything (heavily in Balrog’s favor obviously) and leave Balrog at +2 when blocked.
-The level 3 only Gigaton Blow is most likely the best super in the game. Tied with Rugal for the second most damaging super in the game (unless you count Shin Akuma’s chop or Bison’s super getting 9 hits on certain characters), it’s also great for as a utility super: anti-airs for most of the hits, punishes a ton of things on block, instantly covers about half the screen. It’s the only super that can successfully punish full screen jab fireballs. It even has juggle potential!
Cons:
-Balrog is heavily conflicted by being a charge character. He can choose to work his ground game and utilize his fast walking speed and Standing Fierce, or he can choose to try to land his supers and actually do real damage. He can’t really do both. If Balrog is charged, his only real means of moving forward while keeping the charge (and therefore, keeping the threat of his super) is by rolling. He can dash or do a Dash Straight to give himself some time to charge, but since those are his only real options, they’re easily countered by an alert opponent.
-He dies horribly to any short character, which there are a ton of. His formerly formidable ground game is reduced to… sweeps. Some people suggest using standing roundhouse, but it has the exact same range as the sweep.
-Without being charged, Balrog doesn’t do much damage. Sure, his fierces do good damage, but he can’t really punish big openings hard at all. Even with a charge, he doesn’t do a lot of damage. His most consistent combo on a crouching character is 2 low jabs into a low rush, which does an awe-inspiring 1400 damage.
-He’s weak to roll cancels. Even the mighty Standing Fierce doesn’t beat RC attacks like Iori/Kyo rekkas or Sak hurricanes. And if he rolls through them, what can he do? He just lost his horizontal charge. The best he can do is usually just a fierce.
-He’s weak to good rolls. His fierce and his dash straight are both counterable by rolls, and since those two moves pretty much sum up Balrog’s whole ground game, getting countered by a roll is very likely to happen.
Best Grooves:
C-Groove: Able to sit on a Gigaton Blow and wait out the match. Roll and dash are also Balrog’s best movement options. Level 2 super is decent also is you manage to land it on the ground (ahem… roll super).
K-Groove: Dash Straight into JD is big nuisance for characters that can’t crouch it. K-Groove also gives Balrog a few chances at landing a random Gigaton Blow, which is one of the scarier things to worry about in CvS2.
A-Groove: CCs somewhat solve his problem of not being able to do damage without a charge. Fairly flexible CCs also, though he usually has to land them with random activates.
Not sure if this has been pointed out but you forgot to mention that balrog does ALOT of damage on his throws.
(Ratio 2 Balrog vs. Ratio 2 Kyo)
Punch:1995 Kick:2310
Also I think a better BnB is jab jab HP headbutt which does 2100 although it’s unsafe on block. Also even his level 1 standing fierce super is pretty crazy it seems to hit pretty fast and instantly covers almost half the screen.
One last thing can anyone tell the difference between charge back , foward kick, and charge back, down+foward kick? edit: i see that the down foward version knocks down… any other differences tho?
Edit: Balrog is above average right because i know kyo doesn’t do much on his throws hmmm… maybe i spoke too soon. But still it’s a good thing to note especially since he has fast walking speed.
:p: throw: 1900
:k: throw: 2200
your numbers were a little off.