Explore Balrog's full movelist in Capcom vs. SNK 2, including special moves like Dash Straight and Super Specials like Crazy Buffalo.
Movelist:
Specials:
- Dash Straight: Ch. B, F + P
- Dash Uppercut: Ch. B, F + K
- Dash Ground Straight: Ch. B, D-F + P
- Dash Ground Uppercut: Ch. B, D-F + K
- Turn Punch: Hold Px3 or Kx3, then release
- Buffalo Head Butt: Ch. D, U + P
Super Specials:
- Crazy Buffalo: Ch. B, F, B, F + P (then K to change move)
- Gigaton Blow: Ch. B, F, B, F + K (Level 3 & MAX only)
Movelist Breakdown:
Normal Attacks:
Standing:
- LP (Straight Jab): Good for combo starters, fast startup.
- MP (Uppercut): Nice as an Anti-Air type move.
- SP (Fierce Forward Punch): Good range, slow startup. Use when opponent is rushing.
- LK (Quick Jab): Faster than Standing LP, good for pressure.
- MK (Low Jab): Hits lower than LK, slower. Use up close for pressure.
- SK (Fierce Swing): Slow startup and recovery. Good for knocking opponents out of moves like Shungokusatsu and Last Judgment, and some Rush moves.
Crouching:
- LP (Straight Jab): Same as Standing LP.
- MP (Straight Punch): Punches opponent's shin.
- SP (Rising Uppercut): Great Anti-Air move, good for knocking opponents out of moves like Tatsumaki Senpukyaku and Spinning Bird Kick. Recommended against aerial fighters like Vega and Chun-Li.
- LK (Low Straight Jab): Hits lower than LP, can be blocked the same way as Crouching LP.
- MK (Foot Punch): Punches the opponent's foot.
- SK (Punch Trip): Trips the opponent with fists.
- SK Close (Strong Uppercut): Requires close proximity, not recommended.
Jumping:
- LP (Hook): Good if the opponent is in the air.
- Straight-Up LP (Diagonal Punch): Punches downwards, good for knocking opponents out of moves.
- MP (Quick Hook): Faster version of Jumping LP.
- Straight-Up MP (Palm Thrust): Swings palm outwards.
- SP (Fierce Diagonal Punch): Punches fiercely in front.
- Straight-Up SP (Strong Palm Thrust): Stronger version of Straight-Up MP.
- LK (Hook): Same as Jumping LP.
- MK (Quick Hook): Same as Jumping MP.
- SK (Fierce Diagonal Punch): Same as Jumping SP.
Throws:
- F or B + SP (Abdomen Punch): Grabs opponent and hits them in the gut.
- F or B + SK (Ground Slam): Picks up opponent and slams them into the ground.
Special Moves Breakdown:
Dash Straight:
- STRONG VS.: Rush attacks, some Other attacks (depending).
- NO EFFECT VS.: Teleport moves.
- WEAK VS.: Projectile attacks, Anti-Air moves, Air moves, some Other attacks (such as Tatsumaki Senpukyaku).
Balrog dashes and punches the opponent. Mix this move with other Dash attacks to avoid punishment.
Dash Uppercut:
- STRONG VS.: Air attacks (except Zanku Hadoken and Tenma Gou Zanku), Rush attacks, some Other attacks.
- NO EFFECT VS.: Teleport moves.
- WEAK VS.: Projectile attacks, Anti-Air attacks, some Other attacks.
Balrog dashes and uppercuts, knocking the opponent back. Prone to Projectiles.
Dash Ground Straight:
- STRONG VS.: Rush attacks, some Other attacks (depending).
- NO EFFECT VS.: Teleport moves.
- WEAK VS.: Projectile attacks, Anti-Air moves, Air moves, some Other attacks (such as Tatsumaki Senpukyaku).
Balrog dashes and strikes the opponent's legs, knocking them down. Use in conjunction with other Dash moves.
Dash Ground Uppercut:
- STRONG VS.: Air attacks (except Zanku Hadoken and Tenma Gou Zanku), Rush attacks, some Other attacks.
- NO EFFECT VS.: Teleport moves.
- WEAK VS.: Projectile attacks, Anti-Air attacks, some Other attacks.
Balrog dashes and uppercuts from the ground. Use in conjunction with other Dash moves.
Turn Punch:
- STRONG VS.: Varies.
- WEAK VS.: Varies, but Projectiles are a constant weakness.
Charge with one button (Px3 or Kx3) to allow attacks with the other button sets.
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