Street Fighter V

SFV Street Fighter V Balrog Boxer Guide

OB: On Block
BR: Back Rise
QR: Quick Rise

Low: Dash Low

Straight: Dash Straight

Upper: Screw Smash

VS: V-Skill

VT: V-Trigger

BnB Juggle: Crouch HP xx HK Upper > LP Straight

Buttons:

ButtonStartupActiveRecoveryOBOHAdditional Info
Stand LP427+3+5Good Range, Good for punishing some spaced attacks with, cancellable, decent damage, good for frame traps, combos into itself, combos into stand MP at Point Blank
Crouch LP437+3+4Slightly worse range than Stand LP, cancellable, decent damage, good for frame traps. 
Stand MP54130+2Amazing Anti air (for non crossups and divekicks), bad horizontal range, used to follow up from overheads, Cancellable (let’s be honest, no one checks this button on block) 
Crouch MP6312+2+4 GOOD ASS RANGE, Cancellable, useful for tick throws up close. Good Damage
Stand HP122190-3Long range, only cancels into super, Crush Counters, Good for meaties off of back throw. Good Damage
Crouch HP8422-1-5Good anti air, used in max damage combos, Crush Counters, cancellable, balrogs only button that goes into HK upper.

ButtonStartup ActiveRecoveryOB OHAdditional Info
Stand LK328+1+2Good check, decent range, goes into target combo, doesn’t cancel.
Crouch LK438+1+4Good Range, goes into Light punches and stand LK. Doesn’t cancel, hits low, used in High Low mixups
Stand MK6312+2+5Decent range,Goes into stand MP target combo or just on hit, Cancelable. Good for frame traps
Crouch MK7217-2+2Good range, +2 OH, goes into stomp target combo, does not cancel, -2 OB, just good for whiff punishes and well spaced unsafe special.
Stand HK9319 (22)+3+7Good Range,, Crush Counters into big damage, doesn’t cancel, good for whiff punishes. Good for frame traps. More recovery on whiff. 
Crouch HK8226KD-14Crouch HK: 8F startup, Good Range, KD on hit,, Crush Counters for a hard knockdown, useful for whiff punishes, counter sweeps and as a low check.

Special and Unique attacks(Unfinished):

AttackStartupActiveRecoveryOBOHAdditional info
LP Straight10(12)422-4+2Decent range, pretty good for taking back space in close ranges, good for combos off of lights can be made safe with spacing and with meaties.
MP Straight12(16)422-6+3Good Range, Easier to space, easy to close distance, good damage, good for combos
HP Straight19(25)422-7+2Fullscreen(ish) Range, -7 OB. Best Damage (No bar), hard to space, if combo’d into it  leaves you close enough to throw or shimmy or continue pressure.
EX Straight9(22)629+1KDFullscreen(ish) Range, +1 OB, Second hit can be v-skill cancelled on hit and on block, Combos off of all cancellable normals. Good for extending pressure
LK Low17226-7KDShortest distance, useful for v-skill canceling through fireballs, Good for meaties off of forward throw, also good for a low check when spaced.
MK Low18(22)226-7KDDecent Distance, Good for combos, can be used as a frame trap to end medium frame traps
HK Low19(25)226-7KDFarthest distance, Can be combo’d into from some normals, best damage.
EX Low11(19)223-2KDFastest, Best Oki, Can be combo’d into off of any cancellable normal.
LK Upper10525-10KDCan be used for catching neutral jump
MK Upper13526-10KDCan be used for catching neutral jump
HK Upper23525-12KDCan be used for catching neutral jump
EX Upper12529-17KDCan be used for catching neutral jump
Vskill 1n/an/a29n/an/aProjectile invincible on frames 4-22
Vskill K11+17317-6+5OverheadProjectile invincible from frames 4-26
Vskill P11+7219-4+2Good Poke Projectile invincible from frames 4-17
Crouch MK TC7+10320-7+2Used to catch backwards movement.Combos into B3 in VT2
Stand MK TC VS16+6420-8KDGood if you don’t have charge and aren’t close enough to link stand MP.Follow ups are -8 Wouldn’t recommend V-Skill K ender bad oki
Stand MK TC VS26+6420-36KDSafe activation on hit, if you press v-skill on block prepare for a world of hurt.
Stand LK TC3+6+9221-8KDGood damage for a 3 frame TC.Combos into B3 on second hit

Frame Traps:

(Thank you to Ronilo for providing a list of them in his video series Balrogs Boxer Basics)

———————–

3 frame frametraps

———————–

stLP >  stLK  (0f gap, true blockstring)

stLP > stLP  (1f gap)

stLP > crLP  (1f gap)

stLP >  crLK  (1f gap)

stLP >  stMP  (2f gap)

stLP >  crMP  (3f gap, medium priority over 3f lights)

stLP > stMK  (3f gap, medium priority)

crLP >  stLK  (0f, blockstring)

crLP >  stLP  (1f)

crLP >  crLP  (1f)

crLP >  crLK  (1f)

crLP > stMP  (2f)

crLP >  crMP  (3f, medium priority)

crLP >  stMK  (3f, medium priority)

stLK >  stLK  (2f)

crLK >  stLK  (2f)

crMP >  stLK (1f)

crMP >  stLP (2f)

crMP > crLP (2f)

stMK >  stLP  (2f)

stMK >  stMP  (3f, medium priority)

stHK >  stLK (0f, blockstring)

stHK >  stLP (1f)

stHK > crLP (1f)

stHK >  crMP  (3f, medium priority)

stHK >  stMK  (3f, medium priority)

stLP/crLP/stMP/crMP/stMK/crHP xx EX straight (0f, blockstring)

crMP xx MK low  (3f, medium priority)

EX straight  > stLK (2f)

—————————————

4 frame gap frametraps

—————————————

stLP >  crMK

crLP >  crMK

stLK > stLP

stLK >  crLP

crLK >  stLP

crLK >  crLP

stMP >  stLK

crMP >  crMP

crMP >  stMK

stMK >  crMP

stMK >  stMK

stHK > crMK

EX straight >  stLP

EX straight >  crLP

————————————————–

5+ frame gap (fake) frametraps

————————————————–

stLK > crMP  (5f gap)

stLK >  stMK  (5f)

stLK >  stHK  (8f)

crLK >  crMP  (5f)

crLK >  stMK  (5f)

crLK >  stHK  (8f)

stLP (tip range) >  crHK (5f)

stLP (tip range) >  stHP (9f)

crMP (tip range) >  stHP (9f)

stMK >  crHP  (5f)

stMK >  stHK  (6f)

stHK >  stHK  (6f)

EX straight >  crMP (5f)

EX straight >  stMK (5f)

=======================

Combos: 

Thanks once again to ronilo for providing a list of combos.

——–

Lights:

(crLP, crLK, or stLP)  > LK-MK-HK target combo

(crLP, crLK or stLP)  > stLP xx (LP or EX) straight

(crLP, crLK or stLP)  > crLP xx MP straight

[counterhit only]

(crLP, crLK, or stLP)  > stMK xx HP straight/HK low

(crLP, crLK, or stLP)  > crMP xx MP straight/MK low

(crLP, crLK, or stLP)  > MK-MP-vskill+p target combo

———

Mediums:

stMK  > stLP xx (LP or EX) straight

stMK  > crLP xx MP straight

stMK  > stMP xx MP straight

stMK  > stMP xx MK low

stMK xx HP straight

stMK xx HK low

crMP xx MP straight

crMP xx MK low

[counterhit only]

(crMP or stMK)  > stMK xx HP straight/HK low

(crMP or stMK)  > crMP xx MP straight/MK low

crMK > stLP xx LP/EX straight/EX low

crMK > LK-MK-HK target combo

———

Heavies:

crHP xx HK upper > LP straight 

crHP xx HK upper >  EX straight [v-skill+p, EX straight]

crHP xx HK upper > EX low (best in corner)

stHK >  MK-MP-v-skill+p target

stHK >  MK xx HP straight

stHK >  MK xx HK low

stHK >  crMP xx MP straight

stHK >  crMP xx MK low

[crush counter only]

crHP > HK upper, MP straight

crHP >  HK upper, EX straight [v-skill+p, EX straight]

crHP > TAP >  MP straight

crHP >  TAP > EX straight [v-skill+p, EX straight]

crHP > LK low xx v-skill+p >  EX straight [v-skill+p, EX straight]

stHK >  HK upper >  LP straight

stHK >  HK upper >  EX straight [v-skill+p, EX straight]

stHK >  HP straight

stHK >  LP straight xx v-skill+p

crHK >  f-dash >  v-skill+k, stLP (meaty setup)

—————

V-skill Combos:

v-skill+k >  stMP xx MP/EX straight (close range)

v-skill+k >  stMP xx MK/EX low (close range)

v-skill+k >  stLP xx (LP or EX) straight/ EX low

[counterhit only]

v-skill+p >  stLP xx (LP or EX) straight/ EX low

v-skill+k >  stMK xx HP straight/HK low

v-skill+k >  crMP xx MP straight/MK low

————

VT1 Combos:

[Any special cancellable normal] xx EX low > fK >  v-skill+p, EX straight, fK, fK

LK/MK/HK low >  fK/fP [up to 2 fK’s]  > v-skill+p > EX straight > fK >  fK

LP/MP/HP straight >  fK [up to 2] > v-skill+p >  EX straight > fK > fK (opponent has to be grounded)

LP/MP/HP straight >  fP [up to 3] > v-skill+p (leaves you at +2 in their face, grounded opponent)

LP/MP/HP straight >  fP/fK > v-skill+p > EX straight (if the straight catches the opponent in the air)

————

VT2 Combos:

crHP xx B3

stMK > stMP xx B3

cr/stLP xx B3

v-skill+k > stMP xx B3

crMK-MK xx B3

LK-MK xx B3

EX Straight xx v-skill > LK-MK xx B3

[counterhit-only]

v-skill+k >  stMK xx B3

EX straight xx v-skill+k >  stMP xx B3

EX straight xx v-skill >  stMP xx B3

crLP >  stMK xx B3 (up close)

crMP >  stMK xx B3 (up close)

stMK >  stMK xx B3 (up close)

————–

Specials:

EX straight xx v-skill >  LK-MK-HK

EX straight xx v-skill >  LK-MK VTC crHP

[counterhit-only]

LP/MP/HP straight >  stLP xx LP straight/LK screw*/EX low/EX straight

EX straight xx v-skill+k >  stMP xx MP straight/MK low/MK screw*

EX straight xx v-skill, stMP xx MP straight/MK low/MK screw*

———————

Meaties: 

A general rule is that if it works midscreen it works in the corner although the spacing you would normally get to make moves safe would not apply so try to learn the situations to use each meaty. Also please note if something just says v-skill this is a set up you’re job is to think of a button afterwards or else this one section could go on for a good 10 pages.

Forward Throw

Midscreen: LK Low -7 OB (QR/BR) 

MK Upper -6 OB (QR/BR) (whiffs on crouching normal)

*Note* After the opponent begins blocking the LK Low and you’ve confirmed they do not want to punish, begin using MK Upper to bait another whiff punish after that you can start dashing you bait out 3 or 4 frame normals with a Forward Dash as it leaves you at the perfect distance to whiff punish most of those normals with a crouch HP

Corner: Microwalk forward > Stand HK minimum: +3 OB (QR/BR)

Back Throw

Midscreen: LP Straight -1 OB (QR/BR) (Against 4 frame characters mash that 3 frame)

Stand HP -2 OB (QR/BR)

Corner: Microwalk Forward: Stand HK minimum +3 OB (QR/BR)

Stand HP CC:
Midscreen:
MK Low xx v-skill +4 (QR) +9 (BR)

B3

Midscreen: LP Straight -1 OB (QR/BR)

Stand HP: -2 OB (QR/BR)

Microwalk Forward > Stand HK +3 OB Minimum (QR/BR)

Walk Forward > Crouch MK -2 OB Minimum (QR/BR)

Corner: Microwalk Forward > B3

BnB Juggle (No Bar):

Midscreen: Stand LP Frame kill > LK Low (QR) -7  OB / HP Straight (BR) -4 OB

Dash > MK Upper (BR) -6 OB/ Stand HP (QR) -3 OB

Corner: Throw Frame Kill > Stand MK (QR) +2 OB/ Stand HK (BR) +4 OB

BnB Juggle (1 Bar Ex Low)

Anywhere on Screen: FDash > Stand MK (QR) +2 OB / Stand HK (BR) +5

BnB Juggle (1 Bar Ex Straight No V-skill)

Midscreen:  The meaties you get midscreen are all punishable so to maintain pressure: 

LP straight V-skill (empty)  (QR) 0 (BR) +5

Corner: Throw Frame Kill > Stand HK (QR) +3 OB/ MP Straight(BR) -4 OB / 

Stand LP Frame Kill > Stand LK +1/ Stand LP +3/ Crouch LP +3/ Crouch LK +1 (BR)

BnB Juggle (1 Bar EX straight V-Skill P)

Midscreen: V-skill P Frame Kill > Stand MK (QR) +2 OB  / Stand HK (BR) +3 OB

Corner: Crouch LK Frame Kill > V-Skill K -4 OB (QR) (Meme Setup)

An actual setup: Crouch HK > Stand HK +4 OB (QR)/ MP Straight -3 OB (BR)

BnB Juggle (2 Bar)

Midscreen: As it is extremely unlikely you’ll land midscreen due to the corner carry I have not labbed it yet

Corner: Crouch MK Frame Kill > LP straight -1 OB (QR) / MP Straight -3 OB (BR)

Stand HK or Stand HP Frame Kill > Stand MK +2 OB (QR)/ Stand HK +5 (BR)

LK/MK/HK Target:
Midscreen:

Crouch LP Frame Kill > LK Low -6 OB (QR) / LK Low v-skill P -3 OB (BR) (not max range)

Crouch LP Frame Kill > MK Low -7 OB (BR)

Crouch MP Frame Kill or Stand MK > LP Straight for -3 OB (QR) / MP straight -6 (BR) 

MP Straight xx V-skill -1 OB (QR) +4 OB (BR)

LK low xx V-skill 0 OB (QR) +5 OB (BR)

Corner: 

V-skill K -5 OB (QR)

Crouch MK Frame Kill > Stand MK +2 (QR) / Stand HK +5 (BR)

EX straight:

Midscreen: 

Stand LP Frame kill > HP straight  -4 OB (QR)/ HP straight v-skill P -4 OB (BR)  

MP Straight xx V-skill +2 OB (QR) +7 (BR)

Corner: F Dash > Stand LP Frame Kill > Stand MK +2 OB(QR)/ Stand HK +4 OB (BR)

V-Reversal

Midscreen:

 Wouldn’t recommend chasing midscreen because it’s unsafe but you can do with: 

HP Straight -4 OB (BR)/ V-Skill P -4 OB (QR)

Corner: 

Stand LP Frame Kill > Stand MK +2 OB (QR)/ Stand LP +4 OB (QR)/

Stand HK +4 OB (BR)

LK Upper

Midscreen: 

Dash > Manually timed Stand HK min +3 OB (QR)/ Stand HP -3 OB (QR) 

HP Straight xx V-skill P -3 OB (QR)

LK Low xx V-skill K -5 OB (BR)

Corner: 

Throw Frame Kill > Stand LP (QR) +4 OB/ Stand HK (BR) +4 OB 

*Note on counter hit stand LP you can link Crouch HP for big damage*

MK Upper

Midscreen: 

Crouch MP > Light Straight -3 OB (QR)/ Medium Straight -6 OB (BR) 

LK Low xx V-skill 0 OB (QR) +5 (BR)

Corner: 

Overhead (QR) -5 OB

V-skill frame kill > Stand LK (QR) +1 OB/ Stand MK (BR) +3 OB

Crouch MK Frame Kill > Stand MK (QR) +2 OB/ Stand HK (BR) +5 OB

All non EX Lows

Midscreen:

Fdash > Stand MK +2 OB (QR) / Stand HK +3 OB (BR)

Fdash > Crouch LP/ Stand LP +3 OB (QR)

EX Low / Crouch HK

Midscreen:

Fdash > Crouch LP +5 OB (QR)/ Stand HK +5 OB (BR)

Fdash > Crouch LK +3 OB (QR)

Stand LK > Stand HK +5 (QR)

Stand MK Target V-skill P ender:

Midscreen: 

LK Low xx V-skill +5 OB (QR) +10 OB (BR)

Stand MK Target V-Skill 2 Ender:
Midscreen:

Stand HK +4 OB (QR) 

Microwalk Stand HK +3 OB Minimum (BR)

Medium Straight +2 OB (QR) +5 OB (BR) (Trades with 3 frames on QR for trade combo)

Matchup Knowledge:

Akuma:

Air Fireballs(No VT1):

Instant Air Fireball 

Can be punished after blocking it with Stand MP as he lands or before he lands. He can space it however but it’s easy to see if he’s spaced it. But if you react to his spacing you can anti air him with V-Skill P combo into LP Straight for 132 Damage

Regular Air Fireball 

You can v-skill either through it or v-skill underneath his jump to avoid the fireball pressure and or punish depending on when you reacted, I’d recommend just pressing Stand LP after v-skill to try and punish.

Instant EX Air Fireball

If close enough and you react in time you can punish with v-skill P and juggle with LP Straight. If not just v-skill to avoid the fireball

Regular EX Air Fireball

If you react to it you can just walk under it and anti air with stand medium punch

Air Fireballs (VT1)

Instant Air Fireballs

If he’s close enough you’ll just have to eat the fireballs on block

At a decent distance you can v-skill through all of them except Light.

A bit further away jump with akuma and air to air

Demon flip fireballs

See above the same applies here. If he does light you just have to eat it

Regular air fireballs

You can use TAP and knock him out of the air but you need to be pretty far away, it needs to be hard fireball and you need to react pretty early. Other than that the air fireballs generally work the same. Blocking is your best friend against his v-trigger 1.

Red Fireball Mixups:

Stand Medium Kick to EX, MP or HP Red Fireball is punishable with v-skill overhead you can react if you see him build up the fireball.

Demon Flip:

It’s wack. I’m serious, it’s a bad mixup unless its meaty. You can cover all options with stand MP and Crouch HP on reaction so do that. Unless he’s in vt1 then you just have to hope he wastes his fireballs quickly.

Dealing with his normals:

F-HP: It’s pretty reactable I’d say and you know what’s pretty cool is that you can really mess up his face by crush countering with Crouch HP and getting your juggle.

Stand HP: -5 OB so you can punish but they HAVE TO BE CLOSE, however if he has v-trigger its a frame trap to go into the target combo so don’t try to punish if he has VT1 ready to activate at max range counter poke with stand HP so he doesn’t get to whiff punish with EX Demon Flip

Stand MK: A fantastic button thats -4 OB however he can cancel it so don’t let the frame data fool you. You need to look for tendencies if he does more than one at a time press Stand LP to Punish. If he goes into Light Red fireball or any hadouken outside of v-trigger try punishing with crouch MP if he’s close.

Crouch MK: Same applies to what was said for Stand MK except its -1 OB not -4 so you can’t punish multiple easily but remember to take your turn.

Ibuki:

Cammy: