Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 7, Balrog)
March 7th, 2008 Seth Killian
This is part seven in an extended series of articles from David Sirlin, detailing the changes we’ve made to the rebalanced mode of the new Super Street Fighter II Turbo HD Remix project. The previous 6 articles can be found here. This week’s article focuses Balrog “What’s a kick?” the Boxer.
With Balrog near the top of the original Super Turbo characters, remixing him was more about putting a collar on some of his most brutal tricks while still keeping him competitive, fun, and, well… like Balrog!
Balrog
Balrog is generally considered to be tied for the best character in Super Street Fighter 2 Turbo (ST). Pretty much everyone ranks Balrog and Dhalsim as top, with some Americans adding in Old Sagat, some Japanese adding in Vega, and a few people claiming Chun Li. But there’s not much debate about Balrog (or Dhalsim) being top.
The knee-jerk reaction is to nerf, nerf, nerf (that’s internet-speak for “reducing the power level” of something). I said in my first article that we would leave the top characters top, so it’s been quite a test of willpower to follow my own advice and avoid bringing down the hammer on Balrog.
Before you read the actual nerfs, I’d like you to consider what might have happened. By far the most common suggestion for Balrog was to reduce his overall damage by about 20%. Almost everyone who said anything about Balrog said this. But reducing the overall damage of a character by 20% is mostly just another way of making him 20% worse, and does nothing to remove the tactics we’d like to tone down. So the good news for Balrog players is that he still does a whole lot of damage and is not a 20% worse Balrog.
Throw Loops
After Balrog’s headbutt hold, he can do a mixup where he either walks under the opponent (to get on the other side) or not walk under and say on the same side. He can threaten to do a low roundhouse from either side, resulting in a knockdown. This part is fine. He can also do a low forward or low strong and then attempt another throw, resulting in a loop. This part is too abuseable.
As with Ken, it was a tough decision, but I think it’s more fun if Balrog gets to keep his mixup, yet loses the power of a repeatable loop. His low strong, throw, low strong, throw sequence could be done from literally so far away that some characters cannot counter throw. The change is that Balrog’s throw range is now shorter, and the first hit of the hold does less damage. The walk-under tricks still work, as do the throw tricks after whiffing a short dashing punch, but if you want to attempt a throw loop, you a) have to be close enough that your opponent might counterthrow and b) deal less damage when you successfully do it. Balrog’s relentless offense is so good that a slightly worse throw game should leave him plenty powerful.
Safe Attack, Safe Attack
Another problem with Balrog is this sequence: low rushing punch, then jab headbutt. The low rushing punch is fast, damaging, must be blocked low, and is safe on block. The command for the move leaves him charged to immediately do a Buffalo Headbutt. So not only can you not hit back the low rushing punch on block, but if you even try, you will probably get hit by the headbutt (it’s an invulnerable startup move, somewhat like a Dragon Punch). If you block the headbutt, it too is safe on block. And to make matters worse, he gets a huge amount of super meter for doing that sequence. And to make matters worse than that, he has the best super move in the game. Something has to give!
I thought for a very long time about removing the ability to charge for a headbutt right after a low rushing punch (or some method of making sure you couldn’t do those two moves right in a row). In the end, I have to say that the fun-factor of that sequence is good, and the problem is the safe-on-block jab headbutt. This feeling was corroborated when I asked multiple-time tournament champion and Balrog player Graham Wolfe what the most abuseable Balrog thing is. His answer, “Safe jab headbutt…and Daigo said so too.” (Note to Daigo: If you never really said that, I hold Graham Wolfe responsible!).
The jab headbutt now has more recovery and can be hit back on block. To keep things in line, the strong headbutt also has worse recovery (and can now go through fireballs), but the fierce headbutt is not changed. All three headbutts also generate less super meter, and the less powerful versions of the turnaround punch also generate less super meter. Note that all the rushing punches generate just as much super meter as ever though.
Super
I think about Balrog’s super a lot. It sits there taunting me, daring me to tone it down when I know that the rookie mistake would be to tone Balrog down too much. If I wake up with cold sweats about this in the middle of the night one more time, maybe I’ll tone down the damage, but for now, it’s as powerful as ever. The only two nerfs to it are: a) smaller super meter gains from turn punch and headbutt mean he can’t get his super as fast and b) the first hit of the super is now possible to Dragon Punch. If someone is going to do the best super in the game at you—and you know it’s coming—you should at least be able to Dragon Punch it.
Turn Around Punch
To be consistent with the rest of the game, this move can now be performed by pressing and releasing just two punches or two kicks, rather than three. We certainly don’t want to allow Balrog to access fierce and roundhouse while he charges turn punches though, so we’re working on a few possible solutions. I don’t want to go into it because it’s still in progress, but the bottom line is that pad players can use two buttons, the old three-button method will still work, and trying to do tricky stuff with the new two-button command won’t get you much, if anything.
In closing, Balrog remains incredibly powerful. His throw game is a bit weaker, but his throw tricks are still intact. His ability to generate super is a little worse, but the power of his super is still intact. His general ability to rush you down is also intact, as is his high damage, so I expect him to remain near the top.
–Sirlin









well it sounds like the top tier may shift to the
shotos but it sounds like Balrog still got some fight
in him. but it won’t make a difference to the ones
without a dragon punch, they’ll probably have to block
or fireball his super. but not sure if Chun Li’s
Rising Kicks counts as a dragon punch, unless that move
is given more invincibility frames otherwise it might
be useless to counter his first part of the super.
I think Balrog deserves access to his strongest buttons
while charging turn punches cause it fits his style,
it’s not like he can dragon punch all day or spam
tiger shots, and other things. Balrog although one
of the best, requires a lot of up close skill to
deliver results. characters like Ken and Ryu are beginner-class characters compared to Balrog. so fierce and roundhouse should be there for him.
I doubt you can fireball Balrog’s super. Balrog’s super functions much like Chun-li’s in that it slides right through fireballs.
It’s what really makes the OG Sagat vs Balrog fight so much fun. If Sagat can get Balrog on the other side of the screen, he can pelt Balrog with tiger shots. Once Balrog gets meter, the game immediately changes.
I’m curious whether Sirlin left in the “glitch” mid motion short rush punch mid motion into super.
Definately the article I’ve been waiting for since Balrog is my favorite character in the game.
Yep, short-rush -> super still works!
Strong headbutt through Fireballs is a nice bonus too, so when you’re hopping through FB traps you’re not stuck either going nowhere (jab), or halfway across the screen (fierce).
Strong Headbutt passing! wouldn’t that make all 3 headbutts useless against Blanka & Dictator & Honda charges?!
Like, I used to use the Strong Headbutt to counter fast rushing moves! because for example if blanka does his Roll, he would pass through you if you do it late with jab or Fierce but wont pass you if u use Strong.
But can he kick now?
Wait: Why shouldn’t Rog have access to HP/HK while charing Turn Punch?
Speaking of Turn Punch, how about making it invincible to projectiles again? Say if he charges it for less than 3 seconds or something.
yup yup great decisions! ^_^
I have read all the sections of the tweaking process (parts 1-7) and I’m really impressed. Through this rebalancing process, Sirlin, you have shown the careful touch of someone who not only values the role of each fighter but also the work of art that a finely balanced fighting game is.
Man, I don’t know how else to bring this up…have you looked into removing Chun Li’s fireball. Believe me I love the character, so please entertain a few thoughts about this. When Chun Li’s fireball first arrived in Hyper Fighting it really felt tacked on. Looking beyond appearances though I decided to post here in light of 2 gameplay considerations.
1) The Character Herself (the spirit of the character): I remember in the days of Champions Edition watching someone at the arcade who had really devoted their time to Chun Li and It was like watching this beautiful, spinning, agile acrobat. Chun Li is dazzling and dizzying when she pecks with her kicks, flips over you, bounces off the wall, and of course the spinning bird kick (upside down hurricane). I just felt like that’s her strength, that’s the element that she brings to the game and the inclusion of the fireball (although the animation was made more cool/sexy in Super SF) made her a bit more grounded.
2) The Character’s Uniqueness (unique function in the game): First of all, I like the fact that some characters don’t have fireballs. When there is too much overlap of moves and abilities then it is not as engaging to watch (again I know that times have changed and it’s all about the internet and youtube, but I have the mindset of someone who grew up spending good portions of the day at the arcade playing and watching some of the talented players in Hermosa Beach, CA). The fact that some people showed up who were skillful with characters that rely on other things besides fireball/trap fireball/jump tactics really added a breath of fresh air to the matchups.
Maybe such a change/reversal at this point is beyond the scope of your project, I dunno. I really started to feel like I had to post and get this off my chest after reading your perspective about fine-tuning Ryu, it revealed a certain awareness of preserving the purity of a character. If other people want to post here (maybe a pro with Chun Li) and weigh in on this, and say how wrong I am, then so be it. My argument though is about aesthetics as much as it is about elevating Chun Li and setting her gracefully apart from the pack of fireball-tossers.
I dont think Balrog’s throw should take less life out since alot of times they get escaped anyway but reach should be toned down to stop the loops they’re gay. Also his jab headbutt should be as safe Ryu’s jab Dragon Punch and so on other wise he’s going to sux now especially since u gave Ryu users a fake FB :(. I think u over rate these top tier guys most casual players dont use them I use Ryu & find it nice to get my butt kicked by non Ryu & Ken users (noobs like me). Balrog is hard to use & gets ur hands tired so if u can beat Ryu wit him u deserve it since the inputs will be easyer to do it will close the gap between all players. Also I think it’s not a good idea 2 weakin his super leveling or super move at all its what saves Balrog’s but most of the time it’s what makes Balrog Balrog u can’t take that away that’s his signature move. Lastly his Turn Around Punch charge wit fierce & roundhouse should not be that bad cuz u can hold 3Ps & use RK or 3Ks wit FP anyway so ur just add 1 mo button.