Capcom vs. SNK: Millenium Fight 2000
Balrog (Dreamcast and NAOMI Arcade)
Version 1.4 - November 28, 2001
by Charles Grey (iceout0002@aol.com)

......................
01) Updates
02) Background
03) Legend
04) Secrets
05) Movelist
06) Move Descriptions
07) Combos
08) Credits
'''''''''''''''''''''

'''''''''''
01) UPDATES
'''''''''''
1.0 (March 16, 2001)
1.1 (March 24, 2001)    EX basic move changes added, and drifting punch.
1.2 (May 1, 2001)       Fixes and corrections, more changes.
1.3 (July 27, 2001)     Added his 'meaty' combo.
1.4 (November 28, 2001) Final edit. Fixed spelling errors. Cut out 'filler'.

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02) BACKGROUND
''''''''''''''
NEW FOR THIS GAME
* Two new throws (but still no new special moves...)
* New dashing/running animation.

DIFFERENCES
* Only one button needed to charge a turn punch.
* No longer has his old standing or jumping medium attacks.
* His supers no longer juggle in midair.
* Headbutt hold can now hit up to 13 times instead of 4.
* Gigaton Blow only hits 6 times instead of 9, but can be comboed.
* Crazy Buffalo no longer has a "Kick" version.

ABOUT BALROG IN CAPCOM VS. SNK
* Balrog is a RATIO 2 character.
* In the import versions, he is actually "Mike Bison" or M. Bison. His move
  names are derived from his original Japanese name.
* He is the first Capcom boss (before M. Bison) at the end of the game.

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03) LEGEND
''''''''''
Joypad   Buttons
UB U UF  1 2 = P  jab   fierce
B  * F   3 4 = K  short roundhouse
DB D DF  n/x = normal/ex only

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04) SECRETS
'''''''''''
EX BALROG
* Finish ARCADE MODE with Balrog on your team using the CAPCOM GROOVE.
* Buy in SECRET SHOP for 3,000 points.
* Hold START while selecting Balrog to get the 'EX' version.
* EX Balrog doesn't have the Dash Ground attacks, Gigaton Blow, but does
  have his old headbutt hold (B or F+4).
* Different crouch 4 / close 2.
* The DB+2 (low medium punch) doesn't cancel either

EXTRA COLORS
* Finish ARCADE MODE with Balrog on your team.
* Buy in SECRET SHOP for 200 points.
* Select with 1+2 / 1+3 / 2+4 / 3+4 for colors #5-8.

RUNNING
* Buy Morrigan and Nakoruru from the SECRET SHOP.
* Buy in SECRET SHOP for 2,300 points.
* Go to OPTIONS and turn on the RUN option.

PAIR MATCH MODE
* Beat Morrigan and Nakoruru in ARCADE MODE.
* Buy PAIR MATCH MODE for 1,800 points.
* All characters are Ratio 2 and you can pick two of the same character.
* You can finish games and earn Vs. points a bit quicker.
ARCADE
* Hold 1+2 when starting a 1-player game.

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05) MOVELIST
''''''''''''
Universal Moves
Dash         : F,F
Run          : F,hold F (must unlock and turn on first - see SECRETS)
Backdash     : B,B
Super Jump   : DB,UF / D,U / DF,UB / UB/U/UF while running
Roll Escape  : 1+3
Super Charge : Hold 2+4 (SNK Groove Only)
Throw Escape : B or F+2/4 when about to be thrown
Late Recover : Hold 1+2 when knocked down
Taunt        : Hold 3, Start

Basic Moves  * two-in-one possible
1        : Basic Jab *
Far 2    : Straight
Close 2  : n Face Punch
           x Mini-Upper 
3        : Elbow Hit *
Far 4    : Swinging Punch
Close 4  : Stomach Blow
Crouch 1 : Low Jab *
DB+2     : Low Punch (* normal only)
D/DF+2   : Crouching Upper (* supers only)
Crouch 3 : n Ground Jab *
           x Quick Low Punch *
DB+4     : Ankle Punch
D/DF+4   : Fist Sweep
Jump 1   : Air Jab
Jump U,1 : Downward Light Punch
Jump 2   : Downward Hard Punch
Jump U,2 : Overhead Chop (Normal Only - B/F moves)
Jump 3   : same as jump U,1
Jump 4   : same as jump 2

Special Moves
  Turn Punch           : Hold any P/K, release
  Dash Straight        : Hold B,F+P
  Dash Upper           : Hold B,F+K
n Buffalo Headbutt     : Hold D,U+P
n Dash Ground Straight : Hold B,DF+P
n Dash Ground Upper    : Hold B,DF+K

Throws
  Stomach Blow     : B or F+2
n One Arm Takedown : B or F+4
x Headbutt Hold    : B or F+4

Super Moves
  Crazy Buffalo : Hold B,F,B,F+P (hold K to change punches)
n Gigaton Blow  : Hold B,F,B,F+K (level 3/MAX)

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06) MOVE DESCRIPTIONS
'''''''''''''''''''''
SUPER JUMPS
They go about 50% higher and farther then regular jumps and have shadow trails.

ROLL ESCAPE
His "roll" is more like a run. This goes through projectiles and most other
attacks except ground throws. Also, watch out for the roll into throw cheap.

DASH / BACKDASH
His dashes are more like big hops, with all new animation.
Also, regular dashes are non-interruptable.

RUNNING
You have to unlock a majority of the secrets before getting this one. Balrog
runs forward for as long as you hold the second Forward. Just tapping F,F will
have him run 1/2 screen before stopping. Runs are better because they can be
stopped at any time just like in MVC 2. 

LATE RECOVERY
When knocked down, you can delay your get up frames to avoid meaty attacks.
If done right, shadows will appear when you recover.

TAUNT
Balrog flexes his muscles and says something in Japanese.

BASIC JAB
This has the farthest range of his light attacks and can be linked off of his
crouching medium attacks and Dash Upper.

ELBOW HIT
A quick elbow strike with that has the worst hit range of his standing attacks.

LOW JAB / QUICK LOW PUNCH
Decent range and some anti-air ability.

GROUND JAB
Shorter range and can't be used as an anti-air.

DOWNWARD HARD PUNCH
His best jump-in and air counter.

STOMACH BLOW
Balrog grabs with one arm and punches them across the screen with the other.

ONE ARM TAKEDOWN
He grabs and slams them down.

HEADBUTT
This can now hit up to 13 times (with the release counting as the last hit.)
Press buttons to speed it up (opponent can also do this to break out sooner.)

TURN PUNCH
Balrog moves away a little with his back turned and throws a charging straight
punch. The longer you hold the button, the farther the punch goes and the more
damage is done. There are 10 levels - "one" to "nine" and "final!", ranging
from 2 seconds (the mimumum charge time for a turn punch) to 30 seconds for
a fully charged punch. This move cannot be canceled off any basic attack. If
you release the button during any attacking animation, nothing happens. (If
you change your mind and want to cancel a turn punch charge, just release the
button when Balrog is doing something else.) Its start-up time makes it too
slow for combos, anyway. It can be countered by a late hit, trade hits with an
early one, and can be easily jumped over.

DASH STRAIGHT
The weak version goes about 1/4 of a screen and dosen't knock down, the fierce
one full screen and a knockdown. There are two parts to this move, the slide
forward and the punch itself. Balrog can be countered or even thrown out of the
approach forward. It can combo from a farther distance than the Dash Uppers,
however. Use mainly to finish combos.
Again, this is prone to foot sweeps, throws and even supers (Zangief can FAB
you out of one.) before he throws the punch.

DASH GROUND STRAIGHT
Same as the regular one, but throws a fist sweep that must be blocked low.

DASH UPPER
The weak version goes about 1/5 screen, the heavy one 5/6 screen maximum. Just
like the other Dash moves except he throws a powerful uppercut at the end. This
has great anti-air hitting ability, it can even hit opponents jumping back and
Geese Howard and Akuma out of their air-fireball attempts. It has a shorter
comboing range than his Dash Straight attacks, though.

DASH GROUND UPPER
And this one does.

BUFFALO HEADBUTT
Balrog jumps in the air with his shoulder and says something like "Who's in the
h-h-h-house?". A decent anti-air counter that will sometimes trade hits.

CRAZY BUFFALO
Balrog does 2-4 quick dashing straights (holding K will cause him to do uppers
instead.) followed by a knockdown dashing straight, which is unchangeable.
This is a great attack to use if they miss a move. This move will only hit once
against a midair opponent, now that Capcom vs. SNK has a limited juggle system
and Balrog has none. It can be hit out of easily, use with discretion.

GIGATON BLOW
It's a full-screen, multi-hitting version of his "final" turn punch. It hits up
to 6 times (it will only hit 3-4 times from a full screen away.), and does a
little more damage than a level 3/MAX Crazy Buffalo.
It can be jumped over and only hits once as an anti-air move, though. Don't use
this move unless you're very sure it will hit, because it takes a full super bar.

..........
07) COMBOS
''''''''''
#1 (2) Jump 2/4 (very deep) - crouch D/DF+4
#2 (2) Dash Upper - 1 (!!)
#3 (5) Jump 2/4 - hold DB,1,1 - 1 - Dash Straight
#4 (3) Hold DB,2/4 - 1 - Dash Straight
#5 (6) (vs. Zangief) Hold DB,1,1,1 - 1,1 - Dash Straight
#6 (3) (normal only) Jump 2/4 - hold DB,2 - Any Dash
#7 (3) Crouch 1 - (1) - Buffalo Headbutt
#8 (4+)DB+2 - Crazy Buffalo
#9 (7) Crouch 3 - Gigaton Blow
#10(3) (knock opponent down) late Turn Punch - 1 - Dash Straight

#2
If it hits deep without pushing out, you can combo a standing jab before
they recover. I don't think there's enough time to charge another move, though.

#4
One of his flashier combos, you can link a medium to a standing 1.

#7
Do the standing jab the instant you leave the crouch then complete the B.Head.

#8
The DB+2 must be done while you are completing the CB super motion. If
you do it too fast, you'll get a Dash Straight instead. If you try to do
the motions after throwing the DB+2, it won't combo.

#10
The turn punch must hit as soon as they get up, so that it hits 'late' in its
animation, then link the other hits. They can late recover to throw you off.

...........
08) CREDITS
'''''''''''
James Chen - Juggling information from his Capcom vs. SNK Combo Systems FAQ
             and the Late Recovery trick as well.
ShinPika's CvS FAQ - Balrog's Drifting Punch

CAPCOM vs. SNK is (C) CAPCOM
DREAMCAST is (c) SEGA
