Street Fighter Wiki
No edit summary
No edit summary
(39 intermediate revisions by 15 users not shown)
Line 1: Line 1:
  +
The {{Nihongo|'''Dash Straight'''|ダッシュストレート|Dasshu Sutoreeto}} is one of [[Balrog]]'s [[Special Attack|special attacks]], introduced along with him in the ''[[Street Fighter II]]'' series.
'''Input:''' [[File:Arcade Stick CB.png]] {{+}} [[File:Arcade Stick Right.png]][[File:Arcade Button Punch.png]]
 
  +
  +
{| align="center" border="1" cellpadding="1" cellspacing="1" style="width:215px;"
  +
|+'''Input'''
  +
|-
  +
! scope="row" |'''All appearances'''
  +
| style="text-align:center;"|[[Image:Arcade Stick CB.png|Charge backward|link=http://streetfighter.wikia.com/wiki/File:Arcade_Stick_CB.png]][[Image:Arcade-Stick-Right.png|Forward|link=http://streetfighter.wikia.com/wiki/File:Arcade-Stick-Right.png]]'''+'''[[Image:Arcade Button Punch.png|Punch|link=http://streetfighter.wikia.com/wiki/File:Arcade_Button_Punch.png]]
  +
|}
   
The'''Dash Straight''' is the name of one of [[Balrog]]'s special attacks.
 
 
==Description==
 
==Description==
  +
[[File:Dashstraight.png|thumb|Dash Straight hitting [[Ryu]] in ''[[Street Fighter IV]]''.]][[File:Dash_Straight.png|thumb|left|Dash Straight, as seen in [[Super Street Fighter II Turbo#Game Boy Advance|Super Street Fighter II Turbo Revival]].]]
[[File:Dashstraight.png|thumb|"Straight!"]]
 
Executed by holding back and then simultaneously pressing forward and punch, Balrog executes a simple dash forward followed by a straight punch. The strength of the punch button pressed determines how far it goes, as well as its power and speed.
+
Executed by charging backward, then pressing forward and punch, Balrog performs a simple dash forward and follows-up with a straight punch using his opposite fist, with an accompanying "rush of wind" background sound effect.
  +
  +
The [[EX Special]] version introduced in ''[[Street Fighter IV]]'' has Balrog dash the entire stage length and gain [[Super Armor]], but its default damage value remains unchanged. In ''[[Street Fighter V]]'' the EX version has Balrog perform two consecutive punches on hit.     
  +
  +
==Tactics==
  +
[[File:DashStraight.jpg|thumb|250x250px]]
  +
This move can be treated as one of Balrog's best pokes. Essentially, Dash Straight can be used as a fireball. Properly spacing the dash punches is crucial to Balrog's neutral game. While they are unsafe at point-blank range, this attack is an effective and safe way to apply pressure, deal chip damage and stuff out many normal attacks. Even though this move doesn't result in a knockdown, Balrog gets positional and frame advantage on hit. This allows him to maintain offensive pressure or mix up throws to keep his opponent guessing.
  +
  +
The speed, damage, and distance traveled are determined by the strength of the punch button pressed. The Light version has the fastest startup, but covers only about a third of the stage's length. It also deals the least amount of damage. The Medium version deals slightly more damage than the Light version. It also reaches around half the stage in length, though the punch takes longer to come out. The Heavy version travels almost the whole stage and inflicts the most damage. However, it has the longest startup.
  +
  +
The Ligh version is the hardest to predict the safest on block if spaced correctly.. The Medium version is generally considered the best variation for its passable distance and decent punch lag. The Heavy version, while naturally being the strongest version and considered the best for retreating foes, it is also the most predictable, and easily taken advantage of with a fairly quick reaction.
   
  +
In addition, every variation can be easily countered with another move (specially [[projectile]]s), unless mitigated by the EX version's Super Armor.
Among special moves, Dash Straight has one of the more overall noticeable changes. The weakest variation will only travel about a third of the stage's length, though it does come out faster and is less easier to predict, and is safer if the the foe ''does'' predict it, as it ends sooner. The medium variation reaches around half the stage length, though the punch itself takes longer to come out due to the range Balrog has to travel. This is overall the best considered variation for its passable distance and decent punch lag. The fierce variation almost stretches the whole stage length, but the punch itself takes the longest to come out due to the distance Balrog goes; while naturally the strongest variation, and considered the best for retreating foes, it is also the most predictable, and quick foes can react with a hop over it, or block.
 
   
  +
==Sprites==
Though the punches come out generally fast, each variant's exact speed also depend on the button strength - weakest is the slowest, and fierce the strongest. In addition, every variation can be easily countered with a projectile, since in some situations, Balrog literally charges right into an incoming projectile, such as a [[Hadoken]].
 
 
[[File:Balrog-longpunch.gif|Street Fighter II series]][[File:Balrog-cs-punch.gif|SvC Chaos: SNK vs. Capcom]][[File:Balrog-punch-lunge.gif|Street Fighter Alpha 3]]
   
The move is [[EX Special|EX-able]] when more than one punch button is pressed, and Balrog gains [[Super Armor]] during the dash. In [[Street Fighter IV]], Balrog's Dash Straight does 120 damage, whether it is the normal or the EX version.
 
 
==Gallery==
 
==Gallery==
  +
<gallery>
  +
DashStraight.gif|Balrog's Light, Medium, Heavy, and EX Dash Straight in ''Street Fighter V''.
  +
</gallery>
   
  +
{{Boxer1}}
[[File:Balrog-longpunch.gif]][[File:Balrog-cs-punch.gif|The weakest version]][[File:Balrog-punch-lunge.gif]]
 
 
[[Category:Attacks]]
 
[[Category:Attacks]]
 
[[Category:Special Attacks]]
 
[[Category:Special Attacks]]
 
[[Category:Balrog's Special Attacks]]
 
[[Category:Balrog's Special Attacks]]
  +
[[Category:Cracker Jack's Special Attacks]]
 
[[Category:EX-able Attacks]]
 
[[Category:EX-able Attacks]]
  +
[[Category:Charge Attacks]]
  +
[[Category:Super Charge Attacks]]
  +
[[Category:Attacks with Follow-Up]]

Revision as of 04:42, 1 July 2020

The Dash Straight (ダッシュストレート Dasshu Sutoreeto?) is one of Balrog's special attacks, introduced along with him in the Street Fighter II series.

Input
All appearances Charge backwardForward+Punch

Description

Dashstraight

Dash Straight hitting Ryu in Street Fighter IV.

Dash Straight

Dash Straight, as seen in Super Street Fighter II Turbo Revival.

Executed by charging backward, then pressing forward and punch, Balrog performs a simple dash forward and follows-up with a straight punch using his opposite fist, with an accompanying "rush of wind" background sound effect.

The EX Special version introduced in Street Fighter IV has Balrog dash the entire stage length and gain Super Armor, but its default damage value remains unchanged. In Street Fighter V the EX version has Balrog perform two consecutive punches on hit.     

Tactics

DashStraight

This move can be treated as one of Balrog's best pokes. Essentially, Dash Straight can be used as a fireball. Properly spacing the dash punches is crucial to Balrog's neutral game. While they are unsafe at point-blank range, this attack is an effective and safe way to apply pressure, deal chip damage and stuff out many normal attacks. Even though this move doesn't result in a knockdown, Balrog gets positional and frame advantage on hit. This allows him to maintain offensive pressure or mix up throws to keep his opponent guessing.

The speed, damage, and distance traveled are determined by the strength of the punch button pressed. The Light version has the fastest startup, but covers only about a third of the stage's length. It also deals the least amount of damage. The Medium version deals slightly more damage than the Light version. It also reaches around half the stage in length, though the punch takes longer to come out. The Heavy version travels almost the whole stage and inflicts the most damage. However, it has the longest startup.

The Ligh version is the hardest to predict the safest on block if spaced correctly.. The Medium version is generally considered the best variation for its passable distance and decent punch lag. The Heavy version, while naturally being the strongest version and considered the best for retreating foes, it is also the most predictable, and easily taken advantage of with a fairly quick reaction.

In addition, every variation can be easily countered with another move (specially projectiles), unless mitigated by the EX version's Super Armor.

Sprites

Street Fighter II seriesSvC Chaos: SNK vsStreet Fighter Alpha 3

Gallery