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The '''Dash Straight''' is the one of [[Balrog]]'s [[Special Attack|special attacks]], introduced with him in the ''[[Street Fighter II]]'' series.
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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.
   
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|+'''Input'''
 
|+'''Input'''
 
|-
 
|-
! scope="row"|'''All appearances'''
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! scope="row" |'''All appearances'''
|[[Image:Arcade Stick CB.png|Charge backward]][[Image:Arcade Stick Right.png|Forward]] {{+}} [[Image:Arcade Button Punch.png|Punch]]
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| 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]]
 
|}
 
|}
   
 
==Description==
 
==Description==
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[[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 charging backward then pressing forward and punch, Balrog executes a simple dash forward followed by a straight punch, with an accompanying "rush of wind" sound effect. The strength of the punch button pressed determines how far it goes, as well as its power and speed.
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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.     
Light punch 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 foe ''does'' predict it, as it ends sooner. The medium punch 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 punch 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.
 
   
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==Tactics==
Though the punches come out generally fast, each variant's exact speed also depend on the punch button pressed - light punch version is fast but weak while heavy punch version is slow but strong. In addition, every variation can be easily countered with a [[projectile]]; in some situations, Balrog literally charges right into an incoming projectile.
 
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[[File:DashStraight.jpg|thumb|250x250px]]
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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.
   
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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 [[EX Special]] version introduced in ''[[Street Fighter IV]]'' has Balrog gain [[Super Armor]] during the dash, but its "default" 120 damage value remains unchanged regardless of it being EX or not.
 
   
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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.
==Gallery==
 
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In addition, every variation can be easily countered with another move (specially [[projectile]]s), unless mitigated by the EX version's Super Armor.
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==Sprites==
 
[[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]]
 
[[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]]
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==Gallery==
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<gallery>
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DashStraight.gif|Balrog's Light, Medium, Heavy, and EX Dash Straight in ''Street Fighter V''.
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</gallery>
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{{Boxer1}}
 
[[Category:Attacks]]
 
[[Category:Attacks]]
 
[[Category:Special Attacks]]
 
[[Category:Special Attacks]]
 
[[Category:Balrog's Special Attacks]]
 
[[Category:Balrog's Special Attacks]]
[[Category:EX-able Attacks]]
 
 
[[Category:Cracker Jack's Special Attacks]]
 
[[Category:Cracker Jack's Special Attacks]]
 
[[Category:EX-able Attacks]]
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[[Category:Charge Attacks]]
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[[Category:Super Charge Attacks]]
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[[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