| stub. |
You can help the Street Fighter Wiki by expanding it.
- "You won't hear the full ten-count! Why don't you go to hell?! (10カウントは決めるぜ！あとのいちだ! Ten kaunto wa kimeru ze! Atono ichi da!?)"
- —Balrog, Street Fighter V
Gigaton Blow (ギガトンブロー, Gigaton Buroo) is one of Balrog's Super Combos in Street Fighter Alpha 3, exclusive to his A-ISM Super Combo Gauge, and only usable when it is filled to the maximum. In Street Fighter V, the Gigaton Blow is his Critical Art.
It is likely based off the Gigaton Punch that he used to kill Dhalsim's elephant with during the events of Street Fighter Alpha 3.
|Street Fighter Alpha 3||+|
|Street Fighter V||+|
|Ultra Street Fighter IV (OMEGA Mode)||450 (including EX Dash Straight)|
|Street Fighter V||355|
Executed by charging backward then pressing forward, backward, forward and kick when having a full Super Combo gauge Balrog performs his Turn Punch spin animation twice (freezing time to charge as with other Super Combos) and then immediately releases a multiple-hitting Turn Punch that will launch the foe forward upon the last hit, leaving them spiraling for a few seconds before they fall. The combo has a maximum of nine hits.
The move returns in Ultra Street Fighter IV's Omega Mode. This time it is executed by performing an EX Dash Straight and pressing all three punches when it lands. It requires three Super Combo bars (four if counting the EX Dash Straight that proceeds it).
The move appears once again in Street Fighter V. On this game, the input is two quarter-circle forward motion and punch. The animation shows Balrog holding his punching arm as is pumps up, and then he delivers a powerful straight punch that launches the target upwards.
If the foe is not trapped at the start and is knocked down early (via aerial fall), this could give them an opportunity to make an air recovery and counterattack. In addition, the end lag also leaves Balrog open if the foe blocks, though this will affect the Stun Gauge heavily, and may break their guard. On Street Fighter V, the move have projectile immunity, being a safe punisher for projectile spam.