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    Bal by ATan

    Version: 1.0 | Updated: 12/24/98 | Search Guide | Bookmark Guide

    Subject: BAL faq
    From: Alan <anntlh@pacific.net.sg>
    Date: Sat, 26 Dec 1998 22:49:05 +0800
    Newsgroups: rec.games.video.arcade
    Bal FAQ ver 1.0
    by Alan Tan
    24 dec 1998
    This FAQ concern mainly on vs combat, ie how to beat other people in
    It does not teaches how to win the AI nor does it have a detailed
    of all Bal's weapons. In fact, I presume you know ALL of Bals basic
    including Black hole, Energy fields, etc. If you are interested in these
    please check out some of the many web pages on the web, like the
    VOC page. My policy of play is no mercy and the point of shooting a
    is so that it hit. I mean people ask me to stop using oni vulcan because
    cannot dodge it. WHY?? if people can dodge it, why I shoot it?? Anyway,
    you want me to stop using oni vulcan, then I can ask Spec to stop ground
    and Angelan to stop double dragons and then lets have a match.
    BAL: General comments
    Bal is supposedly the most complex mech in VOOT. He is very distinctive
    in the sense that he has weak basic weapons, weak armour and weak speed.
    His strength lies in his special moves, especially oni mines which I
    talk later. The advantage is that his weapons do not require aiming and
    they home VERY WELL.
    Short forms used
    RH: right hand Erl
    LH: left hand Erl
    RL: Right leg Erl
    LL: Left leg Erl
    First things first. To learn Bal, the most important thing is not how to
    do his complex combos but how to dodge. Bal ground dash is not very fast
    and there seems to be a problem with it in the sense that the Dash is
    to start and that makes it very difficult to dodge high homing shots. A
    air dash does not have the slow start problem but it speed is slower so
    is not a perfect solution. The BASIC dodge move is SLD, super low
    dash, which is dashing immediately after you jump. This is quite okay
    I feel a double jump dash is safer in certain respects esp if you are up
    close as opponent will lose a lock on you.
    In this section, I will talk about the weapons that are useful to Bal.
    is NOT a complete list of all the weapons, only those which i feel is
    Section one: mines
    Mine snake
    1) Eject right hand by LTRW
    2) start to change mode to M
    3) hold RW
    This will cause the RH erl to release a LOT of mines in a very short
    USeful as it uses the seldom used RW guage and allows you to eject many
    mines. VERY USEFUL when combined with oni mines.
    Oni mines
    I will start with oni mines which is the MAIN weapon of Bal without a
    Oni mines are excuted this way:
    1) eject Left hand by LTLW
    2) eject right hand anyway you like without using the Left hand, ie
    CW(release left trigger) which I will refer as CW(R) in the future.
    3) start
    4) side air dash LW will eject the oni mines from the right hand.
    Things to note.
    Each side air dash LW will release 5 oni mines and drain the left hand
    counter by 5.
    The right hand Erl will return IMMEDIATELY once the oni mines is
    The oni mines shoot out at HIGH speed and hang in the air.
    The oni mines stay in the air for like 2 seconds before attacking.
    They knockdown anybody upon impact causing around 15% to temjin.
    They have good homing abilities and there are five of them making
    The variations of oni mines arises from the way you eject the Right hand
    First variation: normal oni mines
    you eject the right hand by LTRH.
    Useful in close combat range when you are getting up, and the opponent
    is quick
    stepping in front. You CANNOT eject RH by CW(R) cuz you will do a close
    combat move. Use the LTRW. Them hit start and jump immediately and side
    towards the opponent and hit LW. In close range the oni mines will hit
    immediately the opponent.
    It is also very useful when you are fighting people like Arph B with
    shelters. Do a mine snake first, ie release RH by LTRW, hit start, walk
    press and hold RW. A whole stream of mines will appear from the RH. With
    100% RW guage in the beginning, you will run out of ammo when the Right
    counter hits 2. The Arph B will use the napalm to clear the normal mines
    probably charges forward. NOTE if he comes close to your RH, side air
    dash LW
    immediately will get almost a guaranteed knockdown. The point is waste
    napalm with normal mines and confuse him. Then knock him out with oni
    But the mine snake does respectable damage and is very effective if they
    are launch from the blind side.
    Second Variation: Oni Vulcan
    This is the BEST. Very difficult to dodge. The point is to release the
    RH using
    vulcan attacks, ie CW, side dash CW, etc. As the oni mines shoots out
    the RH at very close range, it is very hard to dodge.
    There are three main useful methods of doing the oni vulcan.
    1) CW(R)
    this is the safest method as it has the least freeze time.
    2) side air dash CW(R)
    this cause you to release both the RH and the RL. It also has the
    of being very fast and allowing you to move and eject at the same time.
    Another impt use is after a Energy Field, you eject the Right hand Erl
    side RIGHT air dash, CW(R) when the Center guage is 45% and it uses only
    15% guage. This allows you to combine SEFs and oni vulcan which is very
    useful against mirror hiding Angelan.
    3) RTCW(R)
    This causes you to eject both RH and RL but with a long freeze time.
    in shelter or when getting up.
    When shooting you oni vulcan you must time the release of the mines just
    the Erl reaches the opponent. This is because if you hit too early, the
    mines get scattered in the air, not accurate. If you hit too late, the
    shoots and the Erl will stop following the opponent, allowing the
    to distance himself form the Erl. And if the Vulcan hit the opponent
    your mines may not work as the opponent gets ivulnerability for a short
    IMPORTANT NOTE: when you release you RH, it may be obvious to opponent
    you are going to side air dash. And so it may be VERY Dangerous to do
    side air dash. Use your brain and decide. Another way is to wait for
    RH to close in first before doing the side air dash, ie you hit the LW
    immediately when you side air dash so the opponent get hit really fast
    doesn't have time to retaliate. Up close, you can execute a DOUBLE jump
    then side air dash. This is quite safe as opponent cannot see you.
    Reflect lasers
    There are three kind of reflect lasers. To get a hit, it is usually
    necessary to fire the lasers when the opponent is close by.
    normal reflect laser
    1)Eject all Erls by LT method
    2)jump RTCW when center guage is 100%.
    This causes the Hand Erls to fly on top of the leg Erls and the lasers
    shoot out from the hand Erls for a total of 8 lasers. The location of
    Leg Erls will decide where the Laser shoot out from. Important as you
    the opponent to get hit.
    Note this will cause you to dance which is very dangerous. If you eject
    using weapons, the laser will not come out. Unless, you hit the RTCW the
    instant the  Erl is reconnecting to Bal. This laser does around 30% to
    but is not very useful.
    Single reflect laser
    1) eject RH by jump LTRW
    2) eject one leg Erl anyway.
    both Erl must be in B mode.
    3) jump RTRW
    Note both the ERLs must be in B mode. This cause 6 lasers to be shot out
    from RH Erl. It knocks down light VRs only thus Heavy VRs may sustain
    multiple hits. It cause around 20% per hit. Note all these Erls may be
    be replaced by the left side, ie
    1) eject LH by jump LTLW
    2) eject LL
    3)start to change to B mode
    4) jump RTLW
    double reflect laser
    1) eject RH by jump LTRW
    2) eject RL and LH anyhow.
    RH and RL must be in B mode. LH can be any mode.
    3) jump RTRW
    Note if you eject LH using left turbo, you can execute the laser by
    jump RTLW which uses the LW guage instead. But the laser is indentical.
    This is the best laser. 50% damage to Temjin. Killer to light VRs.
    IMPORTANT to note where you eject the ariel Erl as the laser shoots out
    from there. Only use your lasers when the opponent is close.
    Combat usage: Oni Vulcan Double reflect laser combination !!VERY
    This is what I use mainly. This is a summary of the tactics I use.
    eject the LH by jump LTLW. Then eject LL by crouch LTLW.
    Note it takes SKILL to perform these two steps safely. Then you use
    Hit start. At this point you have two choices: 1) fire an oni vulcan
    2) fire a double reflect laser by Jump RTLW. This is a VERY powerful way
    playing as the oni Vulcan is VERY HARD to dodge. Forces the opponent to
    If he runs near the ariel Erl, you can fire a reflect laser IMMEDIATELY.
    Note you need 100% left guage to fire laser. You can mix in the mine
    snake BUT you cannot use leg Erls attacks like Energy field. Thus useful
    against mobile mechs like Feiyan or Arph B. The whole point is DON'T
    shoot your laser immediately after setting up your ariel Erl as opponent
    is aware. Run around, fire your oni mines. Go back to your Ariel Erl and
    try to lure your opponent there.
    Alternatively, the laser can be launch by crouch RTCW(R). This shoots
    half paralyse laser. Useful against heavy mech who get paralysed instead
    knocked down. If paralysed, you can get multiple reflect laser hits.
    Alernatively, you can eject the other two erls and use a delta end
    (crouch RTCW) Note, RH is the appex of pyramid
    options in Delta end: change mode so RH is in mine mode.
    lauch mine sanke which comes from above, very hard to see. Fire a weapon
    find where you left hand is. If opponent is close, do a double reflect
    jump RTLW. Else herd the opponent to LH by firing weapons from RL. LL
    fire, I think. After the double reflect, if you have time (when delta
    end ends
    all Erl forcefully return to Bal) you can fire reflect laser by jump
    at the instant Erls reconnect Bal.
    Note you can lauch reflect laser by jump RTCW which causes
    lasers from both RH and LH but damage is not as great as double reflect.
    Note about Delta end. You can lauch delta end if Erls are ejected by LT
    or when they are in an attack like Energy field. But if they are
    returing when
    you launch the delta end, the Delta end is incomplete does not hold
    Also remember that the Delta end do not affect weapons like spec ground
    Multiple lasers
    Bal can chain up lasers and fire up to 4 in a row. The detailed usage
    be found elsewhere cuz i dun find them useful as once the opponent knows
    that laser is coming, the laser is pretty hard to hit. One laser combi
    though may be useful for surprise effect.
    1) jump LTRH, release RH
    2) crouch CW or fwd dash crouch CW to release leg Erls.
    3) Jump RTRW, single reflect laser
    4) start
    5) fast land and LTLW
    6) start
    7) jump RTLW, double reflect laser
    This combi fires a single reflect laser followed by a double reflect
    Good for heavy VRs as the single reflect do not knocked down or surprise
    effect as the opponent may not be expecting the second laser.
    Other useful weapons
    side dash crouch CW
    useful at close range as damage potential is very high. works even after
    your mech is knocked down
    jump CW
    trace laser. hits aneglan even in mirror. last for long time so can be
    done when opponent is down.
    Crouch CW: Energy field
    highly useful. Hit all mechs when they are walking. From long range it
    diffcult to see. Excellent damage and knocks down 100%. Small Energy
    field SEF is done by using one leg in an attack like RTCW(R) then crouch
    CW. This causes only one Leg Erl to do the energy fiel. It is smaller
    less damage but good for knockdown. SEF can also be done by Crouch CW,
    crouch LTRW to call back one Erl.
    Specific tactics against individual mechs
    These tactics are developed to counter the style of play in Singapore
    may or may not work in your part of the World
    DO NOT DASH too much. In fact try not to use oni mines until Raiden has
    his lasers. Use the mine snake to confuse the opponent. Wait for the
    and then hit him with the oni mines. Set up your Ariel LH for the laser.
    Stay close to it. The Raiden will try to move in close as he is stronger
    close. At close range, Raiden is a Duck. To dodge Raiden's lasers, it is
    advisable to jump rather than dash. Note that the ground bomb can cancel
    a LOT of your mines so don't try for the oni vulcan if you see Raiden
    a ground bomb.
    No good temjin. Mine snake, oni vulcan is the way to go.
    Set up your ariel Erl in the beginning when she is not hyper. Hit her
    she is near 50%. Then go for the laser hit. Feiyan will try to get close
    she need to be near to use her LTLW shots. This is because these shots
    have a range of less than 300 m. And Bal is VERY strong with
    oni Vulcan from afar. So LURE her to you ariel LH. If she goes hyper,
    is DIFFICULT to win. Watch out for her stun heart (RTLW) which can kill
    as it stuns and you will probably get hit with big heart. Note although
    Feiyan seems to have unlimited ammo, she doesn't. Her real heart and
    heart need ammo and she will run out after a few. Then go for the oni
    hit. Play either VERY CLOSE ie knock her down. Go very close, CW(R),
    double jump, oni vulcan. OR kock her down, CW(R), back dash, oni Vulcan.
    The point is don't stay in 80-300 range where Feiyan is very strong.
    oni Vulcan him to death
    No good Grysvok players.. oni Vulcan should be enuff I think. oh, the
    way to
    dodge the Grysvok's jump RTCW is double jump side dash cancel.
    Arph B
    The way for Arph B to dodge oni Vulcan is a Napalm then fwd dash and he
    will try to punish you with his fwd dash shots. Arph doesn't have strong
    weapons so you can set up your ariel Erl with ease. Coupled with the
    for close range combat, Arph B is easy target for Laser. Just remember,
    wait, wait for a GOOD chance b4 releasing your lasers. I have seen soo
    stupid bals who release their lasers when the opponent is like 300m away
    their Ariel Erl. What is the point??? Use the mine snake to waste the
    Eject your LH in the beginning to prepare for oni mines. Later when
    opponent is
    down, eject RH Erl, hit start so that (LH: B mode, RH: M mode). move
    back and
    press and hold RW to do mine snake. 99% Arph B will use the napalm and
    dash fwd.
    Which means the napalm cancel all your mine snake BUT he will be dashing
    to your RH Erl. Do and immediate air side dash LW to release the oni
    When is is close to you RH erl, sure hit. Actually, Arph is kind of weak
    you can set up all you Erls attacks with easy as he doesn't have strong
    punishing attacks.
    Arph S
    ... seldom play Arph S. I guess mine snake and oni mines will kill him.
    Set up your Ariel Erl when dodray does a drill rush. Use a vulcan
    he will probably use a rush to try to punish you and dodge the coming
    oni mines. Stay close to your Ariel Erl cuz that is where he will be
    Instead of oni mines, hit him with lasers. When he get hit once, he will
    be so enthusiastic at attacking you. So go on and use oni mines.  Mine
    is also a good idea. Anyway, watch you for Geromaki. Double jump side
    cancel is the way to dodge at long range. At close range, fwd dash
    CW is a good idea.
    Stay CLOSE. At long range the black balls, electric dart, big ground
    wave WILL
    KILL you. To dodge the electric Dart (spec's jump RTRW), double jump. to
    dodge the ground wave(RTCW).... while if you are in a dash already.. you
    DEAD. If you are walking... you are half dead. The point is, if I know
    it is
    coming, a double jump side dash will get me out 100%. But, in actual
    combat there are distractions like the black hole, shots, etc. Usually,
    don't have the time to double jump. So a left dash is a good idea.
    dashing to the left succeed more than to the right. But the best way is
    to stay
    UP CLOSE where the RTCW is not homing. Also, all the other kind of
    ground wave,
    ie standing ones, crouch ones, CAN be dodge by a double jump. If you are
    use CW(R) and double jump. This allows you to eject ONE set of oni mines
    and hopefully this hits. It is DANGEROUS to try to set up your ariel Erl
    but the
    rewards can be GREAT but it is kind of hard to hit Specinef as specinef
    not close in to fight you so very hard to lure him near the Erl.
    sigh... I seldom win her. The method that have limited success is using
    and mine snake and normal oni mines.
    The END

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