Street Fighter: The Movie/Balrog (Boxer): Difference between revisions
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[[File:SFTM-Balrog-Portrait.png|frame]] | [[File:SFTM-Balrog-Portrait.png|frame]] | ||
* Stagger frames: 36 | |||
==Introduction== | |||
* Played by: [https://www.imdb.com/name/nm0005598/ Grand L. Bush] | |||
* Stagger frames: 36 | |||
The boxer is named '''Balrog''' in all versions of the game, due to the movie using Capcom USA's character name changes in the Japanese dub. | |||
===Playstyle=== | |||
'''Balrog''' excels at rushdown, not unlike his traditional ''Street Fighter II'' equivalent. Thanks to the shorter charge duration of this game, Balrog is able to do his charge attacks in much quicker succession. Due to the actor's much shorter arm length compared to that of the sprite-based boxer of Capcom's game, his normals have less importance in controlling space. | |||
With Reflect Glove, Balrog can shut down any projectile spam that his Buffalo Headbutt cannot safely evade, as he can simply stand in place and push fireballs and other objects away as long as he likes. | |||
==Normals== | ==Normals== | ||
===Standing=== | ===Standing=== | ||
Line 142: | Line 153: | ||
|guard=High | |guard=High | ||
|meter=1 | |meter=1 | ||
|stun=8 | |||
|active=Until landing | |active=Until landing | ||
}} | }} | ||
Line 152: | Line 164: | ||
|guard=High | |guard=High | ||
|meter=1 | |meter=1 | ||
|stun=14 | |||
|active=Until landing | |active=Until landing | ||
}} | }} | ||
Line 162: | Line 175: | ||
|guard=High | |guard=High | ||
|meter=1 | |meter=1 | ||
|stun=20 | |||
|active=Until landing | |active=Until landing | ||
}} | }} | ||
Line 172: | Line 186: | ||
|guard=High | |guard=High | ||
|meter=1 | |meter=1 | ||
|stun=8 | |||
|active=Until landing | |active=Until landing | ||
}} | }} | ||
Line 182: | Line 197: | ||
|guard=High | |guard=High | ||
|meter=1 | |meter=1 | ||
|stun=14 | |||
|active=Until landing | |active=Until landing | ||
}} | }} | ||
Line 192: | Line 208: | ||
|guard=High | |guard=High | ||
|meter=1 | |meter=1 | ||
|stun=20 | |||
|active=Until landing | |active=Until landing | ||
}} | }} | ||
Line 200: | Line 217: | ||
{{MoveData | {{MoveData | ||
|name=Head Bomber | |name=Head Bomber | ||
|input=b/f+HP | |input=''Close''<br />b/f+HP | ||
|image=SFTM-Balrog-HeadBomber.png | |image=SFTM-Balrog-HeadBomber.png | ||
|data={{AttackData-SFTM | |data={{AttackData-SFTM | ||
|damage=3x2-6=6-18 | |damage=3x2-6=6-18 | ||
|stun=8-14 | |||
|property=Stagger | |property=Stagger | ||
|description=Hits three times without extra input. Mash the joystick for up to six hits. The opponent can also mash the joystick to reduce the number of hits. | |description=Hits three times without extra input. Mash the joystick for up to six hits. The opponent can also mash the joystick to reduce the number of hits. | ||
Line 210: | Line 228: | ||
{{MoveData | {{MoveData | ||
|name=Shoulder Throw | |name=Shoulder Throw | ||
|input=b/f+MK | |input=''Close''<br />b/f+MK or HK | ||
|image=SFTM-Balrog-ShoulderThrow.png | |image=SFTM-Balrog-ShoulderThrow.png | ||
|data={{AttackData-SFTM | |data={{AttackData-SFTM | ||
|damage=12 | |damage=12 | ||
|stun=6 | |||
|property=Escapable, Counterable | |property=Escapable, Counterable | ||
|description=f+K will throw behind Balrog, b+K will throw in front. Can be used OTG. With the proper timing and spacing, the front throw can be used to catch opponents in a throw loop if they are unaware of the throw escape/counter mechanisms. | |description=f+K will throw behind Balrog, b+K will throw in front. Can be used OTG. With the proper timing and spacing, the front throw can be used to catch opponents in a throw loop if they are unaware of the throw escape/counter mechanisms. | ||
}} | }} | ||
}} | }} | ||
===Throw Counters=== | ===Throw Counters=== | ||
{{MoveData | {{MoveData | ||
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|data={{AttackData-SFTM | |data={{AttackData-SFTM | ||
|damage=13 | |damage=13 | ||
|description=This input and data are for Balrog's opponent after he lands | |description=This input and data are for Balrog's opponent after he lands a throw. See [[Street Fighter: The Movie/Mechanics#Throws|Throws]] for more information. | ||
}} | }} | ||
}} | }} | ||
Line 235: | Line 255: | ||
}} | }} | ||
}} | }} | ||
===Interrupts=== | ===Interrupts=== | ||
{{MoveData | {{MoveData | ||
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|guard=Mid | |guard=Mid | ||
|meter=5 (+1 on each hit) | |meter=5 (+1 on each hit) | ||
|stun=4+21=25 | |||
|description=Faster and longer travel than HP Buffalo Headbutt. | |description=Faster and longer travel than HP Buffalo Headbutt. | ||
}} | }} | ||
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|guard=Mid | |guard=Mid | ||
|meter=5 (+1 on hit) | |meter=5 (+1 on hit) | ||
|stun=1 | |||
|property=Knockdown | |property=Knockdown | ||
|description=Same travel distance as HK Dash Upper, but far less damage. Another buffered charge move can follow this move immediately. | |description=Same travel distance as HK Dash Upper, but far less damage. Another buffered charge move can follow this move immediately. | ||
}} | }} | ||
}} | }} | ||
===Regeneration=== | ===Regeneration=== | ||
{{MoveData | {{MoveData | ||
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|guard=Mid | |guard=Mid | ||
|meter=4 (+1 on each hit) | |meter=4 (+1 on each hit) | ||
|stun=8x4=24 | |||
|description=Does not push back Balrog or his opponent. A poor option for low health situations with extremely limited utility. Regeneration or LK Dash Upper is preferable, as the latter can knock down. | |description=Does not push back Balrog or his opponent. A poor option for low health situations with extremely limited utility. Regeneration or LK Dash Upper is preferable, as the latter can knock down. | ||
}} | }} | ||
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|guard=Mid | |guard=Mid | ||
|meter=1 each hit | |meter=1 each hit | ||
|stun=8 each hit | |||
|description=Repeated LPs with a different animation and less recovery. From point blank, this can land at least two hits. Has the input of a mash special move, but isn't a true one as it does not gain extra meter. | |description=Repeated LPs with a different animation and less recovery. From point blank, this can land at least two hits. Has the input of a mash special move, but isn't a true one as it does not gain extra meter. | ||
}} | }} | ||
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|guard=Low | |guard=Low | ||
|meter=1 each hit | |meter=1 each hit | ||
|stun=7 each hit | |||
|description=Repeated crouching MPs with a different animation and less recovery. From point blank, this can land at least two hits. More utility than standing One-Two Jabs as it is faster and reduces recovery more. Has the input of a mash special move, but isn't a true one as it does not gain extra meter. | |description=Repeated crouching MPs with a different animation and less recovery. From point blank, this can land at least two hits. More utility than standing One-Two Jabs as it is faster and reduces recovery more. Has the input of a mash special move, but isn't a true one as it does not gain extra meter. | ||
}} | }} | ||
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|guard=Mid | |guard=Mid | ||
|meter=5 (+1 on hit) | |meter=5 (+1 on hit) | ||
|stun=10 | |||
|property=Stagger | |property=Stagger | ||
|description=Only one punch button is needed for this move. By holding two or three punch buttons and releasing in succession, up to three Turn Punches can be done in a row. All versions are identical. | |description=Only one punch button is needed for this move. By holding two or three punch buttons and releasing in succession, up to three Turn Punches can be done in a row. All versions are identical. | ||
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|guard=Mid | |guard=Mid | ||
|meter=9 (+1 on hit) | |meter=9 (+1 on hit) | ||
|stun=9 | |||
|property=Knockdown | |property=Knockdown | ||
}} | }} | ||
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|guard=Mid | |guard=Mid | ||
|meter=13 (+1 on hit) | |meter=13 (+1 on hit) | ||
|stun=14 | |||
|property=Knockdown | |property=Knockdown | ||
}} | }} | ||
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|guard=Mid | |guard=Mid | ||
|meter=27 (+1 on hit) | |meter=27 (+1 on hit) | ||
|stun=23 | |||
|property=Knockdown | |property=Knockdown | ||
}} | }} | ||
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|guard=Mid | |guard=Mid | ||
|meter=37 (+1 on hit) | |meter=37 (+1 on hit) | ||
|stun=30 | |||
|property=Knockdown | |property=Knockdown | ||
}} | }} | ||
{{AttackData-SFTM | {{AttackData-SFTM | ||
|version=5: 1,024 frames/<br />30 game seconds | |version=5+: 1,024 frames/<br />30 game seconds | ||
|damage=53 | |damage=53 | ||
|guard=Mid | |guard=Mid | ||
|meter=49 (+1 on hit) | |meter=49 (+1 on hit) | ||
|stun=40 | |||
|property=Knockdown | |property=Knockdown | ||
|description=A high-risk/high-reward tool with very little startup, a deceptively long active period, and very large meter gain with longer charges. Travel distance and speed scales up with each level, and the strongest version rushes full screen at high speed.<br />'''Caution:''' If the super meter is full and regeneration is available, the regeneration will take priority if HK is released first, wasting the charge. Caution must be used to ensure either LK or MK is released first in this case. | |description=A high-risk/high-reward tool with very little startup, a deceptively long active period, and very large meter gain with longer charges. Travel distance and speed scales up with each level, and the strongest version rushes full screen at high speed.<br />'''Caution:''' If the super meter is full and regeneration is available, the regeneration will take priority if HK is released first, wasting the charge. Caution must be used to ensure either LK or MK is released first in this case. | ||
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|guard=Mid | |guard=Mid | ||
|meter=5 (+1 on hit) | |meter=5 (+1 on hit) | ||
|stun=10 | |||
|property=Knockdown | |property=Knockdown | ||
}} | }} | ||
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|guard=Mid | |guard=Mid | ||
|meter=5 (+1 on hit) | |meter=5 (+1 on hit) | ||
|stun=10 | |||
|property=Knockdown | |property=Knockdown | ||
}} | }} | ||
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|guard=Mid | |guard=Mid | ||
|meter=5 (+1 on hit) | |meter=5 (+1 on hit) | ||
|stun=10 | |||
|property=Knockdown | |property=Knockdown | ||
|description=An aura forms over Balrog's fist, giving it incredible reach that can outrange many pokes. Each version differs by distance traveled. | |description=An aura forms over Balrog's fist, giving it incredible reach that can outrange many pokes. Each version differs by distance traveled. | ||
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|guard=Mid | |guard=Mid | ||
|meter=5 (+1 on hit) | |meter=5 (+1 on hit) | ||
|stun=10 | |||
|property=Knockdown | |property=Knockdown | ||
}} | }} | ||
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|guard=Mid | |guard=Mid | ||
|meter=5 (+1 on hit) | |meter=5 (+1 on hit) | ||
|stun=10 | |||
|property=Knockdown | |property=Knockdown | ||
}} | }} | ||
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|guard=Mid | |guard=Mid | ||
|meter=5 (+1 on hit) | |meter=5 (+1 on hit) | ||
|stun=10 | |||
|property=Knockdown | |property=Knockdown | ||
|description=Preferred over Dash Straight when less startup and/or lower reach is needed, at the expense of shorter range and longer recovery. Each version differs by distance traveled; use lower strengths close to the corner. This move can be used alone in okizeme to repeatedly knock down an opponent who fails to block low. | |description=Preferred over Dash Straight when less startup and/or lower reach is needed, at the expense of shorter range and longer recovery. Each version differs by distance traveled; use lower strengths close to the corner. This move can be used alone in okizeme to repeatedly knock down an opponent who fails to block low. | ||
Line 426: | Line 465: | ||
|guard=Mid | |guard=Mid | ||
|meter=5+1 (+1 on each hit) | |meter=5+1 (+1 on each hit) | ||
|stun=4+8=12 | |||
|property=Projectile Invincible | |property=Projectile Invincible | ||
|description=The LP version travels the smallest distance off the ground, making it the safest option to avoid projectiles while building meter. Holding down-back will allow Balrog to block most projectiles that do not pass through the headbutt. | |description=The LP version travels the smallest distance off the ground, making it the safest option to avoid projectiles while building meter. Holding down-back will allow Balrog to block most projectiles that do not pass through the headbutt. | ||
Line 434: | Line 474: | ||
|guard=Mid | |guard=Mid | ||
|meter=5+1 (+1 on each hit) | |meter=5+1 (+1 on each hit) | ||
|stun=4+8=12 | |||
|property=Projectile Invincible | |property=Projectile Invincible | ||
}} | }} | ||
Line 441: | Line 482: | ||
|guard=Mid | |guard=Mid | ||
|meter=5+1 (+1 on each hit) | |meter=5+1 (+1 on each hit) | ||
|stun=4+8=12 | |||
|property=Projectile Invincible | |property=Projectile Invincible | ||
|description=The travel on HP Buffalo Headbutt makes it a decent option for approaching, though it is the least safe version against projectiles as it leaves him the highest in the air during recovery. | |description=The travel on HP Buffalo Headbutt makes it a decent option for approaching, though it is the least safe version against projectiles as it leaves him the highest in the air during recovery. | ||
Line 453: | Line 495: | ||
|guard=Mid | |guard=Mid | ||
|meter=9 (+1 on each hit) | |meter=9 (+1 on each hit) | ||
|stun=10x4=40 | |||
|description=Hits up to four times at point blank range. Best used for quickly building meter from a safe distance. Has shadow trail. | |description=Hits up to four times at point blank range. Best used for quickly building meter from a safe distance. Has shadow trail. | ||
}} | }} | ||
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|damage=13+8+5+4=30 | |damage=13+8+5+4=30 | ||
|guard=Mid | |guard=Mid | ||
|stun=10x4=40 | |||
|property=Stagger | |property=Stagger | ||
|description=Balrog dashes straight and punches four times, each one causing stagger, then does a dash uppercut that does no damage but the launches the opponent high into the air. At this point, air juggles are possible if pushback is minimal. Balrog will auto-correct direction if his opponent changes sides between punches. Has blue trail. <br />If [[Street Fighter: The Movie/Akuma|Akuma]] is hit with any of these punches, he will be able to recover from stagger quickly enough to block the remaining punches and potentially punish. Video: [https://twitter.com/The_Opponent/status/1358747902613553153] | |description=Balrog dashes straight and punches four times, each one causing stagger, then does a dash uppercut that does no damage but the launches the opponent high into the air. At this point, air juggles are possible if pushback is minimal. Balrog will auto-correct direction if his opponent changes sides between punches. Has blue trail. <br />If [[Street Fighter: The Movie/Akuma|Akuma]] is hit with any of these punches, he will be able to recover from stagger quickly enough to block the remaining punches and potentially punish. Video: [https://twitter.com/The_Opponent/status/1358747902613553153] | ||
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|damage=13+5+5+3+3+3+3+3=38 | |damage=13+5+5+3+3+3+3+3=38 | ||
|guard=Mid | |guard=Mid | ||
|stun=20+8+20+8+7+7+7+7=84 | |||
|description=Balrog dashes straight while punching four times, without pushback. If any of these punches connect, he follows with low punches and finishes with an uppercut that does no damage but launches the opponent high into the air. Has red trail. | |description=Balrog dashes straight while punching four times, without pushback. If any of these punches connect, he follows with low punches and finishes with an uppercut that does no damage but launches the opponent high into the air. Has red trail. | ||
If the full combo lands, stun is nearly guaranteed as it does 84/85 stun damage. | |||
}} | }} | ||
}} | }} | ||
==Combos== | |||
{{Navbox-SFTM}} | {{Navbox-SFTM}} | ||
[[Category:Street Fighter: The Movie]] | [[Category:Street Fighter: The Movie]] |
Latest revision as of 12:03, 26 June 2023
Introduction
- Played by: Grand L. Bush
- Stagger frames: 36
The boxer is named Balrog in all versions of the game, due to the movie using Capcom USA's character name changes in the Japanese dub.
Playstyle
Balrog excels at rushdown, not unlike his traditional Street Fighter II equivalent. Thanks to the shorter charge duration of this game, Balrog is able to do his charge attacks in much quicker succession. Due to the actor's much shorter arm length compared to that of the sprite-based boxer of Capcom's game, his normals have less importance in controlling space.
With Reflect Glove, Balrog can shut down any projectile spam that his Buffalo Headbutt cannot safely evade, as he can simply stand in place and push fireballs and other objects away as long as he likes.
Normals
Standing
s.LP
|
---|
s.MP
|
---|
s.HP
|
---|
s.LK
|
---|
s.MK
|
---|
s.HK
|
---|
Crouching
cr.LP
|
---|
cr.MP
|
---|
cr.HP
|
---|
cr.LK
|
---|
cr.MK
|
---|
cr.HK
|
---|
Air
j.LP
|
---|
j.MP
|
---|
j.HP
|
---|
j.LK
|
---|
j.MK
|
---|
j.HK
|
---|
Universal Mechanics
Throws
Head Bomber
Close b/f+HP |
---|
Shoulder Throw
Close b/f+MK or HK |
---|
Throw Counters
Throw Counter/Reversal
u+HP |
---|
Slammaster
d+HK |
---|
Interrupts
Buffalo Headbutt
During blockstun u+HP |
---|
Dash Upper
During blockstun f+HK |
---|
Regeneration
Regeneration
Hold HK, release |
---|
Danger Move
Jab Punch Frenzy
10 health or less Hold LK, f, f, release LK |
---|
Special Moves
One-Two Jabs
LP LP LP... |
---|
Ground One-Two Jabs
cr.MP cr.MP cr.MP... |
---|
Turn Punch
Hold P, release |
---|
Charge Upper
Hold 3K, release |
---|
Dash Straight
[b]f+P |
---|
Dash Upper
[b]f+K |
---|
Buffalo Headbutt [d]u+P LP LP MP MP HP HP
|
---|
Shadow Upper
QCB+HK |
---|
Reflect Glove
MP+MK |
---|
Super Moves
Crazy Buffalo
[b]f, b, f+P |
---|
Dash Ground One-Two
[b] QCF, QCF+K |
---|