Street Fighter: The Movie/Balrog (Boxer): Difference between revisions
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==Universal Mechanics== | |||
===Throws=== | |||
{{MoveData | |||
|name=Head Bomber | |||
|input=b/f+HP | |||
|data={{AttackData-SFTM | |||
|damage=3x2-6=6-18 | |||
|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. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Shoulder Throw | |||
|input=b/f+MK/HK | |||
|data={{AttackData-SFTM | |||
|damage=12 | |||
|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. | |||
}} | |||
}} | |||
===Throw Counters=== | |||
{{MoveData | |||
|name=Throw Counter/Reversal | |||
|input=u+HP | |||
|data={{AttackData-SFTM | |||
|damage=13 | |||
|description=This input and data are for Balrog's opponent after he lands Shoulder Throw (b/f+MK/HK). See [[Street Fighter: The Movie/Mechanics#Throws|Throws]] for more information. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Slammaster | |||
|input=d+HK | |||
|data={{AttackData-SFTM | |||
|damage=13 | |||
|description=This input and data are for Balrog's opponent after he reverses a countered throw. See [[Street Fighter: The Movie/Mechanics#Throws|Throws]] for more information. | |||
}} | |||
}} | |||
===Interrupts=== | |||
{{MoveData | |||
|name=Buffalo Headbutt | |||
|input=''During blockstun''<br />u+HP | |||
|data={{AttackData-SFTM | |||
|damage=7+8=15 | |||
|guard=Mid | |||
|meter=5 (+1 on each hit) | |||
|description=Faster and longer travel than HP Buffalo Headbutt. | |||
}} | |||
}} | |||
{{MoveData | |||
|name=Dash Upper | |||
|input=''During blockstun''<br />f+HK | |||
|data={{AttackData-SFTM | |||
|damage=3 | |||
|guard=Mid | |||
|meter=5 (+1 on hit) | |||
|property=Knockdown | |||
|description=Same travel distance as HK Dash Upper, but far less damage. Another buffered charge move can follow this move immediately. | |||
}} | |||
}} | |||
===Regeneration=== | |||
{{MoveData | |||
|name=Regeneration | |||
|input=Hold HK, release | |||
|data={{AttackData-SFTM | |||
|description=Recovers 17 health over 34 frames. See [[Street Fighter: The Movie/Mechanics#Regeneration|Regeneration]] for more information. | |||
}} | |||
}} | |||
===Danger Move=== | |||
{{MoveData | |||
|name=Jab Punch Frenzy | |||
|input=''10 health or less''<br />Hold LK, f, f, release LK | |||
|data={{AttackData-SFTM | |||
|damage=7+5+4+3=19 | |||
|guard=Mid | |||
|meter=4 (+1 on each hit) | |||
|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. | |||
}} | |||
}} | |||
==Specials== | ==Specials== | ||
{{MoveData | {{MoveData | ||
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}} | }} | ||
}} | }} | ||
==Super Moves== | ==Super Moves== | ||
{{MoveData | {{MoveData | ||
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|guard=Mid | |guard=Mid | ||
|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. | |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] | ||
}} | }} | ||
}} | }} |
Revision as of 05:39, 8 February 2021
- Stagger frames: 36
Normals
Standing
s.LP
|
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s.MP
|
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s.HP
|
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s.LK
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s.MK
|
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s.HK
|
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Crouching
cr.LP
|
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cr.MP
|
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cr.HP
|
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cr.LK
|
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cr.MK
|
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cr.HK
|
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Air
j.LP
|
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j.MP
|
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j.HP
|
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j.LK
|
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j.MK
|
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j.HK
|
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Universal Mechanics
Throws
Head Bomber
b/f+HP |
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Shoulder Throw
b/f+MK/HK |
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Throw Counters
Throw Counter/Reversal
u+HP |
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Slammaster
d+HK |
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Interrupts
Buffalo Headbutt
During blockstun u+HP |
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Dash Upper
During blockstun f+HK |
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Regeneration
Regeneration
Hold HK, release |
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Danger Move
Jab Punch Frenzy
10 health or less Hold LK, f, f, release LK |
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Specials
Turn Punch
Hold P, release |
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Charge Upper
Hold 3K, release |
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Dash Straight
[b]f+P |
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Dash Upper
[b]f+K |
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Buffalo Headbutt
[d]u+P |
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Shadow Upper
QCB+HK |
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Reflect Glove
MP+MK |
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Super Moves
Crazy Buffalo
[b]f, b, f+P |
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Dash Ground One-Two
[b] QCF, QCF+K |
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