Street Fighter: The Movie/Balrog (Boxer): Difference between revisions
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The Opponent (talk | contribs) (→Danger Move: Add stun values) |
The Opponent (talk | contribs) (→Special Moves: Add stun values) |
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Line 304: | Line 304: | ||
|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. | ||
}} | }} | ||
Line 315: | Line 316: | ||
|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. | ||
}} | }} | ||
Line 326: | Line 328: | ||
|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. | ||
Line 339: | Line 342: | ||
|guard=Mid | |guard=Mid | ||
|meter=9 (+1 on hit) | |meter=9 (+1 on hit) | ||
|stun=1: 9 | |||
|property=Knockdown | |property=Knockdown | ||
}} | }} | ||
Line 346: | Line 350: | ||
|guard=Mid | |guard=Mid | ||
|meter=13 (+1 on hit) | |meter=13 (+1 on hit) | ||
|stun=14 | |||
|property=Knockdown | |property=Knockdown | ||
}} | }} | ||
Line 353: | Line 358: | ||
|guard=Mid | |guard=Mid | ||
|meter=27 (+1 on hit) | |meter=27 (+1 on hit) | ||
|stun=23 | |||
|property=Knockdown | |property=Knockdown | ||
}} | }} | ||
Line 360: | Line 366: | ||
|guard=Mid | |guard=Mid | ||
|meter=37 (+1 on hit) | |meter=37 (+1 on hit) | ||
|stun=30 | |||
|property=Knockdown | |property=Knockdown | ||
}} | }} | ||
Line 367: | Line 374: | ||
|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. | ||
Line 380: | Line 388: | ||
|guard=Mid | |guard=Mid | ||
|meter=5 (+1 on hit) | |meter=5 (+1 on hit) | ||
|stun=10 | |||
|property=Knockdown | |property=Knockdown | ||
}} | }} | ||
Line 387: | Line 396: | ||
|guard=Mid | |guard=Mid | ||
|meter=5 (+1 on hit) | |meter=5 (+1 on hit) | ||
|stun=10 | |||
|property=Knockdown | |property=Knockdown | ||
}} | }} | ||
Line 394: | Line 404: | ||
|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. | ||
Line 407: | Line 418: | ||
|guard=Mid | |guard=Mid | ||
|meter=5 (+1 on hit) | |meter=5 (+1 on hit) | ||
|stun=10 | |||
|property=Knockdown | |property=Knockdown | ||
}} | }} | ||
Line 414: | Line 426: | ||
|guard=Mid | |guard=Mid | ||
|meter=5 (+1 on hit) | |meter=5 (+1 on hit) | ||
|stun=10 | |||
|property=Knockdown | |property=Knockdown | ||
}} | }} | ||
Line 421: | Line 434: | ||
|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 439: | Line 453: | ||
|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 447: | Line 462: | ||
|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 454: | Line 470: | ||
|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 466: | Line 483: | ||
|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. | ||
}} | }} |
Revision as of 18:56, 1 May 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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Special Moves
One-Two Jabs
LP LP LP... |
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Ground One-Two Jabs
cr.MP cr.MP cr.MP... |
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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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