Introduction
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
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
7
|
Mid
|
1
|
8
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
s.MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
10
|
Mid
|
1
|
7
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
Launches standing opponents and can be used to begin juggles on airborne opponents.
|
|
s.HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
13
|
Mid
|
1
|
20
|
-
|
-
|
-
|
-
|
-
|
-
|
|
s.LK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
7
|
Mid
|
1
|
8
|
-
|
-
|
-
|
-
|
-
|
-
|
|
s.MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
9
|
Mid
|
1
|
6
|
-
|
-
|
-
|
-
|
-
|
Stagger
|
|
s.HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
13
|
Mid
|
1
|
10
|
-
|
-
|
-
|
-
|
-
|
Stagger
|
|
Crouching
cr.LP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
7
|
Low
|
1
|
4
|
-
|
-
|
-
|
-
|
-
|
-
|
|
cr.MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
10
|
Mid
|
1
|
7
|
-
|
-
|
-
|
-
|
-
|
-
|
|
cr.HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
13
|
Mid
|
1
|
20
|
-
|
-
|
-
|
-
|
-
|
-
|
Though the animation is an uppercut, it does not launch.
|
|
cr.LK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
7
|
Low
|
1
|
4
|
-
|
-
|
-
|
-
|
-
|
-
|
|
cr.MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
9
|
Low
|
1
|
6
|
-
|
-
|
-
|
-
|
-
|
-
|
|
cr.HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
13
|
Low
|
1
|
10
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
Acts as a sweep, but goes above other cr.HKs and will frequently beat them. Can chain into itself and juggle. Ideal for use as a combo ender and for applying pressure, in neutral or after a blocked super.
|
|
Air
j.LP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
7
|
High
|
1
|
8
|
-
|
Until landing
|
-
|
-
|
-
|
-
|
|
j.MP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
10
|
High
|
1
|
14
|
-
|
Until landing
|
-
|
-
|
-
|
-
|
|
j.HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
13
|
High
|
1
|
20
|
-
|
Until landing
|
-
|
-
|
-
|
-
|
|
j.LK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
7
|
High
|
1
|
8
|
-
|
Until landing
|
-
|
-
|
-
|
-
|
|
j.MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
9
|
High
|
1
|
14
|
-
|
Until landing
|
-
|
-
|
-
|
-
|
|
j.HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
13
|
High
|
1
|
20
|
-
|
Until landing
|
-
|
-
|
-
|
-
|
|
Universal Mechanics
Throws
Head Bomber b/f+HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
3x2-6=6-18
|
-
|
-
|
8-14
|
-
|
-
|
-
|
-
|
-
|
Stagger
|
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.
|
|
Shoulder Throw b/f+MK/HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
12
|
-
|
-
|
6
|
-
|
-
|
-
|
-
|
-
|
Escapable, Counterable
|
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 Counter/Reversal u+HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
13
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This input and data are for Balrog's opponent after he lands Shoulder Throw (b/f+MK/HK). See Throws for more information.
|
|
Slammaster d+HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
13
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
This input and data are for Balrog's opponent after he reverses a countered throw. See Throws for more information.
|
|
Interrupts
Buffalo Headbutt During blockstun u+HP
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
7+8=15
|
Mid
|
5 (+1 on each hit)
|
4+21=25
|
-
|
-
|
-
|
-
|
-
|
-
|
Faster and longer travel than HP Buffalo Headbutt.
|
|
Dash Upper During blockstun f+HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
3
|
Mid
|
5 (+1 on hit)
|
1
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
Same travel distance as HK Dash Upper, but far less damage. Another buffered charge move can follow this move immediately.
|
|
Regeneration
Regeneration Hold HK, release
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Recovers 17 health over 34 frames. See Regeneration for more information.
|
|
Danger Move
Jab Punch Frenzy 10 health or less Hold LK, f, f, release LK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
7+5+4+3=19
|
Mid
|
4 (+1 on each hit)
|
8x4=24
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
Special Moves
One-Two Jabs LP LP LP...
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
13
|
Mid
|
1 each hit
|
8 each hit
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
Ground One-Two Jabs cr.MP cr.MP cr.MP...
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
13
|
Low
|
1 each hit
|
7 each hit
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
Turn Punch Hold P, release
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
13
|
Mid
|
5 (+1 on hit)
|
10
|
-
|
-
|
-
|
-
|
-
|
Stagger
|
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.
|
|
Charge Upper Hold 3K, release
|
Version
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
1: 60 frames/ 2 game seconds *
|
8
|
Mid
|
9 (+1 on hit)
|
9
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
Version
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
2: 128 frames/ 4 game seconds
|
19
|
Mid
|
13 (+1 on hit)
|
14
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
Version
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
3: 256 frames/ 8 game seconds
|
26
|
Mid
|
27 (+1 on hit)
|
23
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
Version
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
4: 512 frames/ 15 game seconds
|
33
|
Mid
|
37 (+1 on hit)
|
30
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
Version
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
5+: 1,024 frames/ 30 game seconds
|
53
|
Mid
|
49 (+1 on hit)
|
40
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
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. 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.
|
|
Dash Straight [b]f+P
|
Version
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
LP
|
13
|
Mid
|
5 (+1 on hit)
|
10
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
Version
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
MP
|
13
|
Mid
|
5 (+1 on hit)
|
10
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
Version
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
HP
|
13
|
Mid
|
5 (+1 on hit)
|
10
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
An aura forms over Balrog's fist, giving it incredible reach that can outrange many pokes. Each version differs by distance traveled.
|
|
Dash Upper [b]f+K
|
Version
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
LK
|
13
|
Mid
|
5 (+1 on hit)
|
10
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
Version
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
MK
|
13
|
Mid
|
5 (+1 on hit)
|
10
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
Version
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
HK
|
13
|
Mid
|
5 (+1 on hit)
|
10
|
-
|
-
|
-
|
-
|
-
|
Knockdown
|
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.
|
|
Buffalo Headbutt [d]u+P LP LP MP MP HP HP
|
Version
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
LP
|
7+5=12
|
Mid
|
5+1 (+1 on each hit)
|
4+8=12
|
-
|
-
|
-
|
-
|
-
|
Projectile Invincible
|
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.
|
Version
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
MP
|
7+5=12
|
Mid
|
5+1 (+1 on each hit)
|
4+8=12
|
-
|
-
|
-
|
-
|
-
|
Projectile Invincible
|
Version
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
HP
|
7+5=12
|
Mid
|
5+1 (+1 on each hit)
|
4+8=12
|
-
|
-
|
-
|
-
|
-
|
Projectile Invincible
|
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.
|
|
Shadow Upper QCB+HK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
13+8+5+4=30
|
Mid
|
9 (+1 on each hit)
|
10x4=40
|
-
|
-
|
-
|
-
|
-
|
-
|
Hits up to four times at point blank range. Best used for quickly building meter from a safe distance. Has shadow trail.
|
|
Reflect Glove MP+MK
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Reflect
|
Has the same animation as Balrog's standing block. Though this can be repeated indefinitely, the recovery will allow projectiles to break through. Use with caution against supers that fire multiple fireballs.
|
|
Super Moves
Crazy Buffalo [b]f, b, f+P
|
Damage
|
Guard
|
Meter
|
Stun
|
Startup
|
Active
|
Recovery
|
Adv. Hit
|
Adv. Block
|
Property
|
13+8+5+4=30
|
Mid
|
-
|
10x4=40
|
-
|
-
|
-
|
-
|
-
|
Stagger
|
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. If 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: [1]
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Dash Ground One-Two [b] QCF, QCF+K
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Damage
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Guard
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Meter
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Stun
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Startup
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Active
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Recovery
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Adv. Hit
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Adv. Block
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Property
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13+5+5+3+3+3+3+3=38
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Mid
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-
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20+8+20+8+7+7+7+7=84
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-
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-
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-
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-
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-
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-
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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.
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Combos