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Balrog

From The Codex
Street Fighter/Balrog
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Balrog, known as M. Bison (マイク・バイソン Maiku Baison?) in Japan, is a video game character from the Street Fighter series, first appearing as a non-playable boss in Street Fighter II before becoming playable in its update, Street Fighter II: Champion Edition. He is a greedy American boxer and personal bodyguard to M. Bison.


Balrog, Mike Bison
Nothin' feels as satisfyin' as knockin' chumps out with these here fists!
~ Balrog
Origin
Origin Street Fighter 2
Creator Takashi Nishiyama, Hiroshi Matsumoto
First Appearance Street Fighter Alpha (chronologically), Street Fighter 2 (Release order)
Voiced by Joji Nakata, Tomomichi Nishimura, Koichi Yamadera, Sonosuke Nagashiro, Satoshi Tsuruoka, Paul Dobson, Joe Romersa, Bob Carter
Characteristics
Species Human
Gender Male
Pronouns He/Him
Sexuality Heterosexual
Age In his 40's
Birthday September 4
Height 198 cm
Weight 102 kg
Ethnicity Black
Status Alive
Alignment Neutral Evil
Archetype Powerhouse
Occupation Boxer, Shadaloo Member, Bouncer
Time Period 1987, 1991
Language English
Combat Style Kenka-ryu Boxing
Homeworld Earth
Relationships
Affiliations M. Bison, F.A.N.G., Birdie, Sagat (Formerly), Vega, Ed, Urien
Enemies Chun-Li, Dudley, Birdie, Alex, Ryu, Zangief, Ibuki

Background

This dropdown contains the synopsis of Balrog's story. Read at your own risk as you may be spoiled otherwise!

Background
Growing up in poverty within a rough neighborhood, Balrog rose through the ranks to become a renowned boxing champion. His aggressive attitude, shaped by his upbringing, eventually led to his expulsion from the sport after he caused severe injuries to several opponents, including accidentally killing one, and repeatedly used illegal techniques such as headbutting. Although he achieved significant fame—particularly in Las Vegas—his desire for wealth outweighed any interest in honor. This pursuit of money ultimately drove him to align himself with the Shadaloo criminal organization, where he became M. Bison’s primary enforcer.

Street Fighter Alpha 3
While carrying out assignments for Bison, he ended up killing Dhalsim’s elephant with a single Gigaton Punch. On another job, Balrog was ordered to eliminate Birdie, though he wasn’t told why. Birdie mentioned the Psycho Drive, and Balrog decided to team up with him to track it down, hoping to profit from it. After the Psycho Drive was destroyed, Balrog noticed he hadn’t received any payment in a while.

Street Fighter II
After Bison was destroyed following his defeat by fighters like Ryu, Ken, Chun-Li, Cammy, and Guile, control of Shadaloo passed to Balrog. However, because he had no real leadership skills or understanding of how to run the group, the organization quickly collapsed under his command. With Shadaloo gone, Balrog returned to street-level work, taking low-paying jobs such as casino security.

Super Street Fighter IV
After Bison returns in a newly constructed body, Balrog is quickly reinstated into Shadaloo. He is assigned to retrieve Seth after Ryu defeats him, bring him to Bison’s headquarters, and guard the replacement bodies Bison has prepared, which Balrog casually refers to as “dolls.” Unhappy with the role he’s been given, he starts planning another quick payday and forces his way into the S.I.N. facility alongside Vega.

In his ending, Balrog searches the ruins for anything valuable and comes across a young, heavily bandaged boy calling for help. He initially ignores him until he notices a glowing Shadaloo-shaped mark on the child’s hand. Thinking the boy might be tied to something profitable, Balrog pulls him from the debris, convinced he’s found a real opportunity.

When he asks the boy what abilities he has, the child explains he has no powers of his own. Although Balrog assumes this makes him worthless, he carries the boy off anyway, believing he still might become useful and noting that the boy now owes him for saving his life.

Street Fighter 5 Arcade Mode
In his character story, F.A.N.G is impressed that Balrog managed to locate the bandaged boy from the S.I.N. laboratory, who is revealed to be Ed. F.A.N.G explains that Operation C.H.A.I.N.S. is underway and warns him to keep the information private. He also notes that Balrog’s actions qualify as betrayal, prompting a fight between the two. After the clash, Balrog knocks off F.A.N.G’s hat and leaves, saying he has things to take care of. When Balrog calls Ed out, Ed incinerates the fallen hat.

Later in China, Balrog and Ed meet with Urien but are confronted by Necalli, who appears to consume their souls. Urien offers Balrog payment to defeat Necalli, which motivates him to accept the fight. After Balrog wins, Necalli dissolves into dust. Urien pays the agreed reward and requests that Balrog deliver data related to Operation C.H.A.I.N.S. for his continued employment under Shadaloo. Balrog takes the money and agrees.

Back at the Shadaloo base, Ed comments that Urien was unpleasant to deal with. Balrog replies that he intends to smash Urien’s face once the job is finished, which Ed supports as they walk off.

Balrog appears in M. Bison’s character story without any dialogue, shown attending a Shadaloo meeting concerning the Dolls.

In Urien’s character story, which presents a different version of events, Balrog accepts his payment after defeating Necalli. When Balrog mocks the extra reward, Urien becomes irritated and reprimands him for pushing the limits of their agreement. A fight breaks out, during which Balrog is overpowered. Ed steps in to use his Psycho Power to assist, but Urien disperses it and becomes intrigued by Ed’s inherited Psycho Power. Before leaving, Urien warns Balrog not to repeat the incident again.

Street Fighter 5 A Shadow Falls
In New York, F.A.N.G, Balrog, and Vega argue over the mixed results of Operation C.H.A.I.N.S. When Bison arrives asking for a report on “the other device,” F.A.N.G presents two Shadaloo soldiers as test subjects for Balrog and Vega. After the soldiers are defeated, Balrog and Vega threaten F.A.N.G. Chun-Li and Guile then arrive, notice the destruction, and finally spot Bison. Ignoring Guile’s attempt to stop her, Chun-Li confronts him. Bison responds by attacking her directly, calling her foolish for showing up. With a surge of Psycho Power, Bison knocks Chun-Li to the ground. Guile moves in to help her but is intercepted by Vega, who engages him in a fight.

Later, after recovering the control piece in India, Zangief and Guile are ambushed by two Shadaloo soldiers. Balrog arrives with Ed and comments on how weak the soldiers still are. Santamu drops from a rooftop and attacks Guile while Balrog takes on Zangief, who easily withstands one of Balrog’s punches. As the fight progresses, Ed watches Zangief with interest.

Ed tells Balrog that Zangief may have another control piece. While Balrog keeps Zangief occupied, Ed uses his Psycho Power to obtain the piece. The two escape, leaving Santamu and another soldier behind to slow down Zangief and Guile.

Balrog appears again during the Street Fighters’ assault on Shadaloo’s base. Ibuki and Mika, separated from their group, spot Balrog and Ed carrying a control piece. Balrog challenges them, and Ibuki accepts. Even after taking hits, Balrog stays on his feet and counterattacks, but Mika steps in to assist Ibuki. As Mika fights Balrog, Ibuki handles incoming Shadaloo soldiers. Balrog continues to stand, but Ibuki and Mika signal each other with a plan. Mika grapples Balrog, prompting Ed to intervene, but Ibuki’s smoke bombs disrupt him. They steal the control piece from Balrog and flee.

Ed's Prologue- 'The Nimble Boxer'
After the fall of Shadaloo and Bison’s death in A Shadow Falls, Ed and Balrog hide out near a waterfall in New Zealand. One night, Ed suffers another nightmare and nearly becomes possessed by Bison’s lingering spirit. He forces the presence out and steps outside the tent to recover. Balrog wakes up and asks what’s going on. Ed admits he’s afraid that if they continue traveling together, Balrog could end up getting hurt. Balrog brushes this off, saying Ed is too weak to harm him and should quit talking back.

Frustrated, Ed argues that he isn’t a “chump” and that Balrog wouldn’t get anywhere without him. As he lashes out, he remembers earlier moments when Balrog trained him and encouraged him. Their tension breaks into a fight, with Balrog insisting Ed can’t hurt him, but Ed ultimately wins. Afterwards, Balrog unexpectedly breaks down, trying to hide his tears while showing how much he doesn’t want Ed to go. Ed cares as well, but he decides to leave, walking away from the only friend and father figure he has known.

Street Fighter III
Balrog does not appear in the Street Fighter III titles, but a Secret File notes that he took part in an event called the Vale Tudo Eternal Fighting (B.E.F.) before the events of Street Fighter III: New Generation. During the tournament, he defeated several competitors, including Like Bernardo, Kamo Leopoldo, and Jumbo Flapjack. He reached the finals, where he faced Alex. In the opening round, Alex stood motionless and absorbed Balrog’s punches as if planted to the ground. When the second round began, Alex immediately countered and knocked Balrog out with a single clean strike. Alex left the match with only the upper right side of his body injured.

Street Fighter 6
Balrog is shown playing drums during a concert sequence when Dee Jay reflects on Shadaloo, mistakenly recalling the criminal group as if it were a famous band.

Ed later tells the Avatar that Balrog was the one who introduced him to boxing. He acknowledges that Balrog was far from a nurturing parental figure, noting the harsh training and rough treatment he endured. Even so, Ed admits he respected Balrog for treating him like a human being rather than an experiment tied to Psycho Power, and for his undeniable strength.

After regaining fragments of his memory, the revived M. Bison instructs the Avatar to gather information on his former lieutenants, Vega and Balrog. To draw Balrog out, the Avatar enters a rigged tournament in Nayshall’s underground arena—a competition Balrog has wagered money on. Once the Avatar “wins,” Balrog contacts them, pleased with the profits gained from his bets.

Balrog claims he has no real attachment to Shadaloo, yet he acknowledges that he enjoyed his time there and might be open to seeing it return. He also mentions that Ed’s Neo Shadaloo has caught his interest, saying that he could side with either group. Ultimately, he makes it clear that a substantial payout would heavily influence his choice.

Appearance

General Description: Balrog is a tall, heavily built African-American man with a muscular physique. He has short hair and a square jawline.

Facial Features: He has a broad face with a strong jaw. Some early artwork depicts him missing an upper right canine tooth.

Clothing/Outfit: Balrog typically wears blue boxing trunks with white trim, a torn white undershirt, a blue tank top, red boxing gloves, and boxing boots. This outfit was later used as his Nostalgia costume in Street Fighter V. In Street Fighter V, he wears a blue hooded robe with yellow lining and ripped sleeves, black boxing shorts, black-and-gold gloves, and matching boots. The robe has a “Crazy Buffalo” emblem on the back. His first alternate costume is business attire with rolled-up sleeves, gold boxing gloves, and sunglasses. In Street Fighter 6, the outfit is updated: an indigo button-up shirt with cuffed sleeves, opened at the chest, black dress shoes, and no socks. His second costume features a United States flag motif: a white-and-red striped hoodie, blue pants with white stars, white sneakers, and fingerless gloves. In Street Fighter II: The Animated Movie, he is shown without gloves, wearing dark green commando-style pants and boots.

Special Features: Balrog wears boxing gloves in most appearances, and several of his outfits include boots or gloves with decorative designs.

Personality

  • Temperament: Balrog is aggressive, ill-tempered, and impulsive, often acting on ego and desire rather than reason.
  • Motivations: He is primarily driven by wealth, fame, and personal gain, using violence or deceit to achieve his goals.
  • Social Behavior: Balrog is arrogant, egotistical, and confrontational, often displaying a bullying attitude toward others.
  • Intelligence: Despite appearing reckless, he is capable of cunning and tactical thinking, particularly in combat and personal schemes.
  • Loyalty and Relationships: He shows genuine concern and protective instincts toward Ed, demonstrating that he can form meaningful connections.
  • Professional Traits: Balrog relies on physical strength and refined boxing techniques, combining raw power with a tactical approach in fights.
  • Limitations: He lacks leadership skills and struggles with responsibility, often prioritizing personal desire over long-term planning or collaboration.
  • Personal Interests: Balrog prefers a playboy lifestyle and maintains a focus on material gain over meaningful pursuits outside of fighting.

General Information

Name: Balrog, Mike Bison

Origin: Street Fighter 2

Overall Series: Street Fighter

Greater Franchise: Capcom

First Appearance: Street Fighter Alpha (chronologically), Street Fighter 2 (Release order)

Company: Capcom

Creator: Takashi Nishiyama, Hiroshi Matsumoto

Actor

  • Japanese Voice Actor: Joji Nakata (Street Fighter II: The Animated Movie), Tomomichi Nishimura (Street Fighter II V), Koichi Yamadera (Street Fighter Alpha 3, Capcom vs. SNK: Millennium Fight, Capcom vs. SNK 2: Mark of the Millennium), Sonosuke Nagashiro (SNK vs. Capcom: SVC Chaos), Satoshi Tsuruoka (Street Fighter IV, Super Street Fighter IV, Street Fighter X Tekken, Ultra Street Fighter IV, Street Fighter V, Street Fighter 6)
  • English Voice Actor: Paul Dobson (Street Fighter 1995 TV Show), Joe Romersa (Street Fighter II: The Animated Movie, Street Fighter II V), Werner Richmond (Street Fighter II V), Bob Carter (Street Fighter IV, Super Street Fighter IV, Street Fighter X Tekken, Ultra Street Fighter IV, Street Fighter V, Street Fighter 6)

Gender: Male

Sexuality: Heterosexual

Pronouns: He/Him

Handedness: Right-Handed

Age: In his 40's

Blood Type: A[1]

3 Sizes: B120/W89/H100[2]

Birthday: September 4[3]

Time Period

Timeline: Main Timeline

Homeworld: Earth

Residence: America[7]

Story Role: Antagonist, Supporting Antagonist

Legacy: Global Legacy (Balrog is one of the Four Kings of Shadaloo and prior to that was one of the most popular boxers in the world)

Influence: Event Influence

Language: English

Ethnicity: Black

Religion: N/A

Classification: Member of the Four Kings of Shadaloo, Alpha Warriors, The World Warriors[8], Legendary Fighter[9]

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: Unknown

Occupation: Boxer[10], Bouncer[11], Shadaloo Member[12]

Ranking: One of the Four Kings of Shadaloo[13]

Combat Style: "Kenka-ryu" Boxing[14] (Balrog was a natural at boxing[15])

Affiliations: M. Bison, F.A.N.G., Birdie, Sagat (Formerly), Vega, Ed, Urien

Enemies: Chun-Li, Dudley, Birdie, Alex, Ryu, Zangief, Ibuki

Height: 198 cm[16]

Weight: 102kg[17]

Status: Alive

Alignment: Neutral Evil (Balrog joined the Shadaloo organization and fought for M. Bison, destroying anyone he got up against: whether it be fighters, soldiers, police officers, or non-fighters[18]. Noted that he was hitting his opponents way too hard, sending them to the hospital and sometimes beyond recovery[19])

Threat Level: Global Threat (Balrog joined the Shadaloo organization and fought for M. Bison[20], who wishes to take over the entire world)

Potential

Archetypal Tiering: Powerhouse

Codex Statistics

Key: Street Fighter Alpha Series | Street Fighter 2-4 | Street Fighter 5

Key Information

  • Street Fighter Alpha-Alpha 3: This key covers events within the Street Fighter Alpha series of games.
  • Street Fighter 2-4: This key covers events that span across the Street Fighter II and Street Fighter IV series of games.
  • Street Fighter 5: This key covers events within the Street Fighter V series of games.

Grade: B | B to A | A

Tier: At least 9-B | 9-B to 9-A | 9-A

Cardinality: Finite

Dimensionality: 3-D

Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[25]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[26])

Attack Potency: At least Wall level (Buster) (Should be superior to Street Fighter 1 Ryu, who broke multiple stone tiles[27], and broke three cinderblocks with one attack[28]. Should be comparable to Adon[29], who broke a chunk off a statue's head[30]. Should be comparable to characters like Birdie, who bent a large piece of metal[31]) | Wall level (Buster) (The Street Fighter cast can break[32] apart cars overtime with various hits[33]. They can also destroy metal barrels[34]. Along with destroy stone walls overtime[35]. Can fight and harm Sagat[36], who broke a large rock in half[37]. Can destroy barrels in a single hit[38], Can fight and harm Zangief[39], who overpowered a large bear[40]) to Room level (Potency) (Balrog's rival match is against Chun-Li, where he is able to fight and defeat her[41], who can[42] fight against[43], Juri Han, who can blow up the inside of a building[44] and cause a jet plane to explode[45]. Can destroy barrels in a single hit[46]. Can casually punch an airplane door open[47]) | Room level (Potency) (Caused a crack on the wall just from punching it once with his gloves on[48]. The cast is able to destroy barrels with a single hit[49]. The cast should be around Karin & Chun-Li's strength, who can break a large metal door[50])

Durability: At least Wall level. Can mitigate damage with his gloves (His thick gloves mitigate attacks to his fist and also serve to protect his face when defending[51]) | Wall level to Room level (Can take blows from the likes of Chun-Li). Can mitigate damage with his gloves | Room level (Can take blows from the likes of E. Honda). Can mitigate damage with his gloves

Striking Strength: At least Wall Class (Buster) | Wall Class (Buster) to Room Class (Potency) | Room Class (Potency)

Lifting Strength: Class 50 (Balrog should be comparable to Hugo, who can lift a semi-truck[52]) | Class 50 | Class 50

Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[53]. Faster than Dan, who can outrun a wall of flames[54]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[55]) | At least Superhuman (Faster than before) | At least Superhuman (Faster than before) | At least Superhuman (Faster than before)

Attack Speed: Transonic | Transonic | Transonic

Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[56], even during the Alpha series[57]) | Transonic | Transonic

Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[58]. Can go through intense battles and long periods of training)

Range: At least Standard Melee (Noted that his straight punch has an astounding reach[59])

Intelligence: Average Intelligence

Knowledge: At least Master level (Balrog had to live day by day in the slums, learning all about fighting just to survive, with a scout seeing his potential in fighting, getting him into boxing, scoring countless K.Os and never stopping[60]. His skills were so good that Shadaloo got in touch with him as M. Bison recognized his strength[61]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[62]. Fighters are able to fight against Rose whose visions show her from where a fighter will attack before they even move[63])


Powers and Techniques





Equipment

His boxing gloves.


Notable Techniques

Super Combo Level Gauge

Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.

When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.

Alpha Counter

←↙↓ + any Punch button

When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.

Block/Air Block

Press Directional Button away from opponent. Fighters can even block in mid-air.

Grab/Throw

Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.

Recovery/Escape

Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.

Defensive Fall

Through using the above throw command to reduce damage from throws where the character safely falls to the ground.

Avoid Being Floored

When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.

Taunt

Fighters can taunt their opponent through pressing the SELECT button.

Avoid Being Floored

Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.

Block/Air Block

When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.

Alpha Counter

When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.

Defensive Fall

When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.

Throwing/Gripping

Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

Taunting

To do some serious trash talking, press SELECT.

Recovering/Breaking Free

If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.

Super Combo

The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

  • X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
  • A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.

Custom Combo

Custom Combos are available with V-Ism characters only.

When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.

  • During a Custom Combo, shadow images follow the fighter and attack in the same way.
  • Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
  • Fighters cannot block during a Custom Combo.
  • If the fighter takes damage, the Custom Combo ends.

Alpha Counter

When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength

This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.

Block

  • Standing Block: Press → or ← away from opponent
  • Air Block: Press → or ← away from opponents (A and V Isms only)
  • Croucing Block: Press ↙ or ↘ away from opponent.

Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).

Defensive Fall

When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).

Use a defense fall to avoid an opponent's additional attacks.

Defensive Roll

When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).

Throw, Escape

→ or ← + 2 Punch or Kick buttons simultaneously.

This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.

Damage Reduction

Press the Directional buttons, Punch or Kick buttons rapidly.

This counter move reduces the damage when the fighter is under attack or blocking.

Guard Crash

The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.

Punch

There are three basic punches:

Light Punch (JAB)

Press the Y button. The jab is very quick, but does little damage.

Medium Punch (STRONG)

Press the X button. The strong punch does a fair amount of damage.

Hard Punch (FIERCE)

Press the L button. The fierce punch does a large amount of damage, but is slow.

Kick

There are three basic kicks:

Light Kick (SHORT)

Press the B button. The short kick is very quick, but does very little damage.

Medium Kick (FORWARD)

Press the A button. The forward kick is strong and is fairly quick.

Hard Kick (ROUNDHOUSE)

Press the R button. This roundhouse kick is powerful, but very slow.

Close Attacks

Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.

Throws

Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.

  • Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.

Holds

Holds allow fighters to grab an opponent and then hit or bite them again and again.

  • Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.

Special Moves

Each character has developed his or her own special moves for use in combat.

Regular Moves

Press a Punch (P) or Kick (K) button.

Special Moves

Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.

Block

  • Upper block: ←
  • Lower block: ↙

Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.

High Jump

↓↑ Jump higher than a regular jump.

Dash

→→ or ←←

Parrying

  • Standing parry: → (toward opponent)
  • Crouching blocking parry: ↓

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.

Quick Standing

↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.

Dizzy Recovery

All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.

Throw & Grapple

LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.

Leap Attack

MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.

Personal Action

HP + HK simultaneously Each character has an individual Personal Action with a unique effect.

Super Art

Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.

EX Special Move

2P or 2K buttons

When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.

Normal Moves

Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.

Special Moves

Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Block

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Dash

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.

Stun Recovery

If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

Throws and Throw Escapes

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".

Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

Recovery

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.

Some attacks, such as throws, do not allow a recovery to be performed after them.

Personal Action

While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Focus Attack

Performing

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

Hyper Armor

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.

Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.

Levels

There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.

Levels
Attack Level Main Benefits of Focus Attack performed
Level 1
  • Only does regular damage
  • Crumples opponent if a counter hit
Level 2
  • Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
  • Becomes unblockable
  • Has Armor Break properties
  • Crumples opponent if hits, allowing easier to follow up.

When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.

The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.

Super Combo

Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.

Super Cancel

Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

EX Special Moves

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

EX Focus

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

Ultra Combo

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.

Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.

Normal Attacks

Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.

Special Moves

Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.

EX Special moves

These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.

Guarding

Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

V-Skill

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

V-Trigger

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

V-Reversal

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

  • Whether the fighter need to press punch or kick button depends on the fighter.

V-Shift

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

V-Shift Break

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

Throws and Throw Escapes

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Recovery

When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.

Movement[174]

Walking

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.

Dashing

Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.

Jumping

Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.

Normal Attacks[175]

Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.

Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.


Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.

Blocking[176]

There are two kinds of blocks: Standing Blocks and Crouching Blocks.

  • Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
  • Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.

Throws[177]

When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.

Throw Escape

If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.

Special Moves[178]

Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.

Super Arts[179]

Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.

The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.

The Drive Gauge[180]

All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

Drive Impact

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.

Drive Parry

This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.

Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.

While Drive Parries are powerful, they can't defend against throws.

Perfect Parry

A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.

Unique Attacks

Under Impact

Balrog jabs at his opponent, follows with a cross punch, and finishes with a heavy downward hook that sends airborne foes spinning to the ground.

Hard Smasher

Begins with a body punch, connects with an uppercut, and ends with a rotating hook that drives airborne enemies downward.

Hard Pressure

Similar to Hard Smasher, but the final hook hits with greater force, pounding the opponent into the ground.

Stomping Combo

Balrog strikes his opponent's legs with a crouching punch, then steps forward to deliver a follow-up stomp.

Focus Attack

A defensive-heavy strike that, if successful, causes the opponent to crumple.

Throws

Dirty Bomber

Balrog pulls his opponent in, launches them with an uppercut, and finishes with a hook as they descend.

Dirty Shot

Grabbing the opponent by the shoulders, Balrog spins them across and delivers a strong hook to the jaw.

Head Bomber

Balrog executes a triple headbutt on the opponent while holding them.

Lever Break

Balrog grabs and switches sides with the opponent, finishing with a hook to the chest.

Special Attacks

Dash Straight

Balrog dashes forward and lands a straight punch. EX version adds an extra punch and increases speed.

Dash Grand Blow / Dash Low Straight

A low punch following a dash; EX variant hits faster and stronger.

Screw Smash

Dash into a low uppercut with the opposite fist; EX version can pass through one attack.

Turn Punch

Balrog spins briefly, charges, and releases a powerful straight punch. Charging increases damage, and the spin can dodge projectiles.

Dash Upper

Forward dash followed by an uppercut. EX version bypasses an incoming attack.

Dash Swing Blow

Dash into a downward hook aimed at breaking crouching defenses; EX version can go through attacks.

Dash Low Smash

Forward dash followed by a stomach-level punch; EX version can penetrate defenses.

Buffalo Head

Launches into a flying headbutt. EX variant travels farther and deals more damage.

Horn Breaker

Grabs opponent, punches the gut, delivers two temple strikes, and ends with a facial hook. EX version passes through attacks.

Gigaton Blow

Dash Straight, followed by Dash Upper to launch the opponent, then a charged Turn Punch while the enemy is in midair.

Super Attacks

Violent Buffalo

File:Balrog Ultra 1 Violent Buffalo

Balrog punches rapidly while dashing forward, performing a combo of Dash Straight and Dash Upper.

Dirty Bull

Grabs the opponent’s head, delivers a headbutt, stomps their foot, and finishes with a cross punch into an elbow strike.

Gigaton Blow

A straight punch that sends the opponent soaring.

V-Techniques

Buffalo Headbutt

Counter after blocking, launching the opponent backward.

Buffalo Breaker

Dash backward to evade and hit with a gut punch that knocks down.

KKB

Center Forward spin dodging projectiles and special attack charges; can chain into:

Buffalo Swing

Hook punch follow-up.

Buffalo Pressure

Downward hook for breaking crouching defenses.

FFB

Balrog bobs side-to-side, building steam that enhances the next Dash Straight.

Crazy Rush

Balrog charges up with visual steam effects, enabling chained combos including EX versions.

Charging Buffalo

Dash Straight series.

Bursting Buffalo

Screw Smash series.

No Mercy

Steam-charged V-Trigger that unlocks a new grab:

  • B3: Balrog grabs, headbutts, punches the sternum, uppercuts the solar plexus, then finishes with a hook to the back of the head, stunning the opponent.

Turn Punch

Press and hold all punch buttons or all kick buttons for 2 seconds and then release
~ Street Fighter II Manual

Turning his back to his opponent for a moment, Balrog will sprint forward and smash his opponent with a single devastating blow.

Dash Punch

Use the control pad, press ← and hold it for 2 seconds. Then simultaneously press → and push any punch or kick button. Punch buttons will cause a straight punch and kick buttons will cause an uppercut punch.
~ Street Fighter II Manual
Turning his back to his opponent for a moment, Balrog will sprint forward and smash his opponent with a lightning quick punch.


Other

Standard Tactics: Balrog mainly uses boxing moves, exceptions being some downwards attacks and headbutts, he will not use kicks[181]. Despite being heavyweight his footwork is quick and shapr, and his straight punches has an astounding reach. Balrog will lead with hand to hand combat and isn't above using dirty fighting tactics to throw his opponent. He will either just punch his opponents, charge his punches to dish out heavier damage, use his FFB to further boost his attacks, or use his focus attack to cause his opponent to crumble.

Weaknesses

Explanations

The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[188]

Abbreviations
Abbreviation Full word
P Punch
K Kick
LP Light Punch
LK Light Kick
HP Heavy Punch
HK Heavy Kick
EX EX Special version of the move is available

The following messages will appear on screen when certain conditions are fufilled, an example can be found here[189] and here[190]

Bonus Messages
Term Explanation
Technical Displayed after performing a successful quick standing recovery or throw escape.
Reversal Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
  • In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
  • In the instant after performing a recovery org etting up from being knocked over.
  • In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK Displays when the first hit of the round lands.
COUNTER HIT Displays when an attack lands as a counter.
THROW ESCAPE Displays when a throw is escaped.
REVERSAL Displays when someone attacks after recovering from taking damage.

Profiles

Street Fighter 2

Profiles
Balrog
Date of Birth: 9-4-1968
Height: 6'5"
Weight: 252 lbs
Blood Type: A
Nationality: America
Fighting Style: Boxing

A former heavyweight champion, Balrog was barred from professional boxing after he ignored the rules of the ring. Wild and aggressive, Balrog now makes a living brawling on the streets of Las Vegas and occassionally picks up a buck as hired muscle for M. Bison.

Subscribing to the theory that whoever hits the hardest wins, Balrog is all brawn and very little brain. While he can easily be outsmarted, few fighters have his strength and tenacity.

Original Translation on left. Street Fighter 2

Street Fighter IV


A boxer who was cast out from the boxing world due to his love of a dangerously violent tendencies... He became one of M. Bison's lieutenants for a substantial fee. He then vanished after the collapse of Shadaloo, but like all the best boxers he is only down and certainly not out...

Original on the left Street Fighter IV

Trivia

  • Balrog shares his name with a powerful monster from the Lord of the Rings and Balrog from Cave Story.
  • When Street Fighter II was localized for the U.S., Capcom aimed to avoid potential legal issues with Mike Tyson over a character resembling him, originally named "Mike Bison" in Japan. Additionally, Capcom USA’s marketing team felt the name "Vega" did not fit the intended character. As a result, the names of three of the four bosses were switched:
    • The boxer, M. Bison in Japan, became Balrog in the U.S.
    • The Spanish assassin/bullfighter, Balrog in Japan, became Vega in the U.S.
    • The dictator and Shadaloo leader, Vega in Japan, became M. Bison in the U.S.
  • In some official illustrations, including those for the Street Fighter II series, Balrog’s Japanese name "Bison" is visible on the waistband of his trunks. For releases outside Japan, this is typically removed and later replaced with the word "Champion." Despite the name swap, many of Balrog’s attacks retain a bovine-inspired theme.
  • Mike Tyson first learned of the character in 2019 during an eSports interview with ESPN, stating, "I'm really honored with that impersonation of me."[191] He had previously posed with a Balrog cosplayer in a humorous recreation of himself punching the "impersonator" at San Diego Comic-Con 2014[192].
  • Internationally, he is commonly called "'Boxer" due to differences in regional naming conventions.
  • Because of his visual design, fighting style, and Japanese name, Balrog was once thought to be an updated version of the African-American boxer Mike, a CPU-controlled opponent in the original 1987 game. However, Capcom has clarified that the two were always intended to be distinct characters. The hardcover Street Fighter World Warrior Encyclopedia lists them separately[193], and the Street Fighter V site features a dedicated page and redesigned artwork for Mike[194].
  • In Street Fighter IV, the Small Airfield stage background features a black S.I.N. plane. Balrog appears at the doorway, opening it with a punch. If he is selected as a playable character, Vega occupies the plane instead; if both are selected, M. Bison is shown inside.
    • This subtly nods to the name swap that occurred internationally among the three fighters.
  • In Street Fighter IV, when knocked out, Balrog exclaims "My fight money!"—a line that became a popular joke in the player community and was later referenced in Street Fighter V via the Fight Money system.
  • In the Street Fighter IV sub-series, Balrog is depicted with a full set of teeth, whereas previous games show him missing a canine tooth on the upper right side.
    • This may suggest he wears a prosthetic tooth in later installments.
  • Among the four Street Fighter II bosses, Balrog is the only one absent from the Street Fighter EX games.
    • Despite this, Cracker Jack mirrors his fighting style closely, including his special and super moves, retaining similar names and animations.
  • In the CPS1 arcade releases of Street Fighter II, Balrog’s win quote was mistranslated as "My fists have your blood of them!" This was corrected in Super Street Fighter II and later to "My fists have your blood on them!" The quote was further modified in Street Fighter Alpha 3 and Super Street Fighter II Turbo HD Remix with "still" added: "My fists still have your blood on them." In Super Street Fighter IV, "Damn!" precedes the line. Home ports on Super NES, Sega Genesis, and Ultra Street Fighter II: The Final Challengers changed the quote to "Get up, you wimp!" or "Hey, what happened? I'm not through with you yet!" likely due to censorship policies.
  • In the CPS2 editions of Street Fighter II, pressing Heavy Punch (Fierce) to select Balrog applies his Hyper Fighting color palette, giving him darker skin and green gloves. In CPS1 Hyper Fighting, only his outfit changes color; skin tone remains the same and gloves stay red.
  • One of Balrog’s rotating win quotes in Super Street Fighter II Turbo HD Remix is "My punches are stronger than your kicks," which is ironic in a mirror match since he does not perform kicks.
  • Balrog has frequently been depicted with comically exaggerated facial expressions, particularly in his fight against E. Honda near the climax of Street Fighter II: The Animated Movie and in-game when taking damage, sometimes appearing cross-eyed.
  • According to the manga Street Fighter III: Ryu Final, after Shadaloo’s downfall and Gill’s rise, Balrog transitioned into professional wrestling.
  • In Street Fighter: The Legend of Chun-Li, he appears considerably older than Chun-Li, though official records list him as only six months and three days younger.
  • In the 1994 live-action adaptation, Balrog is depicted as a hero opposing M. Bison and Shadaloo, rather than a villainous member of the organization as in other media.
  • On the Street Fighter II casino stage, the background features a sign reading "Golden Nugget: Nin Nin Hall," referencing lead designer Akira Nishitani (Nin Nin). In the Street Fighter V remaster of the stage, the sign reads "Golden Bullion: Shadaloo Hall," likely to avoid conflicts with the real-life Golden Nugget casino, as Akira had since departed Capcom to establish Arika.
  • In Street Fighter V, if Balrog wears the story mode costume, his sunglasses reflect either Bison or Ryu during his victory animation, depending on his orientation.
  • While Balrog’s official height is listed as 6'4" (193 cm)[195][196], the Lair of the Four Kings stage shows it as 6'6" (198 cm) when he is knocked to the left corner[197].
  • In Devil May Cry 5, one of Dante's weapons is named after Balrog[198].
  • In the World Warrior arcade game, Balrog is the only fighter with uninterrupted "transition frames" when moving between crouching and standing positions, which cannot be canceled by Inputs.

Codex Statistics Questions

Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[199]?

A: Akuma's punch causes the island to start collapsing[200], and specifically causes an explosion of this size in comparisson to the island[201], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[202]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.

Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[203], which was calculated to be 8-B?

A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[204]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[205] and cause a jet plane to explode[206], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.

Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[207]?

A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.

Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[208]?

A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.

Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?

A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[209], his ending in Alpha 3 has him easily kill M. Bison[210]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[211], and ends up winning[212], and him calling the Raging Demon a pitifully weak move[213]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[214], while Groan only plays when he's fighting Gen or Evil Ryu[215], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.

Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?

A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[216]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.

Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?

A: While some statements[217] suggest it to be equal[218] in power to[219] Akuma, several[220] characters[221] note[222] that[223] it isn't[224], as strong[225] as the[226] real Akuma[227]. The real Akuma even considers SiRN Akuma a mockery[228]. C. Viper notes the simulation is only passable as a simulation[229].

Q: Isn't Menat's statement of fighters always fighting against their destiny[230] usable?

A: Menat still can't see the future well[231], having a hard time seeing fighter's futures like F.A.N.G.[232], and can't properly see into the future[233]. This is more due to her being a rookie then the fighters resistances.

Battle Records

2 - 3 - 1

References

  1. Ultra Street Fighter IV Balrog Profile
  2. Ultra Street Fighter IV Balrog Profile
  3. Ultra Street Fighter IV Balrog Profile
  4. Street Fighter Memorial Archives Beyond the World
  5. Final Fight Arcade Intro
  6. Street Fighter Memorial Archives Beyond the World
  7. Ultra Street Fighter IV Balrog Profile
  8. Street Fighter II Game Manual Page 14
  9. Street Fighter VI Online Manual
  10. All About Street Fighter ZERO 3 Page 209 Street Fighter Alpha 3 M. Bison Alpha 3 Story
  11. All About Street Fighter ZERO 3 Page 209 Street Fighter Alpha 3 M. Bison Alpha 3 Story
  12. All About Street Fighter ZERO 3 Page 209 Street Fighter Alpha 3 M. Bison Alpha 3 Story
  13. Street Fighter V Balrog Profile
  14. Ultra Street Fighter IV Balrog Profile
  15. All About Street Fighter ZERO 3 Page 209 Street Fighter Alpha 3 M. Bison Alpha 3 Story
  16. Ultra Street Fighter IV Balrog Profile
  17. Ultra Street Fighter IV Balrog Profile
  18. All About Street Fighter ZERO 3 Page 209 Street Fighter Alpha 3 M. Bison Alpha 3 Story
  19. All About Street Fighter ZERO 3 Page 209 Street Fighter Alpha 3 M. Bison Alpha 3 Story
  20. All About Street Fighter ZERO 3 Page 209 Street Fighter Alpha 3 M. Bison Alpha 3 Story
  21. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  22. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  23. Street Fighter Alpha 3 Game Manual Page 8
  24. Street Fighter VI Trainng Tutorial
  25. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  26. Sakura Ganbaru!, Volume 1, Chapter 1
  27. Street Fighter 1987
  28. Street Fighter 1987
  29. Street Fighter Alpha 2 Ryu Arcade Mode Playthrough
  30. Street Fighter Alpha 2 Adon Arcade Mode Playthrough
  31. Street Fighter Alpha 2 Birdie Arace Mode Playthrough
  32. Street Fighter II: The World Warrior Car Minigame
  33. Street Fighter IV: Arcade Edition Car Minigame
  34. Street Fighter II
  35. Street Fighter II Turbo 16-Bit
  36. Street Fighter II Sagat Arcade Mode
  37. Ultra Street Fighter II: The Final Challengers Sagat Arcade Ending
  38. Street Fighter II
  39. Ultra Street Fighter II The Final Challengers Ryu Arcade Mode
  40. Ultra Street Fighter II: The Final Challengers Zangief Arcade Ending
  41. Super Street Fighter IV Balrog Rival Match
  42. Ultra Street Fighter IV - Chun-Li vs. Juri (Rival Fight)
  43. Super Street Fighter IV - Juri VS Chun Li Cinematic
  44. Super Street Fighter 4 Juri OVA
  45. Super Street Fighter 4 Juri OVA
  46. Street Fighter IV: Arcade Edition
  47. Ultra Street Fighter IV Small Airfield Stage
  48. Street Fighter V Balrog Story Mode
  49. Street Fighter V: Arcade Edition
  50. Street Fighter V Movie
  51. All About Street Fighter ZERO 3 Page 208 Street Fighter Alpha 3 Balrog Personal Info
  52. Ultra Street Fighter IV Hugo Cutscenes
  53. Street Fighter Alpha Super Combos
  54. Street Fighter IV Dan Ending
  55. Street Fighter Alpha 3 - Sagat Story
  56. Street Fighter 2: Champion Edition
  57. Street Fighter Alpha 3 Guile's Sonic Boom
  58. Street Fighter 2: Turbo Game Manual Page 10
  59. All About Street Fighter ZERO 3 Page 208 Street Fighter Alpha 3 Balrog Personal Info
  60. All About Street Fighter ZERO 3 Page 209 Street Fighter Alpha 3 M. Bison Alpha 3 Story
  61. All About Street Fighter ZERO 3 Page 209 Street Fighter Alpha 3 M. Bison Alpha 3 Story
  62. Street Fighter 2: Turbo Game Manual Page 10
  63. Ultra Street Fighter 4 Rose Arcade Mode Rose vs. Dhalsim Rose Win Quote
  64. Street Fighter 1 Fighter Defeated Cutscene
  65. Street Fighter 1 Ending
  66. Street Fighter 1 Minigame
  67. Street Fighter 1 Minigame
  68. Street Fighter VI Karate Minigame
  69. Street Fighter VI Karate Minigame
  70. Street Fighter VI Karate Minigame
  71. Street Fighter VI Scrap Heap Minigame
  72. Street Fighter VI Scrap Heap 2 Minigame
  73. Street Fighter 6 All Jump Animations
  74. Street Fighter III 3rd Strike Game Manual Page 14
  75. Street Fighter 2: Turbo Game Manual Page 10
  76. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  77. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  78. Street Fighter Alpha 3 Game Manual Page 8
  79. Street Fighter VI Training Tutorial
  80. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  81. Street Fighter V Perfect Parry
  82. Street Fighter 6 Perfect Parry
  83. Street Fighter V Stun Animation
  84. Street Fighter Series
  85. Street Fighter III 3rd Impact Game Manual Page 15
  86. Street Fighter VI Ball Block Blitz
  87. Street Fighter Alpha Game Manual page 4
  88. Street Fighter III 3rd Impact Game Manual Page 14
  89. Street Fighter IV Game Manual Page 12
  90. Street Fighter 6 Perfect Parry
  91. Street Fighter Alpha Game Manual page 4
  92. Street Fighter III 3rd Strike Game Manual Page 15
  93. Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
  94. Street Fighter VI Training Tutorial
  95. Street Fighter Alpha Game Manual page 7
  96. Street Fighter Alpha 3 Game Manual Page 12
  97. Street Fighter Alpha 3 Game Manual Page 12
  98. Street Fighter VI Training Tutorial
  99. Street Fighter VI Training Tutorial
  100. Street Fighter V F.A.N.G. Gameplay
  101. Street Fighter V F.A.N.G. Gameplay
  102. Street Fighter 6 World Tour Kimberly Cutscenes
  103. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  104. Street Fighter 6 World Tour Akuma Mastery
  105. Street Fighter IV Game Manual Page 12
  106. Street Fighter Alpha Super Combos
  107. Ultra Street Fighter IV Rose vs Abel Rose Winquote
  108. Ultra Street Fighter IV Rose vs Cammy Rose Winquote
  109. Street Fighter IV Game Manual Page 16
  110. Street Fighter 6 World Tour Lily Hawk Cutscenes
  111. Street Fighter 6 World Tour Lily Hawk Cutscenes
  112. Street Fighter VI Training Tutorial
  113. Street Fighter V Movie: A Shadow Falls
  114. Street Fighter Alpha 3 Game Over/Bad Ending
  115. Street Fighter V Karin Story
  116. Street Fighter V Karin Story
  117. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  118. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  119. Super Street Fighter IV - Juri OVA
  120. Super Street Fighter IV - Juri OVA
  121. Super Street Fighter IV - Juri OVA
  122. Super Street Fighter IV - Juri OVA
  123. Street Fighter IV Game Manual Page 15
  124. Street Fighter IV Game Manual Page 16
  125. Ultra Street Fighter IV Ryu Move List
  126. Street Fighter IV Game Manual Page 15
  127. Ultra Street Fighter IV Ryu Move List
  128. Street Fighter IV Game Manual Pages 15-16
  129. Street Fighter IV Game Manual Page 16
  130. Street Fighter IV Game Manual Page 16
  131. Sakura Ganbaru!, Volume 1, Chapter 1
  132. Street Fighter V Official Online Manual
  133. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  134. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  135. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  136. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  137. Street Fighter V Menat Story Ending
  138. Winter Street, U.S.A. | Street Fighter III: New Generation
  139. Graffiti Alley, U.S.A. | Street Fighter III: New Generation
  140. Frosty Boulevard | Street Fighter V
  141. Holly Jolly Beatdown | Street Fighter V
  142. Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
  143. Volcanic Rim | Street Fighter IV
  144. Street Fighter III: 2nd Impact Akuma Move List
  145. Street Fighter V Kolin's Crtical Art
  146. Street Fighter Blanka Electricity
  147. Ultra Street Fighter IV C. Viper vs Dan
  148. Street Fighter V: A Shadow Falls
  149. Street Fighter V: A Shadow Falls
  150. Street Fighter V: A Shadow Falls
  151. Street Fighter V Movie: A Shadow Falls
  152. Street Fighter V Movie: A Shadow Falls
  153. Street Fighter V F.A.N.G. Gameplay
  154. Street Fighter V F.A.N.G. Gameplay
  155. Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
  156. Street Fighter V Necalli Story Mode
  157. Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
  158. Street Fighter VI Akuma Moveset
  159. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  160. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  161. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  162. Street Fighter V Menat Story Ending
  163. Ultra Street Fighter IV Balrog Profile
  164. All About Street Fighter ZERO 3 Page 209 Street Fighter Alpha 3 M. Bison Alpha 3 Story
  165. All About Street Fighter ZERO 3 Page 209 Street Fighter Alpha 3 M. Bison Alpha 3 Story
  166. All About Street Fighter ZERO 3 Page 208 Street Fighter Alpha 3 Balrog Personal Info
  167. All About Street Fighter ZERO 3 Page 209 Street Fighter Alpha 3 M. Bison Alpha 3 Story
  168. All About Street Fighter ZERO 3 Page 208 Street Fighter Alpha 3 Balrog Personal Info
  169. All About Street Fighter ZERO 3 Page 208 Street Fighter Alpha 3 Balrog Personal Info
  170. Street Fighter II: Turbo Balrog Move List
  171. Street Fighter V Balrog Moveset
  172. Street Fighter V Balrog V-SKill 2 FFB
  173. Street Fighter V Balrog V-SKill 2 FFB
  174. Street Fighter VI Training Tutorial
  175. Street Fighter VI Training Tutorial
  176. Street Fighter VI Training Tutorial
  177. Street Fighter VI Training Tutorial
  178. Street Fighter VI Training Tutorial
  179. Street Fighter VI Training Tutorial
  180. Street Fighter VI Training Tutorial
  181. All About Street Fighter ZERO 3 Page 208 Street Fighter Alpha 3 Balrog Personal Info
  182. Street Fighter Alpha Game Manual page 4
  183. Street Fighter IV Game Manual Page 15
  184. Street Fighter IV Game Manual Page 16
  185. Street Fighter 6 Online Manual
  186. All About Street Fighter ZERO 3 Page 208 Street Fighter Alpha 3 Balrog Personal Info
  187. Street Fighter V Ryu vs. Balrog Ryu Winquote
  188. Street Fighter III Third Strike Game Manual Page 18
  189. Street Fighter IV Game Manual Page 12
  190. Street Fighter VI Online Manual
  191. Mike Tyson plays Mario Kart 8 | ESPN Esports
  192. FightersGeneration "Mike Tyson Tells ESPN He "Had No Idea" About Balrog" Friday, July 19th, 2019
  193. "Street Fighter: World Warrior Encyclopedia 2015"
  194. Street Fighter V Website
  195. "Street Fighter V Japanese site">
  196. Street Fighter V Stat Card
  197. Street Fighter V Lair of the Four Kings Stage KO Balrog
  198. (Translated): "By the way, "Balrog" is taken from the overseas name of the Street Fighter character. (M. Bison in Japan)" - GAME Watch
  199. Street Fighter Alpha 2 Ryu Arcade Ending
  200. Street Fighter Alpha 2 Ryu Arcade Ending
  201. Street Fighter Alpha 2 Ryu Arcade Ending
  202. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  203. Street Fighter IV Aftermath
  204. Street Fighter 4 - Intro: Chun Li
  205. Super Street Fighter 4 Juri OVA
  206. Super Street Fighter 4 Juri OVA
  207. Street Fighter V - E. Honda Arcade Mode Ending
  208. Final Fight Revenge Haggar Super Attack
  209. Super Street Fighter II Turbo - Shin Akuma Boss Fight
  210. Street Fighter Alpha 3 Akuma Ending
  211. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  212. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  213. Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
  214. Street Fighter Alpha 3 OST Feel the Cool
  215. Street Fighter Alpha 3 OST Groan
  216. Street Fighter Alpha 3 Game Over
  217. Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
  218. Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
  219. Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
  220. Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
  221. Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
  222. Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
  223. Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
  224. Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
  225. Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
  226. Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
  227. Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
  228. Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
  229. Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
  230. Street Fighter V Menat vs. Alex Menat Winquote
  231. Street Fighter V Menat Arcade SFV Menat Ending
  232. Street Fighter V Menat vs F.A.N.G. Menat Winquote
  233. Street Fighter V Menat vs. Ed Menat Winquote
  234. Ultra Street Fighter IV Balrog Arcade Mode
  235. Street Fighter V Balrog Story Mode
  236. Street Fighter V: A Shadow Falls
  237. Street Fighter V: A Shadow Falls
  238. Street Fighter V: A Shadow Falls
  239. Street Fighter V Balrog Story Mode