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Balrog aka Mike Bison from Street Fighter

Balrog aka Mike Bison

(Sean's profile)


Power Level:
Game system: DC Heroes Role-Playing Game

Context

This is our older, 1990s writeup for this classic Street Fighter video game character.

The main goal of this writeups series was to experiment with DCH game mechanics for SF-style signature combat techniques.

In the Japanese version of the game, Balrog was called M. Bison as a take-off on Mike Tyson. For the American version, the names of the bosses were scrambled.


Background

  • Real Name: M. Bison.
  • Marital Status: Single.
  • Known Relatives: None.
  • Group Affiliation: Shadoloo.
  • Base Of Operations: Las Vegas.
  • Height: 6’5” Weight: 252 lbs.
  • Eyes:  ? Hair: Black


History

Balrog was once a famous boxer. But he was stripped of his title due to his overkilling moves. He killed one of his opponents in the ring and was therefore banned from boxing again.

Bison heard of this man’s dilemma and figured that he would be a good addition to his organization.

Balrog was then hired and was put into the tournament. Balrog has always wanted two thing from his life… fame and fortune. This is the dream he hopes to achieve if he’s able to prove himself worthy enough within the Street Fighter tournament.


Description

He looks like Mike Tyson. He usually wears a blue T-shirt and shorts with red gloves. He has the same outfit in other colors, primarily orange.


DC Universe History

The entire Street Fighter story could easily be transported into the DCU with little difficulty. However, it seems unlikely that only the Street Fighters would oppose M. Bison’s tyranny, but that’s typical of comics in which only the protagonist can save the day.


Sharing

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Quotes

“My fists have your blood on them.”



Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

Balrog

Dex: 07 Str: 06 Bod: 06 Motivation: Power Lust
Int: 04 Wil: 07 Min: 07 Occupation: Mercenary/Ex-boxer
Inf: 04 Aur: 05 Spi: 05 Resources {or Wealth}: 09
Init: 017 HP: 075

Powers:
Jumping: 01, Power Reserve: 05, Running: 05, Super Power Reserve: 05

Bonuses and Limitations:

  • Power Reserve may only be applied to STR or to Martial Artist when used for EV.
  • Power Reserve starts at 0, and increases 1 AP each round that Balrog sacrifices an Automatic Action.
  • APs of Running may be added to EV (5 + STR 6 = 7), but not when using Power Reserve.
  • Super Power Reserve may only be applied to EV when using Running as described above.

Skills:
Martial Artist: 09

Advantages:
Combat Scholar (Hopping shoulder-butt).

Connections:
Shadoloo (High).


New rules

Combat Scholar is a new advantage meant to simulate Dragon Punches and other video game maneuvers that translate poorly into DCH. When the advantage is chosen, a specific flashy combat maneuver must be chosen to go with it. When this maneuver is then used, the character must Critical or Devastate.

However, the Combat Scholar gives a +1 column to AV. However, all opponents gain a +1 column to their AV when attacking this character this round.

For example, when Ryu performs a Dragon Punch, he might Critical, thereby gaining -1/+3 with his Combat Scholar. However, anyone attacking him this round (whether their actions occur before or after his) will get a +1 to hit him.

Typically, Combat Scholar maneuvers are only done when one has initiative and expects to knock down/out one’s opponent. Note that this combines well with Laying Back or Pressing the Attack.

Super Power Reserve is really just a variation on Power Reserve. It represents the Super moves that Street Fighters have, which can only be done after fighting for a while. That is, after a character with SPR has done a total of 15 RAPs of damage to opponents in a fight (these RAPs may have been bought off with Last Ditch Defense), he may then use his SPR.

When he uses the SPR, it then resets; that is, to use it again, he must score another 15 RAPs of damage. RAPs may not be saved up; that is, after doing 18 RAPs, one can not “spend” 15 and have 3 left over.

In later versions of SF, however, these RAPs may be saved up, up to 45 at a time. When SPR is purchased, the character must choose one maneuver to which it applies; often this choice is a Combat Scholar maneuver. It may be purchased multiple times if it is to be applied to several different maneuvers.

Also, many Street Fighters have movement powers which add to their EV. For example, Blanka’s Flight: 5 which may add to his STR: 4 for a total of 6. This may seem pointless, since he can have an EV of 8 with Martial Artist. However, when spending HPs to increase Martial Artist EV, one may only spend as many HPs as one’s STR.

These movement power additions are considered to add to STR for these purposes. Thus, Blanka could spend 6 Hero Points on his 8 Martial Artist EV when performing his flying ball attack, instead of the normal 4.

By Sean MacDonald.

Source of Character: Street Fighter 2 videos games (including SF2: CE, SF2T, SSF2, and SSF2T.).

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