Street Fighter 2: Hyper Fighting/Balrog: Difference between revisions

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| align="center" | Damage || align="center" | 22 || align="center" |  || align="center" rowspan="6" | [[File:Sf2hf-rog-hp1-3.png]] || align="center" rowspan="6" | [[File:Sf2hf-rog-hp7-9.png]] || align="center" rowspan="6" | [[File:Sf2hf-rog-hp10-15.png]] || align="center" rowspan="6" | [[File:Sf2hf-rog-hp7-9.png]] || align="center" rowspan="6" | [[File:Sf2hf-rog-hp1-3.png]]
| align="center" | Damage || align="center" | 22 || align="center" rowspan="6" |  || align="center" rowspan="6" | [[File:Sf2hf-rog-hp1-3.png]] || align="center" rowspan="6" | [[File:Sf2hf-rog-hp7-9.png]] || align="center" rowspan="6" | [[File:Sf2hf-rog-hp10-15.png]] || align="center" rowspan="6" | [[File:Sf2hf-rog-hp7-9.png]] || align="center" rowspan="6" | [[File:Sf2hf-rog-hp1-3.png]]
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| align="center" | Damage || align="center" | 14 || align="center" rowspan="6" |  || align="center" rowspan="6" | [[File:Sf2hf-rog-slk1-6.png]] || align="center" rowspan="6" | [[File:Sf2hf-rog-smk7-10.png]] || align="center" rowspan="6" | [[File:Sf2hf-rog-slk1-6.png]]
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| align="center" | Damage || align="center" | 22 || align="center" |  || align="center" | [[File:Sf2hf-rog-shk1-6.png]] || align="center" | [[File:Sf2hf-rog-shk7-9.png]] || align="center" | [[File:Sf2hf-rog-shk10-15.png]] || align="center" | [[File:Sf2hf-rog-shk7-9.png]] || align="center" | [[File:Sf2hf-rog-shk1-6.png]]
| align="center" | Damage || align="center" | 22 || align="center" rowspan="6" |  || align="center" rowspan="6" | [[File:Sf2hf-rog-shk1-6.png]] || align="center" rowspan="6" | [[File:Sf2hf-rog-shk7-9.png]] || align="center" rowspan="6" | [[File:Sf2hf-rog-shk10-15.png]] || align="center" rowspan="6" | [[File:Sf2hf-rog-shk7-9.png]] || align="center" rowspan="6" | [[File:Sf2hf-rog-shk1-6.png]]
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Revision as of 23:46, 6 March 2016

Street Fighter 2: Hyper FightingSf2hf-logo.png
Street Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#CharactersStreet Fighter 2: Hyper Fighting#System InfoStreet Fighter 2: Hyper Fighting#MiscellaneousStreet Fighter 2: Hyper Fighting#Basic StrategyMvC3HeaderButtons.png

Balrog

Sf2hf-rog-portrait.gif

A Boxer who decided it's not about the play anymore, but the paper.

Strangely apt at video editing and searching documents in filing cabinets, all without taking off his gloves. Balrog is a strong asset to the Shadaloo crime organisation, and is the first of the Boss characters in SF2:HF.

In a nutshell

Boxer is one of the weaker characters in Hyper Fighting, with no particularly viable reversal move and little ability to fight at range. His Turn Around Punch invincibility gives him some mobility and can be used as a counter to fireballs, and his throw is a great setup into mixups or back into more throws. Decent combos and a bit of fun-factor make him popular with some players, but being competitive with Boxer is a slightly uphill battle.


Character Specific Information

Character Data
Damage Scaling Factor:
25/32
Pre-Jump Frames:
2f


Color Options

Default Start
File:Sf2hf-rog-1p.png File:Sf2hf-rog-2p.png

Moves List

All frame data taken from T.Akiba's data. Will independently verify soon.

Normal Moves

  • Standing Normal Moves (st.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Standing Light Punch
{{#motion: lp }}
4
4
40
5
4
5
+5/+6
{{#motion: rpdfire specialcancel }}
Standing Medium Punch
{{#motion: mp }}
14
8
60
8
4
7
+8/+9
{{#motion: }}
Standing Hard Punch
{{#motion: hp }}
22
14
80
10
6
15
+2/+3
{{#motion: }}
Standing Light Kick
{{#motion: lk }}
4
4
40
5
4
5
+5/+6
{{#motion: specialcancel }}
Standing Medium Kick
{{#motion: mk }}
14
8
60
7
4
7
+8/+9
{{#motion: }}
Standing Hard Kick
{{#motion: hk }}
22
14
80
10
6
15
+2/+3
{{#motion: }}
  • Close Standing Normal Moves (cl.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Close Medium Punch
{{#motion: (near opponent) mp }}
16
8
60
7
4
7
+8/+9
{{#motion: }}
Close Hard Punch
{{#motion: (near opponent) hp }}
24
14
80
10
6
15
+2/+3
{{#motion: }}
Close Medium Kick
{{#motion: (near opponent) mk }}
16
8
60
6
4
7
+8/+9
{{#motion: }}
Close Hard Kick
{{#motion: (near opponent) hk }}
24
14
80
8
6
15
+2/+3
{{#motion: }}
  • Crouching Normal Moves (cr.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Crouching Light Punch
{{#motion: lp }}
4
4
40
5
4
4
+6/+7
{{#motion: rpdfire specialcancel }}
Crouching Light Kick
{{#motion: lk }}
4
4
40
5
4
4
+6/+7
{{#motion: rpdfire specialcancel }}

Throws

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Head Bomber
{{#motion: b / f + hp }}
20+(4*n)
-
8
60
-
-
-
-
{{#motion: throw }}

Special Moves

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Dash Straight
{{#motion: b (charge), f + lp }}
28
16
120
3
52+
0
KD/-23
{{#motion: hardknockdown Requires 69f of charge. 0f recovery if whiffed, 40f of hitting bounceback if blocked/hit.
Requires 5 button presses }}
Dash Straight
{{#motion: b (charge), f + mp }}
32
16
120
5
34+
0
KD/-4
{{#motion: hardknockdown Requires 69f of charge. 0f recovery if whiffed, 40f of hitting bounceback if blocked/hit.
Requires 5 button presses }}
Dash Straight
{{#motion: b (charge), f + hp }}
36
16
120
7
25+
0
KD/+9
{{#motion: hardknockdown Requires 69f of charge. 0f recovery if whiffed, 40f of hitting bounceback if blocked/hit.
Requires 5 button presses }}
Dash Upper
{{#motion: b (charge), f + lk }}
22
16
120
0
25
0/40
-17/-16
{{#motion: Requires 39f of charge. 0f recovery if whiffed, 40f of hitting bounceback if blocked/hit. }}
Dash Upper
{{#motion: b (charge), f + mk }}
24
16
120
0
25
0/40
-17/-16
{{#motion: Requires 39f of charge. 0f recovery if whiffed, 40f of hitting bounceback if blocked/hit. }}
Dash Upper
{{#motion: b (charge), f + hk }}
26
16
120
0
0/40
-17/-16
{{#motion: Requires 39f of charge. 0f recovery if whiffed, 40f of hitting bounceback if blocked/hit. }}
Turn Punch
{{#motion: 3p / 3k }}
13,21,30,40,51,64
16
120
27
12
10
+1
{{#motion: }}

The Basics

Crouching HK is Boxer's only low hitting move. It also knocks down, and is best ranged crouching normal. The startup is fast enough to be comboed into after cr.MP. Also, it's actually at frame advantage on block! Pretty solid move, all considered.


Close standing HP has strangely low base damage, but a high variability in random damage. However, cl.MP has the same random damage and far higher base damage. cl.MP or cl.HK are strongly recommended to use instead.

Advanced Strategy

Balrog is a character that demands to be played aggressively. Keep pressure on the opponent with Dashing Straights and standing Fierce (Dashing Straight, (charge) s.Fierce, Dashing Straight, (charge) s.Fierce, etc.). Charge Turn Punches (PPP or KKK) in the background often while using the other buttons to mount an offense. The more aggressive you are, the more effectively you can bait (Shoryukens) and punish.

Turn Punch has a pretty big window of invincibility at the beginning. You can use the invincibility to pass through attacks such as:

  • Fireballs - All character fireballs can be passed through. Guile's slow Sonic Boom is more difficult.
  • E. Honda Headbutt - When Balrog rolls just before getting hit, Honda's headbutt recoils in place. As Honda recovers, Balrog's punch comes out and hits.
  • Blanka roll - If Turn Punch is timed correctly, Blanka will simply continue through Balrog.
  • Psycho Crusher - If Turn Punch is timed correctly, Bison will simply continue through Balrog. Timing must be very close because of Bison's long legs during the Psycho Crusher.
  • Most normals - Good counter for Dhalsim limbs and/or sweeps

Another good tactic, once you've got the opponent on the defensive, is to rush with Dashing Uppercuts (B, F + K) that whiffs overhead against crouching opponents. Immediately after the whiff, follow with a throw.

After a successful throw, hold towards the opponent to pass under them as they fall back to the ground. You can cross-up with a normal or tick into another throw.

Standing Fierce connects with some crouching opponents but whiffs overhead against others. Known whiffs include:

  • Ryu
  • Ken

Known connects include:

  • Sagat
  • Zangief
  • Dhalsim
  • Chun Li (?)


Combos

Bread And Butter

  • cr.LK, s.LK xx dash upper, cr.HK
  • cr.LP, cr.LP, s.LP xx dash straight
  • j.HP, cr.LP, cr.LP xx dash straight
  • j.HP, s.LK xx dash straight (the only consistent combo vs Blanka)

Meaty Combos

  • Meaty TAP, dash upper or dash straight

Redizzy

  • j.HP, cr.LK, cr.LK, s.LK, dash upper, s.HP (Apoc's Redizzy)

On most characters you'll need to omit one low short making it require one more short or jab to dizzy again but most of the time it just redizzies. If you want to practice this one do it on ken,ryu,chun li, and zangief. This absolutely will not work on blanka ever. Or you can do this combo without jumping in on others just by using 3 low shorts then continue with the rest.

Jump in w/frc., do a c.short, then st.short, link(not 2in1. It won't work if you 2in1.) a dashing short uppercut, then do a standing frc. Note: There is a half sec delay(ok I'm estimating I've never timed it:) between each of the hits. The combo must be done SLOWLY except for the final frc. Doing it slow pushes the opponent back farther & later making him get hit late with the dashing uppercut so that it hits in the last frame making the frc. connect.
--Apoc


Match-ups

  • Vs. Balrog (boxer) (self):


  • Vs. Blanka:


  • Vs. Chun-Li:


  • Vs. Dhalsim:


  • Vs. E. Honda:


  • Vs. Guile:

Possibly Rog's hardest matchup. You can't TAP through sonic booms, Guile's recovery is too fast and you'll eat a backfist, which will push you back into the boom, and then you're dizzy. Also, Rog's jump makes it difficult to jump straight up over sonic booms, and Guile's anti-airs are too strong for this to be very useful anyway. You absolutely need to get in, but that's a very hard task.


  • Vs. Ken:


  • Vs. M. Bison (dictator):


  • Vs. Ryu:


  • Vs. Sagat:


  • Vs. Vega (claw):


  • Vs. Zangief:

Boxer can try to keep Gief out with standing LP, cr.HP, s.MP, kick dash upper, or cr.HK for anti-air and cr.HK and the occasional kick dash upper on the ground. It doesn't work most of the time, but it works sometimes.
Boxer can use cr.HK and (I think) MK to beat punch lariats, cr.HP and kick rush to beat kick lariats.
--Ultradavid

Hitboxes

Standing Normals

  • Standing LP:
Damage 4 Sf2hf-rog-lp1-4.png Sf2hf-rog-lp5-8.png Sf2hf-rog-lp1-4.png
Stun 4
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +5/+6
Frame Count 1 3 4 5
Frame Count 4 4 5
  • Standing MP:
Damage 14 Sf2hf-rog-mp1-4.png Sf2hf-rog-mp5-7.png Sf2hf-rog-mp-8-11.png Sf2hf-rog-mp-12-14.png Sf2hf-rog-mp1-4.png
Stun 8
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +6/+5
Frame Count 1 3 3 4 3 4
Frame Count 7 4 7
  • Standing HP:
Damage 22 Sf2hf-rog-hp1-3.png Sf2hf-rog-hp7-9.png Sf2hf-rog-hp10-15.png Sf2hf-rog-hp7-9.png Sf2hf-rog-hp1-3.png
Stun 14
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +2/+3
Frame Count 1 5 3 6 9 6
Frame Count 9 6 15
  • Standing LK:
Damage 4 Sf2hf-rog-slk1-4.png Sf2hf-rog-slk5-8.png Sf2hf-rog-slk1-4.png
Stun 4
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +5/+6
Frame Count 1 3 4 5
Frame Count 4 4 5
  • Standing MK:
Damage 14 Sf2hf-rog-slk1-6.png Sf2hf-rog-smk7-10.png Sf2hf-rog-slk1-6.png
Stun 8
Stun Timer 60
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +8/+9
Frame Count 1 5 4 7
Frame Count 6 4 7
  • Standing HK:
Damage 22 Sf2hf-rog-shk1-6.png Sf2hf-rog-shk7-9.png Sf2hf-rog-shk10-15.png Sf2hf-rog-shk7-9.png Sf2hf-rog-shk1-6.png
Stun 14
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +2/+3
Frame Count 1 5 3 6 9 6
Frame Count 9 6 15

Close Standing Normals

  • Close MP:
Damage 16 Sf2hf-rog-clmp-1-6.png Sf2hf-rog-clmp-7-10.png Sf2hf-rog-clmp-1-6.png
1 5 4 7
6 4 7
  • Close HP:
Damage 24 Sf2hf-rog-clhp1-6.png Sf2hf-rog-clhp7-9.png Sf2hf-rog-clhp10-15.png Sf2hf-rog-clhp7-9.png Sf2hf-rog-clhp1-6.png
Stun 4
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6/+5
1 5 3 6 9 6
9 6 15
  • Close MK:
Damage 16 Sf2hf-rog-clhk1-7.png Sf2hf-rog-clhk8-13.png Sf2hf-rog-clhk1-7.png
1 4 4 7
5 4 7
  • Close HK:
Damage 24 Sf2hf-rog-clhk1-7.png Sf2hf-rog-clhk8-13.png Sf2hf-rog-clhk1-7.png
Stun 4
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6/+5
1 6 6 15
7 6 15

Close standing Forward and close standing Roundhouse share the same animation.

Crouching Normals

  • Crouching LP/LK:
Damage 22 Sf2hf-rog-clp-sup.png Sf2hf-rog-clp-sup2.png Sf2hf-rog-clp-a.png Sf2hf-rog-clp-sup2.png Sf2hf-rog-clp-sup.png
Stun 4
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6/+5
1 1 2 4 2 2
4 4 4
  • Crouching MP:
Damage 22 Sf2hf-rog-clp-sup.png Sf2hf-rog-clp-sup2.png Sf2hf-rog-cmp-a.png Sf2hf-rog-clp-sup2.png Sf2hf-rog-clp-sup.png
Stun 4
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6/+5
1 3 2 4 3 4
6 4 7
  • Crouching HP:
Damage 22 Sf2hf-rog-chp-sup.png Sf2hf-rog-chp-a.png Sf2hf-rog-chp-a2.png Sf2hf-rog-chp-rec.png Sf2hf-rog-chp-sup.png
Stun 4
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6/+5
1 4 2 6 9 6
5 8 15
  • Crouching LK:

See Crouching LP.

  • Crouching MK:
Damage 22 Sf2hf-rog-clp-sup.png Sf2hf-rog-clp-sup2.png Sf2hf-rog-cmk-a.png Sf2hf-rog-clp-sup2.png Sf2hf-rog-clp-sup.png
Stun 4
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6/+5
1 3 2 4 3 4
6 4 7

The same frame and attack data as cr.Strong, except with less range and lower hit/hurt boxes.

  • Crouching HK:
Damage 22 Sf2hf-rog-clp-sup.png Sf2hf-rog-clp-sup2.png Sf2hf-rog-chk-a.png Sf2hf-rog-clp-sup2.png Sf2hf-rog-clp-sup.png
Stun 4
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6/+5
1 2 4 6 9 6
7 6 15

Aerial Normals

  • Neutral/Diagonal Jumping LP/LK:
Damage 22 Sf2hf-rog-j-sup.png Sf2hf-rog-j-lplk.png Sf2hf-rog-j-rec1.png Sf2hf-rog-j-rec2.png Sf2hf-rog-j-sup.png
1 30 3 3
1 30
  • Neutral/Diagonal Jumping MP/MK:
Sf2hf-rog-j-sup.png Sf2hf-rog-j-mpmk.png Sf2hf-rog-j-rec1.png Sf2hf-rog-j-rec2.png Sf2hf-rog-j-sup.png
2 15 3 3
2 15
  • Neutral/Diagonal Jumping HP/HK:
Sf2hf-rog-j-sup.png Sf2hf-rog-j-hphk.png Sf2hf-rog-j-rec1.png Sf2hf-rog-j-rec2.png Sf2hf-rog-j-sup.png
3 8 3 3
3 8

Throws

  • Headbutt: (←/→ + Strong or Fierce)
Damage 22+(4*n) Sf2hf-rog-throw.png
Duration 300
Stun 1~7
Stun Timer 40
Range (from axis) 64
Range advantage 36

Special Moves

  • Dashing Straight: (Charge ←, →, P) [charge time: 69f]
Damage (Jab) 22 File:Sf2hf-rog-ds1.png File:Sf2hf-rog-ds2.png File:Sf2hf-rog-ds3.png File:Sf2hf-rog-ds4.png File:Sf2hf-rog-ds5.png
Damage (Strong) 24
Damage (Fierce) 26
Random dmg table 0x080
Stun 13~19
Stun Timer 120
Frame Advantage +5
Frame Count 1~8/1~16/1~24 3 8 6 4
Simplified 4~11/4~19/4~27 8 10

Startup is 4 frames for all versions point blank, stronger punches can travel further (and thus can have longer startup).


  • Dashing Uppercut: (Charge ←, →, K) [charge time: 39f]
Damage (Short) 20 File:Sf2hf-rog-du1.png File:Sf2hf-rog-du2.png File:Sf2hf-rog-du3.png File:Sf2hf-rog-du4.png
Damage (Forward) 22
Damage (Roundhouse) 26
Random dmg table 0x080
Stun 13~19
Stun Timer 120
Frame Advantage +9
Frame Count 1~8/1~16/1~24 3 8 6
Simplified 4~11/4~19/4~27 8 6

Startup is 4 frames for all versions point blank, stronger kicks can travel further (and thus can have longer startup). VERY short charge time, also amazing frame advantage.


  • Turn Around Punch (lvl 1 & 2): Hold all 3 Punch or Kick buttons for at least 30f (lvl1) or 120f (lvl2), then release.

Startup

File:Sf2hf-rog-tap-1-4.png File:Sf2hf-rog-tap-5-8.png File:Sf2hf-rog-tap-9-12.png File:Sf2hf-rog-tap-13-19.png File:Sf2hf-rog-tap-20-21.png File:Sf2hf-rog-tap-22-23.png File:Sf2hf-rog-tap-24-25.png File:Sf2hf-rog-tap-26-27.png
Frame Count 4 4 4 7 2 2 2 2
Simplified 27

Active/Recovery

Damage (lvl1) 22 File:Sf2hf-rog-tap-a.png File:Sf2hf-rog-ds4.png File:Sf2hf-rog-ds5.png
Damage (lvl2) 28
Random dmg (lvl1) 0
Random dmg (lvl2) 6
Stun 13~19
Stun Timer 120
Frame Advantage +1
Frame Count 12 6 4
Simplified 12 10

Level 2 TAP has higher overall damage (22 vs 34), and slightly more range.


  • Turn Around Punch (lvl 3,4,5,6,7,final): Hold all 3 Punch or Kick buttons for at least 240f (lvl3), 480f (lvl4), 960f (lvl5), 1440f (lvl6), 1920f (lvl7), or 2400f (final), then release.

Startup

File:Sf2hf-rog-tap3-1-4.png File:Sf2hf-rog-tap3-5-8.png File:Sf2hf-rog-tap3-9-12.png File:Sf2hf-rog-tap3-13-19.png File:Sf2hf-rog-tap3-20-21.png File:Sf2hf-rog-tap3-22-23.png File:Sf2hf-rog-tap-24-25.png File:Sf2hf-rog-tap-26-27.png
Frame Count 4 4 4 7 2 2 2 2
Simplified 27

Active/Recovery

Damage 28 File:Sf2hf-rog-tap-a.png File:Sf2hf-rog-ds4.png File:Sf2hf-rog-ds5.png
Random dmg (lvl3) 13
Random dmg (lvl4) 21
Random dmg (lvl5) 30
Random dmg (lvl6) 40
Random dmg (lvl7) 51
Random dmg (final) 64
Stun 13~19
Stun Timer 120
Frame Advantage +1
Frame Count 12 6 4
Simplified 12 10

Level 3 and above TAPs lose startup invincibility. Higher levels travel further, and do more damage.



Misc Animations

Walk back Neutral Walk Fwd Crouch
Sf2hf-rog-fwd.png Sf2hf-rog-neutral.png Sf2hf-rog-fwd.png Sf2hf-rog-cr.png
  • Standing reel:
Sf2hf-rog-hr1.png Sf2hf-rog-hr2.png
  • Standing gut reel:
Sf2hf-rog-gr1.png Sf2hf-rog-gr2.png Sf2hf-rog-gr3.png
  • Crouching reel:
Sf2hf-rog-cr1.png Sf2hf-rog-cr2.png Sf2hf-rog-cr3.png
  • Dizzy:
Sf2hf-rog-dizzy3.png Sf2hf-rog-dizzy2.png Sf2hf-rog-dizzy1.png