Street Fighter 2: Champion Edition/Balrog (boxer): Difference between revisions
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=Combos= | =Combos= |
Revision as of 13:38, 12 April 2016


Introduction
Color Options
Start | Default |
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Moves List
Normal Moves
Headbutt: close, f + MP or HP
Special Moves
Turn Punch: Hold all three Punches or Kicks for at least 2 secs then release
Final Punch: Above move and hold for 60 secs and release
Dash Punch: b~f + Punch
Dash Uppercut: b~f + Kick
The Basics
Anti-Airs: Dash Upper,crouching High Punch,standing Medium Punch
High Pokes: standing Medium Punch,standing High Punch
Low Pokes: crouching Short Kick
Advanced Strategy
Hitboxes
Standing Normals
- Standing LP:
Damage | 4 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | +5 | |||
Frame Count | 3 | 4 | 5 | |
Frame Count | 1+3 | 4 | 5 |
- Standing MP:
Damage | 14 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +6 | |||||
Frame Count | 3 | 3 | 4 | 3 | 4 | |
Frame Count | 1+6 | 4 | 7 |
- Standing HP:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +2 | |||||
Frame Count | 5 | 3 | 6 | 9 | 6 | |
Frame Count | 1+8 | 6 | 15 |
- Standing LK:
Damage | 4 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | +5 | |||
Frame Count | 3 | 4 | 5 | |
Frame Count | 1+3 | 4 | 5 |
- Standing MK:
Damage | 14 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 60 | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | +8 | |||
Frame Count | 5 | 4 | 7 | |
Frame Count | 1+6 | 4 | 7 |
- Standing HK:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +2 | |||||
Frame Count | 5 | 3 | 6 | 9 | 6 | |
Frame Count | 1+8 | 6 | 15 |
Close Standing Normals
- Close MP:
Damage | 16 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | +6/+5 | |||
Frame Count | 5 | 4 | 7 | |
Simplified | 1+5 | 4 | 7 |
- Close HP:
Damage | 24 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes | |||||
Frame Advantage | +6/+5 | |||||
Frame Count | 5 | 3 | 6 | 9 | 6 | |
Simplified | 1+8 | 6 | 15 |
- Close MK:
Damage | 16 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | +6/+5 | |||
Frame Count | 4 | 4 | 7 | |
Simplified | 1+4 | 4 | 7 |
- Close HK:
Damage | 24 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | +6/+5 | |||
Frame Count | 6 | 6 | 15 | |
Simplified | 1+6 | 6 | 15 |
Close standing Forward and close standing Roundhouse share the same animation.
Crouching Normals
- Crouching LP/LK:
Damage | 6 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes | |||||
Frame Advantage | +6/+7 | |||||
Frame Count | 1 | 2 | 4 | 2 | 2 | |
Simplified | 1+3 | 4 | 4 |
- Crouching MP:
Damage | 14 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +9/+8 | |||||
Frame Count | 3 | 2 | 4 | 3 | 4 | |
Simplified | 1+6 | 4 | 7 |
- Crouching HP:
Damage | 20 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +1,+2 | |||||
Frame Count | 4 | 2 | 6 | 9 | 6 | |
Simplified | 1+4 | 8 | 15 |
- Crouching LK:
See Crouching LP.
- Crouching MK:
Damage | 14 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +9/+8 | |||||
Frame Count | 3 | 2 | 4 | 3 | 4 | |
Simplified | 1+5 | 4 | 7 |
The same frame and attack data as cr.Strong, except with less range and lower hit/hurt boxes.
- Crouching HK:
Damage | 20 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | KD/+2 | |||||
Frame Count | 2 | 4 | 6 | 9 | 6 | |
Simplified | 1+6 | 6 | 15 |
Aerial Normals
- Neutral/Diagonal Jumping LP/LK:
Damage | 10 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Frame Count | 1 | 30 | 3 | 3 | ∞ | |
Simplified | 1 | 30 | ∞ |
- Neutral/Diagonal Jumping MP/MK:
Damage | 14/16 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 2 | 15 | 3 | 3 | ∞ | |
Simplified | 2 | 15 | ∞ |
- Neutral/Diagonal Jumping HP/HK:
Damage | 18/20 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 3 | 8 | 3 | 3 | ∞ | |
Simplified | 3 | 8 | ∞ |
Throws
- Headbutt: (←/→ + Strong or Fierce)
Damage | 22+(4*n) | ![]() |
Duration | 300 | |
Stun | 1~7 | |
Stun Timer | 60 | |
Range (from axis) | 64 | |
Range advantage | 36 |
Special Moves
- Dashing Straight: (Charge ←, →, P) [charge time: 69f]
Damage (Jab) | 22 | ![]() |
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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).
Japanese Versions of Champion Edition have a better hitbox.
- Dashing Uppercut: (Charge ←, →, K) [charge time: 39f]
Damage (Short) | 20 | ![]() |
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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
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Frame Count | 4 | 4 | 4 | 7 | 2 | 2 | 2 | 2 |
Simplified | 27 |
Active/Recovery
Damage (lvl1) | 22 | ![]() |
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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.
Active/Recovery
Japanese versions of SF2 Champion Edition have Level 3 and above TAPs can charge and had higher levels that travels further, and do more damage.
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
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- Standing reel:
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- Standing gut reel:
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- Crouching reel:
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- Dizzy:
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Combos
- j.HP,cr.LK,s.LK,b charge f+K,s.HP
- cr.LP,s.LP,b chage f+P
- (Zangief Only)cl.MP, st. MP, st. MP
- (Zangief Only)cl.MK, Cr. MP, st. MP
- (Opponent in Corner)cl.MK, St. HP
Match-Ups
Vs. Ryu
Vs. Ken
Vs. E.Honda
Vs. Chun Li
Vs. Blanka
Vs. Zangief
Vs. Guile
Vs. Dhalsim
Vs. Boxer
Vs. Claw
Vs. Sagat
Vs. Dictador
General | Game Mechanics | Strategy | Tiers | |
The Characters | Balrog (Boxer) | Blanka | Chun-Li | Dhalsim | E. Honda | Guile | Ken | M. Bison (Dictator) | Ryu | Sagat | Vega (Claw) | Zangief |