Street Fighter 2: Champion Edition/Balrog (boxer)

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Sf2ceBalrog.gif

Introduction

Color Options

Start Default
Balrog-mp.gif Balrog-old1.gif

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, crouching Roundhouse Kick


Hitboxes

Standing Normals

  • Standing LP:
Damage 4 Sf2ce-rog-lp1-4.png Sf2ce-rog-lp5-8.png Sf2ce-rog-lp1-4.png
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 Sf2ce-rog-mp1-4.png Sf2ce-rog-mp5-7.png Sf2ce-rog-mp-8-11.png Sf2ce-rog-mp-12-14.png Sf2ce-rog-mp1-4.png
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 Sf2ce-rog-hp1-3.png Sf2ce-rog-hp7-9.png Sf2ce-rog-hp10-15.png Sf2ce-rog-hp7-9.png Sf2ce-rog-hp1-3.png
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 Sf2ce-rog-slk1-4.png Sf2ce-rog-slk5-8.png Sf2ce-rog-slk1-4.png
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 Sf2ce-rog-slk1-6.png Sf2ce-rog-smk7-10.png Sf2ce-rog-slk1-6.png
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 Sf2ce-rog-shk1-6.png Sf2ce-rog-shk7-9.png Sf2ce-rog-shk10-15.png Sf2ce-rog-shk7-9.png Sf2ce-rog-shk1-6.png
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 Sf2ce-rog-clmp-1-6.png Sf2ce-rog-clmp-7-10.png Sf2ce-rog-clmp-1-6.png
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 Sf2ce-rog-clhp1-6.png Sf2ce-rog-clhp7-9.png Sf2ce-rog-clhp10-15.png Sf2ce-rog-clhp7-9.png Sf2ce-rog-clhp1-6.png
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 Sf2ce-rog-clhk1-7.png Sf2ce-rog-clhk8-13.png Sf2ce-rog-clhk1-7.png
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 Sf2ce-rog-clhk1-7.png Sf2ce-rog-clhk8-13.png Sf2ce-rog-clhk1-7.png
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 Sf2ce-rog-clp-sup.png Sf2ce-rog-clp-sup2.png Sf2ce-rog-clp-a.png Sf2ce-rog-clp-sup2.png Sf2ce-rog-clp-sup.png
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 Sf2ce-rog-clp-sup.png Sf2ce-rog-clp-sup2.png Sf2ce-rog-cmp-a.png Sf2ce-rog-clp-sup2.png Sf2ce-rog-clp-sup.png
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 Sf2ce-rog-chp-sup.png Sf2ce-rog-chp-sa.png Sf2ce-rog-chp-a2.png Sf2ce-rog-chp-rec.png Sf2ce-rog-chp-sup.png
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 Sf2ce-rog-clp-sup.png Sf2ce-rog-clp-sup2.png Sf2ce-rog-cmk-a.png Sf2ce-rog-clp-sup2.png Sf2ce-rog-clp-sup.png
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 Sf2ce-rog-clp-sup.png Sf2ce-rog-clp-sup2.png Sf2ce-rog-chk-a.png Sf2ce-rog-clp-sup2.png Sf2ce-rog-clp-sup.png
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 Sf2ce-rog-j-sup.png Sf2ce-rog-j-lplk.png Sf2ce-rog-j-rec1.png Sf2ce-rog-j-rec2.png Sf2ce-rog-j-sup.png
Stun 1~7
Stun Timer 40
Frame Count 1 30 3 3
Simplified 1 30
  • Neutral/Diagonal Jumping MP/MK:
Damage 14/16 Sf2ce-rog-j-sup.png Sf2ce-rog-j-mpmk.png Sf2ce-rog-j-rec1.png Sf2ce-rog-j-rec2.png Sf2ce-rog-j-sup.png
Stun 5~11
Stun Timer 50
Frame Count 2 15 3 3
Simplified 2 15
  • Neutral/Diagonal Jumping HP/HK:
Damage 18/20 Sf2ce-rog-j-sup.png Sf2ce-rog-j-hphk.png Sf2ce-rog-j-rec1.png Sf2ce-rog-j-rec2.png Sf2ce-rog-j-sup.png
Stun 11~17
Stun Timer 60
Frame Count 3 8 3 3
Simplified 3 8

Throws

  • Headbutt: (←/→ + Strong or Fierce)
Damage 22+(4*n) Sf2ce-rog-throw.png
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 Sf2ce-balrog-ds1.png Sf2ce-balrog-ds2.png Sf2ce-balrog-ds3.png Sf2cej-balrog-ds3.png Sf2ce-balrog-ds4.png Sf2ce-balrog-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).

Japanese Versions of Champion Edition have a better hitbox.

  • Dashing Uppercut: (Charge ←, →, K) [charge time: 39f]
Damage (Short) 20 Sf2ce-balrog-du1.png Sf2ce-balrog-du2.png Sf2ce-balrog-du3.png Sf2ce-balrog-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

Sf2ce-balrog-tap-1-4.png Sf2ce-balrog-tap-5-8.png Sf2ce-balrog-tap-9-12.png Sf2ce-balrog-tap-13-19.png Sf2ce-balrog-tap-20-21.png Sf2ce-balrog-tap-22-23.png Sf2ce-balrog-tap-24-25.png Sf2ce-balrog-tap-26-27.png
Frame Count 4 4 4 7 2 2 2 2
Simplified 27

Active/Recovery

Damage (lvl1) 22 Sf2ce-balrog-tap-a.png Sf2ce-balrog-ds4.png Sf2ce-balrog-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.

Active/Recovery

Damage 28 Sf2ce-balrog-tap-a.png Sf2ce-balrog-ds4.png Sf2ce-balrog-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


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
Sf2ce-rog-fwd.png Sf2ce-rog-neutral.png Sf2ce-rog-fwd.png Sf2ce-rog-cr.png
  • Standing reel:
Sf2ce-rog-hr1.png Sf2ce-rog-hr2.png Sf2ce-rog-hr3.png
  • Standing gut reel:
Sf2ce-rog-gr1.png Sf2ce-rog-gr2.png Sf2ce-rog-gr3.png
  • Crouching reel:
Sf2ce-rog-cr1.png Sf2ce-rog-cr2.png Sf2ce-rog-cr3.png
  • Dizzy:
Sf2ce-rog-dizzy3.png Sf2ce-rog-dizzy2.png Sf2ce-rog-dizzy1.png

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

Advanced Strategy

He is a close combat rushdown and ground poking character,he had heavy damaging standing normals,but with poor startups but great normals hitboxes ,except in jump ins.

His hold isn't useful for setups, outside to poke with a crouching Roundhouse, but one of the strongest and with better range than other ones

Fortunately,in Japanese version is really buffed,Dash Straight had better hitbox and can hit crouching characters and Turn Punch can be charged.

Main objetive of the boxer,is to connect a RFWA and comboed with a Dash Straight or Upper linked crouching Roundhouse in close combat,for medium and long range he must use his standing Fierce and crouching Roundhouse for poking and answers projectiles with a jumping Roundhouse/Fierce due to his large hitbox.

Anyway beware about beign cross up easily,you are a tall opponent only inferior to Sagat and Zangief.

Match-Ups

Vs. Ryu

A tough matchup for Balrog. Ryu has better range on most of his quicker attacks with your only decent one being cr. HK and not the best speed. Can just crouch most of your attacks. Once he starts throwing fireballs it's hard to stop him unless you are preemptively jumping over it knowing he will do another one(Chances are you'll be eating a shoryuken instead). If you are cornered by fireballs all you can do is block and wait if they do something else(Not likely though). Only way to win this matchup is a great deal patience, and getting lucky with random TAPs, and landing any headbutts.

Vs. E.Honda

Vs. Blanka

Blanka's gameplan against Boxer is about use his hold to trap you easily with his Rolling Attack,as he is a hit and jump character you main tactic is you wait him and use Crouch Fierce or Dash Upper against him and then poke him,Rolling Attack if is blocked can be easily punished with a Dash Straight.

Dash Upper a standing Blanka is a bad tactic and its his main opportunity to chew you.

Vs. Guile

Vs. Ken

Pretty much the same as Ryu except Ken can travel way further with his shoryukens, and does even more damage if you make a mistake.

Vs. Chun Li

Vs. Zangief

Vs. Dhalsim

Vs. Boxer

Vs. Claw

Evade his Barcelona and punish him with Jumping Fierce/Roundhouse


Vs. Sagat

Another of his worst match-ups,Low Tiger Shots are the best to jump in and punish him with Jumping Fierce/Roundhouse,at medium range poke him with your Far Fierce and Crouch Roundhouse,if Sagat use Tiger Uppercut,punish him with Dash Upper or Straight if you are a bit far,if you are close of the blocked Upper,punish him with your RFWA,Tiger Knee must be blocked and punish with a hold.

Vs. Dictador

Another bad match-up,Dictador had better pokes with fastest startup,Psycho Crusher must be blocked and then punished with hold him,close Jab are fine to keep him away or comboing,and Stomp can be punished with a jumping Roundhouse easily,Crouching Roundhouse its your best poke for medium range and wake ups,your main plan is to avoid Corner and be in the midscreen as long as possible.

Turn Around Punch can be nice as a surprise attack if Dictador walks to get close to you,and a Slide is the main attack to punish him with a jumping Fierce and linked to a Crouching Roundhouse and then a Dash Upper or Straight wake up.