Street Fighter 2: Hyper Fighting/Balrog

From SuperCombo Wiki

Introduction

Moves List

Note: All frame data gathered by using the method described at http://code.google.com/p/macrolua/wiki/FrameDataExamples. Some differs from TAkiba's, and is noted by a *.

Normal Moves

Ground Normals

  • Standing Jab:
Damage ? Sf2hf-rog-lp1-4.png Sf2hf-rog-lp5-8.png Sf2hf-rog-lp1-4.png
Stun 1~7
Stun Timer 40
Chain Cancel ?
Special Cancel Yes
On Hit +5
Frame Count 4 4 5
  • Standing Strong (far):
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 5~11
Stun Timer 60
Chain Cancel ?
Special Cancel ?
On Hit +8
Frame Count 3 4 4 3 4
Simplified 7 4 7
  • Standing Strong (close):
Damage 16 Sf2hf-rog-clmp-1-6.png Sf2hf-rog-clmp-7-10.png Sf2hf-rog-clmp-1-6.png
Stun 5~11
Stun Timer 60
Chain Cancel ?
Special Cancel ?
On Hit +8
Frame Count 6 4 7

Special Moves

Dashing Straight: Hold Back for at least 1 second, then Forward + Punch (Hold at 4 for at least 1 second, then 6 + Punch)

Dashing Uppercut: Hold Back for at least 1 second, then Forward + Kick (Hold at 4 for for at least 1 second, then 6 + Punch)

Turn Punch: Hold all 3 Punch or Kick buttons at the same time, then let go... the longer you hold the 3 Punch or Kick buttons, the more damage the move will deal if it connects.

The Basics

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 (?)

Match-ups

Vs. Balrog (boxer-self):

Vs. Blanka:

Vs. Chun-Li:

Vs. Dhalsim:

Vs. E. Honda:

Vs. Guile:

Vs. Ken:

Vs. M. Bison (dictator):

Vs. Ryu:

Vs. Sagat:

Vs. Vega (claw):

Vs. Zangief: