Street Fighter 2: Hyper Fighting/Balrog

From SuperCombo Wiki

Introduction

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

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 4 Sf2hf-rog-lp1-4.png Sf2hf-rog-lp5-8.png Sf2hf-rog-lp1-4.png
Rnd Dmg Table 0x020
Stun 1~7
Stun Timer 40
Chain Cancel Yes
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
Rnd Dmg Table 0x020
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
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
Rnd Dmg Table 0x080
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
On Hit +8
Frame Count 6 4 7
  • Standing Fierce (far):
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
Rnd Dmg Table 0x020
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
On Hit +2
Frame Count 6 3 6 9 6
Simplified 9 6 15
  • Standing Fierce (close):
Damage 4 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
Rnd Dmg Table 0x080
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
On Hit +2
Frame Count 6 3 6 9 6
Simplified 9 6 15

Strangely low base damage. High variability in random damage, however cl.MP has the same random damage and far higher base damage. Hard to understand why to use this over cl.MP or cl.HK

  • Standing Short:
Damage 4 Sf2hf-rog-slk1-4.png Sf2hf-rog-slk5-8.png Sf2hf-rog-slk1-4.png
Rnd Dmg Table 0x020
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel Yes
On Hit +5
Frame Count 4 4 5
  • Standing Forward (far):
Damage 14 Sf2hf-rog-slk1-6.png Sf2hf-rog-smk7-10.png Sf2hf-rog-slk1-6.png
Rnd Dmg Table 0x020
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
On Hit +8
Frame Count 6 4 7
  • Standing Forward (close):
Damage 16 Sf2hf-rog-clhk1-7.png Sf2hf-rog-clhk8-13.png Sf2hf-rog-clhk1-7.png
Rnd Dmg Table 0x080
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
On Hit +8
Frame Count 5 4 7

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

  • Standing Roundhouse (far):
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
Rnd Dmg Table 0x020
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
On Hit +2
Frame Count 6 3 6 9 6
Simplified 9 6 15
  • Standing Roundhouse (close):
Damage 24 Sf2hf-rog-clhk1-7.png Sf2hf-rog-clhk8-13.png Sf2hf-rog-clhk1-7.png
Rnd Dmg Table 0x080
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
On Hit +2
Frame Count 7 6 15

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


Aerial Normals

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.

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: