Street Fighter 2: Hyper Fighting/Balrog

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Street Fighter 2: Hyper FightingSf2hf-logo.png
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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.


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 }}
4
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 }}

Unique Moves

Throws

Special Moves

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:


  • Vs. Ken:


  • Vs. M. Bison (dictator):


  • Vs. Ryu:


  • Vs. Sagat:


  • Vs. Vega (claw):


  • Vs. Zangief:


Hitboxes

Standing Normals

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

Standing Normals

  • Standing LP:
Sf2hf-rog-lp1-4.png Sf2hf-rog-lp5-8.png Sf2hf-rog-lp1-4.png
1 3 4 5
4 4 5
  • Standing MP:
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
1 3 3 4 3 4
7 4 7
  • Standing HP:
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
1 5 3 6 9 6
9 6 15
  • Standing LK:
Sf2hf-rog-slk1-4.png Sf2hf-rog-slk5-8.png Sf2hf-rog-slk1-4.png
1 3 4 5
4 4 5
  • Standing MK:
Sf2hf-rog-slk1-6.png Sf2hf-rog-smk7-10.png Sf2hf-rog-slk1-6.png
1 5 4 7
6 4 7
  • Standing HK:
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
1 5 3 6 9 6
9 6 15

Close Standing Normals

  • Close MP:
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:
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
1 5 3 6 9 6
9 6 15
  • Close MK:
Sf2hf-rog-clhk1-7.png Sf2hf-rog-clhk8-13.png Sf2hf-rog-clhk1-7.png
1 4 4 7
5 4 7
  • Close HK:
Sf2hf-rog-clhk1-7.png Sf2hf-rog-clhk8-13.png Sf2hf-rog-clhk1-7.png
1 6 6 15
7 6 15

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

Crouching Normals

  • Crouching LP/LK:
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
1 1 2 4 2 2
4 4 4
  • Crouching MP:
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
1 3 2 4 3 4
6 4 7
  • Crouching HP:
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
1 4 2 6 9 6
5 8 15
  • Crouching MK:
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
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:
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
1 2 4 6 9 6
7 6 15

Aerial Normals

  • Neutral/Diagonal Jumping Jab/Short:
Damage 10 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
Rnd Dmg Table 0x020
Stun 1~7
Stun Timer 40
Frame Count 1 30 3 3
Simplified 1 30
  • Neutral/Diagonal Jumping Strong/Forward:
Damage (nj/dj) 16/14 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
Rnd Dmg Table 0x020
Stun 5~11
Stun Timer 60
Frame Count 2 15 3 3
Simplified 2 15
  • Neutral/Diagonal Jumping Fierce/Roundhouse:
Damage (nj/dj) 22/20 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
Rnd Dmg Table 0x020
Stun 11~17
Stun Timer 80
Frame Count 3 8 3 3
Simplified 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