Balrog (Boxer) Frame Data

balrog

#1

****** Check Out the SRK Wiki. It has the frame data for ALL CHARACTERS! (courtesy of gilley) ******
****** http://www.shoryuken.com/wiki/index.php/Balrog_(SFIV) *****

**Street Fighter IV: Balrog (Boxer) Frame Data (Updated April 7th, 2008)
**

Click Here For My Compiled Version of the Frame Data

I’ve taken the time to type up and include all comments into a simple PDF document.

Print it out, fold it up and keep it on you at all times!

Some of the information here has been copied and pasted from other threads. I will do my best to give credit but please correct me if you see any mistakes.

http://forums.shoryuken.com/showpost.php?p=5602179&postcount=62

From the Sim Thread:

**LEGEND **(also from shiningsoul, modified by me to include “cancel ability” column):

H = must be blocked high
L = must be blocked low
U = unblockable
C = crumple
D = knocks down
S = Super Combo
Sp = Special Move
Ch = Chain

= number of Super Freeze frames where block is the only accepted input

$ = landing frames, falling recovery frames (from what I can tell)
B = before you land
A = after you land
F = full body recovery
() = intermediate frames (non-hitting frames)

  • = separates stun, damage, or meter values for multi-hit moves
    LP = Jab or Light Punch
    MP = Strong or Medium Punch
    HP = Fierce or Hard Punch
    LK = Short or Light Kick
    MK = Forward or Medium Kick
    HK = Roundhouse or Hard Kick
    EX = denotes the EX version of a special move, done by pressing two Punch or two Kick buttons instead of one
    cr = crouching
    st = standing
    1.0 = denotes the range of a throw: 0.9 = 90%, 1.0 = 100%, 1.5 = 150%, etc.

#2

****** Check Out the SRK Wiki. It has the frame data for ALL CHARACTERS! (courtesy of gilley) ******
****** http://www.shoryuken.com/wiki/index.php/Balrog_(SFIV) *****

I found this out the other day: **the last frame of start up is also the first active frame of the hit box! **
For example: close standing LP hits on frame #4, not #5. Please keep this in mind when using the data!

columns:
start-up / active / recovery / block advantage / hit advantage / block stun / hit stun / damage / stun / meter gain / which way to block / cancel ability

Close+Standing



LP 4 2 7 +2 +5 10 13 20 50 20 HL ChSpS
MP 6 4 12 -2 1 13 16 80 100 40 HL S
HP 5 5 16 -3 +2 17 22 120 200 60 HL S
LK 3 2 7 +2 +5 10 13 40 50 20 HL ChSpS
MK 5 4 13 -3 0 13 16 90 100 40 HL SpS
HK 7 2 13 +3 +7 17 21 100 200 60 HL S

Standing



LP 4 2 4 +5 +8 10 13 20 50 20 HL ChSpS
MP 7 2 16 -4 -1 13 16 90 100 40 HL S
HP 9 4 21 -7 -3 17 21 100 200 60 HL -
LK 4 2 10 -1 +2 10 13 40 50 20 HL ChS
MK 9 3 12 -1 +2 13 16 90 100 40 HL S
HK 8 2 20 -4 0 17 21 110 200 60 HL -


Crouching :db: , :d: , :df:



LP 3 2 5 +4 +7 10 13 20 50 20 HL ChSpS
MP 7 4 12 -2 +1 13 16 70 100 40 HL SpS
HP 7 5 21 -8 -3 17 22 110 200 60 HL S
LK 4 2 9 0 +3 10 13 30 50 20 L SpS
MK 8 2 8 +4 +7 13 16 70 100 40 L S
HK 8 2 22 -6 D 17 D 90 120 60 L S


Jump Straight Up :u:



LP 5 2 - - - 8 11 50 50 20 H -
MP 5 4 - - - 11 15 90 100 40 H -
HP 5 9 - - - 15 18 110 200 60 H -
LK 5 3 - - - 8 11 50 50 20 H -
MK 6 2 - - - 11 15 80 100 40 H -
HK 5 2 - - - 15 18 110 200 60 H -


Jump In / Back :ub: , :uf:



LP 4 3 - - - 8 11 50 50 20 H -
MP 7 3 - - - 11 15 80 100 40 H -
HP 6 7 - - - 15 18 110 200 60 H -
LK 5 6 - - - 8 11 50 50 20 H -
MK 7 2 - - - 11 15 80 100 40 H -
HK 8 6 - - - 15 18 110 200 60 H -


**Saving / Focus Attacks - :mp: + :mk: **



lvl 1     21 2 35 -21 -21 15 15 90 100 20 HL -
lvl 2     17+12 2 35 -15 C 21 C 120 150 40 HL - 
lvl 3     65 2 35 - C - C 170 200 60 U -


Throws :l: or :r: + :lp: + :lk:



Neut or F     3 2 20 - - - - 140 160 40 0.9 - -
Back     3 2 20 - - - - 140 140 0 0.9 - -


Rush Punch - Charge :l:, :r:+:p: (:2p: for EX)



LP     13[4] 7 17 -3 -2 20 21 100 100 20/30 HL S
MP     22[7] 6 19 -6 -1 18 23 110 150 20/30 HL S
HP     35[7] 6 20 -8 -1 17 24 120 200 20/30 HL S
EX     35[7] 6 17 -2 +2 20 24 120 200 0/0 HL - 


Rush Upper - Charge :l:, :r:+:k: (:2k: for EX)



LK 14[5] 4 20 -3 -1 20 22 100 100 20/30 HL S
MK 22[7] 4 20 -5 +1 18 24 110 150 20/30 HL S
HK 35[7] 4 21 -7 +1 17 25 120 200 20/30 HL S
EX 35[7] 4 18 -1 +4 20 25 120 200 0/0 HL -


**Ground / Lower Rush Punch - Charge :l:, :df:+:p: (:2p: for EX) **



LP     22[13] 8 21 -8 D 20 D 90 100 20/30 L S    
MP     29[14] 8 21 -10 D 18 D 100 150 20/30 L S
HP     42[14] 8 21 -11 D 17 D 110 200 20/30 L S
EX     42[14] 8 17 -4 D 20 D 110 200 0/0 L -


**Overhead Rush Punch - Charge :l:, :df: + :p:, Hold :p: (:df: + :2p:, Hold :2p: for EX) - ARMOUR BREAK **



LP     31[22] 5 21 -5 +10 20 35 80 100 20/30 H S
MP     38[23] 5 21 -7 +10 18 35 90 150 20/30 H S
HP     51[23] 5 21 -8 +10 17 35 100 200 20/30 H S
EX     51[23] 5 21 -5 +10 20 35 100 200 0/0 H -


Torpedo Punch - Charge :l:, :df: + :k: (:2k: for EX) - ARMOUR BREAK



LK     21[12] 8 20 -5 D 22 D 100 100 20/30 HL S
MK     28[13] 8 20 -7 D 20 D 110 150 20/30 HL S
HK     41[13] 8 20 -9 D 18 D 120 200 20/30 HL S
EX     41[13] 8 16 -1 D 22 D 120 200 0/0 HL - 


**Headbutt - Charge :d:, :u: + :p: (:2p: for EX) **



LP    8 11 10+13 -13 D 20 D 130 200 30/40 HL - 
MP    10 11 10+13 -13 D 20 D 140 200 30/40 HL - 
HP    12 11 9+13 -12 D 20 D 160 200 30/40 HL -
EX    12 11 9+13 -12 D 20 D 150 200 0/0 HL -


Turn Around Punch (TAP) - Hold :3p: (or :3k:), Release :3p: (or :3k:) - ARMOUR BREAK



Level 1     30 7 13 -2 +2 17 21 130 200 30/40 HL S
Level 2     30 7 16 -5 -1 17 21 150 210 30/40 HL S
Level 3     30 8 18 -8 -4 17 21 180 220 30/40 HL S
Level 4     30 9 21 -12 -8 17 21 210 230 30/40 HL S
Level 5     30 10 22 -14 -10 17 21 250 240 30/40 HL S
Level 6     30 11 24 -17 -13 17 21 280 250 30/40 HL S
Level 7     30 12 26 -20 -16 17 21 410 260 30/40 HL S
Level 8     30 13 29 -24 -20 17 21 460 270 30/40 HL S
Level 9     30 15 32 -29 -25 17 21 510 280 30/40 HL S
Final       30 16 36 -34 -30 17 21 560 290 30/40 HL S


** Crazy Buffalo Chrage (Super Combo) - Chrage :l:, :r:, :l:, :r: + :p, (Hold :k: for Rush Uppers) - ARMOUR BREAK **



1+#9 "6(8)6(7)6(8)6(15)3" 31 -14 - "17x4*19" "21x4*-" "60x4*105" 0 0/0 HL - 


** Violent Buffalo Chrage (Ultra Combo) - Chrage :l:, :r:, :l:, :r: + :3p:, (Hold :k: for Rush Uppers) - ARMOUR BREAK **



1+#10 "3*3(8)3*3(7)3*3(8)3*3(15)1x3" 39 -25 - 17 21 "30x8*35x3" 0 0/0 HL - 



SF4 Show-off - PC Combo Scripting Tool
#3

Oh Man :wgrin::woot::lovin: This is Awesome! I can’t wait till my book arrives(damn play asia). Now Its time to nut it out and see what our main man should be doing. Ill post anything interesting if I find it.

Tumeke Jay:tup:


#4

Are the hit advantage and guard advantage values the wrong way around? The numbers don’t add up:shake:


#5

yes they are. actually the headings were flipped around. I fixed it in the original post.

i caught the mistake too and only changed it in the first part of my post.

thanks for catching that.

i’ll be home later tonight and will get done the rest of Rog’s data.


#6

Just got the mook today:wgrin:

I’ll take it to my dads wife(shes Japanese) and see if she can help me out a little.

p.s.

Man Sick combo= J.HK>S.HK~S.Lk xx Whatever you want

p.s.s.

How the fuck is Rufus 185kgs and Sagat is only 78kgs. Oh yeah and Gouki is 80kg somehow???


#7

are you down to help type all this frame data shit? me and jay wang could use help, there are only two of us and a long list still to go.

just for general info, this is what we have done so far.

http://forums.shoryuken.com/showpost.php?p=5641520&postcount=198

as long as the char is not “in progress” you can take dibbs on them. any help at all with the data input would be fuckin awsome.


#8

Sagat is made of air.


#9

I got the rest of the moves in. Sorry for the delays guys. I’ve been hella busy lately.

I also included it as a PDF for easy reference!

Enjoy!


#10

well, he is thai, i wouldnt expect hime to be as big as he looks on cvs2 or sf4. look at all the other muay thai guys, they are lengthy and skinny, and can break a baseball bat with their shin…

i dunno why gouki is 80 kg though, that is fuckin heavy for a j-guy


#11

don’t the orbs on his necklace weigh the weight of planets or something?

that would mean 80kg is pretty light for him.


#12

That’s lower then his SF2 weight Sagat was 109kg in SF2. Akuma’s weight remains the same.


#13

Ugh,
Sorry guys, but can we please try and stay on topic in this thread? You guys are discussing the weight of a fictional video game character for goodness sake.

Anyways to stay on topic, here are some things I have noticed about the frame data:

  • Rog’s back+lp+lk throw gives ZERO gauge.
    I checked the mook and this is what it says. Could there be a potential for a typo? I haven’t had time to visit the arcade lately so if someone could confirm this that would be awesome.

  • close st rk gives insane frame advantage (hit AND block)!


#14

Wow if those numbers are right, you should be able to link close HK into close HP unless there’s major pushback from close HK.


#15

Nah you can’t aye cos the pushback is enough to make standing HP the Far version (which has nine frames of startup) but you can link crouching LK and cancel into Straight rush/Ex Rush upper which is even better I reckon.

Also on that note linking the c.LK is quite difficult in say this combo J.HK > S.HK > C.LK xx straight rush. Unless you have meter to go into Ex Rush Upper the damage is almost exactly the same as J.HK > C.MK > C.LK xx Headbutt. I think it would be best used in a punishment situation. Also SA crumple dash into S.HK > C.LK blah blah blah does tons of damage.


#16

can someone help me with an explanation:

EX.rush upper gives +4 frame advantage on hit
and
c.mk takes 8 frames for start-up and hits on 9th frame

how does this connect in game, but the numbers don’t make sense?

Also, what does the numbers inside brackets next to the start frames for special moves mean? Is it start-frames for specials after a normal? So for a jab rush punch = 13 [4]: the 4 is the start frames for the rush punch after a normal (after i throw out a jab for instance), and the 13 is the start-up frames for a regular rush punch?


#17

C.mk doesn’t work only c.lp and c.lk


#18

I am unsure of the syntax for the square brackets. I copied the data straight from the master guide and couldn’t translate the legend because I don’t read Japanese.

EDIT: numbers in square brackets are the number of frames when balrog is at point blank range.


#19

well…how much frame advantage do u need in order to do a rush punch? i guess some normals can be canceled into specials, but can you figure that out from just look at the data? If not, does that mean u can do a close standing hk (+7 on hit) into rush punch?


#20

i gotta clean up the original post because the math was wrong. will post when completed.