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Balrog's Frame Data Super Street Fighter 4 Arcade Edition

Last updated on Aug. 12, 2011

7 Comments

Balrog Frame Data Super Street Fighter 4 Arcade Edition


If you have trouble understanding this data, please check out the how to read frame data guide here on EventHubs.com.

Normal Moves
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Close Light Punch HL 20 50 20 C*Sp*Su 4 2 7 2 5
Close Medium Punch HL 70 100 40 Su 6 4 12 -2 4
Close Hard Punch HL 120 200 60 Su 5 5 16 -3 2 Forces stand
Close Light Kick HL 40 50 20 C*Sp*Su 3 2 7 2 5
Close Medium Kick HL 90 100 40 Sp*Su 5 4 13 -3 0
Close Hard Kick HL 100 200 60 Su 7 2 13 3 7
Far Light Punch HL 20 50 20 C*Sp*Su 4 2 4 5 8
Far Medium Punch HL 90 100 40 Su 7 2 16 -4 1
Far Hard Punch HL 100 200 60 - 9 4 21 -7 -3
Far Light Kick HL 40 50 20 ch/Su 4 2 10 -1 2
Far Medium Kick HL 90 100 40 Su 9 3 12 -1 2
Far Hard Kick HL 110 200 60 - 8 2 20 -4 0
Crouch Light Punch HL 20 50 20 C*Sp*Su 3 2 5 4 7
Crouch Medium Punch HL 70 100 40 Sp*Su 7 4 12 -2 1
Crouch Hard Punch HL 90 200 60 Su 7 5 21 -8 -3 Forces stand
Crouch Light Kick L 30 50 20 Sp*Su 4 2 9 0 3 Low attack
Crouch Medium Kick L 70 100 40 Su 8 2 8 4 7 Low attack
Crouch Hard Kick L 90 120 60 Su 8 2 22 -6 D Low attack, cannot fast recover
Jump Up Light Punch H 50 50 20 - 5 2 - - -
Jump Up Medium Punch H 90 100 40 - 5 4 - - -
Jump Up Hard Punch H 110 200 60 - 5 9 - - -
Jump Up Light Kick H 50 50 20 - 5 3 - - -
Jump Up Medium Kick H 80 100 40 - 6 2 - - -
Jump Up Hard Kick H 110 200 60 - 5 2 - - -
Jump Toward Light Punch H 50 50 20 - 4 3 - - -
Jump Toward Medium Punch H 80 100 40 - 7 3 - - -
Jump Toward Hard Punch H 110 200 60 - 6 7 - - -
Jump Toward Light Kick H 50 50 20 - 5 6 - - -
Jump Toward Medium Kick H 80 100 40 - 7 2 - - -
Jump Toward Hard Kick H 100 200 60 - 8 6 - - -
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Other, Special Moves, Supers & Ultras
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes
Focus Attack Level 1 HL 90 100 20 - 21 2 35 -21 -21
Focus Attack Level 2 HL 120 150 40 - 17+12 2 35 -15 D
Focus Attack Level 3 - 170 200 60 - 65 2 35 D D
Forward Throw 0.9 130 160 40 - 3 2 20 - D Throw range 0.9
Back Throw 0.9 130 100 40 - 3 2 20 - D Throw range 0.9
Dashing Punch Light Punch HL 100 100 20/30 Su 13[4] 7 17 -3 -2 Forces stand, charge 55f
Dashing Punch Medium Punch HL 110 150 20/30 Su 22[7] 6 19 -6 -1 Forces stand, charge 55f
Dashing Punch Hard Punch HL 120 200 20/30 Su 35[7] 6 20 -8 -1 Forces stand, charge 55f
Dashing Punch EX HL 120 200 -250/0 Su 35[7] 6 17 -2 2 Forces stand, body armor, charge 55f
Dashing Uppercut Light Kick HL 100 100 20/30 Su 14[5] 4 20 -3 -1 Forces stand, charge 55f
Dashing Uppercut Medium Kick HL 110 150 20/30 Su 22[7] 4 20 -5 1 Forces stand, charge 55f
Dashing Uppercut Hard Kick HL 120 200 20/30 Su 35[7] 4 21 -7 -1 Forces stand, charge 55f
Dashing Uppercut EX HL 120 200 -250/0 Su 35[7] 4 18 -1 4 body armor, charge 55f
Dashing Low Punch Light Punch L 90 100 20/30 Su 22[13] 8 21 -8 D Low attack, cannot fast recover, charge 55f
Dashing Low Punch Medium Punch L 100 150 20/30 Su 29[14] 8 21 -9 D Low attack, cannot fast recover, charge 55f
Dashing Low Punch Hard Punch L 110 200 20/30 Su 42[14] 8 21 -11 D Low attack, cannot fast recover, charge 55f
Dashing Low Punch EX L 110 200 -250/0 Su 42[14] 8 17 -3 D Low attack, body armor, charge 55f
Dashing Overhead Punch Light Punch H 80 100 20/30 Su 31[22] 5 21 -5 10 Mid attack, Armor Break, charge 55f
Dashing Overhead Punch Medium Punch H 90 150 20/30 Su 38[23] 5 21 -7 10 Mid attack, Armor Break, charge 55f
Dashing Overhead Punch Hard Punch H 100 200 20/30 Su 51[23] 5 21 -8 10 Mid attack, Armor Break, charge 55f
Dashing Overhead Punch EX H 100 200 -250/0 Su 51[23] 5 21 -5 10 Mid attack, Armor Break, body armor, charge 55f
Dashing Low Uppercut Light Kick HL 100 100 20/30 Su 21[12] 8 20 -5 D Armor Break, charge 55f
Dashing Low Uppercut Medium Kick HL 110 150 20/30 Su 28[13] 8 20 -7 D Armor Break, charge 55f
Dashing Low Uppercut Hard Kick HL 120 200 20/30 Su 41[13] 8 20 -9 D Armor Break, charge 55f
Dashing Low Uppercut EX HL 120 200 -250/0 Su 41[13] 8 16 -3 D Armor Break, body armor, charge 55f
Buffalo Headbutt Light Punch HL 100 200 30/40 - 8 11 10+22 -22 D 1~7f invincible, 1~18f cannot be thrown, 8f~ airborne , charge 55f
Buffalo Headbutt Medium Punch HL 100 200 30/40 - 10 11 10+22 -22 D 1~9f invincible, 1~20f cannot be thrown, 10f~ , charge 55f
Buffalo Headbutt Hard Punch HL 100 200 30/40 - 12 11 9+22 -21 D 1~11f invincible, 1~22f cannot be thrown, 12f~airborne , charge 55f
Buffalo Headbutt EX HL 100 200 -250/0 - 12 11 9+22 -21 D 1~15f invincible, 12f~ airborne, charge 55f
Turn Punch Level 1 HL 130 200 30/40 Su 30 7 13 -2 2 1~18f invincible, Armor Break, charge 32f (0.5s)
Turn Punch Level 2 HL 150 210 30/40 Su 30 7 16 -5 -1 1~18f invincible, Armor Break, charge 121f (2s)
Turn Punch Level 3 HL 180 220 30/40 Su 30 8 18 -8 -4 1~18f invincible, Armor Break, charge 241f (4s)
Turn Punch Level 4 HL 210 230 30/40 Su 30 9 21 -12 -8 1~18f invincible, Armor Break, charge 481f (8s)
Turn Punch Level 5 HL 250 240 30/40 Su 30 10 22 -14 -10 1~18f invincible, Armor Break, charge 961f (16s)
Turn Punch Level 6 HL 280 250 30/40 Su 30 11 24 -17 -13 1~18f invincible, Armor Break, charge 1441f (24s)
Turn Punch Level 7 HL 410 260 30/40 Su 30 12 26 -20 -16 1~18f invincible, Armor Break, charge 1921f (32s)
Turn Punch Level 8 HL 460 270 30/40 Su 30 13 29 -24 -20 1~18f invincible, Armor Break, charge 2401f (40s)
Turn Punch Level 9 HL 510 280 30/40 Su 30 15 32 -29 -25 1~18f invincible, Armor Break, charge 2881f (48s)
Turn Punch Final HL 560 290 30/40 Su 30 16 36 -34 -30 1~18f invincible, Armor Break, charge 3380f (56s)
Super HL 60x4*105 0 -1000/0 - 1+9 6(8) 6(7) 6(8) 6(15) 3 31 -14 - 1~10f invincible, charge 55f
Super (KKK) HL 60x4*105 0 -1000/0 - 1+7 6(8) 6(8) 6(8) 6(16) 3 31 -14 - 1~9f invincible, charge 55f
Ultra 1 HL 45x2 * 38x2 * 45x2 * 38x2 * 53x3 0 0/0 - 0+11 3 * 3(8)3 * 3(7)3 * 3(8)3 * 3(15) x3 39 -26 D 1~12f invincible
Ultra 1 (KKK) HL 45x2 * 38x2 * 45x2 * 38x2 * 53x3 0 0/0 - 0+8 3 * 3(8)3 * 3(7)3 * 3(8)3 * 3(16) x3 39 -26 - 1~12f invincible
Ultra 2 1.09 300 700 0/0 - 0+1 3 58 - - 1f invincible
Move Block Damage Stun Meter Gain Cancel Ability Startup Active Recover Frame Adv. Block Frame Adv. Hit Notes

Frame data translated and compiled by SFilp. Previous contributions by Gilley.

Posted by Kenoir on February 11, 2009 at 12:44 a.m. #1

Thx for this.
My main interests for him are moves that leaves him open (which I need to avoid), fast start up moves and cancelable moves. What should I be looking at?
I can't seem to figure out what these are: S,H,HL,L,S,SpS,CS,CSpS.
Do you happen to have a legend for these?
Sorry for the hassle.
It's brilliant how you guys manage to record these infos.

 

Posted by drifter444 on February 21, 2009 at 11:30 p.m. #2

"Cancel Ability: Shows which moves you can Cancel with. All of the indicators are separated with an * (asterisk).

L - Short for Link (also known as a Chain Combo). Indicates that you can Link this move into others to do a combo.
Sp - Short for Special Move. Means you can Cancel this attack into a Special Move.
Su - Short for Super Move. Means you can Cancel this attack into a Super Move."

 

Posted by drifter444 on February 21, 2009 at 11:32 p.m. #3

"Block: Indicates how you can block a move. H or High, L for Low, HL for both High and Low."

 

Posted by Lost on February 22, 2009 at 9:47 p.m. #4

Idk if i'm reading it right, but are his super and ultra supposed to do the same amount of damage? they both do around 345 when i calc it.

 

Posted by Pumpkin Bomber on September 18, 2009 at 10:56 a.m. #5

Balrog's Super and Ultra come out 1 frame quicker when activated using K instead of P.

 

Posted by Pumkin Bomber on September 26, 2009 at 10:38 a.m. #6

OK, new developments this week.
Startup frames
Super activate with P = 9f with K = 8f
Ultra activate with PPP= 11f with KKK = 10f

Ultra activate with PPP/KKK then hold K = 8f !!!!!

Since holding K with be an Uppercut, the opponent would need to be standing.

Lots of new applications for this. Try OH Smash to Ultra and far standing Jab to Ultra. Sweet!

 

Posted by file66 on October 15, 2009 at 2:59 a.m. #7

Make sure you spend some time getting to know: Jump Up Hard Punch
By holding df or db when you execute, It allows you to be mobile, sets up a great mix up, and look at those numbers!

Jump Up Hard Punch FTW

MY FIGHT MONEY!

 

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