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Balrog's (Boxer) Frame Data: Street Fighter 4

Last updated on April 25, 2009

7 Comments

Balrog (Boxer) Frame Data: Street Fighter 4


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Move Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel Ability
Close Light Punch 4 2 7 +2 +5 10 13 20 50 20 HL C*Sp*Su
Close Medium Punch 6 4 12 -2 +1 13 16 80 100 40 HL Su
Close Hard Punch 5 5 16 -3 +2 17 22 120 200 60 HL Su
Close Light Kick 3 2 7 +2 +5 10 13 40 50 20 HL C*Sp*Su
Close Medium Kick 5 4 13 -3 0 13 16 90 100 40 HL Sp*Su
Close Hard Kick 7 2 13 +3 +7 17 21 100 300 60 HL Su
Far Light Punch 4 2 4 +5 +8 10 13 20 50 20 HL C*Sp*Su
Far Medium Punch 7 2 16 -4 -1 13 16 90 100 40 HL Su
Far Hard Punch 9 4 21 -7 -3 17 21 100 200 60 HL -
Far Light Kick 4 2 10 -1 +2 10 13 40 50 20 HL C*Su
Far Medium Kick 9 3 12 -1 +2 13 16 90 100 40 HL Su
Far Hard Kick 8 2 20 -4 0 17 21 110 200 60 HL -
Crouch Light Punch 3 2 5 +4 +7 10 13 20 50 20 HL C*Sp*Su
Crouch Medium Punch 7 4 12 -2 +1 13 16 70 100 40 HL Sp*Su
Crouch Hard Punch 7 5 21 -8 -3 17 22 110 200 60 HL Su
Crouch Light Kick 4 2 9 0 +3 10 13 30 50 20 L Sp*Su
Crouch Medium Kick 8 2 8 +4 +7 13 16 70 100 40 L Su
Crouch Hard Kick 8 2 22 -6 - 17 - 90 120 60 L Su
Jump Up Light Punch 5 2 - - - 8 11 50 50 20 H -
Jump Up Medium Punch 5 4 - - - 11 15 90 100 40 H -
Jump Up Hard Punch 5 9 - - - 15 18 110 200 60 H -
Jump Up Light Kick 5 3 - - - 8 11 50 50 20 H -
Jump Up Medium Kick 6 2 - - - 11 15 80 100 40 H -
Jump Up Hard Kick 5 2 - - - 15 18 110 200 60 H -
Jump Forward Light Punch 4 3 - - - 8 11 50 50 20 H -
Jump Forward Medium Punch 7 3 - - - 11 15 80 100 40 H -
Jump Forward Hard Punch 6 7 - - - 15 18 110 200 60 H -
Jump Forward Light Kick 5 6 - - - 8 11 50 50 20 H -
Jump Forward Medium Kick 7 2 - - - 11 15 80 100 40 H -
Jump Forward Hard Kick 8 6 - - - 15 18 110 200 60 H -
Level 1 Focus Attack 21 2 35 -21 -21 15 15 90 100 20 HL -
Level 2 Focus Attack 17+12 2 35 -15 - 21 - 120 150 40 HL -
Level 3 Focus Attack 65 2 35 - - - - 170 200 60 - -
Forward + Throw 3 2 20 - - - - 140 160 40 0.9 -
Back + Throw 3 2 20 - - - - 140 140 0 0.9 -
Running Punch Light Punch 13[4] 7 17 -3 -2 20 21 100 100 20/30 HL Su
Running Punch Medium Punch 22[7] 6 19 -6 -1 18 23 110 150 20/30 HL Su
Running Punch Hard Punch 35[7] 6 20 -8 -1 17 24 120 200 20/30 HL Su
Running Punch EX 35[7] 6 17 -2 +2 20 24 120 200 0/0 HL Su
Running Uppercut Light Kick 14[5] 4 20 -3 -1 20 22 100 100 20/30 HL Su
Running Uppercut Medium Kick 22[7] 4 20 -5 +1 18 24 110 150 20/30 HL Su
Running Uppercut Hard Kick 35[7] 4 21 -7 +1 17 25 120 200 20/30 HL Su
Running Uppercut EX 35[7] 4 18 -1 +4 20 25 120 200 0/0 HL Su
Running Low Punch Light Punch 22[13] 8 21 -8 - 20 - 90 100 20/30 L Su
Running Low Punch Medium Punch 29[14] 8 21 -10 - 18 - 100 150 20/30 L Su
Running Low Punch Hard Punch 42[14] 8 21 -11 - 17 - 110 200 20/30 L Su
Running Low Punch EX 42[14] 8 17 -4 - 20 - 110 200 0/0 L Su
Running Overhead Punch Light Punch 31[22] 5 21 -5 +10 20 35 80 100 20/30 H Su
Running Overhead Punch Medium Punch 38[23] 5 21 -7 +10 18 35 90 150 20/30 H Su
Running Overhead Punch Hard Punch 51[23] 5 21 -8 +10 17 35 100 200 20/30 H Su
Running Overhead Punch EX 51[23] 5 21 -5 +10 20 35 100 200 0/0 H Su
Running Low Uppercut Light Kick 21[12] 8 20 -5 - 22 - 100 100 20/30 HL Su
Running Low Uppercut Medium Kick 28[13] 8 20 -7 - 20 - 110 150 20/30 HL Su
Running Low Uppercut Hard Kick 41[13] 8 20 -9 - 18 - 120 200 20/30 HL Su
Running Low Uppercut EX 41[13] 8 16 -1 - 22 - 120 200 0/0 HL Su
Headbutt Light Punch 8 11 10+13 -13 - 20 - 130 200 30/40 HL -
Headbutt Medium Punch 10 11 10+13 -13 - 20 - 140 200 30/40 HL -
Headbutt Hard Punch 12 11 9+13 -12 - 20 - 160 200 30/40 HL -
Headbutt EX 12 11 9+13 -12 - 20 - 150 200 0/0 HL -
Turn Punch Level 1 30 7 13 -2 +2 17 21 130 200 30/40 HL Su
Turn Punch Level 2 30 7 16 -5 -1 17 21 150 210 30/40 HL Su
Turn Punch Level 3 30 8 18 -8 -4 17 21 180 220 30/40 HL Su
Turn Punch Level 4 30 9 21 -12 -8 17 21 210 230 30/40 HL Su
Turn Punch Level 5 30 10 22 -14 -10 17 21 250 240 30/40 HL Su
Turn Punch Level 6 30 11 24 -17 -13 17 21 280 250 30/40 HL Su
Turn Punch Level 7 30 12 26 -20 -16 17 21 410 260 30/40 HL Su
Turn Punch Level 8 30 13 29 -24 -20 17 21 460 270 30/40 HL Su
Turn Punch Level 9 30 15 32 -29 -25 17 21 510 280 30/40 HL Su
Turn Punch Final 30 16 36 -34 -30 17 21 560 290 30/40 HL Su
Super 1+9 6(8) 6(7) 6(8) 6(15) 3 13 -14 - 17x4*19 21x4*- 60x4*105 0 0/0 HL -
Ultra 1+10 3*3(8) 3*3(7) 3*3(8) 3*3(15) x3 39 -25 - 17 21 356-519 0 0/0 HL -
Move Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel

Thanks to Gilley and DannyCat for providing this frame data.

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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