Balrog's (Boxer) Frame Data: Street Fighter 4
Last updated on April 25, 2009

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