Balrog (SFIV)

From SuperCombo Wiki

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

Strategy

Matchups

Frame Data



frame frame frames of frames of super meter cancel
move Name startup active recovery adv.blk adv.hit blockstun hitstun damage stun gain block ability comments
close LP 4 2 7 +2 +5 10 13 20 50 20 HL CSpS -
close MP 6 4 12 -2 +1 13 16 80 100 40 HL S -
close HP 5 5 16 -3 +2 17 22 120 200 60 HL S -
close LK 3 2 7 +2 +5 10 13 40 50 20 HL CSpS -
close MK 5 4 13 -3 0 13 16 90 100 40 HL SpS -
close HK 7 2 13 +3 +7 17 21 100 300 60 HL S -
far LP 4 2 4 +5 +8 10 13 20 50 20 HL CSpS -
far MP 7 2 16 -4 -1 13 16 90 100 40 HL S -
far HP 9 4 21 -7 -3 17 21 100 200 60 HL - -
far LK 4 2 10 -1 +2 10 13 40 50 20 HL CS -
far MK 9 3 12 -1 +2 13 16 90 100 40 HL S -
far HK 8 2 20 -4 0 17 21 110 200 60 HL - -
crouch LP 3 2 5 +4 +7 10 13 20 50 20 HL CSpS -
crouch MP 7 4 12 -2 +1 13 16 70 100 40 HL SpS -
crouch HP 7 5 21 -8 -3 17 22 110 200 60 HL S -
crouch LK 4 2 9 0 +3 10 13 30 50 20 L SpS -
crouch MK 8 2 8 +4 +7 13 16 70 100 40 L S -
crouch HK 8 2 22 -6 - 17 - 90 120 60 L S -
jump up LP 5 2 - - - 8 11 50 50 20 H - -
jump up MP 5 4 - - - 11 15 90 100 40 H - -
jump up HP 5 9 - - - 15 18 110 200 60 H - -
jump up LK 5 3 - - - 8 11 50 50 20 H - -
jump up MK 6 2 - - - 11 15 80 100 40 H - -
jump up HK 5 2 - - - 15 18 110 200 60 H - -
jump forward LP 4 3 - - - 8 11 50 50 20 H - -
jump forward MP 7 3 - - - 11 15 80 100 40 H - -
jump forward HP 6 7 - - - 15 18 110 200 60 H - -
jump forward LK 5 6 - - - 8 11 50 50 20 H - -
jump forward MK 7 2 - - - 11 15 80 100 40 H - -
jump forward HK 8 6 - - - 15 18 110 200 60 H - -
Focus Level 1 21 2 35 -21 -21 15 15 90 100 20 HL - -
Focus Level 2 17+12 2 35 -15 - 21 - 120 150 40 HL - -
Focus Level 3 65 2 35 - - - - 170 200 60 - - -
Head Bomber: neutral or f+LP+LK 3 2 20 - - - - 140 160 40 0.9 - -
Reverse Break: b+LP+LK 3 2 20 - - - - 140 140 0 0.9 - -
LP Dash Straight: charge b(55f),f+LP 13[4] 7 17 -3 -2 20 21 100 100 20/30 HL S -
MP Dash Straight: charge b(55f),f+MP 22[7] 6 19 -6 -1 18 23 110 150 20/30 HL S -
HP Dash Straight: charge b(55f),f+HP 35[7] 6 20 -8 -1 17 24 120 200 20/30 HL S -
EX Dash Straight: charge b(55f),f+PP 35[7] 6 17 -2 +2 20 24 120 200 0/0 HL S -
LK Dash Upper: charge b(55f),f+LK 14[5] 4 20 -3 -1 20 22 100 100 20/30 HL S -
MK Dash Upper: charge b(55f),f+MK 22[7] 4 20 -5 +1 18 24 110 150 20/30 HL S -
HK Dash Upper: charge b(55f),f+HK 35[7] 4 21 -7 +1 17 25 120 200 20/30 HL S -
EX Dash Upper: charge b(55f),f+PP 35[7] 4 18 -1 +4 20 25 120 200 0/0 HL S -
LP Dash Ground Straight: charge b(55f),df+LP 22[13] 8 21 -8 - 20 - 90 100 20/30 L S -
MP Dash Ground Straight: charge b(55f),df+MP 29[14] 8 21 -10 - 18 - 100 150 20/30 L S -
HP Dash Ground Straight: charge b(55f),df+HP 42[14] 8 21 -11 - 17 - 110 200 20/30 L S -
EX Dash Ground Straight: charge b(55f),df+PP 42[14] 8 17 -4 - 20 - 110 200 0/0 L S -
LP Dash Swing Blow: charge b(55f),df+LP(hold) 31[22] 5 21 -5 +10 20 35 80 100 20/30 H S -
MP Dash Ground Straight: charge b(55f),df+MP(hold) 38[23] 5 21 -7 +10 18 35 90 150 20/30 H S -
HP Dash Ground Straight: charge b(55f),df+HP(hold) 51[23] 5 21 -8 +10 17 35 100 200 20/30 H S -
EX Dash Ground Straight: charge b(55f),df+PP(hold) 51[23] 5 21 -5 +10 20 35 100 200 0/0 H S -
LK Dash Ground Smash: charge b(55f),df+LK 21[12] 8 20 -5 - 22 - 100 100 20/30 HL S -
MK Dash Ground Smash: charge b(55f),df+MK 28[13] 8 20 -7 - 20 - 110 150 20/30 HL S -
HK Dash Ground Smash: charge b(55f),df+HK 41[13] 8 20 -9 - 18 - 120 200 20/30 HL S -
EX Dash Ground Smash: charge b(55f),df+PP 41[13] 8 16 -1 - 22 - 120 200 0/0 HL S -
LP Buffalo Headbutt: charge d(55f),u+LP 8 11 10+13 -13 - 20 - 130 200 30/40 HL - -
MP Buffalo Headbutt: charge d(55f),u+MP 10 11 10+13 -13 - 20 - 140 200 30/40 HL - -
HP Buffalo Headbutt: charge d(55f),u+HP 12 11 9+13 -12 - 20 - 160 200 30/40 HL - -
EX Buffalo Headbutt: charge d(55f),u+PP 12 11 9+13 -12 - 20 - 150 200 0/0 HL - -
Turn Punch Lv1: charge PPP or KKK(32f), release 30 7 13 -2 +2 17 21 130 200 30/40 HL S -
Turn Punch Lv2: charge PPP or KKK(2s), release 30 7 16 -5 -1 17 21 150 210 30/40 HL S -
Turn Punch Lv3: charge PPP or KKK(4s), release 30 8 18 -8 -4 17 21 180 220 30/40 HL S -
Turn Punch Lv4: charge PPP or KKK(8s), release 30 9 21 -12 -8 17 21 210 230 30/40 HL S -
Turn Punch Lv5: charge PPP or KKK(16s), release 30 10 22 -14 -10 17 21 250 240 30/40 HL S -
Turn Punch Lv6: charge PPP or KKK(24s), release 30 11 24 -17 -13 17 21 280 250 30/40 HL S -
Turn Punch Lv7: charge PPP or KKK(32s), release 30 12 26 -20 -16 17 21 410 260 30/40 HL S -
Turn Punch Lv8: charge PPP or KKK(40s), release 30 13 29 -24 -20 17 21 460 270 30/40 HL S -
Turn Punch Lv9: charge PPP or KKK(48s), release 30 15 32 -29 -25 17 21 510 280 30/40 HL S -
Turn Punch Final: charge PPP or KKK(56s), release 30 16 36 -34 -30 17 21 560 290 30/40 HL S -
Crazy Buffalo: charge b(55f),f,b,f+P or K 1+9 6(8)6(7)6(8)6(15)3 13 -14 - 17x4*19 21x4*- 60x4*105 0 0/0 HL - -
Violence Buffalo: charge b(55f),f,b,f+PPP or KKK 1+10 3*3(8)3*3(7)3*3(8)3*3(15)x3 39 -25 - 17 21 30x8*35x3 0 0/0 HL - -
move name startup active recovery frame frame frames of frames of damage stun super meter block cancel comments
adv.blk adv.hit blockstun hitstun gain ability
Arcade characters AbelAkumaBalrogBlankaC. ViperChun-LiDhalsimE. HondaEl Fuerte
GuileKenM. BisonRufusRyuSagatVegaZangief
Console characters CammyDanFei LongGenGoukenRoseSakuraSeth