Balrog Collision Boxes - Rengrow/Street-Fighter-II-Gamusinos-Fighters- GitHub Wiki

Standing Normals

Standing LP:

Damage 4 Sf2ce-rog-lp1-4.png Sf2ce-rog-lp5-8.png Sf2ce-rog-lp1-4.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +5
Frame Count 3 4 5
Frame Count 1+3 4 5

Standing MP:

Damage 14 Sf2ce-rog-mp1-4.png Sf2ce-rog-mp5-7.png Sf2ce-rog-mp-8-11.png Sf2ce-rog-mp-12-14.png Sf2ce-rog-mp1-4.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +6
Frame Count 3 3 4 3 4
Frame Count 1+6 4 7

Standing HP:

Damage 22 Sf2ce-rog-hp1-3.png Sf2ce-rog-hp7-9.png Sf2ce-rog-hp10-15.png Sf2ce-rog-hp7-9.png Sf2ce-rog-hp1-3.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +2
Frame Count 5 3 6 9 6
Frame Count 1+8 6 15

Standing LK:

Damage 4 Sf2ce-rog-slk1-4.png Sf2ce-rog-slk5-8.png Sf2ce-rog-slk1-4.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +5
Frame Count 3 4 5
Frame Count 1+3 4 5

Standing MK:

Damage 14 Sf2ce-rog-slk1-6.png Sf2ce-rog-smk7-10.png Sf2ce-rog-slk1-6.png
Stun 5~11
Stun Timer 60
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +8
Frame Count 5 4 7
Frame Count 1+6 4 7

Standing HK:

Damage 22 Sf2ce-rog-shk1-6.png Sf2ce-rog-shk7-9.png Sf2ce-rog-shk10-15.png Sf2ce-rog-shk7-9.png Sf2ce-rog-shk1-6.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +2
Frame Count 5 3 6 9 6
Frame Count 1+8 6 15

Close Standing Normals

Close MP:

Damage 16 Sf2ce-rog-clmp-1-6.png Sf2ce-rog-clmp-7-10.png Sf2ce-rog-clmp-1-6.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6/+5
Frame Count 5 4 7
Simplified 1+5 4 7

Close HP:

Damage 24 Sf2ce-rog-clhp1-6.png Sf2ce-rog-clhp7-9.png Sf2ce-rog-clhp10-15.png Sf2ce-rog-clhp7-9.png Sf2ce-rog-clhp1-6.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6/+5
Frame Count 5 3 6 9 6
Simplified 1+8 6 15

Close MK:

Damage 16 Sf2ce-rog-clhk1-7.png Sf2ce-rog-clhk8-13.png Sf2ce-rog-clhk1-7.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6/+5
Frame Count 4 4 7
Simplified 1+4 4 7

Close HK:

Damage 24 Sf2ce-rog-clhk1-7.png Sf2ce-rog-clhk8-13.png Sf2ce-rog-clhk1-7.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6/+5
Frame Count 6 6 15
Simplified 1+6 6 15

Close standing Forward and close standing Roundhouse share the same animation.

Crouching Normals

Crouching LP/LK:

Damage 6 Sf2ce-rog-clp-sup.png Sf2ce-rog-clp-sup2.png Sf2ce-rog-clp-a.png Sf2ce-rog-clp-sup2.png Sf2ce-rog-clp-sup.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6/+7
Frame Count 1 2 4 2 2
Simplified 1+3 4 4

Crouching MP:

Damage 14 Sf2ce-rog-clp-sup.png Sf2ce-rog-clp-sup2.png Sf2ce-rog-cmp-a.png Sf2ce-rog-clp-sup2.png Sf2ce-rog-clp-sup.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +9/+8
Frame Count 3 2 4 3 4
Simplified 1+6 4 7

Crouching HP:

Damage 20 Sf2ce-rog-chp-sup.png Sf2ce-rog-chp-sa.png Sf2ce-rog-chp-a2.png Sf2ce-rog-chp-rec.png Sf2ce-rog-chp-sup.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +1,+2
Frame Count 4 2 6 9 6
Simplified 1+4 8 15

Crouching LK:

See Crouching LP.

Crouching MK:

Damage 14 Sf2ce-rog-clp-sup.png Sf2ce-rog-clp-sup2.png Sf2ce-rog-cmk-a.png Sf2ce-rog-clp-sup2.png Sf2ce-rog-clp-sup.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +9/+8
Frame Count 3 2 4 3 4
Simplified 1+5 4 7

The same frame and attack data as cr.Strong, except with less range and lower hit/hurt boxes.

Crouching HK:

Damage 20 Sf2ce-rog-clp-sup.png Sf2ce-rog-clp-sup2.png Sf2ce-rog-chk-a.png Sf2ce-rog-clp-sup2.png Sf2ce-rog-clp-sup.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage KD/+2
Frame Count 2 4 6 9 6
Simplified 1+6 6 15

Aerial Normals

Neutral/Diagonal Jumping LP/LK:

Damage 10 Sf2ce-rog-j-sup.png Sf2ce-rog-j-lplk.png Sf2ce-rog-j-rec1.png Sf2ce-rog-j-rec2.png Sf2ce-rog-j-sup.png
Stun 1~7
Stun Timer 40
Frame Count 1 30 3 3
Simplified 1 30

Neutral/Diagonal Jumping MP/MK:

Damage 14/16 Sf2ce-rog-j-sup.png Sf2ce-rog-j-mpmk.png Sf2ce-rog-j-rec1.png Sf2ce-rog-j-rec2.png Sf2ce-rog-j-sup.png
Stun 5~11
Stun Timer 50
Frame Count 2 15 3 3
Simplified 2 15

Neutral/Diagonal Jumping HP/HK:

Damage 18/20 Sf2ce-rog-j-sup.png Sf2ce-rog-j-hphk.png Sf2ce-rog-j-rec1.png Sf2ce-rog-j-rec2.png Sf2ce-rog-j-sup.png
Stun 11~17
Stun Timer 60
Frame Count 3 8 3 3
Simplified 3 8

Throws

Headbutt: (←/→ + Strong or Fierce)

Damage 22+(4*n) Sf2ce-rog-throw.png
Duration 300
Stun 1~7
Stun Timer 60
Range (from axis) 64
Range advantage 36

Special Moves

Dashing Straight: (Charge ←, →, P) [charge time: 69f]

Damage (Jab) 22 Sf2ce-balrog-ds1.png Sf2ce-balrog-ds2.png Sf2ce-balrog-ds3.png Sf2cej-balrog-ds3.png Sf2ce-balrog-ds4.png Sf2ce-balrog-ds5.png
Damage (Strong) 24
Damage (Fierce) 26
Random dmg table 0x080
Stun 13~19
Stun Timer 120
Frame Advantage +5
Frame Count 1~8/1~16/1~24 3 8 6 4
Simplified 4~11/4~19/4~27 8 10

Startup is 4 frames for all versions point blank, stronger punches can travel further (and thus can have longer startup).

Japanese Versions of Champion Edition have a better hitbox.

Dashing Uppercut: (Charge ←, →, K) [charge time: 39f]

Damage (Short) 20 Sf2ce-balrog-du1.png Sf2ce-balrog-du2.png Sf2ce-balrog-du3.png Sf2ce-balrog-du4.png
Damage (Forward) 22
Damage (Roundhouse) 26
Random dmg table 0x080
Stun 13~19
Stun Timer 120
Frame Advantage +9
Frame Count 1~8/1~16/1~24 3 8 6
Simplified 4~11/4~19/4~27 8 6

Startup is 4 frames for all versions point blank, stronger kicks can travel further (and thus can have longer startup). VERY short charge time, also amazing frame advantage.


Turn Around Punch (lvl 1 & 2): Hold all 3 Punch or Kick buttons for at least 30f (lvl1) or 120f (lvl2), then release.

Startup

Sf2ce-balrog-tap-1-4.png Sf2ce-balrog-tap-5-8.png Sf2ce-balrog-tap-9-12.png Sf2ce-balrog-tap-13-19.png Sf2ce-balrog-tap-20-21.png Sf2ce-balrog-tap-22-23.png Sf2ce-balrog-tap-24-25.png Sf2ce-balrog-tap-26-27.png
Frame Count 4 4 4 7 2 2 2 2
Simplified 27

Active/Recovery

Damage (lvl1) 22 Sf2ce-balrog-tap-a.png Sf2ce-balrog-ds4.png Sf2ce-balrog-ds5.png
Damage (lvl2) 28
Random dmg (lvl1) 0
Random dmg (lvl2) 6
Stun 13~19
Stun Timer 120
Frame Advantage +1
Frame Count 12 6 4
Simplified 12 10

Level 2 TAP has higher overall damage (22 vs 34), and slightly more range.


Turn Around Punch (lvl 3,4,5,6,7,final): Hold all 3 Punch or Kick buttons for at least 240f (lvl3), 480f (lvl4), 960f (lvl5), 1440f (lvl6), 1920f (lvl7), or 2400f (final), then release.

Active/Recovery

Damage 28 Sf2ce-balrog-tap-a.png Sf2ce-balrog-ds4.png Sf2ce-balrog-ds5.png
Random dmg (lvl3) 13
Random dmg (lvl4) 21
Random dmg (lvl5) 30
Random dmg (lvl6) 40
Random dmg (lvl7) 51
Random dmg (final) 64
Stun 13~19
Stun Timer 120
Frame Advantage +1
Frame Count 12 6 4
Simplified 12 10


Japanese versions of SF2 Champion Edition have Level 3 and above TAPs can charge and had higher levels that travels further, and do more damage.

Misc Animations

Walk back Neutral Walk Fwd Crouch
Sf2ce-rog-fwd.png Sf2ce-rog-neutral.png Sf2ce-rog-fwd.png Sf2ce-rog-cr.png

Standing reel:

Sf2ce-rog-hr1.png Sf2ce-rog-hr2.png Sf2ce-rog-hr3.png

Standing gut reel:

Sf2ce-rog-gr1.png Sf2ce-rog-gr2.png Sf2ce-rog-gr3.png

Crouching reel:

Sf2ce-rog-cr1.png Sf2ce-rog-cr2.png Sf2ce-rog-cr3.png

Dizzy:

Sf2ce-rog-dizzy3.png Sf2ce-rog-dizzy2.png Sf2ce-rog-dizzy1.png





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