Balrog Moves

How to play Balrog in Street Fighter 5

Balrog, also known as Boxer in japan, is a charge based character with an aggresive playstyle.
He uses dash punches to close the gap from nearly fullscreen, these dash punches even come in a low mid and high variant so you can mix them up.

These dash punches require precise spacing to be safe though so don’t just throw them out.
Once he’s in he can create frametraps using his normals or cancel them into his V-Skill for even more mixups.

His defensive options are pretty decent with good anti air normals and a reversal.

Scroll down to check out the Balrog Moves and Hitboxes!

Stats:

Vitality: 1000
Stun: 1000
V-Gauge: 900
Forward Walk Speed: 4.8
Backward Walk Speed (Pixels Per Frame): 3
Dash Duration (Total Frames): 17
Dash Distance (Total Pixels): 144.66
Backdash Duration (Total Frames): 24 (Frames 1-2 throw invincible; frames 3-10 airborne)
Backdash Distance (Total Pixels): 106.084
Pre-Jump Frames: 3 forward, 4 vertical or backward
Jump Duration (Total Frames): 39
Forward Jump Distance (Total Pixels): 206.7
Backward Jump Distance (Total Pixels): 163.8

Normal Moves

Balrog Light Punch Hitbox - Normal Move

Light Punch

  • Fast and long reaching for a light.
  • Startup: 4
  • Active: 2
  • Recovery: 7
  • On hit: 5
  • On block: 3
  • Damage: 30
  • Cancels into: CH/SP/CA/VT
Balrog Medium Punch Hitbox - Normal Move

Medium Punch

  • One of his best anti-airs as it covers a lot of space.
  • Startup: 5
  • Active: 4
  • Recovery: 13
  • On hit: 2
  • On block: 0
  • Damage: 70
  • Cancels into: SP/CA/VT
Balrog Hard/Heavy Punch Hitbox - Normal Move

Hard Punch

  • His farthest reaching poke.
  • Don’t throw it out too much.
  • Can stop jump attempts if your opponent is not careful.
  • Startup: 11
  • Active: 2
  • Recovery: 19
  • On hit: 0
  • On block: -3
  • Damage: 80
  • Cancels into: CA/VT
Balrog Light Kick Hitbox - Normal Move

Light Kick

  • Fastest normal.
  • Short range.
  • Startup: 3
  • Active: 2
  • Recovery: 8
  • On hit: 2
  • On block: 1
  • Damage: 30
  • Cancels into: VT
Balrog Medium Kick Hitbox - Normal Move

Medium Kick

  • Useful for pressure up close.
  • Startup: 6
  • Active: 3
  • Recovery: 12
  • On hit: 5
  • On block: 2
  • Damage: 60
  • Cancels into: SP/CA/VT
Balrog Hard/Heavy Kick Hitbox - Normal Move

Hard Kick

  • One of his best punishes.
  • Short range, be sure to punish with it correctly to prevent missed opportunities.
  • Crush counter.
  • Startup: 9
  • Active: 3
  • Recovery: 48
  • On hit: 7
  • On block: 3
  • Damage: 80
  • Cancels into: VT
Balrog Crouching Light Punch Hitbox - Normal Move

Crouching Light Punch

  • This is probably going to be your most used normal for it’s speed and block advantage.
  • Startup: 4
  • Active: 3
  • Recovery: 7
  • On hit: 4
  • On block: 3
  • Damage: 30
  • Cancels into: CH/SP/VT
Balrog Crouching Medium Punch Hitbox - Normal Move

Crouching Medium Punch

  • One of his better pokes.
  • Great hitbox.
  • Startup: 6
  • Active: 3
  • Recovery: 12
  • On hit: 4
  • On block: 2
  • Damage: 60
  • Cancels into: SP/CA/VT
Balrog Crouching Hard/Heavy Punch Hitbox - Normal Move

Crouching Hard Punch

  • His best anti air.
  • Crush counter against grounded targets.
  • Forces standing.
  • Startup: 8
  • Active: 5
  • Recovery: 22
  • On hit: -1
  • On block: -5
  • Damage: 90
  • Cancels into: SP/CA/VT
Balrog Crouching Light Kick Hitbox - Normal Move

Crouching Light Kick

  • Hits low.
  • Startup: 4
  • Active: 3
  • Recovery: 8
  • On hit: 4
  • On block: 1
  • Damage: 20
  • Cancels into: VT
Balrog Crouching Medium Kick Hitbox - Normal Move

Crouching Medium Kick

  • Great range for it’s speed.
  • Can be canceled into a second cr.MK.
  • Startup: 7
  • Active: 2
  • Recovery: 17
  • On hit: 2
  • On block: -2
  • Damage: 60
  • Cancels into: VT
Balrog Crouching Hard/Heavy Kick Hitbox - Normal Move

Crouching Hard Kick

  • Far reaching for a sweep.
  • Startup: 8
  • Active: 2
  • Recovery: 26
  • On hit: KD
  • On block: -14
  • Damage: 100
  • Cancels into: VT
Balrog Jumping Light Punch Hitbox - Normal Move

Jumping Light Punch

  • Decent air to air if you need speed.
  • Startup: 4
  • Active: 6
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~
Balrog Jumping Medium Punch Hitbox - Normal Move

Jumping Medium Punch

  • Most reliable air to air attack Balrog has.
  • Startup: 5
  • Active: 3
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 70
  • Cancels into: ~
Balrog Jumping Hard/Heavy Punch Hitbox - Normal Move

Jumping Hard Punch

  • Farthest reaching air to air.
  • Startup: 7
  • Active: 4
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~
Balrog Jumping Light Kick Hitbox - Normal Move

Jumping Light Kick

  • Can be used as an instant overhead.
  • Startup: 3
  • Active: 8
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~
Balrog Jumping Medium Kick Hitbox - Normal Move

Jumping Medium Kick

  • Specific air to air because of it’s downwards angle.
  • Startup: 6
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 70
  • Cancels into: ~
Balrog Jumping Hard/Heavy Kick Hitbox - Normal Move

Jumping Hard Kick

  • His best jump in.
  • Startup: 8
  • Active: 4
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~
Balrog Dirty Bomber Hitbox - Throw

(Neutral or Forward)

Dirty Bomber

  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: ~
  • Damage: 110
  • Cancels into: ~
Balrog Dirty Shot Hitbox - Throw

Dirty Shot

  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: ~
  • Damage: 130
  • Cancels into: ~

Special Moves

Dash Straight

  • Can be safe if spaced correctly.
  • Startup: 10/12/19/9
  • Active: 4/4/4/6
  • Recovery: 22/22/22/29
  • On hit: 2/3/2/KD
  • On block: -4/-6/-7/1
  • Damage: 80/90/100/150
  • Cancels into: VT/CA
    (EX only in VT)

Dash Grand Blow

  • Even harder than the punch version to space correctly.
  • Startup: 17/18/19/11
  • Active: 2/2/2/2
  • Recovery: 26/26/26/23
  • On hit: KD/KD/KD/KD
  • On block: -7/-7/-7/-2
  • Damage: 70/80/90/140
  • Cancels into: CA

Screw Smash

  • All version except of EX whiff on crouching opponents.
  • His most damaging directional special for hit confirms.
  • Heavy version causes a juggle state.
  • Startup: 10/13/24/12
  • Active: 5/5/5/5
  • Recovery: 25/26/23/29
  • On hit: KD/KD/KD/KD
  • On block: -10/-10/-10/-14
  • Damage: 100/100/100/
    150
  • Cancels into: ~
Balrog Turn Punch Hitbox - Special Move

(Hold and Release)

Turn Punch

  • Projectile invincibility.
  • Can be charged for up to 60 seconds.
  • Full charge causes more damage and a wall bounce.
  • Startup: 3
  • Active: 2
  • Recovery: 7
  • On hit: +2
  • On block: 0
  • Cancels into: Self, Special, CA

V-Skills

Balrog KKB - V-Skill

KKB

  • Projectile invincibility.
  • All specials can cancel into this except for Screw Smash.
  • Startup: 4
  • Active: 19
  • Recovery: 17
  • On hit: ~
  • On block: ~
  • Damage: ~
  • Cancels into: SP

(During KKB)

KKB Follow Up

  • Startup: 19/29
  • Active: 2/3
  • Recovery: 21/19
  • On hit: 2/5
  • On block: -4/-6
  • Damage: 50/50
  • Cancels into: SP
Balrog Buffalo Headbutt Hitbox - V-Reversal

(During Guard)

Buffalo Headbutt

  • Startup: 16
  • Active: 3
  • Recovery: 23
  • On hit: KD
  • On block: -2
  • Damage: 60
  • Cancels into: ~
Balrog Crazy Rush - V-Trigger

Crazy Rush

  • Allows for extra hits after his specials.
  • Using punch to do the extra hits results in higher stun.
  • Using kick results in higher damage.
  • Startup: ~
  • Active: ~
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: ~
  • Cancels into: ~

Critical Art

Gigaton Blow

  • Combo finisher.
  • Startup: 8
  • Active: 10
  • Recovery: 60
  • On hit: KD
  • On block: -45
  • Damage: 330
  • Cancels into: ~

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