UPDATED 30/6/09
As a character, Boxer is viewed that he is monotone and straight forward. But how can you outsmart your opponent when you have mastered all possible combos? This thread is dedicated to discussing fun combos, mindfucks, and all sorts of ways to land combos etc. Please refrain from using excess theory fighter while posting, because it lacks practicality. The following isn’t based on theory fighter, but scenarios where you can apply some of these tricks which have contributed to winning some of my games.
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Dash Swing Blow. A.K.A Overhead punch
Startup:
51[23] - 51 frames to home in to its furthest distance. 23 frames if in melee range.
As we all know, we mix this move up in crouching block strings so we can land it when pressure is applied to your opponent. It combos into c.lk or c.mp xx headbutt into ultra. However, smarter opponents can easily throw us, poke us, shoryu us on reaction because of how long this move’s startup is. What other ways can we increase the likelihood of landing a move with such opportunity costs? Here are a few examples.
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1.) jump-in, st.lp, OH punch or c.lp, st.lp, OH punch*
(the st.lp can be substituted by s.mk, for the additional damage if hit. However, the 2nd example would require your c.lp to be very close, or else the st.mk will be registered as (far) st.mk, which cannot be cancelled into the special)
Why?
because the animation from st.lp to an overhead punch is VERY deceptive and most people think its unlikely you would do an OH punch from standing because your average rog keeps the down charge like their life depends on it.
But how can I still combo into it?
You have your back charge from the jump-in, the st.lp retains the back charge, and you move your stick down front for the OH punch. hold db immediately, unload as usual
While it does not mean you can keep your back charge for ultra, the combo alone does very reasonable damage on its own.
2.) (Your foe jumps backwards) - Ex Over head Punch.
Why?
When your foe is jumping backwards, most people have the tendency to hold down back (even non-chargers) because it blocks HL attacks without much drawbacks. Ex overhead punch homes in on his landing, and its unlikely that people pull their stick on a neutral-back position. The overhead punch would land, and you can combo into whatever you please.
3.) In combos that ACTUALLY land. (Scaling reset)
Why?
For example, like my name, I abuse ex-loops because I have meter. For this scenario, I do:
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c.lp x2 xx exRU, c.lp x2. *
Your opponent is in hit stun, and ex-OH can be used at some point in a combo that lands to reset damage scaling, making your ultra do so much more damage and catch your opponent off guard. This can be applied from any combo that hits, and you feel that you should rape your opponent harder by resetting the damage scaling factor. This does not combo, but it fucks your opponent thinking you’re just gonna keep unloading.
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4.) Overhead punch, EX overhead punch.*
If he blocks it and counters with a crouching kick of some form (usually cancelling into a special of some form), it indeed does own them to think you’re only using it once. Then unload as usual.
5.) Wakeup overhead punch (do not attempt when opponent has ultra or anything that can rape your face in reversal) Also not on quick stand.
Self-explanatory. When they wake up, some people are not so quick to reversal to counter rog’s overhead punch. Instead, instincts tell them to block low (you know, the block people think blocks everything) Hence you can land if you time their wake up properly. This is one of the most useful setups on opponent wake-ups if they’re not familiar with your style. I personally do it ALOT, until i feel they smartened up.
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6.) Whiff Overhead Punch on knockdown > C.mk, c.lk xx headbutt.*
If you did 5 at some point, 6 will definitely own them. The whiffed overhead punch when it seems like they’re waking up, c.mk should hit because they’d like to block high thinking you’re attempting the same trick again. OR, whiffed overhead punch, c.mk, c.lp, overhead.
7.) exRU (probably through a poke/hado absorb), c.lp, overhead.
The only prereq for this is a little traveling distance so the back charge could be buffered. My guess would be
IMPORTANT NOTE:
"The overhead itself gives +10 hit adv so c.lk isn’t too hard to link since it hits on the 4th frame and c.mp hits on the 7th so there is quite a bit of leeway in timing.
C.rh hits on the 8th though so get double tapping just to make sure."
The following character specific OH notes:
**Fei Long, Gouken,E.Honda, Zangief, Dictator, Abel: **OH ~ c.lk/c.mp xx hb
Akuma, Ryu, Ken, Dhalsim, Chun Li, Claw/Vega, C.Viper, Rufus, Sakura, Rose, Dan: OH ~ c.lk xx headbutt
Guile, Blanka: OH ~ C.mp xx HB*
*Thanks Hoonyo/DS for the update 24/3/09)
Seth, Boxer, El Fuerte, Gen: OH ~ C.RH (EXOH ~ c.lk xx hb only works during an absorb, but whiffs on crouch)
Cammy, Sagat: OH ~ C.MP xx DSP (OH ~ c.mp xx hb whiffs on crouch, OH ~ c.lk <-- whiffs)
Courtesy to Mr.Trite (EDWIN LOL) for confirmation of the above info
Overhead Punch on Counter Hit stands your opponent up.
Landing an Overhead Punch against a crouching Sagat on counter hit stands him up, allowing c.mp to link with ex-RU, c.lp x2, headbutt. (c.lk will always whiff, but c.mp will always hit, so its possible to sustain pressure with Overhead punch, c.mp, hp dash straights, which is the best option vs sagats).
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Rush Upper
This move is very quick, and the best thing is that it whiffs on crouchers. Mixing this move up with dash straights allow you to get in and throw when you take out the RU. Since most of rog’s punches look identical on startup, it allows you to get in and throw those annoying turtles while seemingly appear to hit your opponent.
Its also excellent for people who like to jump backwards.
The ex-variant of Rush Upper will be focused much more, because of its combo loop properties. It can continue combos, Start combos, and allows you to chase jumpers and absorb a hit in the process.
A very common use of ex Rush Upper in combo building is:
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exRU, c.lp x2, headbutt. *
This causes you to break through 1 hit pokes, between lariat spins, and catch your opponent in recovery. It stops stupid kens from sticking his feet out. the headbutt ender allows an ultra juggle. Its allows rog to not sit on his ass and block incoming junk. You must be very aware of what your opponent’s SA breakers are. (i.e I wouldnt do exRU on a blanka or sagat knowing their shit breaks my face)
Another use is AA. while C.hp is a very long range AA, sometimes, people like Ken’s feet have huge ass frames and is outside of rog’s c.hp range. exRU puts them back in their place.
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j.hp/hk, st.hk, c.lk/lp, exRU, c.lp x 2, headbutt.*
Hard Trial 5, and the combo I have listed in the thread Combo Troubleshoot. This exRU in the middle of the combo allows you to land 2 HKs, a HP headbutt, and a rush upper, doing ridiculous stun. (Around 800) Seeing how a Ryu has 1000, Akuma has 850, Gief 1200, this stun is reminiscent to Makoto’s SAII frenzy. I cannot emphasize more that if ever your opponent gives you that opening, this combo does ridiculous damage (more than crazy buffalo) with one bar of ex. If I did j.hk, st.hk, c.lk, EX OVERHEAD PUNCH, c.mp xx headbutt > ultra, it took off 70% of chun’s life.
NOTE: J.hk, st.hk, c.mp xx exRU, c.lp c.lp headbutt is a +1000 stun. it will stun a ryu straight up on connect. It’s recommended that after c.lp x2 , one overhead punch will stun a shoto already (also resetting damage scaling so you can repeat the same set and do over 80% damage from one jump-in - i’ve done it and it works)
Mixing up your combos with overhead punches, rush uppers is a completely different level of rog rush down.
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Dash Sweep Straight
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An often overlooked punch because of how safe the normal dash straight is. I find it rather effective from over mid-screen to use an ex-DSS because if your normal style consists of DSB, dash straights and whatnot, most opponents dont choose to block low when a rog throws a punch over a screen away. Many people don’t think of countering too (unless they have an ultra ready) The sweep does not allow quick stands, and the whole rog mind-game resets to your favor once again. Mixup with your overhead setups, so they can effectively keep them on their toes.
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**TAP **
As someone has already mentioned, a blocked TAP is a good way to bait your opponent to counter, when you buffer an ex Headbutt and beat their counter. I wouldn’t recommend this too often and wear out its surprise factor.
I have done blocked TAP > ultra when I was nearly dead to bait some invincibility move. (gief’s godhand) and it managed to win me games. Its worth a try at last resort or if you’re leading by ridiculous amounts of life.
It can be SA cancelled, so if you really think your TAP was way too meaty for your own good, back dash cancel it (like some queer gief meatspinning a 720)
Super Cancellable too. Watch the video below for jokes:
[media=youtube]UAofWSRL3ig&feature=channel[/media]
Also, can be linked to a super if you catch opponent airborne (or back-dashing)
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Saving Attack
People think this is actually a useless move in rog’s arsenal, but it really does beat jumping in mindlessly at your opponent to no avail. Personally, I after a jab or two is blocked, I would SA (if its not some grappler) because ryu love to reversal the blocked c.lp to c.lk transition. holding it to SA 2 to keep your ground game strong is very advisable.
SA on jump-in is also great to learn too, but you must be aware that by holding it too long, you’re prone to be thrown. Use it SA for some mobility and closing distance while playing it safe so the grey life can recover while not taking chip damage.
My BnB SA combo is currently, SA2, c.mk, c.lk, exRU, c.lp c.lk xx headbutt. (Very solid damage)
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Saving Attack Cancel**
Some people may think its not advisable to SA cancel rog’s specials because its not necessary. I beg to differ. If your opponent is very safe and defensive, throwing is the most foolproof alternative to keeping your game strong. After a blocked string ending with dash straight, SADC > throw is a very good alternative to keeping your opponent’s health lower than yours. Another variation is SADC > c.mk, once again using a crouching kick starter that must be blocked low (because of its long startup its not as effective) Lastly, SADC > c.lp x 4 HB (to mixup the throw attempts)
Another thing is that Dash Swing Blow can be dash canceled. I was not aware of this until this morning (maybe its old news to some of you). On block, it can be cancelled into a saving attack (holding it to SA2), and land a SA bnb (above). You can also dash backwards for safety or forwards for a throw.
You can also Overhead punch (hit), SA cancel (SA2), and bnb combo/ultra. This isn’t practical, but its possible for shits and giggles, because it definitely connects.
(Due for an update: AA SA2, SA1 counterhits 5/7/09)
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C.HK
Its awesome. Abuse it. a blocked crouching hk CAN be saving dash cancelled for a throw. Rog has the only c.hk that can saving’d AFAIK.
It saved my life on a round 5 game where it caught my ryu friend off guard. (We’re both at sliver’s worth of life.)
this and c.mk beats lp electricity if gloves knocks him. Cannot be meaty.
this loses to lariats.
both can be linked off a far st.lp (+8 hit advantage makes this a 1f link)
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’Wiggle Punch’ or Neutral J.HP
This move ‘wiggles’ because it can move according to the direction you press. it can move forward and hit the croucher thinking you whiffed. if you move forward, hold down front, c.lp, c.lk xx hb. works as a jump in with deceptive range. Depending on distance, c.mk might not link after a far wiggle punch, so play it safe and use c.lp x2 or the c.lk variant. A very good negation of jump-ins too, and an excellent way to counter your opponent’s baited throws or command throws. I use wiggle punch, c.mp xx hb.
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The c.hp THAT BLOCKS OUT THE SUN
This move practically negates all jump-ins angled from 12 o’clock to 2 o’clock. Its one of rog’s essential anti AA abilities. Standing HP (close) is also a good AA (SERIOUSLY) if your opponent is too close for c.hp, and is about to get in your face. take out the close. st.hp and he sits on your glove and flies off as if rog’s glove’s got spikes or some shit. I havent tried this enough to recommend it, but so far it’s still good for keep away. Its also good to AA a cross-up attempt after a blocking a string.
Beats lariats up close.
Beats Non-Ex Buttstomps
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Forward/Backward J.HP**
My choice for jump-ins because of the range and it beats almost anything in the air. It beats lariats if you jump backwards and do j.hp while the tip of the glove taps his fists. I would sometimes throw one out after a dash straight to see if they like to jump in, and they get knocked back for trying. If they don’t follow you out, its a sign for me to keep rushing down seeing they don’t like to straight up counter my stuff on instinct.
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Far St. HK
Im not talking about the close st.hk (the hook). I’m talking about the far hook that smacks your opponent’s jaw. Its far, and I throw it out after a straight to catch them on counter. Landing one or two of these is pretty in your favor. When its far, you’re not prone to a straight counter most of the time. Its just a good fail safe because most of the roster cannot straight counter your st.hk with anything, or counter in between dash straight and st.hk aside from shoryu. (but even so i’d do it once, and not do it again, baiting a counter which could be taken advantage of)
its -4 on block, 0 on hit.
Its worth it considering the distance you cannot be countered indefinitely. (In most cases)
can be linked from a (f) st.lp
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Standing far HP
Rog’s longest and not really a safe poke. But sometimes its nice if your opponent likes to wobble just outside hitting range. Another usage could be beating silly jabbing guiles because of the range and how safe you are if you hit on tip. its a good follow up after a blocked dash punch, but should be used sparringly (like once per match tbh)
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Recommended combos to link Super/Ultra for optimal damage
J.HP/HK, c.mp xx HB ~ Ultra - 502
J.HP/HK, c.mk, c.lk xx HB ~ Ultra - 51X
OH ~ c.mp XX HB ~ Ultra - 499
J.HP, ©st.HP xx Super - 5XX
exRU, c.lp, c.lk xx HB ~ Ultra
If your combos exceed 5 hits, post-SA, post-Stun, follow a combo-loop, its not recommended that you also link the ultra because its not worth the measly damage off some half assed juggle (unless your life is on the line, obviously.)
**Remember: Rog’s specials are not everything. A solid rog will always play smart and not mindlessly charge shit like a blanka would do. Rog normals are beastly, and are excellent to pressure your opponents without resorting to his specials. Use your specials sparringly, effectively, and unpredictably. **
Thats as far as I can remember. There’s probably more. Anyone got anything to share? Many of the above tricks saved my life due to their unpredictability. What’s important to remember is that conserving meter and conserving charge does not win your games, playing smart does.
Any feedback, input, corrections is very appreciated.