Advanced Balrog (Boxer) Mind Games + Tricks

Thats basically how I fight sagat. Keep him standing and pepper him with a ton of standing jab mixed with dash punch and c.hk link or throw. Standing jab puts rog in pretty good frame advantage on block so I try to attack after that.

I’d still prefer a knockdown instead of a dash straight. Rog’s wakeup game might not be top-notch, but it’s not all that bad.

IMO headbutt still gives you more options afterwards than dash straight. That and non-ex dash straights put you at negative frame advantage on hit.

Regarding the above, I’ve been meaning to incorporate DS as a combo ender for ages but muscle memory and routine just usually encourages me to go for Headbutt, mostly for damage purposes and the option of Ultra. Sadly this messes me up anytime I also have Super - Throwing in a Super is generally more beneficial when coming off a Straight or Upper as opposed to having to lose a hit of it by juggling with a Headbutt but I always just headbutt :nono: Must work on it.

Same here - I tend to keep it in mind when I meet Focus happy players - There’s just too many occasions where I end up going for an Upper/DS and eat a focus attack - The odd torpedo/TAP as a string-ender can help as some people like to try and squeeze in a sneaky charge against you if they know you like ending combos on a DS/Upper.

I’m sure everyone is fully aware that you can also Torpedo into Ultra juggle, right? I think this is restricted to people in the corner seeing as they fly so far away when hit thus you’ll never touch them at that speed if you try it, say, midscreen. Old news either way but worth keeping in mind - I’m sure if you actually did manage to land one in a match, it’d be a pretty nasty mindphuck but it’s not entirely practical and very risky/timing dependant.

Reading all this stuff, seems like I need to spend more time in the Lab working the Overhead out of my game… a little too dangerous @_@

If you guys had to pick a combo that is best after dizzy what would it be? (minus ultra) (2-3+ EX)
Currently running: j.HK, s.HK, c.LK, EX RU, c.lp, c.lk, headbutt

j.HK, s.HK, c.MK, EX RU, c.lp, headbutt

^ how do you get enough time to get teh headbutt if you only use 1 c.lp?

kula

I’m pretty sure he meant cr.strong (cMP), not cr.fwd (cMK) there. And you’re able to get the charge for the single cr.jab because of two things. One, charge buffering (you end the ex.upper input in a charging position), and two, you’re no longer in Close range when you connect the cr.strong, which gives you more time to charge. Here’s a video of it for your reference.

[media=youtube]quyxqtXK9kQ[/media]

wow nicely done xaaz!

That makes sense now with the c.mp pushing further. Gonna make this my new punish combo.

Yes, c.MP, my bad. You could also attach another c.MP before the headbutt, not sure what it does in terms of damage scaling.

You have the time because the rush upper is coming from pretty far away + additional hit stun.

If you make sure you are charging properly you gain about 3 frames on your charges as well.

An excerpt from a new addition to the TAP thread. Nothing terribly amazing, just my personal method for baiting attacks. I very, very often use this im my matches with excellent results.

  • If timed correctly upon an opponent’s wake-up, TAP can be used to bait reversal attempts due to its abnormal animation and quick recovery. Many players will attempt to punish the (thought to be) whiffed TAP and in turn be punished themselves. If they attempt to reversal a TAP, a well timed EX headbutt can beat every attack in the game, excluding: Bison’s ultra, Sagat’s ultra, Honda’s ultra, and EX dragon punches (it still can, but the timing is bizarre). If they believe they can throw your “whiffed” TAP, then you can meaty them upon their wake-up.

Options after a “whiffed” TAP upon opponent’s wake-up

  1. EX headbutt to beat 90% of possible reversal outcomes in the game
  2. Meaty their throw attempt (preferrably with c.mk)
  3. Back dash to beat most reversal and throw attempts
  4. Throw them (as they may choke in fear of the previous three options)
  5. Block to play it safe and maybe make a late throw attempt/break

I remember a movie I messed around with purposely experimenting with this sort of thing - The goal was to see just how much I could ‘minimize’ loops or longer combos in order to preserve scaling but alas it swaps out a small percentage of reduction for something thats almost impossible to hit-confirm.

You can CMP>EX UPPER>Jab>EX UPPER for example, or EX UPPER>Jab>Headbutt without much problem - You don’t need to have done the first EX Upper from fullscreen (Or midscreen) either.

[media=youtube]wIlaAjrrc1E[/media]

That was one of them - Ignore the CMP Super at the start - I wasn’t as experienced back then so I thought it was cool :sweat:

Either way it’s not so much a mindgame unless the opponent wonders how/why the flip you just performed a double EX Upper on each side of a single jab, or that they get thrown back at the sight of being headbutting from a single jab and wonder how you got the charge to do it - ie. Hacks wtf?

(Whereas most people who main Boxer know it as nothing special).

Not sure if this has been posted before, but I found an interesting option select for dealing with people who back-dash out when you meaty them on wake-up with a cr jab. (e.g.: When you’re doing an ambiguous cross-up after a headbutt)

Input:

(down back) lp, lp+hk,

What it does:

-If the first c. lp whiffs, you’ll get a cr. hk, which should hit back dashers.
-If it hits or gets blocked, you get another c. lp, allowing you to either go into a damage combo, block string, or tick throw attempt.

The cr lp+hk input should be done immediately after the initial cr. lp input. If you’re still getting cr. HK on hit or block, you’re doing the input too slowly.

I need to spend more time practicing like another poster stated, and less time being frustrated doing the same stuff over and over.

This is such a great thread for those novice (aka scrub) Rogs like myself. I can beat other scrub players, but I struggle mightily against decent and better players due to a lack of tactics and imaginative play on my part.

Thanks again to all that contribute to the Rog brotherhood :slight_smile:

So should this be something we should almost always be doing on blockstrings?

^ Well, there are times when you probably wouldn’t want to stick out a cr. hk when you miss. Also, the cr. hk whiffs against certain members of the cast (e.g.: Chun Li). Anyway, I don’t think it’s really necessary on most block strings. If you happen to throw out a cr. jab that gets blocked there’s more than enough block stun for you to get the next jab out before your opponent gets an opportunity to back dash.

It might figure into frame traps though. Perhaps if you do a jab, then intentionally leave a small hole that they can back dash out of, then do another jab to beat any non-invulnerable pokes, followed by the OS input so it catches their back dash.

Anyway, here’s another option select:

  1. Do a forward throw
  2. TAP to close the distance while charging down back
  3. Do a meaty c. lp, and input F, B F, DB + PPP

If your opponent back dashes he eats an ultra. It also beats certain reversal options. (e.g.: Beats Viper’s ex ground smash)

If it’s blocked or hits you stick out a second jab. Unfortunately you won’t have any charge so you won’t have that many options to deal damage if the initial jab hits.

Tested reversals:
-Beats Viper’s ex ground smash
-Beats Viper’s ex burning kick. (viper crosses up, ultra auto-corrects)

Is this option select based on the premise that the game will NOT let you cancel any move into an ultra? Thus if the meaty cr.LP does make contact with the opponent you are depending on inputting the Ultra before the cr.LP animation has finished but if it whiffs the Ulra input will be after the cr.LP animation?

I like this one, but would it be better to use cr.MK in place of the cr.LP? That way if the opponent blocks high they get hit and you can go into combo, if they block low, hopefully you complete the input before the cr.MK animation ends (and hope you don’t have a full Super Meter because your Super Combo would come out) and you are at +4 frame advantage (same as cr.LP on block), and if they back dash they eat ultra.

I like your thinking on this, Balrog needs more option selects, IMO. The TAP to punish teleporters avoiding meaty jump ins has been great for me (read a few posts back). Anyone have any others? Other than the crouching throw-tech/jab.

I found that you can headbutt viper if you block say an EX hammer fist > Super jump > burning kick. There is a small window to land a headbutt before the burning kick, but this is usually done on reaction or reflex. Happy ultra if you have ultra metre stocked

This is probably a silly question, but after a headbutt, I see a lot of Boxers do whiff j.HK really early when attempting an ambiguous crossup for the opponent’s quick rise. Is there actually any benefit to the whiff j.HK?

I haven’t tried cr. mk, but it has longer recovery frames than cr. lp so the timing might be a bit trickier. It also pushes back quite a bit which makes it a bit harder to follow up properly. Note that when you do the ultra option select, you lose back and down charge, so the best follow-up combo you’ll be able to do is something ending with fs. lp > cr/fs. hk.

Anyway, I’ve been using jabs because they don’t push back that much.

As for more option selects, I have a few more that I’m testing out (headbutt/dash punch on back dash). Will post up more information about them later.

One thing about Rog’s option selects involving special moves though: You won’t be able to use them as often as you’d like because they require that you have charge. Easiest way to set it up would be do a forward throw, and then TAP so you can close the distance while gaining charge. Another option is after a headbutt if your opponent doesn’t quick stand.