Advanced Balrog (Boxer) Mind Games + Tricks

People need to learn you can just mash the 4 face buttons and L1+R1 and you’ll be completely safe all the time

For all you Mike Bison players, do you guys sometimes do say a LP Dash straight >FADC > Head bomber throw? I have pullled this off in some matches on turtling opponents but i only use it sparingly. I think it is a good trick to play on some people.

not sure if this trick still works, but can you do say a dash upper and deliberately miss a crouching opponent and then immediately throw? I used to abuse this in HD remix. :stuck_out_tongue:

Whiffing dash upper and FADC dash straight are both pretty common throw setups. And you don’t have to be specific when you list a combo, you can just type:

lp.dash straight>FADC>throw

and thats why you never do it too often :smiley: there are some annoying ryus that loves the dic…urmm low kick spam. fuck i rage at that shit.

well I have newer mindtrick discussion material.

so when a guy jumps over my head and doesnt connect the cross up (j.mk/hk), and i unload dash straights, there are certain frames that the dash punch will ‘correct’ the sides that the opponent is at. Its like the double sided shoryu, but has anyone got the timing down perfectly as to actually using double sided dash punches for the sake of AA?

on the side note, i did something pretty cool just now before i hit this lanshop.

chun did a fireball, then an overhead kick when i’m at the corner
i SA’d the fireball (holding back) - dash (crossed her up during her overhead) ultra, and caught her from the otherside in the air with the first punch from ultra (chun died from that making it even more dramatic)

that looked IMMENSELY sick and a few guys just went wow how’d he have that charge lol. so yeah, any of you can explain/discuss the timing of this?

I was talking about RE5 with the mashing bro. During the cutscenes.

When you do the charge move after a cross up, do you do it towards the original direction? Or do you just hold the same direction since that goes from being back to becoming forward after the cross up?

you do it to the direction they jump from bro.

its like say he jumps from P2 side, and the moment hes over my head i still do a dash straight (P1 side), it corrects itself and the punch comes out in a p2 direction, stabbing the guy in the air. i’m seeing whether we can take advantage of such a thing and not let this happen out of random. so any signs or a certain timing involved?

and yeah, the cutscenes are ridiculously easy (but fun) im trying to train a partner that has good gear and dont die to roaches + good interactive cutscene reflex (or logic) so i can get past professional and trade the game in. i mean, its a nice tie in to the overall RE plot, but i didnt like how overly simplified it is (not to mention 0 horror elements outside some do or die situations). RE4 is much more creepier and that being said, i finished it on hard in 2 nights.

silent hill 2 still wins best horror of all time. i like the deadspace vibe too

back on topic, yeah double sided dash punches. whee.

I asked Trite bout this already but… Do you guys use Option Throw (LP+MK) at all?

no. i tech throws by 2nd nature, i hardly get thrown unless they really caught me recovering from something. thats only because ive played balrog for awhile already so i kinda know what i do will be throw vulnerable. its always good to option throw.

maybe i do SA+throw sometimes, but i cant explain it.

I played shin akuma 204 today and got totally crushed a few times.

Akumas throw game is so dirty especially since you can s.fp xx demon flip into whatever then throw whenever you want.

Hate that

yeah, im starting to see why akuma’s so highly regarded. but i dash/back dash often so im never fronted with too might mixup games against my favor. i play safe i spose.

Solid Rog you got there. GGS.

Umm I don’t know how to explain it but i’ll try.

I use ex rush upper too as it seems more reliable.

Basically if they are doing a deep cross up you want to time it so that you hit toward+kk just before the crossup would hit you if you were blocking high. Sometimes you will hit them out of the air and sometimes you will hit them during their landing frames which allows you to combo into c.lp,c.lk xx headbutt :lol:

Its hard to explain but it can be done consistently

i’ll keep that in mind :smiley: its better than LP headbutt if you can counter crossups with an impossible looking dash punch lolol.

I’m so inexperienced vs Akuma D:

Gotta get some more from you :smiley:

Well part of the problem fighting Akuma is that Akuma gets such big punish off a whiffed headbutt with no investment in super to do it. I also fight Rog’s especially well. Seems like everybody good uses Rog, and that’s mostly who I play.

I really need to stop throwing out random headbutts just because it isn’t a ranked match ~_~

hi i was wondering what i should do after a succesful dash punch on an agressive player who attacks right after. All i can manage is a jab then nothing eles because im out of range.

i know it was mentioned in one of the threads here but you can st.hk after dash punch. after a few of those they should get the idea

So, I haven’t read most of this thread but I’m pretty sure it would be a good reminder anyway…

After string -> Rush upper, low jab(s) to shift the timing of the throw.

Or if they try to stand up (if you notice a trend in their defense) you can charge instantly after rush upper, then cr.jab cr.short EX rush upper, then jab jab ultra for a good mixup with decent damage.

I really like strings into low short -> EX rush upper, it forces them to block low a lot of the time and if they aren’t used to rush upper whiffs it can cause trouble for them.

Hi guys

Remember this thread?