Balrog (Boxer) Combos

CS=Close standing

Thanks a lot.

CS = Close standing and it’s explained on the 1st page of this thread.

I’ve been working on doing some overhead, c.MP, EX overhead stuff.

this is in the mind games post by eph but i wanted to mention it here because people get so used to eating overhead.c.LK headbutt that they usually get hit by the 2nd overhead where you can combo into headbutt.

The damage is really good on this as well.

because cr.mp->hb does considerably more dmg than cr.lp x2 cr.lk ->hb, when should you be using each?

you use c.MP > hb to punish whipped or blocked moves. the cr.lp x2 is because you can throw it out in a lot of close situations and it because of it’s startup/priority/etc it lands all the time and you can end it with headbutt. but no reason to do a c.lp x2 on a blocked DP or blocked headbutt right? so just use c.MP.

fox is starting to know his shit!!!

dope

i’ve had good teachers!

What are good combo lines after a scored knockdown with c.hk or headbutt?

whatever you do dont start charging for either a dash low or overhead if they have there ultra full, most likely theyll do it on start up and if they do, youll eat it.

I am having a lot of trouble connecting the this combo:

C.LPx2 ~ C.LK xx HP Headbutt

Getting the first 3 hits in is not a problem, but when it comes to executing the HP Headbutt, I seem to have a lot of trouble getting it out.

Any suggestions / tips? I know I have to cancel the C.LK, but it seems like my timing is off.

Any suggestions?

not linking c.lk. I have about 80% execution because Sometimes i either press p before i get my stick to the upback position, or I press c.lk too early and it doesn’t link.

is there a trick to keeping charge while jumping in?

im trying to do

jump heavy kick > medium punch xx HP headbutt

but my percentage with it is very low because i guess im not holding the charge long enough. whats the trick?

im moving the stick from up forward to down back as QUICK AS POSSIBLE after i jump.

the reason why the HP headbutt is not coming out is NOT because you are not holding charge long enough… what you are doing with the stick is correct and what you should be doing on all jump-in’s that are intended to go into crouching combo’s

the reason its not coming out is most likely because you are canceling the j.HK into c.MP… as you know… you cannot cancel a normal into another normal into a special afterwards… hence… j.HK xx c.MP xx HP headbutt will NOT work… the headbutt, even if you charge it long enough, will not come out… the normal before the canceled normal into special must be linked… meaning you must LINK the c.MP after the j.HK hit and then cancel the c.MP into HP headbutt…

so the notation would be – j.HK, c.MP xx HP headbutt…

slow down the speed in which you press c.MP after a j.HK… and it should result in a 3 hit combo…

this is also why for davi921, the above poster, the c.lp, c.lp, c.lk xx headbutt is not coming out for you most likely… im guessing you are pressing the first three buttons TOO quickly resulting in cancels rather than links… you can press the buttons pretty slowly and still get this chain to combo… try slowing down your button input to a steady 1, 2, 3 pace with each button pressed at the same speed and it should work as they will all be links… AKA “rog rhythm”…

once u get better at it, you will know the difference in speeds for a cancel and a link and can adjust accordingly… i like to do c.lp xx c.lp, c.lk xx HP headbutt (press c.lp twice real fast, slow down and LINK c.lk, and cancel the c.lk fast into HP headbutt)

knowing the difference between a link and a cancel is very important in terms of combo execution! especially for boxer…

a LINK is when a normal’s animation COMPLETELY finishes and another normal is able to hit while the opponent is still in hit-stun, resulting in a combo

a CANCEL is when a normal’s animation is CANCELED and does not finish and another normal or special is buffered in its place and hits while the opponent is still in hit-stun, resulting in a combo

a LINK example… c.mk, c.lk xx HP headbutt… rog’s regular animation for c.mk is a crouching diagonal punch in which he pulls his arm back to his body once it hits, in this combo… once he pulls his arm completely back, you can press c.lk and it will STILL combo because the opponent will be in hit stun…

a CANCEL example… c.mp xx HP headbutt… rog’s regular animation for c.mp is a crouching straight, which after it is hit, is pulled back to his body… but in this CANCEL, he never pulls his arm back… he goes straight from hitting the opponent into headbutt without pulling his arm back…

hope this helps… good luck :tup:

are you sure you can cancel his jumping hk. i didnt think it was possible

Not sure if this has been mentioned before since i havent read anything about it, if it has please ignore.

After you hit opponent out of air with a rush upper, you can combo into a Utra.

we talked about it a little in the ultra thread. you can also do it with TAP, you can also do it on crouching opponents with overhead punch

Although what shaba said is wrong (you can’t cancel a j.hk or any jump move into a ground normal) the idea is right. Make sure that you hit the jump-in deep, delay the c.mp slightly and then cancel into headbutt.

oops sorry didnt kno that… i had the same problem so i just thought thats why it wasnt working for me… :sweat:

but thanks for clarifying tooooomeke! :tup:

that being the case then, is there a reason why you have to delay the c.mp? very curious!

afaik it is a very lenient link - problem is you need to hit it on the back end of the link window in order to keep enough time to charge for the headbutt.

either way ive since started doing lp, lk instead. ill come back to this if I can get it to a high percentage. I just find it very hard