Balrog (Boxer) Combos

RopeDrink

Dhalsim is part of the 900 Stun group which means we’ve already got him down with the 905 combo, so that alone not a positive indicator that the combo in that video exceeds it, unfortunately.

Guiles stun is definitely 900. His Stamina is 1000, maybe that’s what you’re thinking of.

Cr.short and cr.jab have the same stun (50), and cr.short’s frame advantage on hit is a lot lower than cr.jab (+3 on cr.short vs +7 on cr.jab), so it wouldn’t really be an enhancement. Cr.short does 10 more damage than cr.jab though, maybe that’s what you’re thinking of.

Well I examined his combo, and it turns out it actually is an improvement. He hits 915! Woo! That’s solid progress. Still got some work ahead of us if we’re going to crack 950 though. Here’s what I saw him do.

j.rh(200), cs.rh(200), cr.strong(80), rh.upper.ex.cancel(140), cr.jab(30), cs.rh(100), cr.strong(40), ex.upper(60), cr.jab(10), cr.jab(5), ex.upper(20), cr.jab(5), cr.short(5), f.hb(20), ultra(NADA)
Stun: 915

That was genius using the ex cancel to 1-frame link the cr.jab into another cs.rh.

I took his idea and modified it a little for even more stun.

j.rh(200), cs.rh(200), cr.strong(80), rh.upper.ex.cancel(140), cr.jab(30), cs.rh(100), cr.strong(40), ex.upper(60), cr.jab(10), cr.strong(10), ex.upper(20), cr.jab(5), cr.strong(10), f.hb(20)
Stun: 925

Woo! 925! We’re getting there! Twenty-five more points!

e1j1

Not sure what exactly you’re talking about here. Cr.fwd doesn’t link into cr.rh as far as I know. Cr.fwd is +7 on hit. Cr.rh comes out in 8. The only way I see that you could combo cr.fwd into cr.rh is if the cr.fwd was a counter (+3), which would put it at +10.

EDIT - For Reference: [media=youtube]9HgPzUe8L1c[/media]

Maybe that’s what was going on. I thought it was a 1 frame link thinking Rog’s sweep is 6 frames.

im pretty sure i saw a video of that puerto rican balrog doing medium punch in ex upper loops. Does anyone know how to do this?

Thought so, hence I posted it - Glad to try and help - It’s a sexy combo either way!

He did:

CMP>EX Upper>CJab>CMP>Headbutt (If you’re on about his money match against Daigo).

You could loop it but it’s tight as hell considering the CJab>CMP is a 1FLink (As far as I know, could be wrong) either way it’s tough enough.
Closest I’ve come to something similar is: CMK>CMP>EX Upper>CJab>CMP>Headbutt>Ultra [And that was from about 10mins of nerdraging in the Training room because I found it pretty difficult at the time].

jeez well time to hit the training room

It’s worth practicing as it’s not only far superior in damage (compared to typical Jab/Short variations) but obviously it has very decent range.

I’m working on a little movie project regarding Boxer at the moment.
I’m that type of person who likes to try and help out people, yet I’m not exactly qualified, ‘skilled’ or knowledgable enough to do so.

I noticed someone in the TAP thread asked a simple question such as how to perform (and what the differences where between) certain levels of TAP… I mean, it’s such a beginner question but you do realise that not everyone out there knows even the basic concepts inside and out, so I said it might be nice to make a ‘visual’ movie showing all the combos I’ve come across (that I can perform, which may not be as many as some) and use it as a sort of visual encyclopedia for beginners to see the combos / moves in motion.

Along the way I was messing with CMP & CMK and came out with JFP>CMK>CJab>CMP>HB>Ultra, one of the weirdest looking ‘basic’ combos I’ve ever done, and yet the damage was decent [and I assume the stun isn’t too bad] and had quite nice range.

Mess around with them while you’re practicing - Even if they aren’t all that viable or are just for show, it’s always nice as a reference to Boxers range and how to get out of the loop of always 100% relying entirely on Jabs & Shorts for every combo (Something I’m guilty of in matches - I only throw out other normals as pokes, but very rarely ever combo anything other than Jab/Short).

Fun With Stun! Well I’m still trying to sort out the 950 stun group, but I figured I would throw out some things to consider and some pointers for anyone else interested in giving it a shot.

I’m currently sitting at a single combo that does 925 stun, as stated earlier in the thread. That covers the first three stun tiers; Seth (750), Akuma (850), and Dhalsim, Gen, Guile, and Vega (900). The combo is as follows:

move(stun)[meter]

Starting Stocks: Four

j.rh(200)[0]
cs.rh(200)[0]
cr.strong(80)[0]
rh.upper.ex.fadc(140)[0]
cr.jab(30)[12]
cs.rh(100)[30]
cr.strong(40)[16]
ex.upper(60)[0]
cr.jab(10)[4]
cr.strong(10)[4]
ex.upper(20)[0]
cr.jab(5)[2]
cr.strong(10)[4]
f.hb(20)[4]
TOTAL: (925)[76]

Current Goal:

Reach or exceed 950 Stun (the Fourth Stun Tier; Blanka, C.Viper, Cammy, M.Bison, Rufus) in a single combo.

Disclaimers:

  • 100% Stun Combos are impractical for use in serious competition (vs Seth being a debatable exception). These are just for fun to see what we can do with the character. Use at your own risk!

  • The only rule is that it has to be a single combo that can be done during a real match. That means no refills and no resets.

Pointers:

  • Scoring as much stun as you can prior to scaling is crucial to the combo. The most currently being 400. Can you figure out how to score more while still being able to combo? Not an easy task.

  • You’re not limited to four stocks. Can you figure out how to build an extra stock during the combo so you can extend it and score more stun? Keep in mind that building meter suffers from the same scaling as stun.

  • You can’t combo with just anything after an ex fadc. For starters, you can’t dash cancel after the FA for the first four frames. However, the dash itself is slightly faster than normal because it gets a -1 frame bonus. Combined with the duration of Rogs dash (18 frames), this means the hitstun of the move you choose to ex fadc out of must be greater than 21 frames to put you at a frame advantage. Here’s how that conclusion is reached:

    4 (frames before you can dash cancel)

  • 18 (frames of Rogs dash)
  • 1 (dash frame bonus from fadc)
    = 21 (minimum frames of hitstun needed just to ‘reset’)

Using the 925 combo above to illustrate, the move used prior to the ex fadc, a rh.upper, puts your opponent in hitstun for 25 frames. The move used to combo after the ex fadc, a cr.jab, comes out in 3 frames. This works because you are put at +4 frame advantage after the ex fadc (25-21=4), which makes the cr.jab a 2-frame link. You can nail it on the 3rd frame or the 4th frame.

Keep these points in mind if you want to take a stab at trying to score 950. Is it possible? Come on frame jockeys, lets find out!

I’ve seen Puerto Rican Balrog do c.mk c.lp c.mp EX-Upper c.lp c.mp HB. He’s bananas

fateXd2

Damn, that is awesome. I always assumed the range was too far to connect that, but I just tried it in training mode and sure enough, GOLD.

[media=youtube]sNHU_Gj5GE4[/media]

EDIT-

It just dawned on me you can link cr.fwd and cr.strong.

Video of two cr.fwd,cr.strong combos:

[media=youtube]SQzpNVjEsw4[/media]

This works on counter hit.

Yea, I always knew these existed, but what Eduardo was doing was in clutch moments. I think he did meaty c.mk c.lp c.mp HB xx Ultra in Top 8 for Evo.

c.mk c.mp is too risky to do it naked, so I usually plink it, but I end up getting c.lp anyways. After that c.lp I plink out c.mp.

Been using CMK > CMP > Headbutt variations for a while, now. The only way I’ve varied it is by doing JFP>CMK>CJab>CMP>HB>Ultra which isn’t exactly all that different.

Though I don’t recommend attempting this in competition (especially online play) you can even link cr.MK into cr.HP. It seems a little worthless but if you plink the cr.HP input, you could wind up getting a cr.MK -> cr.MP xx whatever, if your timing is a little early. If someone wanted to you can do a combo just for show thats j.HK -> cr.MK -> cr.HP xx Super Combo for 510 damage. Again, I’m only throwing this out there for conversations sake while we are talking about linking off of the cr.MK and I know there are easier combos that net you bigger gains.

In the corner, cr.MK -> cr.LP -> cr.LK works nicely too.

cr. MK is easier to hit-confirm by a little bit without the jumpin, which could make it a nice meaty against certain characters

i dunno, but im all about showing off, and 510 is actually pretty beefy for a ‘flashy’ combo (considering sf4 hates flashy combos and wants them all murdered)

people can hit all kinds of shit with plinking nowadays anyway

i guess what im trying to say is that i like it

Just tried it out and it’s not the hardest link in the world. If you don’t get strong, more often than not you’ll get jab which still combos.

I think it’s a good way to hit confirm a rush upper loop combo off of a jumpin and it would do much more damage than say jab short > combo.

plinking?

That’d be right.

Just in case you’re unfamiliar with the term its a method of inputting a command, typically a link with a small window to hit it, where by pressing the button you intend to use in the combo followed by one IMMEDIATELY after. The result is you double your chances of hitting the correct button in that window of opportunity by doing this.

For example, Balrogs cr.LP -> cr.MP link is a one frame link (i do believe) and as such it can be difficult to hit on a consistent basis. But instead of pressing LP,MP; with plinking your input would look like this: LP, MP~LP. The tilde (~) is shown to press the buttons in that order, about 1 frame apart. If you were to go into training mode and turn on “Display inputs” where you can see the buttons that you press, when you press MP~LP, what you would actually see as being input is this:
Line 1: MP Line 2: LP + MP. Even though you only pressed medium punch once the game recognizes it as two separate inputs. And when two inputs are put in at the same time, the move that comes out is the stronger of the two, and kicks over punches (ie press HK and MP at the same time HK will come out because it is a kick and it is stronger).

With such a small window to hit the link, it is very possible that you may hit it early and nothing will come out. If you plink the input, in this case for a 1 frame link, you can hit it by physically pressing the MP one frame early thanks to how the game identifies inputs and making “plinking” possible.

Hope I didn’t over explain that one.

does anyone know why when sometimes im canceling a jab or short into ex overhead, i get an ex straight instead? it really pisses me off…