Balrog (Boxer) Combos

You have to make sure you input the motion correctly. Sounds simple I know, but make sure you are going to down forward and make sure you HOLD DOWN both punch buttons and not tap them.

Actually there are really two possible things to consider here but basically it comes down to your execution.

If you are getting EX Dash Straight you are most certainly ending your motion with F + PP.

If you are getting EX Dash Low Straight there are two possible problems, one is much easier to identify. Obviously, as stated before if you don’t hold down the two punch buttons you will get an EX Dash Low Straight. The other possibility, and the most likely one, is that when you are cancelling your jab into your EX Dash Swing Blow, you are accidentally releasing jab as you press forward. This makes a difference because it is possible to pull of a special move by releasing the button rather than pressing it down. This is called negative edge. So while you are charging back and throwing your jabs, lets say you move from DB to F and press and hold MP and HP. If you were releasing the jab button while you pressed forward it will be recognized as one of the necessary punches to perform your EX Dash Swing Blow and thus if you don’t hold it down you will get the EX Dash Low Straight.

When you throw your very last jab before you cancel into the EX Dash Swing Blow try holding down jab from the time you depressed the button from your last normal punch, and then press F + (MP +HP). Or you could just make sure you tap and release the jab button very quickly. It would be wise to break yourself of this habit as it can screw you up even if you try to jab and cancel into a fierce Dash Straight as you may accidentally release jab as you press forward and get the jab version of your Dash Straight costing you precious damage.

Give it a couple run throughs in Training Mode and I hope this helped.

Thanksss!!!

Anyone use c.hk ender to rush upper combos ?

i.e. c.lp, c.mp xx ex RU c.lp. cmp xx EX RU xx c.lp, fs.lp xx chk

Or is the untechable knockdown not worth the decreased damage?

I suppose you can also c.lp, c.mp xx lowrushpunch for an ender, but i don’t find that reliable because for some reason at certain distances after the ru loop c.mp xx low rush punch is blockable even when the c.mp connects.

Just wondering.

Would like to get a reputable opinion on this, thanks guys.

Long technical answer:
straight has higher move selection priority than sweep or overhead. If the input buffer contains the input for both straight and overhead, you’ll get a straight instead of the overhead.

Short answer:
Make sure you’re not accidentally hitting :r: instead of :df: any time during the input.

Anyway, if you think that’s bad, just wait until you start practicing rush uppercut loops. :stuck_out_tongue:

Personally, I feel a knockdown for Boxer is great because you get mixup potential. You can walk up grab… meaty cr. mk, and if it hits, link cr.lk, headbutt/ if blocked, walk up grab… safe jump hp/hk… etc etc. You also have to remember, though, that a headbutt will do considerably more stun, which is much more of a demoralizer than an untechable unkockdown, and has even more opportunity for mixup.

shiryu22

I respect your opinion, but I’m going to have to disagree with you.

As I see it, Rogs knockdown game is pretty craptacular. There’s nothing about his options in a knockdown scenario that makes him difficult to deal with. He has no real shenanigans. A simple back dash counters every one of those options you listed. Though at least with a techable knockdown you can go for a quick ambiguous cross-up. But that’s still only one trick.

I used to be in favor of knockdowns at the end of my combos. I always thought that if my opponents are on their back then I have complete control. In recent weeks though I’ve come to the realization that that isn’t true at all. After a knockdown, techable or not, your opponent has a moment to collect themselves and to reassess the situation. If you don’t knock them down and just end a combo with a reset, you can launch right into something else and keep the pressure on without giving them that brief reprieve.

Either way you slice it, it’s still a guessing game. You could just as easily guess wrong after a knockdown as you could after a reset. It’s just that the more time you give someone to consider their options, the less advantage you have over them.

To be fair though, neither way is absolute. There’s just as much credence to a pro-knockdown stance as there is to a pro-reset one. At the end of the day you just have to decide which is going to give you a better shot at winning, a knockdown or a reset. No doubt, there are plenty of situations where one would be preferable over the other.

I think the real answer is going with both. You know, mixing things up.

Actually, J.HP ~ C.HK o-s is pretty great once you condition the opponent to backdash away from safe jump-ins, just as C.LP ~ C.HK is good for catching backdashes away from meaty jabs. I play some fairly decent players who fall for them constantly. So yes, they could simply backdash out, but then they risk putting themselves in the exact same position once again.
Just food for thought, for characters like Viper, Rose, Balrog, etc, who feel that all of their problems are solved by backdashing on wakeup (+ EX Seismo in Viper’s case), it’s fairly easy to condition them to do what you want on their wakeup and respond accordingly. Rog’s oki game is no Gouki Vortex, but he has a myriad of options and option selects that can lead to solid damage or simply advantageous positioning, i.e. continuously knocking them down and pushing them to the corner. Against a large chunk of the cast, though, I agree that I prefer to keep them standing as much as possible.
On the topic of resets, I personally tend to end my EX Upper combos with C.LP, FS.LP, FS.HK as my “reset” ender of choice against virtually everyone in the cast since I haven’t played a half decent player since October who falls for Overhead resets after Upper loops. Let’s me maintain a backcharge and puts me in a neutral frame advantage; it has proven to be fairly useful for me against shotos, Blanka, Guile, and just people whose reversal shenanigans I just don’t want to deal with.

Ghostal

I respect your insight into Rogs knockdown game bud, but I’m still not convinced. Even with his option selects and potential conditioning, his options are still a very small known quantity. Disregarding back dashes and character specific counters, a crouching late tech makes all those other options disappear.

Either way though, to each his own. Maybe I’m just narrow minded when it comes to Rogs knockdown game. Who knows. I just don’t see it as being all that special. And certainly not as advantageous as a reset in my book. But hey, I’m not the be all end all when it comes to Rog gospel.

I don’t like using the fs.jab, fs.rh link as a reset though. I hate how far away it pushes you. I try to end my reset combos with rh.uppers (+1) if they’re standing and f.straights (-1) if they’re crouching.

HK Upper is definitely decent and all, but with no real charge and only a 50-50 throw/jab mixup as your exclusive option, it’s not that great. Rog is ALL about footsies and proper spacing. Retaining back charge and half of a down charge in a proper footsies zone is much more advantageous than being put into a 50-50 situation where you only have a couple of frames at your disposal, if at all. Against 80% of the cast who have reversals that can lead to staggering damage, you want a little more than +1 AT MOST to work with tick throw traps and jab xx whatever combos which is why meaty C.MK and C.LP are best. Not saying they aren’t decent options when your opponent isn’t sitting on 2 bars, but fs.RH is really a godsend once you figure out what you can achieve in that stretch of screen.

But really, it’s simply to each his own, and if those resets work for you where his oki game and other resets do not, then do your thing man.

Alright Balrog Masters

Alright Balrog masters, execution experts and frame data experts. I need help. After much contemplation it seems as tho risk vs reward is big fighting strong defenders. especially against Sagat.

I often try to go safe bnb with the variety of the the 3+ frame links you know the ones everyone knows!

But i been trying to start incorporating the c.mp/strong links which seem to be key into taking the most out of maximizing damage to punish players. Especially against Sagat is much needed but is very risky to miss that link.

The combo’s im talking are c.lp ~ c.mp xx headbutt/ex loops/straight or jump in standing hk/hp to c.s hk to c.mp headutt/ex loops/straight

now when having ex and punishing with the strongest combo c.lp ~ c.mp to ex loop seems like the best idea. Despite the fact that it’s hard link and which could be done with a relatively simple and confirmable combo to an failed attempt to a powerful combo that is hard to link (c.mp)

I know i might be crazy for even thinking about doing it online. But i want to start trying to build my muscle memory on this combo and build my execution. But it seems like only works half the time with plinking, double tapping, or just timed in training.

Is there people who can do it consistently with loop in mind? What are your secrets? How do you do it? Do you plink and what do you plink with?

The only thing is i have no idea about is if that those combo’s execution wise maybe character specific with other variables? For instance it’s not so hard to hard to time the c.mp after jabbing if i’m deep inside after the 3rd jab since it pushes me relatively away where c.mp can be easier to link due to distance vs hitbox. Or perhaps like on the jump in standing punish with c.s hk to ex loop linked by mp may be a distance issue too on where i attack on the jump in to where i land?

While as i’m closer and try to punish with fewer jabs 1/2 i definitely need to plink. also I’m not so sure about regular combo’s on crouching using c.mp changing the execution against characters as well.

Sure i see videos of people do this on training against a dummy and probably with all the errors cut. I just wanna know who can do this about 90% consistently and if they can do it the same online. And if so what’s their method of choice?

I want to hear from everyone if their method of execution is different because i need to find one that works for me and feels natural to me. Thanks.

Also i apologize if there’s any confusion. This black background is making it a tough for my brain at the moment.

I’ve only recently begun attempting to do the cr. lp ~ cr. mp link upon learning of its benefits. I only get it 3/10 in actual play, and I don’t plink/double tap. Hell, I can only do it about 3x in a row in training. I wish I could help you, but I have trouble doing it consistently myself.

I suppose it’s just like the cr. lp ~ cr lk link when all Boxers started learning the combos - it just takes practice. Cr. lp ~ cr. mp will probably just take longer to get down because it’s a one framer.

@Coins

I find I have similar problem as you. I can do a basic jab jab strong HB combo consistently, but the accuracy of the link drops when I try to substitute it into ex RU loops.

The only tips I can really give is to obviously get your plinking accuracy down to 100% so that you always get the two cr. mp inputs rather than a strong, then jab input. The other is regarding timing. I have a rhythm I use which I think is close to link timing for jab jab short HB (as opposed to cancelling jab jab short HB). So what I have for this BnB combo is jab (x msecs pause) jab (x msecs pause) short > HB. For the cr. mp link, I find the timing gap between inputs should be a little shorter than jab short. For example, jab (x msecs pause) jab (x-y msecs pause) plink jab~strong > HB. Hmmm… I hope that notation makes sense.

I made a video a while back with my hand inputs as well as the sound of me slapping the buttons, so that might be able to help you out a bit.

[media=youtube]pruPI7GlEfI"[/media]

Combo i love doing (nothing special but i always do these combo like that)

(*you need to jump for those to work)

J HK,S HK , S,Jab, S,Hk '303 damage 580 stun’
J HK,S HK , S,Jab , c hk '303 damage 530 stun ’

Do more dmg than jab jab headbutt

I also love doing

J HK,S HK , S,JAB xx SUPER (468 dmg )

J hk, cr mk, cr mp xx headbutt - incredible damage

Crouching Jabx4 ~ Sweep

[media=youtube]7Xj2cVh57Kg[/media]

The first combo in this video is J. RH, Cr. Jabx4 ~ Sweep.

I have tried this on crouching Ryu and have not had any success so far.

Someone please test this out on other characters crouching/standing and give feedback on success or failure of the combo. I do not have time to go into the lab right now.

Thanks to VVV Scrub for tweeting this lol.

Can’t really test it out right now, but I can tell you how it works:

-first 3 c. lps are comboed as usual, and push Ryu to the tip of c. lp range, but the hit stun animation of the 3rd c. lp pushes Ryu’s hitbox momentarily out of c. lp range.
-4th c. lp is meaty and will hit on the 2nd active frame, giving you enough frame advantage to link into cr. hk.

It would be useful if it could be pulled off consistently in matches, but the timing and spacing requirements look a bit tight.

EDIT:

But then again linking c. mp xx dash low straight after the first cr. jab would probably get you more damage.

I’ve never seen anyone use the s.lp, c.mp link in a combo. Does anyone use this?

Of the two standing jabs only far jab (+8) combos with low strong (7). Close jab (+5) doesn’t, not even on counter (+6). Three things really prevent the wide usage of far jab into low strong, as I see it. First, the spacing is pretty tight. You have to be spot on with your chain into far jab to be able to connect the low strong. Second, because most Rog players prefer comboing into headbutt instead of dash punches, and doing a far jab kills your down charge. And third, your opponent has to be either standing or a large char (like Sagat) for the far jab to hit, whereas low jab will hit standing and crouching.

There’s really no point in doing the far jab in low strong in place of low jab into low strong anyway. It’s a 2 frame link, but plinking a low jab into a low strong effectively makes that a 2 frame link too. Same damage and stun both ways as well.

I do this combo quite often.
(jump in) cr. lp >> cr. mp xx dash sweep

Doing that combo with a st. LP seems cool. I’ll give it a shot.