Balrog (Boxer) Combos

Not sure if this is new or worthwhile but I’ll say it anyways.

Hit the Training room with Balrog to warm up for some games and hit random Opponent, CPU chooses Sakura - Lately I’ve been messing around with CMK in combos, mostly practicing CMK into Standing Jab>Combo so while I’m leaping around warming up I accidentally pull out a JFRH>CMK>LDS of which connected…

Last I remember a non-counterhit CMK can only really be combo’d with dashes when it’s followed by a CLK/SJab/CJab so when I noticed this accident I had to double check - I know it can be cancelled into Super but I’ve never seen a CMK into DashStraight before - It doesn’t work with strong or fierce versions and to be absolutely sure I hit Random Opponent again (got Dhalsim) and the same combo does not work so I presume it’s Sakura Exclusive (or maybe more, just I’ve not noticed who, yet).

Again, this may not be a new thing or all that worthwhile but I thought I’d mention it - Didn’t want to make a new thread about it so decided the Combo thread would be best. shrug Anyways, back to the training room.

Were you using Crouching medium kick or close medium kick?

He’s probably talking about low fwd. That combo works because of a couple things. First, you’re probably doing a close jump in which puts you deep into your ops hit box when the low fwd connects, which means you’re still very close after it hits. Second, low fwd puts you at +7 and jab straight comes out in within 7 at that range because it has tracking (4 point blank, 13 max range). It works on every character.

I think C. MK into Dash Straight or Low Dash Straight is possible after a deep J. HK or J. HP. I just tried it on C. Viper and it worked.

Off topic is hit stun/block stun cumulative or overlapping? Why is it certain combos require deep jump-ins in order to land the move following the 2nd hit?

Example. I can combo S. Close HK after a late or early J. HP, but if I want to land a 1 frame link AFTER it HAS to be a deep jump in. Am I imagining this? If I’m not why is it?

Cheers for explaining - I have no reason to use it or anything, just felt it was odd considering I had never seen a CMK combo into anything without using a jab/cmp/short after it.

For above person asking about CMK, it means Crouching Medium Kick - When I talk of Close Standing I usually just say CS (such as CSMK), but we all seem to have different abbreviations and names for moves so I’ll just say I meant Crouching Medium(Strong) Kick ^^

In addition - Against Sakura I did not need to do a Jumpin to perform the CMK>LDStraight, however I failed to perform it against Dhalsim as he seemed to block in time (though admittedly I only tried once or twice before deciding to post it and question it so I can’t be certain) - I wager some characters animations/hitboxes are moved far enough to recover before the Straight connects but may work against others. Either way there is likely an obvious/simple explanation and furthermore it seems to be pretty useless considering CMP does the same damage and stun as CMK and CMP is far more versatile when it comes to combo’ing from it (at least in terms of ending in DStraight).

i wish balrog had a projectile for when i play against good sakura players. a nice and safe one. like lp sonic boom. i’d gladly trade in the low dash straight for a lp sonic boom.

lp boom is worth way more than a dash punch. all i really use is TAP straight, and upper. sometimes overhead on wakeup v chars with bad wakeup.

so is cl.hk > cr.lk xx dash straight his normal punisher without EX?

Don’t forget that EX Drill breaks armor and is safe on block, unlike TAP. Are you asking if cl. hk, cr. lk xx straight is his usual punisher? I don’t have have my console with me, but cr. mk, cr. lk xx headbutt may do more damage/stun. Try it out.

J. Hk,Cl.HK , cr.MP, HB or Ex rush upper. 260 w.o RU . with rush up is 350. (Use it if they get stunned) hella damage

pLots! You can’t j.hk, cl.hk, cmp,xx HB. You don’t have enough charge.

Replace cl.hk for c.mk and it will work fine.

You can connect cr.mp in that combo.

He didn’t say you couldn’t link the C.MP, he said you couldn’t do the headbutt afterward because you wouldn’t have enough down-charge… and he’s right.

Substitute the Cl. St. HK with C.MK and you get the down-charge for the headbutt.

This^^

My Favorite Combo of Balrog is (full) Turn Punch to Super = 998 Damage.
Okay, it’s almost impossible to use it in a match but its a shock for your opponent if it hits.

i’m not guessing the first page will ever get updated with cr.mk ~ cr.mp xx hp headbutt. Such a good punish combo.
Also DSB FA2 combos and DSB…exRU isn’t in there at all.
As well as how much Ultra will add to the damage on any combo.

is there any specific timing for the far standing jab to sweep? i cant get it consistently

It’s a one-framer. Plink it and it should be easier. Most importantly, practice it til you get the muscle memory down.

Turn Around Punch [TAP]
LVL1 (0.5 Second charge) ~ (130 DMG / 200Stun)
LVL2 (2 Seconds charge) ~ (150 DMG / 210Stun)
LVL3 (4 Seconds charge) ~ (180 DMG / 220Stun)
LVL4 (8 Seconds charge) ~ (210 DMG / 230Stun)
LVL5 (16 Seconds charge) ~ (250 DMG / 240Stun)
LVL6 (24 Seconds charge) ~ (280 DMG / 250Stun)
LVL7 (32 Seconds charge) ~ (410 DMG / 260Stun)
LVL8 (40 Seconds charge) ~ (460 DMG / 270Stun)
LVL9 (48 Seconds charge) ~ (510 DMG / 280Stun)
FINAL(56 Seconds charge) ~ (560 DMG / 290Stun)
In case somebody didn’t know…

I love the damage and stun of FinalTAP>Super :rofl:

Balrog Trip Combo?

I went to my first tourney last night and I saw this guy PerfectLegend (or something like that) play with Balrog. And he was really good at linking… and I think he linked into a trip (c.RH).

Is this possible?

Yeah. It’s in the Hard Trials - far standing jab to crouching rh. Look up a few posts -

and you’ll see it referenced. Useful for when you land a jab but don’t have a charge. Plus, it’s an untechable knockdown, and those are always good.