Balrog (Boxer) Combos

Alright, thanks. Because sometimes the whole [jab, jab, ex upper] is all too predictable and unsafe on whiff(the guy can just crouch).
Do you have any advice on how to mix up my game?

Read the threads :D.

But honestly, I can’t say much without knowing your playstyle. First of all, if you’re EX Upper-ing and they can just crouch, you’re doing something wrong. You either EX Upper’d on a crouching opponent (I don’t think that ever works), or you dropped your combo after the jabs and the EX Upper wouldn’t have connected either way.

In regards to mixing up your game, abuse Boxer’s very good normals. His jab can set up tick throws, can stuff certain normals/specials, and can be used as a confusing tool if you use it in different ways. Also, utilize mindgames - for example, while his cr. rh is fairly good, it can be punished on block on reaction by fast Supers like Ryu’s or Chun’s Super - and that hurts. So, for example, say you know they have Super charged up - you can try to bait out a Super by intentionally throwing out a cr. rh, knowing it’ll be blocked - then, FADC back and you SHOULD be safe.

Aside from the low straight, overhead, etc, you don’t have a large variety of mixup options - but that’s because Boxer’s a very straightforward character. Akuma, for example, has so many mixup options - however, on the downside, he has fairly low health and stamina. Just remember that Boxer has very good normals and a solid ground game and try to work off that.

Thanks a lot for the info, man. One last topic I’d want to go over with you; the wakeup game.
Now I know that Balrog himself doesn’t really have many wakeup options, but I’m wanting more info on what Balrog can do when he’s got his opponent knocked down. Now, I know there’s the age-old j.RH in case they would crouch, but I find that the most useful against charge characters, seeming as how over half the cast can EX-something to knock you out of that.

So what other opptions does Balrog have?

Certain characters you can safejump j hk, so jumpin hk is often a great thing to do on their wakeup. Cr. lp or meaty cr. mk on their wakeup, then walkup grab can throw people off because of the blockstun both of them cause.

Just don’t forget that Boxer is a very straightforward character. Sometimes it seems like he won’t have as many options or mixup potential as other characters, but this is because his basic characteristics and properties are so good (solid health/stun, good damage output, fairly versatile Ultra).

Question about Dashing Overhead, C.LK xx Headbutt.

Does it only work against certain characters? Because against Ryu I get all the time yet I can never get it on Makoto.

Anyone care to explain?

http://shoryuken.com/f251/momma-said-knock-you-out-balrog-boxer-super-strategy-match-ups-thread-233331/index12.html#post8979698
yes, cr.lk OH follow up works on Standing and Crouching Makoto (crouching is harder to land consistently).

http://justin.j.huang.googlepages.com/SF4.Balrog.Overhead.Followup.pdf

Those are for all the original characters, 3nigmat1c has the newer char charts.

sickkkk

I didnt wanna post a new thread or anything, but I think its possible to combo after TAP. I was playing my friend awhile ago and I saw that I was able to link the two jabs after TAP. Has any1 seen this. Ill post the video once my friend gets back from vacation cause he saved it on his ps3. I might be wrong

On counterhit, you can combo after TAP.

Ya, if you counter hit tap deep enough you can combo into anything that you could after EX rush upper (single jab distance away).

Wonder if you can CH.TAP xx FADC into close standing normals…It’d be impractical as hell and really close to ex messiah flip kick FADC backdash if it wasn’t so easily punished on startup. but in short if possible, ridiculous damage opportunities.

O alrite thanks

I’m having trouble locking down one of the basic BnB combo C.LPx2 ~ C.LK xx HP Headbutt any tips and thanks in advance

Make sure you’re not canceling the 2nd c.lp into the c.lk: You have to link it in order to then cancel the c.lk into the HB/other special.

Slow it down.

Got it that helps alot

I saw an SRK member post an optional Blanka U1 punish movie (In vanilla) where the Balrog would jumpin on a fully blocked Blanka U1 and combo into whatever they liked.

Gave it a shot vs Bison’s Nightmare Booster twice today - I know it’s old news and nothing new but I just wanted to confirm the legitimacy of it? The first time I tried he recovered in time despite both occasions of me holding the forward jump during block, just wondering if it’s actually a guaranteed hit if executed right or if I was just slow on the fierce one of the times and he just failed to block the second time.

[media=youtube]6Q41jYqooTk[/media]

It’s listed as Javit1t’s #2 trick, there’s a vid in there that might help you get it down.
http://shoryuken.com/f251/jav1ts-others-top-secret-rog-tricks-212305/#post7684964

Aye I suspected it was good ole Javits but as said, I was half certain the one I saw was for Blanka, I didn’t even remember if Bison was included and just decided to give it a shot out of the blue as the Bison in question was getting hammered so I was feeling frisky.

Ah well, guess it does indeed work so I’ll definately put it in my tool-box for future Bison matches, cheers for confirmation :slight_smile:

Is c.MK to c.MP worth learning? I Think its a 0 frame link if Im reading the frame data correctly. I know c.lk would be the easier option but still :stuck_out_tongue:

Here are some combo’s I’ve been working on.

  1. j.HK > cs.HK > c.MP > ex.dash upper > c.LP > c.MP > hp.HB
  2. j.HK > cs.HK > c.MP > ex.dash upper > c.LP > c.MP > ex.dash swing blow (reset) > c.MP > hp.HB
  3. j.HK > cs.HK > c.MP > ex.dash upper > c.LP > c.MP > ex.dash upper > c.LP > c.LK > throw (reset)
  4. c.LP (ch) > c.HK
  5. TAP Lvl 1 (ch) > c.LP > c.MP > hp.HB

Notes:

*All c.MP’s can be replaced with c.LK which is easier but does less damage and stun.
*Ultra is optional after any hp.HB but the damage scaling on the first combo will make it horrible, although it is practical on the second and fifth combo.
*First three combos can stun most of the cast with the second and third combo having a reset so you can land a dizzy combo with less damage scaling.
*Fourth combo is a very common during walk up jab sequences when the opponent presses a button, like when trying to crouch tech…
*Fifth combo is also somewhat common against fireball characters so it’s good to know.

EDIT:

There is no such thing as a 0 frame link. If a move leaves you at +7 and you do a move with a 7 frame start up then it’s a 1 frame link, as in you have one frame to get the input correct. I’m actually practicing c.LP > c.MP which have the same link properties. If you understand how to double plink then I can see it being viable.