Balrog (Boxer) Combos

thanks for the help. i appreciate it. the closer the dash punch the faster it comes out.

Is this really difficult to land?
Tap level 1> cr.lp > headbutt? Has anyone tried this before?

only on CH or meaty. And you need sufficient back-charge, you need at least a second or two before you release the tap to just do cr.lp xx hb. but CH TAP cr.lp, cr.lp, cr.lk xx hp.hb is entirely possible.

Jav1ts posted a meaty TAP setup that might help you get it to working, make sure you put the dummy to not block and to quickstand so you make sure you’re doing a UKD (untechable knockdown) in the setup.

idk if it was posted but cr forward links into jab dash straight

If anyone was wondering about the variable startup of the dash punches, this “seems” to be the case: The startup time of the dash punch depends on how close you are to the opponent, the fastest dash punch being the light version. The scale for the startup time is pretty lax for the light and ex versions, but for the medium and hard versions the scale is pretty steep.

This means that cl.hk/cr.mk can ONLY link into light and ex versions of rush upper and dash straight. Also FADC combos don’t work with the light versions of the dash punches (at least when i tried), so to use this link and do an FADC combo you have to use[S] ex.ds or ex.ru and burn through three meters. :[[/S] hp.ds/mk.ru/hk.ru/ex.ru

The only reason to use an FADC combo would be to get a bit closer so you can combo into cl.hk or something like that for added stun, but that’s debatable as far as practical use would go.

lp.ds can startup in as little as 4 frames if you’re point blank to the op, that’s what the frame data means when it says 13[4] (the same goes for all the other dash punches).

Thats cool 3nigmat1c. Do you think something similar happens to Super? I ask this becaus I got some confusing results punishing Guy’s Shoulder.

fierce dash straight xx FADC xx c.jab is a one frame link.

lol yea… iceage does this all the time…
either fierce straight or rh upper fadc cr.jab st.rh cr.mp xxx

Just to re-confirm the above, yes, many out there cancel Fierce DS or Fierce RU (Non-EX) cancel into Jab combo of choice.

There was a video quite a long time ago in Vanilla (Since deleted) where a Player believed he had achieved the highest possible ‘STUN’ combo.

J.RH, CS.RH, C.Strong, RH.RU (Cancel Forward Dash) C.Jab, CS.RH, C.Strong, EX.RU, C.Jab, C.Jab, EX.RU, C.Jab, C.Short, Fierce Headbutt (And naturally, for effect, he threw on an Ultra for good measure) .

From what I remember it was about 750-850 stun and he did this on the entire cast of Vanilla. It would stun Dhalsim after the Headbutt (And it was amazing to see him repeat the combo afterwards).

On a lighter and less grand scale, I’d like to state my adoration for AA-TAP/RU into SUPER or ULTRA… Closely followed by FA Crumple into Back or Forward Dash TAP>SUPER or ULTRA.

if u added in cr.strong instead of the jab/short after jab itd prob be a ton of stun

I try to make a habit of doing jab, jab, strong instead of short because nice stun is nice.

i only do it if i know cr.short will whiff or in loops… risk/reward is too great esp in clutch situations cuz i dont have gdlk execution.

Shouldn’t this be updated? I mean, after reading this kids will be doing those awful combos while we, the ones that know, are doing the actual good stuff like the non-charge punishment, st. close HK, st. far LP, st. far HK, or the devastating st. close HK, cr. MP and all that follows. Also to let them know about the Ultra -> Super option, and L2 FA -> TAP -> Ultra.

I don’t think that Ultra1-> Super is worth it.But, I will try it again in training.

Last night i was training with Rog as i usually do and i came across a combo that was pretty crazy…ill record it and upload it to youtube so i can post it here and show you guys.

There are a lot of options that are not worth it 99% of the time. But the 1% might happen in the match of your life and you’ll be glad that you knew about it.

What’s this Ultra->super option you guys are referring to?

Oh, it’s simple, You have to Ultra a grounded (not airborne) opponent at about 2/3 of stage distance to the corner, that means a bit behind the middle of the stage, so that when you end the Ultra, the opponent will fly to the corner and you’ll be at about 1/2 screen of the corner, then a bit after opponent starts falling, you Super, first hit always whiffs, but if timed well, you should hit your opponent with 2nd, 3rd and 5th hit of Super. To make this work, the 4th hit of the Ultra must be upper (K), and Super must be all uppers.

weird…i remember tryin this a long time ago and not being able to hit. I’ll check it out tonight. thanks!

the OP doesn’t update the thread anymore, if you feel moved to create a new, more updated combo thread you’re welcome to, although it’s unlikely it’ll get stickied any time soon.

yeah that ultra to super link was taken out in a patch a really long time ago lol…doesnt work anymore