Balrog (Boxer) Combos

It is purely situational, But assuming the ultra has enough recovery you can essentially do anything you want. L3~lp~mp xx ex DU repeat, end with hp headbut to ultra.

If you mean a situation in which you didn’t have time for a L3 the standard bnb (lplplk), tap, or dash straight usually works pretty well.

Why not level 3 FA, cl rh, cr. mpxx EX upper, cr.lp, cr.lkxxHP dash straight? I think that’s usable in most situations. Since the headbutt damage nerf, dash straight will do more. You can still do headbutt to Ultra, but scaling kills the damage IMO.

Much more damage and more efficient than lv3 FA, cr.lp, cr.mpxxEX upper.

Because those links are damn near impossible for someone who isn’t pro.

He asked for the most damaging punish and didn’t qualify that with “my execution isn’t that good.” I’m not exactly sure what the max punish is, but I know that EX RU loops will kill damage easily, and that any variation of cl. hk, cr. lk/cr. lp/st. lp/cr. mp xx EX RU --> X ender would be a more effective punish than the standard cr. lp, cr. lk xx headbutt/ dash straight.

If they WHIFF an Ultra, more often than not, you’ll be able to land a jumpin hk, then go into the cl. hk… combo. I think it does more than LV3 focus, but I’m not sure and can’t test at the moment.

While I agree that cl.hk, cr. mp is a pretty difficult link (1 frame, I believe), cl. hk, cr. lp or cr. lk is very, very manageable. If not, practice and it will be.

Good point. The hk to cr lk is pretty easy. I assumed his execution wasn’t good because he asked what the most damaging punish of an ultra was.

Documented a LOT of Balrog’s impractical combos like the FADC loop and cr mp x 6 RU loop, covering most of the stun/damage numbers for all of them - anyone actually want me to post this, I’ve not seen it listed elsewhere.

I’m interested to see this. Are the stun/damage numbers for AE?

Yes, https://docs.google.com/document/d/1o5pmLwyoss1tR5Qnc2Ly2I21noMkcgSNp19RgKObDAY/edit?hl=en_GB

Not everything is there since I was mainly freestyling when doing them, and there’s a lot of silly stuff in there too. I also missed out some pretty high damage non-gimmick combos in retrospect too.

Hey guys, found an easier way to setup smashes within ex.loop combos. Foxhound showed me that you needed more travel time on the ex.ru to get the back-charge necessary to be able to land cr.lp xx smash after ex.ru . So a combo that worked was:

cr.lp, cr.lp, cr.mp xx ex.ru, cr.lp xx smash

But the links are pretty difficult (IMO, i can’t hit cr.lp, cr.mp often enough to use it in a match). But what I found is that you can use the keno special to make that a bit easier so the following combo works (on characters where the keno special works obv):

cr.lp, cr.lp, cr.lk xx ex.ru, cr.lp, st.lp, cr.mp xx ex.ru, cr.lp xx lk/ex.smash

That combo is VERY easy, this will be really useful in matches where you want to push your opps to the corner. Also, this works too:

j.hk, cl.hk, cr.mp xx ex.ru, cr.lp/cr.lk xx lk/ex.smash or lp/ex.dash low

Thus after an ex.ru loop, you have two ukd’s to safe jump from, tick throw mixups, as well as positional advantage to push them closer to the corner and headbutt mixups. (there’s also a 4f safe jump from a connected lk.smash in the corner)

Against some characters, you can use c.lp ~ s.lp ~ c.mp xx EX-Rush ~ x.lp xx EX-Smash. It is a 2 frame link instead of 1 frame with c.lp ~ c.mp. Down side is that it doesn’t work against everyone.

Edit: Ah I should read more carefully. You mentioned the Keno special there.

You can probably do ex.ru, st.lp, cr.mp xx ex.ru, cr.lp xx smash since ex.ru is +4, that probably works on everyone. It’s not something iv’e tried, although it subs a harder 1f link after the ex.ru for a easier 2f link with cr.mp, i’ve connected cr.lk consistently so i’m almost 100% positive it’s a valid combo a bit more damage too.

Would it be possible to either update this thread or start a new thread with AE updated figures? Considering the significant damage difference change between H Headbutt and H Dash Straight, it would be nice to know which combos should be used when using the new figures. If this has already been done I do apologise, and wouldn’t mind being pointed in the direction of the new thread! Cheers.

I don’t think the s lp works since you’re too close after a ru, also H dash straight for stun/damage, headbutt for ultra, sweep for ukd/combo without charge.

I agree with what 3nigmat1c saying that cr.lp , cr.mp xx ex.ru, cr.lp xx smash link being hard is true. But as i have said on the posts throughout the board that i am working on Cr.mp links. Its very hard because of timing but i can do the ex.ru Cr.Lp Cr.Mp about 3 to 8times in a row before messing up. which is inconsistant. im mastering the rush combo because the timing is strict and requires more focus than doing Cr.Lp, CrLp, Cr.MP which extreemly easy for me. mastering the rush combo will help be get that timing down better in clutch moments.

Anyways my progress is slow but getting better. I never trained this hard on a single combo before. But i truly believe this will benefit me in so many ways. It will give me more range for my combos and extra damage, You can beat that. And with the buffs he is getting in 2012 edition it will make him that much more dangerous.

NOTE: if you link Cr.mp in to ex rush you WILL have enough time to charge back and just do Cr.Lk Headbutt instead of Cr.Lp Cr.LK i have noticed this. Its because when you link Cr.mp in to rush by the time the ex rush has came out your already holding back down.

im also 100% sure thats a valid combo
.

I believe this is true unless your cr.mp is point-blank. So as a punish for a blocked DP, point blank (as in 1 jab distance), when you cancel in to ex.ru, there’s not enough time to maintain down+back-charge, but if you hit a cr.lp or do it further away, you have enough time to just link a single hit and cancel into headbutt or whatever. I’d almost say that max distance cr.mp xx ex.ru, cr.lp xx lk/ex.torpedo works on the cast, and anything beyond that is character or situation specific (e.g. crumple stun). You almost NEED the extended startup for ex.ru from max distance cr.mp to get the back-charge necessary for any charge attack after whatever followup from the +4.

Where the frame trap combos at?

they don’t exist at the moment, but here’s something I had written up a while back, still incomplete atm:

Normal Frame Traps



String (BLOCK) | Gap | Cancel | Block | Hit | CH        
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
cr.lp, cr.mp   |  3f | sp     | -2    | +1  | + 4                
st.lp, cr.mp   |  2f | sp     | -2    | +1  | + 4                
cr.lp, cr.hk   |  4f | su     | -6    | UKD | + 3,-        
cr.lp, st.hk   |  4f | su     | -4    | 0   | + 3,-        
cr.lp, cl.hk   |  3f | su     | +3    | +7  | +10    !             
st.lp, st.hp   |  5f |  -     | -7    | -3  |   0 
st.lp, st.mk   |  5f | su     | -1    | +2  | + 5
cl.hk, cr.mp   |  4f | su,sp  | -2    | +1  | + 4
st.lp, cr.mk   |  3f | su     | +4    | +7  | +10    !
cr.mk, cr.mp   |  3f | sp     | -2    | +1  | + 4  
cr.lp, cl.mp   |  2f | su     | -4    | +1  | + 4
cr.lp, cl.mp   |  2f | su,sp  | -4    | +4  | + 7    !
cr.mp, cl.hp   |  7f | su     | -3    | +2  | + 5
cr.mp, st.hp   | 11f |  -     | 
 
String (HIT)   | Gap | Cancel | Block | Hit | CH        
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
st.lp, cr.mk   |  0f | su     | +4    | +7  | +10
st.lp, st.hp   |  1f |  -     | -7    | -3  | 0 
 
 
! Best for CH setups b/c of godly frame advantage on counterhit


The truth is Zimmerman probably provoked the kid into fighting him so he could have a self defence charge, Zimmerman is no dumb dum and he knew what he would have to do to make this adolecent mad. If it wasnt for this then Trayvon would still be a alive, and unfortunately for zimmerman it all blew up in his face. zimmerman is probably going to jail because of this and i don’t blame black ppl for being angry. whether trayvon was a wanna be gangsta or not that does not warant his death, you can’t kill someone just because they can’t spell correctly. shame on you for even suggesting that, disgusting.

Updated numbers on the doc, added tap combos and numbers for some of the more difficult fadc combos, will update previous headbutt combos to AE 2012 over time.

Cook, if you have the time, make a new thread with the info organized into pages and tell one of the Mods. They’ll close and unsticky this thread, and sticky your thread.

I can help your organize and/or add combos that are missing.