Balrog (Boxer) Combos

anyone have a list of which characters cr.mk, cr.lp, cr.mp XX HP.Headbutt works on?
and does anyone here consistently use cr.mk, cr.mp XX HP.Headbutt as their main punish move?

Anyone successfully use cr.mk CH ultra?

I’ve been away for a year and I’m wondering about any new technology out there lol

Hi HVE,

It’s really dependent on distance. If I don’t have ultra and someone whiffs a fierce.SRK I will normally

Cl.RH, standing jab, cr.RH

This is to set up a better situation.

If I land a focus crumple up close.

Cr.mk. Cr. strong xx headbutt OR
Cr.Mk cr. strong, mp rush upper for the tech trap.

Although I might not be doing max damage I am doing combos that lead to more opportunities. The dark aE period made me revisit a lot of combos to jut work on oki.

As far as cr.hit forward into ultra, I don’t think it’s practical but I’ll see If it works when i go into the lab.

Thanks!
OneTimeHero

cr.mk, cr.mp xx hp.hb will work on the majority of the cast depending on spacing. It’s probably a good rule of thumb to say that if you can’t hit overhead, cr.mp xx hp.hb, then it wont work. At point blank it’ll work on 100% of the cast (probably except crouching cammy and c-viper, maaaybe blanka).

CH cr.mk, Ultra only works on standing opponents, since to get the Ultra out in 10f, you need to use the uppers which makes it fast, straights are 11f. So practically useless if your opponent gets CH during an offensive crouch. cl.hk is a bit better since you can frame trap up close with it, you’re much more likely to get a standing CH than with cr.mk.

Can you explain what you mean or 3nig when your talkina about Cr.Mk cr. strong, mp rush upper for the tech trap

You’re at like +1 or 2 after a hit mk rush upper. Most Balrogs will grab immediately after, catching their opponent off guard. Once you set the grab up, you can start jabbing after a mk rush upper to beat the tech.

I looked at the frame data on the web site and med and hard(lol) were plus 1 on block so im confused

Nah. You were looking at the on hit advantage. mk is -5 and hk is -7 on block.

OH ok i thought if it was on hit thanks for clearing that up for me i just added this to my game …

Anybody here uses [cr.LP, cl.HK, cr.mp xx Special] ? I know it’s not very reliable (distance dependent, tight links and no hitconfirm) but I found it quite useful offensively. If it gets blocked, it essentially becomes a frametrap. Anybody here has an idea of which other situation this combo/string could be useful?

I also found myself mixing up cr.lp, cl.MK xx dash punch & cr.lp, cl.MK > grab reset (it’s 0 on hit.) It’s a gimmick that works once in a while, best used when you’ve got offensive momentum.

Balrog honestly has had all of his combos figured out. But I think that switching up his enders / not ending some combos at all, can create some interesting situations. Just like how people often OH in the middle of a EX RU loop.

hmm, I’ll have to try that cl.MK grab thing…

LP MK COMBOS ???

cl.mk, cr.lp combos into just about all of his buttons except far st.mk, and far st.hp (even with counter hit). You can end rush upper loops with cr.lp, cr.hp on about 50% of the cast, there’s just much better enders e.g. headbutt for stun/damage, cr.hk/st.hk, for safe jumps or frame traps, etc.

and while this thread has some attention, i’m thinking about re-writing it once, not really doing any updates, but just re-writing the thread so it has all the important information within the first couple of posts. Can you guys think of anything you’d like specifically in it aside from stun/damage?

It’s a pretty bad gimmick that works thanks to the fact that cl.MK never gets used. And it probably isn’t useful against competent players.

Crouching LP specifically, I think cl.LP has too much pushback (not sure, didn’t test it out!)

Well, I don’t know if you’ve thought of it, but perhaps you could write down small explanations before every sections to know when the combos are best used? I, for one, only truly learned how to use frametraps properly a few months ago. Newbies seeing ‘CH combos’ all think:* “Meh, I’ll never be able to pick up on that, I’ll stick to hitconfirms.” *

I think it would be very useful for beginners. I used to do cr.LP, cr.LP xx headbutt AT ALL TIMES, when I first started playing Rog.

Thanks. I have an article in the works about frame traps which is better suited to explain that since knowing how throws and crouch-techs work help to better explain how counterhits work and how you can set them up.

My general idea was to do the usual combos with damage/stun numbers, but also to split combos into three sections: starters, mids, and finishers explaining the positional/damage/logic behind using one over another depending on the character and the general matchup to some degree. e.g. doing a RU combo and ending with cr.hk, since the opp doesn’t have any options to avoid jab O/S sweep or a meaty throw etc.

Also thinking about moving all of the character specific combos/setups (headbutt mixups etc), in this thread versus the matchup thread.

Hey guys. I am having a hard time connecting ex rush upper after 2x crouching jabs consistently. For some reason, most of the time I’m late and they block, or a standing normal comes out. I have no problem connecting jabs and dash straights at all. I can also do J.HK > CS.HK > c.LK > EX RU very consistently, but I can’t do J.HP > c.lp > c.lp > EX RU consistently at all. Any tips or ideas about what I’m doing wrong?

yeh, don’t do two jabs, do jab short or jab strong, more damage, same confirm, less trouble with chaining versus linking.

But to answer your question, you’re chaining the jabs and not linking them and thereforce can’t cancel into another ex.ru. Do it slower (link) and you’ll find that you can cancel.

Anybody here uses [cr.LP > cl.MP > cr.LP xx Dash Punch] at all? I’ve been playing around with it and it seems very reliable when on the offensive, walking forward. It requires no back charge prior to it, the normal links last long enough to get a dash punch… And it’s easy to pull off.

2 reasons I dont use it:

  • I need the 2nd cr.lp so I can hit cr.lp + cr.rh to punish backdashes
  • cl.MP is -2 on block so my offense sorta just ends if the opponent blocks

cr.lp, cr.lp, cr.mp xx dash punch is a better confirm and is also self charging. Your max range is just beyond standing jab range. while with cl.mp you have to be really close and it whiffs on some crouchers. Most if not all the situations where you could use cl.mp, cl.hk is better. twice as much stun, hits crouchers (whiffs on fuerte if you don’t delay it, but usually only from a jump-in), more frame advantage on counter-hit.

the force stand on normal hit is good, but i think in practice, recovery on that normal makes it hella weird to link afterward and all you can get is jab on CH since its only +6

To someone saying CS.MK never gets used, it does more damage than C.MP, so I normally end basic punishes with CS.MK Headbutt as opposed to the typical/common CMP Headbutt when, for example, whiffed moves right at point blank or when I can comfortably land a FA3 Fdash (Any scenario where I can stock, or have already stored, downcharge and am close enough to use CS MK).

It is definately underused - Exact same can be said about JMK, it’s just useless.