Balrog (Boxer) Combos

Hay guys what are the basic sweep combos you guys use ?

st.jab( could possible no more than 3 times) > .cr.Hk, otherwise his HK is very dangerous because it takes good portion of life and it has a long recovery.

ex.ru, cr.lp, st.lp, cr.hk (works on everyone except the twins sometimes)
cr.mk cr.lp, st.lp, cr.hk.
cl.hk, st.lp, cr.hk
CH cr.mk, cr.hk

That’s about it, there are some others, but generally he can only link cr.hk after st.lp, CH cr.lp, or CH cr.mk/cl.hk (jump ins too obviously).

Blanka player here who occasionally plays Rog. I’m curious why most all Rogs combo overhead dash punch into cr. lk -> headbutt instead of cr. mp -> headbutt. I personally do the latter and never encountered an issue with it. Based off the frame data, it looks like you have a ridiculous 4 frames to do it too, so why are people leaving damage on the table? Is the cr. mp matchup specific?

yes, cr.mp was character specific. Pre 2012, overhead, cr.mp whiffed or didn’t allow headbutt follow-up on half the cast. Currently, OH, cr.mp xx hp.hb works on all of the cast except Cammy and C Viper. There’s a spreadsheet in the Matchup thread OPs (search for xls) that has a worksheet with overhead follow up information.

but to really answer the question: people are lazy and stick with what they are used to doing. So whoever is reading this, switch to cr.mp plz. it’s free damage. I occasionally miss the 4 frame link though…

the hardest balrog combo

[media=youtube]5IGcf4Wi6RE[/media]

…quick question: against makoto j.hk/hp, cl.hk, cr.mp Can’t get the link to connect after the jump in, can get it to connect from neutral or after focus attack.  Anyone else have this same problem?

I’ll give it a try, about to hit the training room again.<br><br>In other news I still can’t perform a flat overhead into X + Dash Special with exception to OH, CJab CMP Dash Special - This includes full-screen overhead as well as up close overhead - I’ve seen -R- do this up close and personal in matches and anytime I asked about it people mentioned doing it from further away - It can’t be a charge issue as I’m on keyboard and already performing certain things like forward dashes into OH’s from L2 or L3 FA’s etc just it seems Keyboard doesn’t handle the input very well when trying to go from overhead into, say, DS or EX RU unless I purposely do CJabCMP for more charge time, which doesn’t make a lot of sense when I can’t even do it from fullscreen with years to stock charge.<br><br>Oh well.<br>

Tried JRH/JFP into CSRH CMP and it failed every time - However you can connect a regular standing CSRH into CMP so it’s obviously a pushback issue - Sorry Enig, you’ll need to work on other jumpin’ combo’s vs Makoto, it doesn’t seem like it’ll work ^^<br><br>JRH CMK CMP into X works, not as damaging but it’s an option.<br>

Yeh, i mainly wanted to confirm it wasn’t just me.  <div><br></div><div>I remember you having issues with the OH into cr.mp xx dash special.  I know you don’t have enough down-charge up close.  Try to do OH at sweep distance and hit the cr.mp a bit later.  The timing is very similar to: ex.ru, cr.lp, st.lp, cr.mp xx ex.ru, cr.lp xx lk.smash.  You may also be hitting the cr.mp too early, try a bit later, remember that OH is +10 and cr.mp has 7f of startup, so hitting later might make a difference. Try against standing Akuma and standing Hakan, i know i can do it against both of those characters.</div>

I’ll give it a bash - Seems logical seeing as I can OH CLP CMP into specials just not a regular CMP. I practiced a hell of a lot of FA into OH FA cancels to maximize charge before up close overheads after a dash so if I can delay the CMP maybe I’ll have more luck.<br>

I’ve been working on some new counter hit combos to beat crouch tech’s and I found that versus many crouching characters he can get a full charge (down or back charge) after connecting with a counter hit Close Standing HP. The combo does 493/520 stun damage with full Ultra meter/0 super meter. This combo ONLY works if the characters are crouching because the crouching state allows you to walk deeper into their hitbox I made a video of the combo so check it out! Here’s a link to the video:

Here’s the notation:
Walk up close HP then immediately charge downback, then combo into cr. LP, cr. MP xx HP headbutt. Works on Dhalsim, Seth, Guile, Dee Jay, Dudley, and Rufus.

exceptions
Works on Guy but if he crouch tech’s with cr. LK it goes under Balrog’s close HP.
Works on Cody but if he crouch tech’s with cr.LK it pushes his hitbox out causing the follow-up after the CH to whiff.
Works on Makoto but if she crouch techs with cr. MK, Makoto will duck under the close HP and hit Rog.

** Any character that isn’t listed is because the combo does not work on them. They get pushed out too far by the close standing HP so sometimes the cr. MP will whiff or the headbutt will whiff. Also, many character’s crouch techs completely go under the close standing HP. On SOME of the characters where the cr.MP does connect but the HP headbutt whiffs, you can replace the HP headbutt with an EX Rush Upper which of course you can combo from. I have not tested this adjusted version of the combo on all the characters yet. **

Also, on some of the characters that the HP headbutt DOES work on, you can replace the HP headbutt with the EX Rush Upper as well. Again, I didn’t have time to test that version of the combo on all characters.

The revised version with the EX Rush Upper is: Counter Hit Close standing HP, cr. LP, cr. MP, EX Rush Upper, cr. LP, cr. MP xx HP Headbutt.
1 Meter / 413 Damage / 680 Stun

Hello, sorry if this has been asked before but I didn’t see it asked. Is there a “trick” so to speak for connecting Ex Uppers or TAP AA into ultra? I had some difficulty doing AA TAP both with kicks and punches into ultra. I simply could not get it to work although I think I may have done super a few times if I recall correctly.

If you’re sure you have enough charge time, then you may just be inputing the ultra too early.
I found delaying it a bit to be more effective…although it’s scary like you’re not going to juggle them, but yep.

Is final TAP into Super the most damaging (and most impractical) combo in the game? I actually landed it online while just messing around, then did it in training and it registered at 861 damage. I know it’s completely unrealistic to use seriously, but I am wondering if any character has a combo that can beat it?

It’s probably the most damaging, but yes it’s impractical. It’s also probably the most damaging combo on block (something like 200 damage or more).

I’ve said this in the matchup thread, but i do feel final TAP is viable in the Vega (Claw), Guile to a degree and Seth matchup where Boxer has to spend a lot of time avoiding and not getting in and waiting until a moment where he has an opportunity.

Good stuff.

kill setup on ryu

Meaty tap into ultra

the timing is very strict

swag combo