Balrog (Boxer) Combos

c.mk doesnt cancel into specials lol. c.mk, c.lk xx hb works. c.mk can cancel into a super but the other guy must be a dhalsim or smth for me to conserve so much stock

try c.mp

jump forward (hold db)
HP
C.MP (delay your cancel a bit, til you know you hit the guy)
xx (du + fierce)

its some beast damage imo

but i’d put exRU after the c.mp to punish because jump-ins arent that easy to land against people who are semi-decent. need to punish as hard as possible.

sorry sorry! i meant c.mp.

unlike most cancels, c.mp is slow because you’re charging a c.lp x 2’s timing inside that c.mp.

tap hp, tap mp xx up fierce.

its a very slow rhythm.

hmm… i am in training mode right now trying this combo. i can only get it about 10% of the time. the other 90% i am either getting a 2 hit combo, or the headbutt is not coming out.

when i was learning the c.lp ~ c.lp ~c.lk xx headbutt, someone said to pause slightly between the 2nd c.lp and the c.lk. this advice helped a lot and i can do this combo almost perfectly now.

is there any kind of advice for this combo? i think my problem is linking the j.hp and c.mp. how quickly should i be linking these two? if i tap c.mp too fast, will it cancel the j.hp and mess up the combo?

thanks so much!

edit: also, does it matter how close to the ground you are when you hit them with the j.hp?

all 3 hits have the same pattern.

bam-bam-bam.

j.hp - c.mp - hb.

if your c.mp is too fast, you dont have enough down charge to get the cancel, and your j.hp has to be center mass, or smack the guy in the head. too high and the guy recovers from his hit stun, which is essentially what combos are.

(connecting normals which has hit adv from the hit stun one after another)

Is there any special reason to do j.hp - c.mp - hb? I do it only because it’s easy and i’m old school so doing guile combos that type of thing comes easy… but maybe i’m missing something?

pain.

ultra wont be scaled as hard cuz of dmg scaling.

i’d do this over c.lp c.lk xx hb anyday

so you’re saying that all my jumpins should just be j.HK/HP c.MP and go from there? Cuz i’m prety sure i can just j.HP c.MP ex rush upper c.LP etc etc?

and is dmg scaling based off number of hits? or what… because c.MP does more damage then c.LP and c.LK combined iirc.

yes because punishing effectively differentiates intermediate and pro.

yes.

ultra/super is scaled as 1 hit
SA is 2.

its smth like

1 hit - 100%
2 hits - 100%
3 hits - 90%

etc

woah cool. so if i do use j.HP, c.LP, c.LK, i should just do overhead then c.LK, headbutt? if i intend to do ultra after my first headbutt just use c.MP/headbutt. Thanks.

j.rh, c.mp xx headbutt if you can confirm off the two hits

j.rh c.lp c.lk xx headbutt if you cant

If you see it hit, don’t go into the overhead. You never know, they might block it and you just lost some guaranteed damage

Would j. hp, cr. mk, cr.lk, headbutt also be good for hit confirm? It does (~485) which is a bit more than cr.lp, cr.lk (~435) and a bit less than cr. mp (~507)

yeah. and even if the jump-in’s blocked, he have to block low. if he didnt block low he’d be still standing, and usually that means exRU!!!

c.mp is better from neutral jump because c.mk pokes the guy away. i do c.mp as much as I could, because 50 damage difference could mean the game (seriously)

Here’s a not very practical combo (actually 2 combos), but I guess it could be a nice way to start round 2 against someone. Its pretty much a reset combo. I know, its blockable, and they must be standing first, then blocking down later, but 1045 stun with 2 ex. :rofl:

[media=youtube]v9QMNgaFF3E[/media]

People have been doing that for quite some time now.

Thanks for posting a video though :cool:

Also, it’s quite practical indeed as long as you haven’t been throwing out overheads every 2 seconds

oh i successfully can do 1 frame links on around 80% accuracy on the following

j.hp, c.mk, c.mp xx HB
j.hk, st.hk, c.mp xx exRU c.lp, c.mp xx HB

if anyone wants to know, you really gotta TAP the keys. like fingers off and hit it again like you finger is a woodpecker (bad metaphor)

Well after stepping my Rufus game up for a few weeks I decided to come back and clean up my Balrog game. I have 2 questions.

1: It?s frustrating now being able to consistently land the exRU links but never being able to apply them because everyone I play is glued to down-back while getting comboed so they always duck while the RUSH comes out even if it?s comboed. This whiffs, they jam SRK or whatever while I try to throw, and I wish more and more that I didn?t even go for the RU combo. I am not clear on how you guys are getting people to stand on this combo? Everyone I play always naturally crouch blocks unless a char is jumping in? Only thing I do is mix in overhead smashes and they usually hit, this still doesn?t make them stop crouching while being comboed. If an opponent is standing when you land the c.LPx2 and you cancel into the RUSH upper perfectly do they stay standing? It seems they can still crouch under even if being comboed, correct me if I am wrong.

2: Why do we add the c.LK to link after the c.LP before going into headbutts. More clearly, why the c.LK. Is this just for the range or is there more reasoning behind this such as easier timing, more damage? Thanks in advance.

PS. Are standing LP?s the same as c.LP as far as doing all these links into Rush punches?

do more overheads until they start to stand and do jumpins to get them to stand. hard trial 4 is the ideal jumpin combo that has ex ru

link for overhead follow-ups isnt working.

The overhead is character specific.

http://forums.shoryuken.com/showthread.php?t=180773