Balrog Thread

Fatboy is right, short, short super is most easily done from the neutral crouch position. You can do the entire super motion after the second short hits so its pretty easy to hit confirm the combo. The timing is really lenient. You can do the super pretty late after the sencond short and it will still connect but often the first hit of the super will miss (but hits 2-5 still connect). This technique works after any number of shorts (typically 1-3 shorts is all you can land before a super). Another fun little fact is that if you do the super motion without meter, a jab dp comes out instead of a super for a quick little 3-hit knockdown combo. I find low shortx2, jab dp is most easily done with a super motion rather then a dp motion and if you get meter, bonus!

-wes

Moved to N.Ken thread

It definitely says you need to go all the way to towards. Someone’s wrong here, whether it’s you or the wiki I can’t tell though.

edit: one thing, it’s also possible to link the super after the 2 shorts, and that doesn’t require to complete qcf’s.

Moved to N. Ken thread!

Hey Dudes, was wondering about Boxer’s d (charge) up + P head butt. When going through fireballs is there a safe version to use depending on range? I usually screw up when trying to travel forward with d (charge) up + HP head butt versus a fireball character a whole screen away.

For reference is d (charge) up + LP head B safe when you are super close? I have seen the Boxer players do this on a cornered opponent:

(charge d/b) c.LP -> c. LP -> c.MP -> d/f + LK -> u + LP Head butt.

Is the Head butt not punishable? Thanks.

Not familiar yet with the frame data of this game. I have crap knowledge concerning hit boxes too. Thanks a million!

The headbutt can always be thrown if the opponent is close enough. Other than that, I think only really quick normals can punish it on block? The jab headbutt is not all that unsafe from what I can tell.

Also, in my limited experience, MP headbutt seems to be the best choice for going through fireballs. Fierce is sometimes good too because of the range obviously, but it’s slower overall and the range can make it easier for the opponent to punish.

Now then, any suggestions against Old Ken? My best guess is to play him kinda like Sim - don’t headbutt through the jab fireballs, but look to trade or occasionally jump over them. However, unlike Sim, he has an annoying safe jab DP that kills the TAP. Maybe play defensively, wait for DPs and low rush, then TAP if you think he’s scared?

If you can get in, he has a hard time, and once you get meter he’s screwed. It’s the rest of the matchup that I need to work on…

Thanks,
Josh.

Hey guys, I want to step my game up with rog.

[media=youtube]AxuY5BFV6t4[/media]
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Any advice??

I just noticed, if you already have charge, you can do cr. mk, standing LP, low rush or short kick rush. This does more damage than cr. lp x2, st. lp, low rush/kick rush. So it’s better if you have charge…

If this pertains to me, Sometimes when you see that in the vid, im going for the super but missed. Most of the time I go for c.mk, c.mp link into the low/upper rush. Thanks for the advice though.

Half-Ro, I noticed you would clam up when Ken kept you at distance with his cr.mk. At this distance I suggest you do a quick TAP at times. It will beat out his cr.mk but if you are predictable with it he can DP you. You can watch him retract his foot and then go for low dash but that is easier said than done.

You also tend to jump forward against his slow fireball, I say try to jab headbutt through them or do a standing jump fierce to guide over them.

Really? I think its the worst option of the three. The only time I use mp headbutt in that situation is to do it early against low tiger shots.

That didn’t pertain to you, it was just something I figured out in practice mode. :tup:

You should also be able to do cr. mk, standing jab or short into super, but I dunno what real-game situation you’d be in where that’s a better choice than jabs into super, which already almost guarantees death and would be easier to do.

Yep, I was still new as can be when I posted some of this stuff, sorry. =P That version seems to have really weird inv frames, and I’ve mostly dropped it now that I can time jab headbutt through fireballs.

[media=youtube]GwYKQM9dflU[/media]

Witness aniken’s beautiful answer to claw’s wall dives.

Now someone tell me how he does it…

edit: it happens twice in the last round of the boxer vs claw game

Balrog’s execution for the super is back, towards, back, towards+P. It works on the same principal as the anti-crossup DP, if what direction “towards” is changes during the execution, you can still change to the correct “towards” and get the move out.

So when he’s kick rushing to the right, he’s doing back, towards+kick (i.e., left, right+kick), then vega jumps over, and he has already done one “back, towards”, so he only has to press another back, towards (right, left)+P to super.

so its just charge left, right + kick, then left + punch?

No, L, R+short, (right counts as FORWARD) then you need another back forward, so right (now counts as BACK), left+super button.

It really helps to think of it as back and forward instead of left and right and you’ll see what I mean. :tup:

Unfortunately I don’t play against claws very much so I probably won’t get to use this until Midwest Championships.

Sorry Im confused.

So now youre saying its

charge left, right + kick, right, left + punch.

In the middle there you are pressing right two times in a row. Are you saying you have to return to neutral in between? If not its the same as what I said.

Only the first right is a “forward” because Claw is on the right of you, during the second right he’s to the left of you, so that right directional is a “back”

Yes, you have to return to neutral.

I don’t think this has been posted yet, so here’s a nice little bit of info.

After the throw, Boxer can immediately perform a jump-in on the following characters:

Sagat
another Boxer
Cammy
Fei-Long

I know that in the Boxer mirror it is a safe jump-in, but I’m not sure about the others (think they are as well, but not positive). It does not work in the corner, either, since the opponent reaches the ground much more quickly.

Oh yeah, and you can also get a safe jump-in against Zangief…but only sometimes. He can randomly land behind you, so it’s not recommended.

-Josh

what differences does o.boxer have?