Holy cow I managed to successfully perform my first renda cancel combo in a match today! J. short, cr. jab, cr. jab, straight rush. Weird thing, though, was Gief was crouching at the start of the combo. I guess his hit box gets taller in his reel animation?
I think that really all depends on how Ryu executes the cross up.
Awesome… I wish people would do this for other characters. Updates on the 1st post cuts down on searching through clutter.
I also wanted to see more on Rog’s Super section. For instance… “what can knock Rog out his super” such as a jumping roundhouse, Blanka’s slide, or pretty much anything you want to look for where his hit box is vulnerable… something people should look out for. Also I was playing a few sims the other day and I notice that the Rog’s super goes right through a Sim’s super at any point.
It depends where the fatman is at. If he’s close enough, you can use cr.fierce at the peak of his buttslam… I dont’ think you can do this as he’s going down. I’ve always wanted to test this out but gotta figure out where standing jab won’t be effective for a buttslam. Let’s say you whiff it and he’s coming down on you. You start to block, then as soon as eHonda lands, he starts up again. I’ve seen some guys who can time it pretty well where they’ll low rush to the other side to get out of the corner.
Does a blocked high level TAP leave boxer at frame advantage?
The reason I’m asking is it seems like after blocking a level 5, Boxer gets a free grab. It seems like no matter how I time my throw, I can’t even soften the headbutts.
There are 2 other possibilities that I’m very open to.
The lag in online play makes this a more legitimate tactic. (a la Ken’s lp SRK spam…)
Good question. My favorite combo is TAP, cr.strong, to low rush. But when blocked, I automatically grab doing this combo on high level TAP. I would say yes because it seems that the higher the level of TAP, the deeper and longer the punch is on the opponent’s hit box.
Pretty much any TAP on hit or block gives Boxer frame advantage, as seen in my FAQ. Connecting at least a Level 3 TAP gives Boxer enough frame advantage to link either any Dashing Punch or the Crazy Buffalo SC. At least a meaty Level 1 TAP will yield the same results.
I think the key, however, is that higher level TAPs leave Boxer closer to the opponent. Doesn’t the recovery keep moving forward or something?
Nice pics in the 1st post 1hitparry. I like those potential hitbox pics. It’s a great way to illustrate a character’s range with just normals. Dhalsim is gonna be :wow:
Thanks guys. I should probably talk to Rufoos about getting legitimate screen captures for the controlling space section at least.
I’ll need help for this. School keeps me pretty busy so I barely have enough time to practice let alone remember to try new stuff. Heck, I’ve forgotten the timing on cr. forward, cr. strong link. Anyway, if anyone could help out with this that would be great and super awesome. Thanks so much!
TAPs that are lvl 5+ and are blocked, tend to be thrown a lot. Obviously it has to do with Boxer ending up a lot closer to the opponent, within throw range. I have seen this happen time and again from experience and watching videos. Basically, the higher the TAP, the further away you have to be when you do unleash it, in order not to be thrown when it’s blocked. It’s also a good reason to use more frequent lower-level TAPs (depending on the matchup, of course).
Also, Boxer’s super loses to all sorts of stuff. Basically any well-timed reversal can beat it. So a Ryu who jumps backwards as you super and lands at the right distance just has to DP and it’ll hit you out of the super. Or Gief can lariat, and if you forgot to do the Kick super you’ll get hit. That’s not to mention all the lag bugs that occur when you super them into the corner. When supering someone into the corner I’ve been DP’d out of the very last (5th) hit, as well as the usual second or third lagging punch being reversal’d. Very annoying when that happens, and there’s little you can do to prevent it.
The first swing of Rog’s super is completely red hitbox (invulnerable) in the extended arm area. After that he has that same red hitbox space but a lot of blue (hit-able) hitbox around the rest of his body. This is why Blanka can usually knock Rog out of a super if he is looking for it.
So… if you launch a Rog super into, say, a jab SRK from Ken/Ryu/Sagat, you’d likely win the exchange. If you launched one into akuma’s SRK or Ken’s MP SRK, you’ll get hit out after Rog completes his first swing.
Edit: That initial invulnerable swing is also why Rog can go through fireballs even 3/4s across the screen and still connect with the rest of the super.
Two things that I just remembered that every Rog player should know:
If you block a jab SRK, you can almost always return it with a reversal jab standing dash punch. Doesn’t even need to be a reversal, just close to it. Easier than it sounds.
Using a standing rush uppercut buffered into a super is very easy to do and works extremely well as a “deke” type move. i.e. Rush Upper from full screen, opponent throws a fireball, you cancel into super by adding a “back-forward-punch” at the apex of the move, and you blow right through the fireball and nail him. Ever since I started doing this I’ve been landing it very frequently. I rarely see other people use it so maybe that’s why it catches opponents off guard.
How do you guys deal with Chun’s constant fireball zoning? I usually try to short kick rush after the first fireball disappears, then headbutt through the second one to get close. This seems to work well enough for me. However, if Chun is smart enough to walk just a little bit forward before letting out her fireball, I have to block it. I haven’t tried jumping over the fireballs in a while. How does that work for you guys? Float fierce is near impossible online sometimes. Plain Headbutt sounds like I’m going to eat a throw if I’m too close.
Recently I’ve been using a lot of jab dash straights and standing fierces with the intent to trade. You always come out better damage-wise and they seem to stop trying to throw fire after you nab them a few times.
Thanks a lot! I disagree with some of your match ups, though. I think Honda is 5-5. I think DJ is 4-6 at best. I think Cammy is 4-6, and I think Gief is 5.5-4.5 now because of his stupid kick Lariat. What do you other Boxer players think?
Also, I added a combo and two block strings. What do you guys think of the format, though? I feel like it’s a little redundant and maybe hard to read. I was thinking of making a flow chart like diagram, but that wasn’t going so well. I might try again later.
Depending on who you play, do you guys have any great bait moves for certain turtlers? For instance, a turtling fatman… jab low rush to cr. strong for him to eat it when anticipating to do a torpedo…