Remixed Remix Boxer Thread

Getting through tiger shots takes some practice. And if your opponent is tricky, you’ll definitely eat a tiger shot or two even if you are really good. That said, if you’re really far away, you’ll have to be patient. Unless you have super, you won’t be able to get in Sagat’s face in just one move. Even though float fierce is slow, it’s the safest option you have. You can also train yourself to only headbutt through low tiger shots, since they will be the easiest to headbutt through. Once you get closer, if you anticipate a fireball you can jump over and go for a jump in attack (maybe even combo if you’re good enough). Once you get within jab low rush range, it’s Boxer’s game. Just watch out for Sagats that like to tiger knee all the time.

As for throw situations
-After a blocked tiger knee you should be able to throw but jab heabutt works, too. Most Sagats will follow up a wiffed or blocked tiger knee with throw or tiger uppercut, both of which are beat out by Headbutt
-I usually guess whether to block or headbutt. I think most better Dictator players I’ve played against will scissor kick so that they’re out of Boxer’s throw range but within or at least close to Dictator’s.
-Against Fei, you should work on Headbutting chicken wing on reaction. Fei is pretty is pretty easy to turtle against and thus keep a down back charge.
-It’s probably j. short (lk). I choose between block or throw and I commit to one right after blocking the j. short. If I think he’s going to throw I usually mash strong and fierce like there’s no tomorrow and that usually beats out Blanka’s throw.

Good Sagat players are tough. The fireball problem just sounds like you need more experience with. There’s still that little bit of information on the last page from when you asked. It’s not much but you really don’t have a single option that works. If the Sagat player is going for the throw every time, then you can headbutt to become throw invincible and beat him although most Sagat players purposely whiff the Tiger Knee to throw. It’s hard to get used to and you just have to play the match up a lot or be looking for the tiger knee. It feels like a situation where you have to anticipate it rather than react to it. Just remember the match becomes much scarier for Sagat once you get super. When you get super, basically you can get in for free, regardless of whether or not it hits. Let’s say that you can get in once without super, then super doubles the time you stay in his face.

Once you get in, you want to see if he’s trigger happy with his tiger uppercut or not. This determines whether or not you can do low jab x2 low strong xx whatever. Unfortunately, if you get hit by it, then you have to start over again so it’s more of whether or not you know the player. Of course, you can do what I do and assume that all players are able to do things that a prohibitively hard when it comes tournament time. Something I like to do against Sagat after a throw is hold up forward during the throw so you get a safe jump opportunity. Then if you hit with j. short, you can do low jab x2 or 3, st. jab xx jab rush. You have plenty of time to switch it up if you see he’s blocking.

For the dictator trouble, if you know a throw is coming and that player is unlikely to mix it up at all, then you can jab headbutt it and tech it if the throw gets through anyway. You could also hit him out of the scissors with st. jab. I’ve had some success with st. strong but I would ask other players to confirm it. The most important part of the match up is not getting knocked down and being the aggressor. Playing defensively puts you into this weird position where low strong won’t hit but dictator can seemingly do everything to you. The more time you spend on the offense, the less time you have to think about defense, especially when it comes to dictator. Unless you play him yourself, you’re not going know all his gimmicks so the match is tough once he gets rolling.

Fei has the worst throw range in the game so I think he has to walk forward to throw you after the chicken wing. If you see it coming, you can throw him before he gets to you or at least st. strong. But yeah, heatbutt if you have charge. You can throw out a st. fierce and trade with chicken wing if you know he’ll whiff if it doesn’t work, you push him away at the very least. You can also do the safe jump throw bit on Fei since his hit box is so fat.

For Blanka, I think it’s jumping short you’re talking about. Balrog has trouble especially if Blanka is safe jumping the short and it’s just so fast. You can’t throw him back because his range is so good and you’d have to rely on the other player fucking up. This is again one of those “don’t get into the situation in the first place” type of things. I’d say Balrog has the advantage at every other range other than the jumping short cross up range. Low jab rush on block will keep him away from that sweet spot regardless of distance. If you know you’re going to get crossed up, you can fierce headbutt to create a little distance and get ready to anti air in case he tries to jump in again. On paper, the match should be easy but it’s hard to account for Blanka’s feints.

I’m sure other people could give very specific pieces of advice. My lack of experience is getting to me.

EDIT: 1hitparry spitting out wisdom and saying everything I wanted to say in way fewer words.

To add to Effull Bao and my own:

Sagat-
In theory you should always be able to punish wiffed tiger knee with cr. jab/strong low rush. That said either due to lag or bad reactions (I blame lag!) I can’t seem to punish consistently and will get thrown or uppercutted. If you find you can punish consistently, go for a low rush combo since it does more damage and is safe on block if you make a mistake. That said if not, headbutt is still a good option until your opponent wises up and tries to bait it out. As for the jab jab jab rush combos, I’m pretty sure you can finish with fierce straight rush, too, which knocks down. That said I know I’ve seen debate over whether or not straight rush will reliably combos off of the last standing jab.

Cr. Strong vs. Scissor kick-
I wouldn’t be surprised if cr. strong beats scissor kick since it stops Honda’s torpedo. That said it probably requires very good reaction times so I stick to st. jab since I’m not that good.

I’m looking to mess around with Balrog. Questions:

  1. What buttons are you guys holding to keep the TAP charged? I sometimes confuse myself when I have 2 K’s held. Also, what button config works best for this on the 360 d-pad?
  2. Is there a use for the rushing uppercut besides cancelling it into super? I don’t see it used often, generally its the low rush that Rog’s use against me.

Rushing uppercut can be used to get close so he can go for the throw while you’re crouching.

  1. I use a stick but I hold down short and roundhouse with my pinky and my thumb.

  2. To elaborate on what Slezzy said. If Boxer’s opponent is standing, Kick Rush will either be blocked or will hit. If Boxer’s opponent is crouching, the kick rush will wiff and leave Boxer within or at least close to throw range. Boxer can also mix it up with wiff Kick Rush into Headbutt in anticipation to counter throw or uppercut attempts. Also, if Boxer lands a throw in the corner, he can wiff Kick Rush to get closer for meaty cr. jabs or Headbutt. I think any Rush Punch would work, it’s just that Kick Rush has the quickest recovery and over all animation making it the safest of the three.

Also, I added a section for Claw and Sagat.

Rush upper is also great for people who like to neutral jump a lot like chun’s and blanka’s. Also catches lariat sometimes (not safe though).

I used to think Kick Rush was great against Lariat. Now I think otherwise. If you miss time it you can eat a sweep or an SPD. That said you have to get way closer to hit with Kick Rush.

I consider myself to be a very average Balrog at best - but I’m frustrated because I don’t seem to be getting better. I know my basic problems: 1) I turtle entirely too much, and 2) I have a hard time integrating TAPs into my game. My Pressure game is pretty much nonexistent. Would any good Balrogs have some time to meet me this week in a private player room with a headset?

So I think I had both of your problems. Over the summer I had more than one person tell me I wasn’t aggressive enough. I also didn’t use TAP to begin with. The way I learned, which may not be the best way, was to over do both. There was a period where I would almost always use a Rush Punch when I had a charge and I would always have TAP held down. By overusing both I learned where they worked and where they didn’t. So if no one comes up with a better idea, try it out. Sim is a good match to practice, though. Once you get past fireball zoning you can go nuts with pressure and TAPs.

That’s probably what I’ll start doing. I’ve seen videos where the player uses both TAP and kick moves interchangeably, but I can’t tell quite when they start the charge. As for me, even with having to press only 2 buttons, it’s awkward to charge. Overall though, my basic issue is that I’m very reactive instead of having a clear offensive plan, which usually results in me getting rushed down. I’ve reached the point where the amount of time I play will no longer help; I need to work on things like TAP integration, pressure, throw game, and taking risks.

I’ll probably have more to say later, but one person who’s giving me fits is Zangief. Any halfway decent Gief is killing me with basic tick setups. I saw a video on youtube that explained how a perfectly timed reversal will cleanly hit gief on his throw attempt, but I’m unsure what move I should use, as the video used Guile as the opponent.

EDIT: Eventhubs has a good list of reversal moves for each character: http://www.eventhubs.com/guides/2009/jan/14/reversals-super-street-fighter-2-turbo-hd-remix/ Hopefully this will help me stuff Giefs.

Sometimes it’s hard to tell when people are charging and when their not. For one, the kick move might be the start of the charge. Then again, when you start charging, you have about half a second leeway to use the third kick button before it’s disable. Either way, I wouldn’t concentrate so much about when they’re charging TAP as much as when they use it. That’ll give you an idea of what kind of TAP setups there are. Then once you’ve started recognizing TAP setups, you obviously have to start charging TAP before the setup even usually starts. For example, one of my favorite setups against Sim is Low Rush, far Fierce, level 3+ TAP. But when you play around with it you’ll notice you need to start charging TAP well before the Low Rush (maybe even before you start charging for the Rush Punch). As you play more you’ll learn to just keep TAP charged and work TAP setups into the game. I guess what I’ve been trying to say is when you experiment enough, TAP becomes second nature. When I play, I’ll just randomly hold down a TAP charge and release when a good opportunity comes up.

And I used to be a reactive player, too. When you play against really bad players is easy to get in the habit of waiting for your opponent to make a mistake. Just work on being aggressive and break the habit (or at least that’s how I assume it is with you). As for Gief, Headbutt is your only option, which really sucks because it’s easy to safe jump (Gief can even sweep and recover before Headbutt’s active fames kick in). When Gief gets close, it’s very hard for Boxer to defend against SPD, so don’t feel too bad. This means that when you fight Gief, your top priority is to push him back every chance you get. I have some stuff written in the character specific section, but I also have some more (which I think is better) written on the previous page. I hope that helps.

Can someone give some tips on doing the whiffed rush punch into super as well as c.lpx2 x s.lp x s.lp~Fierce super?

I’ll show you that tonight if you want, the rush to super has wierd timing, its not as fast as you think (at least thats my view on it), and skip the lp chain and go for cr.mp to super pretty much same dmg faster and safer. (to much lp action and you’ll get thrown around like a fool)

I used the sound of Ryu’s fake fireball as the timing for the low rush upper into super. Low rush upper ends in 22 frames and rush upper ends in 25. Fake fireball is coincidentally 22 frames so I do the motion for the low rush upper, play the sound of Ryu’s fake in my head, and finish the super motion. Of course you get used to it over time. This at least helps frame savvy people like me.

I wouldn’t skip jab into super combos completely. A jab combo is a whole lot easier to confirm than cr. strong.

As wiff rush into super, practice by backing up all the way, hold back (for the charge), then f + short (kick rush). While Boxer is performing his uppercut hit back then toward/forward, timing it so that you hit forward just before or around the time Boxer finishes recovering from his Kick Rush. As soon as the Kick Rush is over piano those punches. As for the punch chain, I don’t know if you misstyped, but you can’t combo st. jab, st. jab super. It’s have to be cr. jab, cr. jab, st. jab xx super. Or cr. jab, cr. jab, renda cancel super. Maybe that’s what you meant and I’m misinterpreting. Anyway, I really can’t get any regular cancels into super. I always get a rush punch by accident so I’ve been working on renda cancel combos. If you’re doing those, the combo is (with enough charge) cr. jab, cr. jab, then st. jab ~ punches for super where st. jab is hit about the time that you would need to cancel the last cr. jab into a st. jab.

I learned Kick Rush to Super by learning to do the Super motion as slowly as possible to still get super. Then you just stick an extra df+kick in the middle of the super command, and you get it. This can also help in certain situations like supering through fireballs from long range because it allows you to take a small step forward before the super comes out.

If I had a 360 I would play with you and show you some stuff. My strategy is to ALWAYS be charging the TAP (unless you are playing against Gief, or Akuma… use those kick rushes to attack him while he air fireballs…). Immediately start charging the TAP as the round starts, and by the time he says FIGHT, you will have a 2 TAP charged. You can get by the entire match with just jab, strong, and fierce.

Use TAP against guys that are turtling, and when they block it, immediately do a buffalo headbutt. Most people will not be expecting that, so they will try some sort of low kick. Rinse, wash, and repeat. Entry level players will fall for it EVERY TIME. Sure, it may be cheesy, but it works. Also a good strategy to use TAP is to let it go right after you release them from a grab headbutt. If your opponent isn’t mashing buttons, Balrog will do 9 bashes with his head. As soon as the guy is in the air, let the TAP go. I’d say about 30% of the time, this will work, and you will do some major damage. If they block it however, you are still good for either a buffalo headbutt, or another grab, if your TAP pushed you into them far enough (usually a 4 TAP or higher).

Against Gief players, abandon the TAP completely. It is worthless. Stick to low jab rush, and low kick rush (for when he lariats).

It is great against Lariat, if you are in close enough. If you are medium distance away, use low jab rush.

With the whiff rush, is it like doing a normal charged special move and while boxer is rushing forward, I start charging back for a 2nd time and then when he finally throws out the punch, I hit foward and punch? Does it have to be a kick rush, like Boxers upper cut? It cant be a straight rush?

As far as the renda cancel, thats what I meant, exactly what you put. What I highlighted in bold in your quote, I don’t understand what you mean by that. I’ve gotten it to come out a few times, just my timing is inconsistent.