The Sweet Science: Balrog (Boxer) Q&A Thread

Generally the best way is just to block them. A good idea is to block the cross-up, then back-dash to avoid the follow up.

I’m pretty decent with my HB timing, so sometimes I risk an auto-correct but that should never be your go-to answer.

If anything, do your best to maintain a certain amount of space to ensure your AA normals do connect on jump-in.

Spacing is really important, if it’s on wakeup, then yeh ambiguous jump-ins are going to be a problem, but from neutral, you have enough time to move around, backdash, AA, etc. There’s not too many ways an opponent can put you in block stun AND jump-in without you having time to AA. AA with cr.hp, the trade is definitely in your favor with crossups (which are usually medium strength). If you want a really good example of spacing, look for videos of Jakob002 playing Dictator, Dictator’s st.hk is a horrible AA, but he lands it clean every time as an AA.

Unless you don’t have any health left, don’t be afraid to trade, it’s usually always in your favor and there aren’t too many cross-ups/jump-ins that won’t trade with cr.hp. Spacing is sooo important. A lot of character’s don’t have a general purpose 8f AA that works 99% of the time, so abuse it. ALL of balrog’s normals can be used as AA’s in certain situations: st.lp, cr.mp, cr.hp, cl.hp, st.mp, cl.mp etc. This is a vanilla video of me playing, and even though I was on auto-pilot, my AA was on point.

i’m not so familar with boxer but i bet he does have a safe-jump option to crush (block) srk, tiger-uppercut, flamekick, criminal upper, ex birdkick, etc.
can anyone point me into the right direction?

also, i played against a cammy yesterday and she kept doingt far stHK. i doubt that thing, even it’s quick, it’s totally free for her to throw out. so what is the best option for boxer to punish it if blocked or is it safe for her?

For safe jumps: SF4 Game Mechanics: Meaties and Safe Jumps (Balrog Emphasis) and SF4 Game Mechanics: Option-Selects , look for the spoiler about safe jump options.

As far as cammy spamming far st.hk, that’s easy, walk back st.hp/st.hk . It’s completely safe on block, but it has a lot of recovery so you can use your ex.dashes that beat low profiles (ex.ds, ex.smash, ex.dl, ex.oh but i’m sure that she recovers early enough to block). I wish cammy’s I played would play footsies with me :[ . Some characters don’t have good answers to that attack. Hit her in the green areas.
http://www.eventhubs.com/images/2011/sep/30/cammys-hit-box-information-super-street-fighter-4-arcade-edition-image-1/
Bottom row, second column.

I don’t really use J.LK at all - I generally stick to J.RH and J.FP.

Typical everyday jumpins, J.RH / J.FP.

Throw fishing, J.LP (Jab) - Has far less blockstun recovery so certain players can be thrown thanks to them expecting the block-stun of a JRH or JFP and not hitting Throw fast enough.

NJ.RH - I only ever use this vs Bison - It’s one of the few Normals that, at the right range, will stuff Headstomp / DR shinanigans - Especially nice when you just know a Bison is going to open with Headstomp (The really bad ones) so eating an immediate NJ.RH is a good start for Rog. It hits pretty high so I’m sure it has other uses but you will rarely ever see it.

If I want a bit more height with my jumping attacks, I’ll go with J.MP - Timings a bit weird on it though as it’s pretty darn fast. Will stuff certain things that can’t be hit by J.RH / J.FP etc etc

Must start experimenting with J.LK - Especially if it can crossup.

how can i link cr jab x3 to cr rh? i can do combos into headbutt ultra with no problem but i have not gotten this link once

also whats the most standard bnb after landing a fa?

To answer your first question:

unless you mean st.lp, in that case you just need to practice, cr.lp, cr.hk is only a CH link or a combo video combo :]

most standard bnb after landed FA?..cl.hk, cr.lk/cr.mp xx hp.ds, use your imagination, but to max out your damage, use cl.hk, or if you want headbutt, you need to use at least two cr.lp’s to get your down-charge, assuming you dash foward. If you hit and it crumples, you can just hold down-back and go for cr.mp headbutt/ex.ds whatever, timing’s tighter though.

what about at 43 seconds of this vid http://www.youtube.com/watch?v=djhiTJXK4LA&feature=autoplay&list=PLF4A32E59A1A93FF4&lf=plpp_play_all&playnext=4, doesnt look like a counter hit, or is this the crlp meaty mid combo?

thats standing jab to crouching roundhouse, bread and butter. Standing jab is +8 on hit so it’s a 1 frame link to combo. I’m almost 100% positive that’s one of the trials. If you’re not having luck getting it, then plink, google it. “plink sf4”

[media=youtube]WuWJlmu0Zks[/media]

For Honda it’s literally have him in the corner and jump in with lk. For everyone else it’s too specific for there to be any setups. Hakan has a fairly easy one too in the corner, but Just about everyone has to be crouching for it to crossup. I don’t think it’s very useful as a crossup, as just about everyone will blocking j. lk high but is does crossup.

Sorry for the crappy video, i was literally holding my iphone in my mouth while i filmed it

This simple question encouraged me to have ‘one of those days in the training room’ - Everything from FA >Throw to complete nonsense and awkward combo’s or charge partitioning. Decided to throw all the clips together into a movie purely for visual reference and damage notes - I’m just a bit miffed I hadn’t turned on Stun.

01- FA3 Sweep
02- FA3 Throw
03- FA3 CShort CJab Headbutt // CJab CJab Headbutt // CJab CShort Headbutt
04- FA3 CMP Headbutt // CJab CMP Headbutt // CJab CJab CMP Headbutt
05- FA3 CMK FSJab Headbutt // CMK Cjab Headbutt // CMK CShort Headbutt
06- FA3 CMK CJab CMP DS
07- FA3 CSRH FSJab FSRH
08- FA3 CSRH FSJab CRH (Sweep)
09- FA3 CMP EXRU CJab FSJab CRH (Sweep)
10- FA3 Overhead CRH (Sweep)
11- FA3 Super (Juggle)
12- FA3 Super (Grounded)
13- FA3 Ultra
14- FA3 CMP Super
15- FA3 CSMK Super
16- FA3 CSRH Super
17- FA3 CSFP Super
18- FA3 Headbutt Ultra
19- FA3 TAP Ultra (Juggle)
20- FA3 CMP Headbutt Ultra
21- FA3 CSMK Headbutt Ultra
22- FA3 CJab CMP HeadButt Ultra
23- FA3 CJab CSMK Headbutt Ultra
24- FA3 DS Super (Juggle)
25- FA3 RU Super (Grounded)
26- FA3 CMP RU Super
27- FA3 CSMK RU Super
28- FA3 Overhead CMP Headbutt Ultra
29- FA3 CMK CMP DS Super
30- FA3 CMK CJab CMP Headbutt Ultra
31- FA3 CMK CMP EXRU CJab CMP Headbutt Ultra
32- FA3 CSRH CShort EXRU CJab CShort Headbutt Ultra
33- FA3 CSRH CMP EXRU CJab CMP Headbutt Ultra
34- FA3 CJab CShort EXRU x 4 Headbutt Ultra

[media=youtube]U4ikLjBxcIA[/media]

No idea if this is even remotely useful to anyone at all but aye, if you want a visual example of any of the above (It shows damage but not stun I’m afraid) then feel free to give it a look. Would appreciate any thumbs up or support if you do.

I have to say it’s still funny seeing Balrog forward dash into Overheads or Headbutts, or Headbutt after a CSForward//CSMK (used to use that all the time, hurts more than CStrong) it’s just so wrong. Also the FA3 CForward CStrong Super combo stings like a bitch (520). AFAIR one of the above combo’s hit for just short of 540 and none of them are all that difficult to execute.

@squirtguns, thanks. After a bit more testing, it seems as if crossup j.lk on Honda ONLY works from neutral, if he’s crouching AND in the corner :[ doesn’t work if you jump meaty since his body pushes you out of the way, but that might be spacing specific, i’ll cross my fingers on that one.

@ropedrink, what’s the input like when you lvl3 FA into ultra/OH, etc. afaik, charge partitioning doesn’t exist in sf4 and i know there’s not enough time to build up the charge after FA dashing (as well as some of the combos not being self-charging), so i’m really curious as to how you buffered it in. Is it a really big window like when you FA backdash into ultra?

Hmm well my understanding of partitioning is moot - I just assumed thats what it is. Basically (and it’s tough to explain) charging a Level 3 FA allows you to input the dash (Forward/Backward) and enter downback charging before the L3FA has even ended so, basically, you are charging for a dash special before Balrog has even finished the FA and Dashed.

If this doesn’t make sense I could make a brief clip for you. I’m not sure if it makes any difference but I play on Keyboard which always helps as certain motions do not require you to let go of the backward button (Example, to perform a DS I can still hold back and just tap the Forward+Attack button). However, I cannot dash while holding back so this makes it awkward for other things… Catch 22.

How it would look is:

Start Charging Focus, wait until he’s just short of level three, tap a forward or backward dash and go immediately to downback… Balrog takes a few frames to finish the FA3, then dashes - By then you’ve pretty much got enough charge for a special, Ultra or Super.

I actually find FA/Dash/Ultra or Super very difficult because of the Keyboard restrictions but performing an Overhead or DS/RU/TORP/DLB/HB is extremely easy. Another move I did not include above was L3FA, Dash, Torpedo to Super, mostly because it caused a juggle and Rose has one of those hitboxes where Balrog will hit her with all four Uppers, losing the last hit. It would work on other characters, though. Still, grounded beats juggle so I left it out.

As said many times, I regret not having stun turned on for this movie.
I wager a L3FA into Overhead CMP HB causes a sick amount of stun by itself.

okay, that makes more sense. I remember reading that you could buffer the dash and build charge after FA, but I’ve never really seen it. Would be useful for baits, e.g. j.hk, cr.lp, lvl1 FA, release, dash forward, ex.ds, st.hp etc. Assuming you can do it from a lvl1 FA, i don’t see why not though.

thanks!

What is the best way to learn or get better at teching throws?

First of all, get some reaction time for those scenarios where someone walks at you from close distance. Even I facepalm everytime someone takes two steps forward and casually throws me thanks to poor reactions.

If you press throw while crouching you will get a light kick but this doesn’t mean it won’t register as a tech if you do this when someone tries to throw you (Crouch Tech) and this little fact can sometimes be used to an advantage, such as Boxer being able to link CShort into CJab (1F link?) which can lead to a hit-confirmable combo, moreso if your Crouch Tech counter-hits making it easier.

Some players out there (At least those Online) sometimes have easy to telegraph throw patterns - If this is the case, learn as you go - Some people really WILL do the same thing over and over again, especially if it’s working, so take notice if they’re playing very samey and be ready to tech. However, Shoto’s and other players like Rufus will bait you into Throwing and, instead of going for a throw themselves, throw out an SRK/FADC, EX Messiah etc So keep an eye on a players meter - Sometimes a smart player will make you think a throw is coming and use that potential mistake as an Ultra setup.

Not really sure what else to offer in terms of throws - Thats one of my many weak areas.

Ok, for 3nigmat1c.

You asked about FA Dash Ultra/Super/Specials - I’ve just spent hours in the training room conducting some ‘research’. First and most importantly my first post still stands, but I can elaborate a little and will make you a little movie of inputs.

Basically, it’s easy to do almost any special after a dash from L3FA simply because you get free charge time by ‘Dashing’ at the point where the FA becomes uncancellable (Spelling). For example, go to training and hold down focus - You’ll hear Balrog’s sound go along the lines of “eeeeeEEEEHHHHH - URGH!” (NOTE: I use Jap Voice for Rog).

Now, if you double tap a direction before the “URGH!” Balrog will still proceed with the Focus Attack - This allows you to input the Direction of a Dash and stock up some charge because you’ve inputted the Dash at a point where he will continue with the FA Animation regardless (Input Dash, 0.5seconds later his FA is released - If it connects, he’ll then dash in the direction you input while you are still charging). Then, depending on what direction you move and what special you want to use, you get a few split seconds extra charge.

It has limits and I dare say you’d be hard pushed doing anything like this from a L1 or L2 without assist tools because you’re not getting that extra charge time, though if the BiWeekly Balrog movie from months ago is anything to go by (Check out the 2nd combo vs Rose), it’s still possible - Afterall one of those combos in that tool assisted movie was X into FACrumple, OHCancel Crumple, OHCancel Crumple into L1 FA BDash Ultra juggle.

Either way, I took some clips with my own inputs to give you a better idea. There were other combos I wanted to include for a purely stun-related assessment by goddamn my fingers where raw and I had to stop. If you try it all out yourself, try this.

L3FA FDash Fierce-OH FA-FDC CMK CMP EX RU CJab CMP EX RU CJab CMP HB Ultra - I was playing vs Evil Ryu (850 Stun) and I wanted to see how close that combo was to a full on dizzy.

Will compile and upload the movie for you in a while.

i’ll chime in and say that throws are really hard to react to, so you have to anticipate them. Crouch-techs are really powerful, but think of it this way…in sf4, frame traps beat crouch-techs. So the easiest way to crouch-tech is to pres db+cr.lk+cr.lp late after the recovery of every hit of their block string. If the opponent doesn’t attempt a frame-trap, then you’re safe and nothing comes out, and if they stand-tech (st.lp+st.lk), you tech the throw. Basically, you can practice this by having sakura, st.lp, walk forward, throw, and just crouch-tech rhythmically (this works really well for characters like Dictator and Chun who have really good crouch-techs).

You can also practice with ken: cr.lp, cr.lk, kara throw.

When you crouch-tech you can only tech throws on the 1st frame, so if you’re too early, you’ll get CH (if they’re doing a frame trap) or thrown. Stand-teching gives you a 10f window to tech throws/throw, so practice with those first, crouch-teching “SAFELY” is an art IMO. You can’t CH stand-techs too, so CH setups don’t work if they blind confirm into something that doesn’t combo on non-CH and you may have an opportunity to punish.

edit: @ropedrink, thanks again. i’ll probably put in some time tonight and test the limits of it (and of my execution) since i’m off until saturday.

Cool - Feel free to check back here in about 15-20mins and I’ll try have the clip up for you by then. Least you can see the inputs though bare in mind, inputs from Keyboard will look somewhat… Funky at times.

I must say - It may have taken me a long time to do the combos and, well, they may not be overly impressive… But to hell with it, least I can say I did it - That massive one at the start of the video was such a pain to do. All the others involving FA Dash X were 20 times easier.

I don’t plink or anything and Keyboard is GREAT for some things and absolutely terrible for others.

Before I post the video I will say that there are two ways to FA Dash Ultra and the way I use in the video purely abuses the delay/extra charge you get ONLY from charging L3 FA. In the video I made a few posts up, I used the more traditional method:

(Charge FA, Tap Forward, Double Tap Back, Forward on FA Connect + 3xP/K = Focus Backdash Dash Ultra)
(Charge FA, Tap Forward, Tap Back, Double Tap Forward on FA Connect + 3xP/K = Focus Forward Dash Ultra)

In the movie in THIS thread it’s:

(Charge FA L3, Dash in Direction you wish to go before the FA self-releases and start charging, FA releases, wait a split second, do Ultra motion)

Anyhow, here you go - Hope seeing the inputs helps.

Pay attention to the Input vs The Focus animation and give it a try when you hit training:

[media=youtube]vM5dPT6RhFM[/media]

Please guys, if the videos are of any benefit at all, don’t be shy in giving them a thumbs up or something. SF4 movies are the least successful movies on my channel so I ended up deleting a couple hundred of them in the past due to poor views and weird people thumbing down. Movies that get views or even just some thumb support I tend to keep.

I’m no pro SF4 player nor exceptional movie maker but I do try my best to submit stuff to the Balrog Forum as much as possible when I can in the helpful threads, so if they’re of any benefit to anyone I’d be extremely grateful for any support to keep them alive.

This isn’t self promotion - When I deleted all those SF4 movies a few people complained and asked where X or Y movie dissapeared to. I don’t want to delete movies if they’re any use, but I don’t want a channel with 10000 movies all of 100 views after 1-2 years, either.