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ToOoOomeke
02-05-2009, 10:22 PM
Discuss/post combos and glitches here detailing the specifics/damage/stun using standard abbreviation conventions.

Don't worry about impracticalities if it works it works.

Key

Six Button Notation

LP: Light Punch/Jab
MP: Medium Punch/Strong
HP: Heavy Punch/Fierce
LK: Light Kick/Short
MK: Medium Kick/Foward
HK: Heavy Kick/Roundhouse

Joystick Notation


F - Forward - Tilt stick forward/towards the opponent. (X-axis)
B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
U - Up - Tilt stick upwards. (Y-axis)
D - Down - Tilt stick downwards. (Y-axis)
QCF - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.
360/FC - Full circle - Complete a full rotation of the stick.
720 - N/A - Complete a 720 degree rotation of the stick.
Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.


Connectors

+: Used between two other pieces of notation to signify that they should be performed at the same time
> (Sometimes -> or ,): Indicates the next part of a sequence
xx (Sometimes x): Used between two other pieces of notation to signify that the first should be cancelled (Interrupted earlier than it would finish otherwise) into the second
~: Indicates that the preceding action should link (immediately follow with) into the next action
/: Used to show when two or more options are available at that point in a sequence, invariably to show that they both produce similar if not identical results

Misc

EX: EX moves are given special properties requiring one bar of super meter.
J. : Jumping
C. : Crouching
CS. : Close Standing
FS. : Far Standing
Dmg: Damage


B'n'B Combos

All of these combos(Barring the last four) can be started with a J.HP/J.HK or SA lvl2/3 crumple

1. C.LPx2 ~ C.LK xx HP Headbutt = 176 Dmg, 280 Stun

2. C.LPx2 ~ C.LK xx HP Straight Rush = 148 Dmg, 280 Stun

3. C.MP xx HP Headbutt = 230 Dmg, 300 Stun

4. C.MP xx HP Straight Rush = 190 Dmg, 300 Stun

5. C.MK ~ C.LK xx HP Headbutt = 228 Dmg, 310 Stun

6. C.MK ~ C.LK xx HP Straight Rush = 196 Dmg, 310 Stun

7. CS.HK ~ C.LK xx HP Straight Rush = 226 Dmg, 410 Stun

8. CS.MK xx HP Straight Rush = 210 Dmg, 300 Stun

9. HP/EX Overhead Rush ~ C.LK xx HP Headbutt = 258 Dmg, 410 Stun

10. HP/EX Overhead Rush ~ C.LK xx HP Straight Rush = 226 Dmg, 410 Stun

11. HP/EX Overhead Rush ~ C.MP xx HP Headbutt = 298 Dmg, 460 Stun

12. HP/EX Overhead Rush ~ C.MP xx HP Straight Rush = 266 Dmg, 460 Stun

Notes: The reason why I have added Straight Rush into the combos is that HP Headbutt whiffs on a CROUCHING Blanka no matter the situation. Headbutt will also whiff certain characters after HP/EX Overhead Rush.


Intermediate/Advanced Combos

Again all of these combos may begin with J.HP/J.HK or SA lvl2/3 crumple

1. C.LPx2 ~ C.LK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 239 Dmg, 415 Stun

2. C.MP xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 323 Dmg, 495 Stun

3. C.MK ~ C.LK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 308 Dmg, 475 Stun

4. CS.HK ~ C.LK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 338 Dmg, 575 Stun

5. CS.MK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 343 Dmg, 495 Stun

Notes: All of these combos require the target to be standing. EX Rush Upper will whiff on crouching opponents.

Overhead Rush Followups

Big Thanks to Jay Wang for putting together this easy to read pdf file!

http://justin.j.huang.googlepages.com/SF4.Balrog.Overhead.Followup.pdf

Super and Ultra Combos

1. C.MP xx HP Straight Rush xx Super = 466 Dmg, 300 Stun

2. CS.HP xx Super = 465 Dmg, 200 Stun

3. Lvl 1 TAP xx Super = 475 Dmg, 200 Stun

ToOoOomeke
02-05-2009, 10:25 PM
Its MINE

Reserved

C 3
02-07-2009, 07:58 AM
Would it be possible to take combo #1 and replace the headbutt with c.lp, c.lk ex rush upper for as many bars of EX as u have (let's say the whole super bar for example), while throwing in the headbutt and possibly ultra at the end?

Also, which characters does c.lp x3, c.lk, headbutt/straight punch work on?

ToOoOomeke
02-07-2009, 11:45 PM
Would it be possible to take come #1 and replace the headbutt with c.lp, c.lk ex rush upper for as many bars of EX as u have (let's say the whole super bar for example), while throwing in the headbutt and possibly ultra at the end?

Also, which characters does c.lp x3, c.lk, headbutt/straight punch work on?

Yep you could do that but its generally a waste of meter as damage scaling is very steep in sfiv.

I'm not sure about everyone but I think c.lp x3, c.lk, headbutt/straight punch works on C.Viper, Zangief and the shotos....will confirm when I have console as I don't use this combo in the arcade.

XKenoX
02-08-2009, 05:55 AM
I believe that combo works on all those characters. When I do dash punch I always do it with Jab for some reason. The fierce has been too slow to link in some situations I think or I just might of been too slow. But when facing Zangief I dont recommend ending the combo ever with a dash punch. I believe he gets a free SPD. Also I believe that when you do Balrogs overhead punch you cant link the crouching short on a Balrog or Sagat. When fighting against Sagat I just do the overhead into crouching strong into dash punch. I have connected a headbutt after the crouching strong but im not sure who it works on under what circumstances. Also standing jab into low roundhouse will link as well on an opponent for a quick 2 hit combo.

C 3
02-08-2009, 07:37 AM
Yep you could do that but its generally a waste of meter as damage scaling is very steep in sfiv.

I'm not sure about everyone but I think c.lp x3, c.lk, headbutt/straight punch works on C.Viper, Zangief and the shotos....will confirm when I have console as I don't use this combo in the arcade.


I believe that combo works on all those characters. When I do dash punch I always do it with Jab for some reason. The fierce has been too slow to link in some situations I think or I just might of been too slow. But when facing Zangief I dont recommend ending the combo ever with a dash punch. I believe he gets a free SPD. Also I believe that when you do Balrogs overhead punch you cant link the crouching short on a Balrog or Sagat. When fighting against Sagat I just do the overhead into crouching strong into dash punch. I have connected a headbutt after the crouching strong but im not sure who it works on under what circumstances. Also standing jab into low roundhouse will link as well on an opponent for a quick 2 hit combo.


Appreciate the help guys. Who are the player to look out for in Canada in sf4/hd remix?

Jimmy Bones
02-08-2009, 07:42 AM
*Takes notes*

MastererBetty
02-08-2009, 10:48 AM
EX Rush Upper eats through Gief's lariat and can combo c.lk xx Headbutt -> Ultra for some nice punish.

It keeps him from spamming the move when you got meter just have to make sure you mix that in I think he can do the short one and do spd when you coming in to EX Upper

UltraDavid
02-08-2009, 10:57 AM
EX Rush Upper eats through Gief's lariatNot all the time, depends on when you do it and how far from Gief you start. If you start just before one of the lariat's hitting frames from kinda far away, the lariat will hit you twice and break your armor before you can hit Gief.

ToOoOomeke
02-08-2009, 11:20 PM
I believe that combo works on all those characters. When I do dash punch I always do it with Jab for some reason. The fierce has been too slow to link in some situations I think or I just might of been too slow. But when facing Zangief I dont recommend ending the combo ever with a dash punch. I believe he gets a free SPD. Also I believe that when you do Balrogs overhead punch you cant link the crouching short on a Balrog or Sagat. When fighting against Sagat I just do the overhead into crouching strong into dash punch. I have connected a headbutt after the crouching strong but im not sure who it works on under what circumstances. Also standing jab into low roundhouse will link as well on an opponent for a quick 2 hit combo.

Yeah if you don't cancel quickly into the fierce dash punch it won't combo. Gotta cancel early. Gief doesn't get a free spd but you are at a -1 frames so if the gief is mashing on spd during combos then make sure you jump or dash back after. Definitely not a smart thing for gief to be doing to often. I'll add the notes about the overhead and the s.jab > c.roundhouse soon. Thanks Keno

Ephemeral
02-09-2009, 07:23 AM
i use overhead, c.mk, st.hk on those chars. solid damage. u can c.rh if u want too.

xAVARICEx
02-09-2009, 03:10 PM
wanted to know i anyone can offer any sage advice/guidance to using balrog..in terms of executing his combos. im new to sf...dont really know how to "cancel" a jab etc..and i dont know the right thumb placement to charge his punches..etc. been using him in sf hd remix for the 360...and executing his combos most of the time by accident. if anyone would have the patience to tell me the right way to execute combos it would be greatly appreciated. For instatnce...how my thumb should roll into combos..etc.. ALSO. would it be better to get arcade for sf4 or the mad catz 6 button d=pad?

XKenoX
02-10-2009, 11:30 AM
You must get the arcade tournament edition stick! I am willing to answer any of your questions and give you advice on Balrog. PM me and I can let you know everything.

prophetical
02-10-2009, 12:25 PM
keno is the nicest balrog player you will EVER meet...


one of SoCal's finest :D

xAVARICEx
02-10-2009, 12:59 PM
Thx keno... oh btw...when i get stick...how would u prefer setting it up? on a coffee table or something. Placing on lap is terrible.

xAVARICEx
02-10-2009, 01:10 PM
thx guys...much appreciated

C 3
02-10-2009, 01:35 PM
Can u anti-air an opponent with the rush upper into super/ultra?

prophetical
02-10-2009, 03:19 PM
will not give you enough juggle time with rush upper... might as well headbutt ultra...

XKenoX
02-10-2009, 07:08 PM
Dan you get better every time we play. I hardly EVER see you around. Its like once every week and a half. You just don't get better out of nowhere. Where have you been training?

prophetical
02-10-2009, 10:21 PM
haha ever since my speeding ticket i haven't had the urge to go to 94 (i come from irvine)... got the same one kai had....

since then i've been playing hdremix balrog for the fundamentals... i still try to go though... you just ain't around ;)

anywho... as soon as console comes out... we better be invited to ptown man... get some games in and party at your pad HAHA

SoCal represent :D

ninja_velmor
02-19-2009, 12:49 PM
In regards to the advanced combos. It seems like it would be better to use the BnB comobs instead. I mean most of them do around the same damage and stun as the advanced combos. Also with the damage scaling it this games it seems like doing an advanced combo is huge huge risk, with little reward. If i am missing something please inform me

Ephemeral
02-19-2009, 05:15 PM
In regards to the advanced combos. It seems like it would be better to use the BnB comobs instead. I mean most of them do around the same damage and stun as the advanced combos. Also with the damage scaling it this games it seems like doing an advanced combo is huge huge risk, with little reward. If i am missing something please inform me

ur right, but some advanced combo builds good meter, and rog with meter is beastly

J-Money
02-20-2009, 01:04 AM
Anyone got some general tips vs dictator? A friend of mine is pretty damn good with him and we go pretty even we both switch up our tactics a lot. But i wanna dominate him

ToOoOomeke
02-20-2009, 01:26 AM
Anyone got some general tips vs dictator? A friend of mine is pretty damn good with him and we go pretty even we both switch up our tactics a lot. But i wanna dominate him

Combo thread dude. Go ask in the match ups thread:wink:

falcon176
02-20-2009, 08:36 PM
did this combo on accident today

3x cr.jab, st jab, st dash punch cancel into super
beastly 10 hit combo

Sir-Jabs-Alot
02-21-2009, 07:41 PM
Great thread, easy to read and very useful. Thanks for the help.

I got paid!@

Jehoedi
02-23-2009, 04:07 PM
Okay, I'm trying to re-learn Rog combo's on my new SE FightStick. I no longer have the timing to link into moves. So I thought I'd look at some Gootecks clips and see how he does it. The first clip I found was this (http://www.youtube.com/watch?v=AakE1x94ymk&feature=channel_page) one. The speed of the combo he does on 3.30 is unreal! He does the casual j.HK > c.LP*2 > c.LK > HB > Ultra, but just look how fast he links those normals. I tried copying it at his speed, but it's just not possible. It would more or less go *click-click* slight pause *click*. But when I try do match his speed I dont even get out my second LP and it just goes straight to LK. How'd Gootecks do it this fast?

Edit: I think I'm just tired. I'm doing the exact same thing now too.. ¬¬

Jay Wang
02-23-2009, 04:55 PM
man
i did the most retarded combo today with rog

jump HK
st HK (close)
cr HP x Super

it did 500+ dmg (!)

anyways, this was all possible due to frame data!

also as a random side note:

the size of a character's hit box changes as they wave their hands around when they are standing still

for example, chun and dan

ninja_velmor
02-23-2009, 05:14 PM
^ gunna have to try that combo out, does it need to be performed in the corner, or is anywhere good?

ToOoOomeke
02-24-2009, 02:46 AM
man
i did the most retarded combo today with rog

jump HK
st HK (close)
cr HP x Super

it did 500+ dmg (!)

anyways, this was all possible due to frame data!

also as a random side note:

the size of a character's hit box changes as they wave their hands around when they are standing still

for example, chun and dan

Haha yeah hes got a bunch of funny super cancelable normals. The timing on that must be hella tight. It's a 1 frame link right, the st.Hk link cr HP?

SuperFX
02-25-2009, 02:18 PM
I was looking through the combos and I didn't see:

j. rh/f -- c. mk ~ c. st --> hb or dashing straight (348 dmg for hb)

It's a hard link but I figured I'd throw it out there.

ToOoOomeke
02-25-2009, 10:57 PM
I was looking through the combos and I didn't see:

j. rh/f -- c. mk ~ c. st --> hb or dashing straight (348 dmg for hb)

It's a hard link but I figured I'd throw it out there.

Yeah there are alot of little links and combos I could list but I think 1 frame links are kinda impractical however maybe I should make a list to including all of these kinds of combos.

Lost_George
02-26-2009, 05:40 AM
I haven't seen this mentioned anywhere but TAP's level 1-7, cr. short, fierce headbutt works perfectly fine. I dunno how fast TAP charges though... I'd assume it'd be 1 level for every 2 second increment considering it takes 2 secs to get to level 1? The more TAP charge you have, the harder it is to link, and you have too much recovery to make the link.

EDIT: Not my combo, a friend and mentor showed it to me today to compliment the regular B&B of cr. jab, cr. jab, cr. short, fierce headbutt and stuff off EX Upper.

Jay Wang
02-26-2009, 09:04 AM
Haha yeah hes got a bunch of funny super cancelable normals. The timing on that must be hella tight. It's a 1 frame link right, the st.Hk link cr HP?

yeah st HK ~ cr HP is a 1 frame link


^ gunna have to try that combo out, does it need to be performed in the corner, or is anywhere good?

my test dummy was chun-li and the combo was working both mid screen and in the corner.

The jump in attack has to be hella deep (ideally it would come after a knockdown) for everything to link.

1ahB
02-26-2009, 09:43 AM
Are there any Anti-Air into ultra combos without having to first land the headbutt. Such as throwing a cr.HP while they are jumping at you, can you headbutt them as they land than line up for your ultra?

kula
02-27-2009, 01:51 AM
anyone find it impossible to do a dash upper after low jabs on the xbox controller???

the dash ground upper always comes out instead....

I can do low jabs then dash straight no problem.

Coopa
02-27-2009, 02:02 AM
anyone find it impossible to do a dash upper after low jabs on the xbox controller???

the dash ground upper always comes out instead....

I can do low jabs then dash straight no problem.

I used to have trouble with that all the time, but here's the trick:
to do dash upper, hold up forward and do it, or you can do what I do, I let my stick go neutral, then quickly tap forward kick. Honestly, I think letting the stick go neutral, then tapping forward kick is the easiest way to do it. I rarely mess it up now.

WonderTonic
02-27-2009, 06:04 AM
anyone find it impossible to do a dash upper after low jabs on the xbox controller???

the dash ground upper always comes out instead....

I can do low jabs then dash straight no problem.

That is actually the sole reason for me being forced to learn stick for this game. it was almost impossible for me to do a crouching string into Dash Upper, as :l:charge:df::k: came out 80% of the time during a match. It is very much doable if you do :l:charge, Neutral, :r::k: as mentioned above, but my need and habit to slide my thumb along the d-pad wont allow me to do this. I tried doing :l:charge:uf::k: and it did increase my success rate a bit, but it was still like 50/50, I do not have these problems on PS2/3 pad though =(

Ryodragoon
02-27-2009, 09:02 AM
Are there any Anti-Air into ultra combos without having to first land the headbutt. Such as throwing a cr.HP while they are jumping at you, can you headbutt them as they land than line up for your ultra?

Actually, you can combo his Ultra off any dash punch that hits as anti-air. It's just that Headbutt is easiest. c.HP resets them, so there's not much (if anything) that can hit them before they land.

rikstron
02-27-2009, 10:19 AM
Are there any reasons to do c. lp, c.lp, c. lk, hp headbutt over c. lp x3, hp headbutt?

Coopa
02-27-2009, 11:13 AM
Are there any reasons to do c. lp, c.lp, c. lk, hp headbutt over c. lp x3, hp headbutt?

Mostly preference, I believe, although lk does 10 more damage than lp, I think. I personally think it's easier to connect a headbutt from a "kick" than a punch.

Telepathic
02-27-2009, 07:44 PM
Are there any reasons to do c. lp, c.lp, c. lk, hp headbutt over c. lp x3, hp headbutt?

c.lp,c.lk is easier for me because I avoid accidentally canceling the last 2 jabs and the HB not canceling.

raiser1
02-28-2009, 07:00 PM
Was testing against practice Dan:
j.HK, s.HP, FA (lvl1)

Unfortunately this doesn't crumple, and you have to be deep to land the FA, but the two H hits hard and the FA might lead to more options I am not thinking of?

Corner-Trap
02-28-2009, 07:07 PM
Just stick to Boxer's BnB:

2x c.lp > c.lk > headbutt

If you have ultra you can do that after the headbutt, if you have super you can do the EX loop. No need to get fancy with your combos when Boxer's BnB is easy, safe, and does good damage.

Kane Blueriver
02-28-2009, 07:33 PM
Just wanted to pass my thanks around, thanks to this thread I won the 1st SF4 tournament in my country :D.

iplayCVS2
02-28-2009, 10:32 PM
I did something weird today....i was in training and I did a cr. MP into the LP rush punch and I cancelled the rush punch into the punch super! how was that possible entering input-wise? I tried and couldn't ever do it again....

also, is it true that you can't cancel Balrog's cr. MK into a special move? and how the heck do you guys build up enough charge to do the headbutt after the EX rush upper into cr. LP then cr. LK?

ToOoOomeke
02-28-2009, 11:00 PM
I did something weird today....i was in training and I did a cr. MP into the LP rush punch and I cancelled the rush punch into the punch super! how was that possible entering input-wise? I tried and couldn't ever do it again....

also, is it true that you can't cancel Balrog's cr. MK into a special move? and how the heck do you guys build up enough charge to do the headbutt after the EX rush upper into cr. LP then cr. LK?

Haha thats not weird infact its probably the only combo involving super thats worth the meter. It goes like:

:db:+:mp: xx :r::lp: xx :l::r:+:p:

You can only cancel cr.mk into super. For ex rush upper loops you want to buffer the charge. Similar to buffered sonic booms or uriens tackle, tackle, headbutt combos.

skongi
03-01-2009, 06:32 AM
good close range punish: st.mk -> hp headbutt | 250dmg in your face.

turnpunch cancel into super is awesome btw.

jedi
03-01-2009, 11:58 PM
You can only cancel cr.mk into super.

Typo?

cr.mp works.

psychedelicbeat
03-02-2009, 01:55 AM
1. C.LPx2 ~ C.LK xx HP Headbutt = 176 Dmg, 280 Stun

i'm curious to know exactly when would be the last frame where you can start buffer charging this BnB. i have a really hard time getting headbutt to go, sometimes not even linking (cancelling :lk:).

ToOoOomeke
03-02-2009, 02:00 AM
Typo?

cr.mp works.

I Think you misunderstood I meant that you can't cancel c.mk into specials. C.mk is only canceable into supers

iplayCVS2
03-02-2009, 05:32 AM
sorry, what does buffering mean? i'm having trouble connecting the headbutt after LP, LP, LK or LP, LP, LP.....

foxisquick
03-02-2009, 06:54 AM
I'm having issues with EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt into ultra.

I'm using the EX rush upper to get passed projectiles but then i'd like to chain into headbutt ultra. Even in training i find it really difficult to get c.lp and c.lk to land after the EX Rush uppercut.

Any tips on getting the timing down for this? If i can get this move to work it will increase my win ratio by a lot considering the damage it deals and all i have to do is land an EX rush upper on the 90% of people who play sagat/ryu/etc.

Tekkaman
03-02-2009, 07:49 AM
foxisquick, I believe someone tried to explain it by rhythm, which hopefully will now be forever coined as:

Rog Rhythm or Rog Riddim or possibly the RR

Anyway, it was something like on a 4 count - 1 (c.lp), 2 (c.lk), 3 (dash upper/headbutt), 4 (pause)

Now, you might be asking how that could help you if you aren't able to get the c.lp in after the EX Rush Upper. If possible, look at the first Rush Upper as the 3rd count of that rhythm and then going back into the 4 count.

My explanation is garbage hahaha, but hopefully it somehow makes sense to you. It's like doing a windmill in Breakdancing - Once you learn how to do it, you just never forget. Or... Like riding a bike hehe but I like Breakdancing more so yeah.

The person also said something about listening to the grunts that Balrog makes, such as:

HUH (Dash Upper), pause, huh (c.lp), huh (c.lk), HUH (Dash Upper/HB), pause, huh, huh, HUH, pause type of thing.

foxisquick
03-02-2009, 07:52 AM
so basically what you're saying is it will take me a ton of time to get. but once i get it, it will be far easier to replicate.

Thanks i'll just have to put some extra time into training mode. I have to get this combo down i think it's really sick.

rexyaresexy
03-02-2009, 10:19 AM
Rog Riddim = BOOM BOOM CHICKA, BOOM BOOM CHIKA

then once you get good you can try : BOOTSICKA AWWWW

:wgrin: i had to do it, but all joking aside finding the 'riddim' will help with the ex upper combo.

jedi
03-02-2009, 11:45 PM
I Think you misunderstood I meant that you can't cancel c.mk into specials. C.mk is only canceable into supers


Ahh, yes I did, apologies.
-------------------------------------------------------------------------------------------------

Timing: Another way for timing practice is the life bar method. I used it once I heard about it and basically that;s what got me in "the RR".

http://forums.shoryuken.com/showthread.php?t=177151

The 4 count: That sounds really interesting. Never thought of SF that way but I guess you could use it in almost all of the SF's...makes me want to try this method of counts on multiple games now :tup:

skongi
03-03-2009, 03:37 AM
hm i just don't know why i can't do c. lp (*1-3) -> c. lk xx headbutt.
i can do the cancel like 1000 times in a row, and so the link c. lp -> c. lk.
but when i try to do them both it works like 20% of the time. really weird.
i can do c. mk -> c. lk xx headbutt and c.lp (x1-3) xx headbutt fine though.
veeery strange. i guess i'm the only one with such weird problems, huh?

ToOoOomeke
03-03-2009, 01:45 PM
hm i just don't know why i can't do c. lp (*1-3) -> c. lk xx headbutt.
i can do the cancel like 1000 times in a row, and so the link c. lp -> c. lk.
but when i try to do them both it works like 20% of the time. really weird.
i can do c. mk -> c. lk xx headbutt and c.lp (x1-3) xx headbutt fine though.
veeery strange. i guess i'm the only one with such weird problems, huh?

Just do c.lp (x1-3) xx headbutt its better imo even tho I do c.lp,c.lk

Hotobu
03-03-2009, 02:32 PM
I just started messing around with Balrog today, and am trying to work the timing on the following into my game, and believe that you should add it to your guide in some capacity:

cr. LP x3 ~ cr. MP...

If I'm reading the frame data correct this is a two frame link. The beauty of it however is that in the time it takes you to do all 4 hits you get a full charge. I left the end of the combo off because you've got a lot of options after the cr. MP link (i.e. HP headbut -> ultra).

ToOoOomeke
03-03-2009, 05:48 PM
I just started messing around with Balrog today, and am trying to work the timing on the following into my game, and believe that you should add it to your guide in some capacity:

cr. LP x3 ~ cr. MP...

If I'm reading the frame data correct this is a two frame link. The beauty of it however is that in the time it takes you to do all 4 hits you get a full charge. I left the end of the combo off because you've got a lot of options after the cr. MP link (i.e. HP headbut -> ultra).

I don't see the practical side of using this link. Its a very hard 1 frame link that could be replaced with the much easier cr. LP x3 ~ cr.LK. I think the most practical starting with no charge combo is c.lp x3 ~ s.lp xx jab straight rush because of far standing jabs great reach and ease to link into. In saying that I may put up a list of difficult combos involving strictly timed links and stuff. Thanks for the input tho If there was some special way to make 1 frame links easy this would be a great combo.

C 3
03-04-2009, 03:28 PM
Just do c.lp (x1-3) xx headbutt its better imo even tho I do c.lp,c.lk

Isn't it good to use the c.lk at the end because of the slight increase in range? plus I think it's good practice for when u need to link c.lp and c.lk after an EX rush upper or an overhead charge (just c.lk in that case).

On that note, can anybody please help giving some tips as to the timing of c.lp x2, c.lk, headbutt? As somebody said before, it works for me once in a while, but i'd obviously like to get that up to 95 - 100%.

jedi
03-04-2009, 11:41 PM
Isn't it good to use the c.lk at the end because of the slight increase in range? plus I think it's good practice for when u need to link c.lp and c.lk after an EX rush upper or an overhead charge (just c.lk in that case).

On that note, can anybody please help giving some tips as to the timing of c.lp x2, c.lk, headbutt? As somebody said before, it works for me once in a while, but i'd obviously like to get that up to 95 - 100%.

I usually work backwards when trying to get a combo. I found it much easier to make progress that way.

Instance: Do the cr.lk -> HB till you have it 100%. Then add a jab to it, then add the final jab.

The thought is that if you have the connection, i.e. normal > special down 100%, adding a few jabs or other things will be easier.

I have used this method for a long time and it works good for me. Not sure if it will help everyone, but it will help the consistency of your combo if you hit the cr.lk > HB 100%.

Hotobu
03-05-2009, 02:56 AM
I usually work backwards when trying to get a combo. I found it much easier to make progress that way.

Instance: Do the cr.lk -> HB till you have it 100%. Then add a jab to it, then add the final jab.

The thought is that if you have the connection, i.e. normal > special down 100%, adding a few jabs or other things will be easier.

I have used this method for a long time and it works good for me. Not sure if it will help everyone, but it will help the consistency of your combo if you hit the cr.lk > HB 100%.

Chances are that isn't his problem. A little known fact in this game is that you cannot buffer a special move off of a chained normal. The trick to getting the combo to work is to chain the jabs, wait for an extra frame or two, then do the cr. lk > HB.

Kelevra
03-05-2009, 07:20 AM
Hotobu is right. When I first played this game back around Thanksgiving I could get cr.lp x 2 -> cr.lk -> fp.hb more than 75% of the time and that was just after a few days of playing. After you start to get comfortable with it, you tend to speed up and that will make the jabs chain each other. If that happens, you won't get the HB at the end.

Could only play for a week so I lost all the timing I had when sf4 came out on console. I was having this same problem until a few days ago when I slowed down. Now I'm back to where I was in November :rolleyes:

skongi
03-05-2009, 08:44 AM
Hotobu is right. When I first played this game back around Thanksgiving I could get cr.lp x 2 -> cr.lk -> fp.hb more than 75% of the time and that was just after a few days of playing. After you start to get comfortable with it, you tend to speed up and that will make the jabs chain each other. If that happens, you won't get the HB at the end.

Could only play for a week so I lost all the timing I had when sf4 came out on console. I was having this same problem until a few days ago when I slowed down. Now I'm back to where I was in November :rolleyes:

i thought only cr. jab in this case would chain, but not the cr lk.
that was my problem - now i know that i always chained the lk after the jab lol.

Girn
03-07-2009, 09:13 PM
what are the EASIEST combos to link up after a dash upper or an overhead smash?

heysteve
03-07-2009, 09:40 PM
what are the EASIEST combos to link up after a dash upper or an overhead smash?

c.lp , c.lk, headbutt

Girn
03-07-2009, 10:19 PM
hmm.. it seems to me there is no combo you can do with an upper dash.. whenever I do a combo it only says "2 hit combo", the upper dash never counts

DSO
03-07-2009, 10:45 PM
always c.lp, c.lk headbutt after overhead, and if you have an ultra, use it after that cause the scaling isn't too bad after the 3 hits.

And with the ex rush upper loop, the slower you input the easier it is. i link it all the time now.

Girn
03-07-2009, 11:21 PM
eh?? i dont understand what u said about the upper dash.. "loop"?.. i tried doing the upper dash to a c.lk, headbutt.. but it doesnt combo up.. do you have to do an EX upper dash for it to be able to be combo'd??

DSO
03-07-2009, 11:28 PM
yeah do EX rush upper, and combo into c.lp, c.lk headbutt which is what i do. make sure you time it.

halcyonryu
03-07-2009, 11:48 PM
This may be a stupid question but headbutt -> ultra doesn't work for me. The ultra just hits once then they fall out of it, as if it doesn't have the juggle potential. Is there some trick to this that I am not aware of?

MURPHAGATOR!
03-07-2009, 11:50 PM
Hold kick.

DutchieD
03-08-2009, 12:07 AM
This may be a stupid question but headbutt -> ultra doesn't work for me. The ultra just hits once then they fall out of it, as if it doesn't have the juggle potential. Is there some trick to this that I am not aware of?



Hold kick.

This, but make the 2nd one a regular punch

psychedelicbeat
03-09-2009, 09:13 AM
f/ex overhead ~ c.mp xx ex rush upper ~ c.lpx2 (or c.lp ~ c.lk) xx f.hb ~ ultra = 475 dmg
or
j.hk/hp ~ c.lpx3 (or c.lpx2 ~ c.lk)(or c.lp ~ c.mp) xx ex rush upper ~ c.lpx2 (or c.lp ~ c.lk) xx f.hb ~ ultra = 475 dmg

i think this is the max dmg balrog can do for ultra. if you can pull this off, you pretty much won the match since you are probably midgame with both sides at 50% hp

beats saving for 4 ex bars for super combo thats for sure

Ephemeral
03-09-2009, 10:07 AM
j.hk, st.hk, c.lp, exRU, c.lp x 2 xx hb > ultra. 471dmg, 8xx stun.

your 2nd combo cannot be 475 for sure. i think your first one is close, but not over 420

psychedelicbeat
03-09-2009, 10:31 AM
i grinded these out the whole night, the first one has to be 475... unless im thinking of trial 5. the second one is 400 something i'm thinking 475 because i was trying to max dmg the whole night

Ephemeral
03-09-2009, 10:40 AM
trial 5 hits hardest im sure.

2nd combo has too much lp, which is screwed by dmg scaling. ill try tmr.

ChinNuts
03-09-2009, 11:45 AM
I'm having trouble with some of the BB combos, and i also can't get passed the 3rd hard trial. I can do a single poke into an rush punch or headbutt, and i can follow that up with a super or ultra. But something like

C.LPx2 ~ C.LK xx HP Headbutt

I just can't get the timing for the headbutt down. Does it come directly following the c.lk, or do you have to wait a second or what? It took me a while to get the rhythm for the first 3 hits of that, but i can do it now no problem. But going into a headbutt after that, it either comes out too late, or not at. I would appreciate any tips anyone has to get the timing down.

Whitebread

psychedelicbeat
03-09-2009, 11:51 AM
it took me awhile to get the timing right too.

group the commands in your head like this:
c.lp c.lp, c.lk hp headbutt

your c.lpx2 will come out like normal. try to delay your c.lk by a hair and cancel that with hp headbutt.
if you want to use music theory as an example...
count 1 2 3 4

1 2 are your c.lp x2, and between 3 and 4 is your c.lk and your 4 is your hp headbutt. i hope this works.

tetsuye00
03-09-2009, 12:01 PM
I've been trying to read through and get caught up on Boxer, as he's one of the few I like for online play.

Quick question:
Is there any reason besides damage to do cr.lp x2, cr.lk -> HP headbutt over cr.lp x2, cr.lk -> LP headbutt?

Mostly I want to know if there is anything unsafe about the LP version coming out. I've been doing the dash punch version of this combo for a while, and would prefer to get the knockdown in some situations if I can.

Still getting comfortable with some of the links and output the light version of stuff usually just to be safe.

psychedelicbeat
03-09-2009, 12:04 PM
HP headbutt prevents you from instinctively mashing lp

tetsuye00
03-09-2009, 12:11 PM
HP headbutt prevents you from instinctively mashing lp

like not getting cr.lp, cr.lp, cr.lp, s.lp, cr.lp?

haha, I sometimes do stupid things online.

But seriously is there anything unsafe about LP heabutt? I know it has shorter horizontal range, but is there anything else strange about it I should know about?

psychedelicbeat
03-09-2009, 12:19 PM
more like c.lp x2 ~ c.lk ~ c.lp or s.lp (it will miss). ive grinded this timing for so long, i know what ppl go through. the problem is human timing of lp (mashing) compared to hp
when you use hp, you will take more time pushing hp than lp because lp has already been embedded in your mind so you are expecting to hit a separate button, and also c.lp is closer to c.lk. but if you can time it down properly, use it

IN GAME, there is nothing different

Mr.Trite
03-09-2009, 01:52 PM
I've been trying to read through and get caught up on Boxer, as he's one of the few I like for online play.

Quick question:
Is there any reason besides damage to do cr.lp x2, cr.lk -> HP headbutt over cr.lp x2, cr.lk -> LP headbutt?

Mostly I want to know if there is anything unsafe about the LP version coming out. I've been doing the dash punch version of this combo for a while, and would prefer to get the knockdown in some situations if I can.

Still getting comfortable with some of the links and output the light version of stuff usually just to be safe.

Actually, hp and EX headbutt is safer than lp and mp by one frame and even then it's bad.

You're at -13 on lp and mp blocked headbutt

psychedelicbeat
03-09-2009, 02:07 PM
trial 5 hits hardest im sure.

2nd combo has too much lp, which is screwed by dmg scaling. ill try tmr.

1st one 412
2nd one 426

ex overhead ~ c.mp xx f.hb ~ ultra (mid screen, if you can hit all of the ultras) = 502 dmg (MAX)

this is literally half life and super easy to do if you can somehow set yourself mid screen
i have been doing this endless amount of times and its ridiculously damaging

tetsuye00
03-09-2009, 02:09 PM
Yeah, I was just looking through the frame data and noticed that too. 1 frame less recovery, 1 frame better on Guard Advantage (-12 vs -13).

Guess I'm not going to even bother to transition from LP to HP, and just straight up stop doing LP headbutt in combos.

Though, it looks like LP Dash Straight Punch is the best for block strings.

Any recommended block strings with Boxer? cr.lp x2, cr.hk?

hayzink
03-09-2009, 04:57 PM
Is street fighter a good game?

Mr. X
03-09-2009, 05:46 PM
Yes.

WonderTonic
03-09-2009, 07:07 PM
Most ive been able to getis just substituting Trial 5's first cr.lk with a cr.mp

--j.hk/hp, cl.hk, cr.mp XX EX Upper, cr.lp, cr.lk XX hp HB, Ultra 508

cl.hk, cr.mp is not a 1-frame link is it? I get it much more consistently than cr.lp,cr.mp

Ephemeral
03-09-2009, 08:22 PM
its 1f link.

(c)st.hk +7 hit adv. c.mp 7f startup.

not practical to work. but possible (i tried)

Ephemeral
03-09-2009, 11:18 PM
j,hk, st.hk, c.lk, exRU, c.lp 2 xx F.HB - 409dmg, 715 stun, NO ULTRA 1 Ex STOCK.

with ultra (471-475) on counter hit (499)

and psychedelic, turn off counter hit. it adds 125% to each hit, making your math wrong. i'd take ultras out too, since its dmg is dependent on life difference + amount of revenge stock you got.

those combos dont get pass 380 with ultra.

rexyaresexy
03-09-2009, 11:26 PM
j.hk, c.lp x2 s.lk, c.lk, ex upper to loops or ult.

this combo has to be done really close in i think it does about 290 - 300 dmg (before loop and ult.)

I'm pretty sure it builds more meter then the j.hk, s.hk, c.lk combo.

Ephemeral
03-09-2009, 11:32 PM
c.lp x2 c.lk xx hb is my meter builder. also, head smash throw builds meter too.

ToOoOomeke
03-09-2009, 11:41 PM
Yeah, I was just looking through the frame data and noticed that too. 1 frame less recovery, 1 frame better on Guard Advantage (-12 vs -13).

Guess I'm not going to even bother to transition from LP to HP, and just straight up stop doing LP headbutt in combos.

Though, it looks like LP Dash Straight Punch is the best for block strings.

Any recommended block strings with Boxer? cr.lp x2, cr.hk?

LP headbutt will whiff a lot if you use it in combos. Just stick to HP headbutt.

Block strings.

1. c.lpx3 xx rush punch

2. c.lp, s.lp, c.rh

3. c.lp, c.mk, whatever

4.c.lpx2, c.mp xx rush punch

ToOoOomeke
03-10-2009, 12:12 AM
Highest Damage ultra combos lol

1. j.hp [link] s.mp xx ex rush upper [link] c.lp, c.mp xx hp headbutt [link] ultra = 532 dmg

2. j.hp [link] ultra = 524 dmg

3. hp overhead rush [link] ultra = 514 dmg

:cybot:

maoi
03-10-2009, 06:04 AM
How come i don't see anyone do jump hp or hk ,c.mk,c.mp,head butt, or the charge and end it with a super which does half of the health bar.

sir_arthur
03-10-2009, 09:03 AM
How come i don't see anyone do jump hp or hk ,c.mk,c.mp,head butt, or the charge and end it with a super which does half of the health bar.

1 frame link =(

maoi
03-10-2009, 09:32 AM
i'm new to the forum what do you mean 1 frame link?

foxisquick
03-10-2009, 10:53 AM
i'm new to the forum what do you mean 1 frame link?

read the sticky about balrog frames.

just know that 1 frame link means (never usable in an online game).

Stanman
03-10-2009, 03:29 PM
Highest Damage ultra combos lol

1. j.hp [link] s.mp xx ex rush upper [link] c.lp, c.mp xx hp headbutt [link] ultra = 532 dmg

2. j.hp [link] ultra = 524 dmg

3. hp overhead rush [link] ultra = 514 dmg

:cybot:
How fast does the ultra come out? I was kind of wondering why no one attempted to just link jump in to ultra or overhead to ultra.

ToOoOomeke
03-10-2009, 08:49 PM
The problem with linking ultra off a jump-in is that you simply do not get enough charge. Only works when your in the corner and go from db to ub hit j.hp [link] ultra if you get what I mean.

Girn
03-10-2009, 11:21 PM
well ive offically given up on balrog.. i cant for the life of me do 4 hit combos 100% of the time.. more like 70% of the time which isnt good enough.. sometimes i will do it a lot in a row then after that just start fucking up almost everytime.. im gonna go back to a shoto character..

rexyaresexy
03-11-2009, 09:33 AM
I wanna know what you guys do after lvl 3 focus attacks when you don't have ultra.

I tend to lvl3 fa,dash,s.hk,c.lk, ex upper loop,c.lp,c.lk hb.

mgdamitri
03-11-2009, 11:02 AM
i found that if you wait for them to start to crumple (after they land on their knees) you can c.mp into charge moves reliably. before that and you don't always have the charge and after that they will flip after 1 hit. so I sa lvl2/3,dash,start charge, c.mp on crumple, then ex upper or hb. less hits means better damage scaling. i would guess that you could also start the s.hk,c.lp at that point too but i can't hit it every time so i don't go for it.

rexyaresexy
03-11-2009, 12:32 PM
i found that if you wait for them to start to crumple (after they land on their knees) you can c.mp into charge moves reliably. before that and you don't always have the charge and after that they will flip after 1 hit. so I sa lvl2/3,dash,start charge, c.mp on crumple, then ex upper or hb. less hits means better damage scaling. i would guess that you could also start the s.hk,c.lp at that point too but i can't hit it every time so i don't go for it.

I think that the s.hk would still put out more dmg.

ToOoOomeke
03-11-2009, 02:11 PM
rexyaresexy:

lvl3 FADC [link] cs.hk [link] c.lk xx ex rush upper [link] c.lp [link] c.lk xx headbutt = 413 dmg, 620 stun

lvl3 FADC [link] cs.mk xx ex rush upper [link] c.lp [link] c.lk xx headbutt = 417 dmg, 555 stun

rexyaresexy
03-11-2009, 02:59 PM
rexyaresexy:

lvl3 FADC [link] cs.hk [link] c.lk xx ex rush upper [link] c.lp [link] c.lk xx headbutt = 413 dmg, 620 stun

lvl3 FADC [link] cs.mk xx ex rush upper [link] c.lp [link] c.lk xx headbutt = 417 dmg, 555 stun

good stuff.

rexyaresexy
03-11-2009, 03:16 PM
gotta new one for yah.

j.hk, s.hk, c.mp, ex rush upper, c.lp, c.mp headbutt to ultra 528 dmg, 780 stun.

foxisquick
03-13-2009, 09:21 AM
that sounds like some insanely hard linking there haha.

ShinobiFist
03-13-2009, 04:46 PM
i'm new to the forum what do you mean 1 frame link?
Is harder then a target combo(Rufus LK to HK for example)Then Rogs 2MK to 2MP. One requires timing(Link combos) the other doesn't(Target combos)Thats the best way I could explain it to you.

Ephemeral
03-13-2009, 06:10 PM
c.mp combos are the most inconsistent shit ever. i give up on em. i use c.mp with jump ins and exRU hit confirm.

rexyaresexy
03-14-2009, 10:51 AM
that sounds like some insanely hard linking there haha.

You gotta get in the groove! feel the rog rythm.

While it is hard, it was kind of like learning the ex upper rythm. Although s.hk to c.mp is crazy hard.

Ex upper, c.lp , c.mp is a lot easier though try it!

Ephemeral
03-14-2009, 11:23 AM
ugh, im content with my execution to ignore c.mp links. it might fuck my rhythm for my consistent combos!

Girn
03-15-2009, 09:05 AM
can u guys nail c.lp, c.lp. c.lk. > headbutt 90% of the time? im really getting aggrevated as ill be able to do it 5 times in a row then fail 5 times after that.. to me it feels like i got the same rhythm.. i dont know whats going on.. it really pisses me off big time.. really really close to giving up on this game.

VeeArSix
03-15-2009, 09:11 AM
can u guys nail c.lp, c.lp. c.lk. > headbutt 90% of the time? im really getting aggrevated as ill be able to do it 5 times in a row then fail 5 times after that.. to me it feels like i got the same rhythm.. i dont know whats going on.. it really pisses me off big time.. really really close to giving up on this game.
online or offline? if it's online, then don't worry about it cause the input lag screws your timing up and it's normal to miss your links.

Girn
03-15-2009, 09:15 AM
offline training

MegamanDS
03-17-2009, 05:47 PM
Alright, I never post in SF4 forums but I am at a stump. I can't get past 3000 BP because playing scrubby doesn't fly anymore.

I want to combo c.lp c.lp c.lk headbutt but the headbutt never comes out. I am sitting in training mode and if I try it fast, nothing happens, if I delay it a little, it just jumps. WTF!!!

I am usually good at just frames and canceling (top MvC2 player) but this game is getting me frustrated.

Dangmug
03-17-2009, 06:02 PM
Alright, I never post in SF4 forums but I am at a stump. I can't get past 3000 BP because playing scrubby doesn't fly anymore.

I want to combo c.lp c.lp c.lk headbutt but the headbutt never comes out. I am sitting in training mode and if I try it fast, nothing happens, if I delay it a little, it just jumps. WTF!!!

I am usually good at just frames and canceling (top MvC2 player) but this game is getting me frustrated.

The delay comes between the c. lp and the c. lk. It's tricky. Just pause a bit after the last c. lp. This was driving me totally crazy for a while and I couldn't figure it out. What's happening is your lk is canceling the lp. and SFIV won't let you cancel one move and then cancel again into a special. Your lk has to link from the lp. Sounds like you were delaying the headbutt and not the lk.

Hope that helps.

conebone
03-17-2009, 07:11 PM
The delay comes between the c. lp and the c. lk. It's tricky. Just pause a bit after the last c. lp. This was driving me totally crazy for a while and I couldn't figure it out. What's happening is your lk is canceling the lp. and SFIV won't let you cancel one move and then cancel again into a special. Your lk has to link from the lp. Sounds like you were delaying the headbutt and not the lk.

Hope that helps.

definitely. i discovered this after about 2 days trying to perform the c.lp x2, c.lk, headbutt combo. pausing slightly between the lp and lk is the key.

ToOoOomeke
03-17-2009, 09:01 PM
Alright, I never post in SF4 forums but I am at a stump. I can't get past 3000 BP because playing scrubby doesn't fly anymore.

I want to combo c.lp c.lp c.lk headbutt but the headbutt never comes out. I am sitting in training mode and if I try it fast, nothing happens, if I delay it a little, it just jumps. WTF!!!

I am usually good at just frames and canceling (top MvC2 player) but this game is getting me frustrated.

Try linking each c.lp and c.lk as slow as the game will possibly allow. Once you get it slow just work up the speed until your doing it as fast as possible while still linking the normals. In sfiv you have to make your links tight as hell because of the low block stun....do em slow in block strings and you will end up eating a whole lotta reversals.

DennizR
03-19-2009, 10:12 AM
While training a bit with rogs BnBs, and doing c.lp c.lp c.lk HB etc, I accidentaly got c.lp c.lp s.lk into fierce headbutt. Does like a tiny bit more damage and alot harder to pull off, but hey.. :P

MegamanDS
03-19-2009, 10:41 AM
Try linking each c.lp and c.lk as slow as the game will possibly allow. Once you get it slow just work up the speed until your doing it as fast as possible while still linking the normals. In sfiv you have to make your links tight as hell because of the low block stun....do em slow in block strings and you will end up eating a whole lotta reversals.
It helps a little. I am trying to piece it together doing it in parts. I am having trouble doing just c.lk to HB as a 2 hit combo. I guess I still just need to practice.

vash
03-19-2009, 03:00 PM
Am I not correct with the timing is is going from c.forward into any special not possible? I can go from c.jab/short/strong, but c.forward isn't getting me the headbutt or punch special.

sir_arthur
03-19-2009, 03:46 PM
Am I not correct with the timing is is going from c.forward into any special not possible? I can go from c.jab/short/strong, but c.forward isn't getting me the headbutt or punch special.

it is not, got to link with c.lp or c. mp

vash
03-19-2009, 04:18 PM
c.mk -> c.lp -> special? Just want to be sure with the timing, that's all. I know one of the challenges involved using c.mk into stuff, but it wasn't used often.

c.mk has great range, too bad it's not directly combo-able.

Mr.Trite
03-20-2009, 01:09 PM
c.mk->c.lk since it has more range than c.lp

Logangus
03-24-2009, 12:27 AM
thank you for this excellent post

Ephemeral
03-24-2009, 12:30 AM
c.lk does 10 more dmg than c.lp too

nice to know if you're anal about numbers

GuruofGreatness
03-28-2009, 10:47 PM
How about this combo.Ultra into super, the victim has to fly close enough to te wall to spin two times. You immediately go into super after the ultra and will get three hits off the super. It is a thing of beauty!!!

Ephemeral
03-29-2009, 07:59 AM
bullshit.

otter
03-29-2009, 09:32 PM
The delay comes between the c. lp and the c. lk. It's tricky. Just pause a bit after the last c. lp. This was driving me totally crazy for a while and I couldn't figure it out. What's happening is your lk is canceling the lp. and SFIV won't let you cancel one move and then cancel again into a special. Your lk has to link from the lp. Sounds like you were delaying the headbutt and not the lk.

Hope that helps.

I don't understand this from a design point of view, it's just mean. I suppose its a way to add hidden depth, but its tiring that trail mode has this stuff constantly.

Gief: cr.jab, cr.jab,cr.jab,short,green hand.

Fuckers.....

Ephemeral
03-29-2009, 11:29 PM
it gives comboing a less mash fest and more rewarding for the work put in.

kinda putting some beatmania elements in.

if they can put in a perfect frame system, which if those combos are executed in a perfect link, you get bonus damage, it'd be so sweet LOL

koroshiya8
03-29-2009, 11:33 PM
Will the overhead combo work if i'm using the light version (instead of HP) ? Reason being it is faster to throw out.
However when i try it seemed too slow to link it with c+mp. sorry if it's a noob qns.

Ephemeral
03-29-2009, 11:51 PM
go read advanced balrog mindtricks. we compiled a whole section dedicated to overhead punchs.

all works. but theres no notable difference if you're using it in close range anyways (startup frames are identical)

koroshiya8
03-30-2009, 12:04 AM
'dor jie sai' (thank you).

Ephemeral
03-30-2009, 02:34 AM
all good

english is my dominant language though :D

haollo
03-30-2009, 08:52 AM
whats the timing for c.mp xx ?? Do I cancil really late so that it has time to charge for headbutt?? or link slower?, after j.hp.

conebone
04-01-2009, 05:30 AM
hey guys i'm trying to do the j.hp ~ c.mk xx headbutt combo. I can do the c.mk xx headbutt just fine, but when you throw in the j.hp, i can't get it to work at all. any tips?

Ephemeral
04-01-2009, 05:39 AM
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.

conebone
04-01-2009, 05:45 AM
sorry sorry! i meant c.mp.

Ephemeral
04-01-2009, 05:52 AM
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.

conebone
04-01-2009, 06:01 AM
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?

Ephemeral
04-01-2009, 06:16 AM
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)

foxisquick
04-01-2009, 07:43 AM
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?

Ephemeral
04-01-2009, 08:06 AM
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

foxisquick
04-01-2009, 08:23 AM
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.

Ephemeral
04-01-2009, 08:41 AM
so you're saying that all my jumpins should just be j.HK/HP c.MP and go from there?

yes because punishing effectively differentiates intermediate and pro.


and is dmg scaling based off number of hits?

yes.

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


its smth like

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

etc

foxisquick
04-01-2009, 09:04 AM
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.

Mr.Trite
04-01-2009, 10:56 AM
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

Stealthysocks
04-01-2009, 08:47 PM
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)

Ephemeral
04-01-2009, 10:47 PM
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)

Stealthysocks
04-01-2009, 11:04 PM
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:

http://www.youtube.com/watch?v=v9QMNgaFF3E

Mr.Trite
04-02-2009, 12:20 AM
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:

http://www.youtube.com/watch?v=v9QMNgaFF3E

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

Ephemeral
04-02-2009, 12:31 AM
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)

1ahB
04-02-2009, 09:25 AM
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?

smudge
04-03-2009, 01:18 PM
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

DBR x Justice
04-08-2009, 07:13 PM
link for overhead follow-ups isnt working.

Corner-Trap
04-08-2009, 07:15 PM
link for overhead follow-ups isnt working.

The overhead is character specific.

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

ToOoOomeke
04-08-2009, 08:48 PM
link for overhead follow-ups isnt working.

FIXED! :wgrin:

Mr.Trite
04-08-2009, 09:34 PM
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?

1. You can't always combo into it and it's pretty hard to unless it's a punish. instead of punishing with c.mp xx headbutt, c.mp xx exRU, c.lp c.lp xx headbutt.

You can always throw it out when they're just walking or doing something standing. It comes out really fast so it isn't too rare to get it to hit. No, they can't block while comboing it from c.lps

2. 10 more damage, range. c.lp comes out one frame faster which means easier comboing. They're both really easy to combo though so might as well use c.lk

standing lp comes out one frame slower than c.lp but the same otherwise in terms of comboing. It has more range too but that shouldn't matter in combos.

If you want to do j.rh s.rh, c.lk xx exRU you can use s.lp instead of c.lk if you want

otter
04-08-2009, 09:44 PM
J.RH, RH, c.short, ex upper works....but if you exchangle upper for the headbutt it does not (for me)

Explain.

Mr.Trite
04-08-2009, 09:53 PM
Cause you're doing s.rh.

Not enough charge time.

Normally you'd charge the headbutt through the whole jump

Ephemeral
04-08-2009, 11:37 PM
J.RH, RH, c.short, ex upper works....but if you exchangle upper for the headbutt it does not (for me)

Explain.

because you can only keep the back charge when you're doing st.rh.

for some reason, i'm finding it easier to link j.hp, st.rh, c.mp xx exRU than c.lk

does a chunk of damage too :O



btw. exRU c.lp c.lp xx HB is the MOST useful combo in my reportoire next to c.lp, c.lk xx HB.

if its a whiffed srk or moves with huge recovery, do c.mp xx exRU. if its fireballs or an obvious poke, use exRU c.lp c.lp.

its very easy to do and its almost essential to learn to use it as 2nd nature. overhead to headbutt is very fucking important too. its my SA breaking + ultraable setup. if your opponent SA's alot. use overheads alot. the only way around it is by blocking high lol. you can SADC backwards if you feel unsafe too.

ToOoOomeke
04-09-2009, 02:33 AM
btw. exRU c.lp c.lp xx HB is the MOST useful combo in my reportoire next to c.lp, c.lk xx HB.



So true.

My win percentage went up instantly once I got this combo down. Such big damage off a little opening

koroshiya8
04-09-2009, 02:59 AM
It's the link after the exRU that is giving problem :(

Ephemeral
04-09-2009, 03:12 AM
the c.lp also sets up potential overhead punches if you're leading in life to sustain pressure or a simple headbutt for the ultra.



It's the link after the exRU that is giving problem :(

tap c.lp when the dusts clear from balrog's gloves and when he stops glowing or when the sound of his punch fades to a minimum

koroshiya8
04-09-2009, 03:22 AM
holy crap, that's some precise way to time your c.lp LOL.. i will try it tonight. Tks Dude.

otter
04-09-2009, 07:11 AM
My problem is not the link, but getting a special cancelable link because of the game's sillyness. I can get upper into jab, but then HB just won't come out....

Do you guys do ex upper, c.jab, c.short, HB? Or something else?

Girn
04-09-2009, 06:13 PM
its extremely hard for me to link up the c.lp after ex.RU... the gap to be able to link it, is very very small.. i can do it 10% of time

enjoiscotty056
04-12-2009, 06:15 PM
Any tips for helping me to improve my timing consistancy on these combos. For example I can get the clp.clp.clk.headbut like 35 percent of the time but when I miss the link it feels like im doing the same thing. any timing tips?

rexyaresexy
04-13-2009, 10:36 AM
FA lvl 3, s.rh, c.lk, exRU loop

rexyaresexy
04-13-2009, 10:52 AM
One of my favorites is j.hk, c.jabx2, s.lk, c.lk, exRU loop.

Though impractical (F's up your damage because of scaling.), it takes a lot of time to get those links down because of the change in timing. AKA looks cool!

Crissaegrim Blitz
04-13-2009, 03:10 PM
any recommended block strings?

also, is there anything i can follow up with after landing an AA c.hp?

SF_crazy
04-14-2009, 07:45 PM
So M.Bison has combos he can do after a AA focus attack (LVL 1 FA -> Ultra, LVL 3 FA, j.MPx2 -> Ultra) and i was wondering if Balrog has similar combos? Or if it has been tested at all?

Ephemeral
04-15-2009, 12:13 AM
my block strings are c.lp, c.lp, c.mk, c.hk (sometimes)

AA c.hp i usually followup with a dash + throw or a crossup dash throw/c.lp x 3 xx HB

aa c.hp is a reset so mixups have to be fast

LODOWNMUTHAFUC
04-15-2009, 11:46 PM
Balrog gud on this shyt.

Kane Blueriver
04-21-2009, 09:51 PM
Question: Best punishment after Stun/FA crumple, with and without meter?

Hoppa
04-21-2009, 09:57 PM
Question: Best punishment after Stun/FA crumple, with and without meter?

after say a lvl 2 FA... I usually do the following:

dash forward > C LP x 2 > Headbutt > Ultra

ToOoOomeke
04-22-2009, 12:51 AM
Question: Best punishment after Stun/FA crumple, with and without meter?

I'll just post the combos and math for a lvl 3 FA crumple

Assume that there is a lvl 3 FA at the start of each combo

Without EX and Ultra meter:

C.MK ~ C.LK xx HP Headbutt = 343 dmg, 435 stun
C.MK ~ C.MP xx HP Headbutt = 371 dmg, 470 stun
CS.MK xx HP Headbutt = 354 dmg, 420 stun
CS.HK ~ C.LK xx HP Straight Rush = 343 dmg, 515 stun
CS.HK ~ C.MP xx HP Straight Rush = 371 dmg, 550 stun

With EX and without Ultra:

CS.HK ~ C.LK xx EX Rush Upper ~ c.lp ~ c.lk xx HP Headbutt = 413 dmg, 620 stun
CS.HK ~ C.MP xx EX Rush Upper ~ c.lp ~ c.lk xx HP Headbutt = 441 dmg, 655 stun
CS.MK xx EX Rush Upper ~ c.lp ~ c.lk xx HP Headbutt = 417 dmg, 555 stun
C.MK ~ C.LK xx EX Rush Upper ~ c.lp ~ c.lk xx HP Headbutt = 389 dmg, 540 stun
C.MK ~ C.MP xx EX Rush Upper ~ c.lp ~ c.lk xx HP Headbutt = 417 dmg, 575 stun

With Ultra:

Full Ultra = 535 dmg, 200 stun
CS.MK xx HP Headbutt = 523 dmg, 420 stun
C.MP xx HP Headbutt = 507 dmg, 420 stun

Don't waste meter on super unless it is last round and will kill. Ex Rush Upper combos do similar damage and more stun. Also if your planning on comboing into ultra don't use any ex rush upper loops beforehand as they scale damage immensely...CS.HK ~ C.LK xx EX Rush Upper ~ c.lp ~ c.lk xx HP Headbutt ~ Ultra = 450 damage...see what I mean :wink:

sighrAx
04-22-2009, 08:53 AM
j.HP c.lp c.lp c.mp l.rushlowpunch

lolwut
04-22-2009, 03:15 PM
http://forums.shoryuken.com/showthread.php?t=186686

I'm sure most have seen this thread. but for the 1 frame links would we need to have the input C.mp ~ C.lp to get the C.mp out as a 1-frame link for the C.mk or C.mp combos? and I guess C.lk for the C.mk links..

I'm still a little confused and wonder if anyone here has messed around with this method yet.

Corner-Trap
04-22-2009, 03:25 PM
http://forums.shoryuken.com/showthread.php?t=186686

I'm sure most have seen this thread. but for the 1 frame links would we need to have the input C.mp ~ C.lp to get the C.mp out as a 1-frame link for the C.mk or C.mp combos? and I guess C.lk for the C.mk links..

I'm still a little confused and wonder if anyone here has messed around with this method yet.

I read about it and it's interesting, but I'm too used to double tapping and I get my 1-frame links out fine anyways.

foxisquick
04-22-2009, 03:37 PM
I'll just post the combos and math for a lvl 3 FA crumple

Assume that there is a lvl 3 FA at the start of each combo

Without EX and Ultra meter:

C.MK ~ C.LK xx HP Headbutt = 343 dmg, 435 stun
C.MK ~ C.MP xx HP Headbutt = 371 dmg, 470 stun
CS.MK xx HP Headbutt = 354 dmg, 420 stun
CS.HK ~ C.LK xx HP Straight Rush = 343 dmg, 515 stun
CS.HK ~ C.MP xx HP Straight Rush = 371 dmg, 550 stun

With EX and without Ultra:

CS.HK ~ C.LK xx EX Rush Upper ~ c.lp ~ c.lk xx HP Headbutt = 413 dmg, 620 stun
CS.HK ~ C.MP xx EX Rush Upper ~ c.lp ~ c.lk xx HP Headbutt = 441 dmg, 655 stun
CS.MK xx EX Rush Upper ~ c.lp ~ c.lk xx HP Headbutt = 417 dmg, 555 stun
C.MK ~ C.LK xx EX Rush Upper ~ c.lp ~ c.lk xx HP Headbutt = 389 dmg, 540 stun
C.MK ~ C.MP xx EX Rush Upper ~ c.lp ~ c.lk xx HP Headbutt = 417 dmg, 575 stun

With Ultra:

Full Ultra = 535 dmg, 200 stun
CS.MK xx HP Headbutt = 523 dmg, 420 stun
C.MP xx HP Headbutt = 507 dmg, 420 stun

Don't waste meter on super unless it is last round and will kill. Ex Rush Upper combos do similar damage and more stun. Also if your planning on comboing into ultra don't use any ex rush upper loops beforehand as they scale damage immensely...CS.HK ~ C.LK xx EX Rush Upper ~ c.lp ~ c.lk xx HP Headbutt ~ Ultra = 450 damage...see what I mean :wink:

CS.HK ~ C.MP xx EX Rush Upper ?

So in theory you can use the trial 5 hard balrog combo but instead use a c.MP? that's some monsterous stun haha.

Ephemeral
04-22-2009, 11:19 PM
CS.HK ~ C.MP xx EX Rush Upper yeah, but its a 1f link.


i'd do more c.mk, c.mp headbutts though. i think you can do c.lp c.lp c.mk c.mp and the distance from the first jabs can still connect with the c.mp after the c.mk (the range is massive)

or maybe thats just after 1 jab. let me check that first

Girn
04-23-2009, 01:16 AM
how do you do a regular FA cancel? when no combo is invovled.. i see people do it all the time in videos

VeeArSix
04-23-2009, 05:06 AM
anybody have any tips on timing on the c.mk~c.mp link? i tried it in training mode yesterday and only got it about 15% of the time. either nothing comes out or the cpu blocks it. i can do c.mk~c.lk about 95%, but i'd rather do mk~mp cause it does a lot more damage.

Ephemeral
04-23-2009, 06:51 AM
anybody have any tips on timing on the c.mk~c.mp link? i tried it in training mode yesterday and only got it about 15% of the time. either nothing comes out or the cpu blocks it. i can do c.mk~c.lk about 95%, but i'd rather do mk~mp cause it does a lot more damage.

ever tried plinking? some alternative linking method that involves input priorities.

otherwise, do it the old fashioned way. the way i do 1f links is to slide my finger from mk to mp. i catch the timing too. tapping is too unreliable for 1f links.

foxisquick
04-23-2009, 08:27 AM
how do you do a regular FA cancel? when no combo is invovled.. i see people do it all the time in videos

are you' talking about a dash cancel? did you check the beginners thread?

You start a FA then you dash forward or back and it cancels it. It's how people absorb fireballs/etc.

Kane Blueriver
04-23-2009, 09:35 AM
With Ultra:

CS.MK xx HP Headbutt = 523 dmg, 420 stun

How do you actually do that after a crumple? Partition down, dash, finish the charge while dashing, st. forward xx fierce HB?

Girn
04-23-2009, 10:49 AM
im taking about a quick FA that you cancel.. dashing straight or back doesnt seem to stop the FA animation from fully playing out for me. look at this video right in the beginning he absorbs ryus hadoken with a quick FA http://www.youtube.com/watch?v=2dvVD68Ge3I

foxisquick
04-23-2009, 10:58 AM
im taking about a quick FA that you cancel.. dashing straight or back doesnt seem to stop the FA animation from fully playing out for me. look at this video right in the beginning he absorbs ryus hadoken with a quick FA http://www.youtube.com/watch?v=2dvVD68Ge3I

then you're not doing it right.

what akuma did at that fireball was FA, then hit back twice right after he started the FA. It's really easy to do, you should be able to master this in a few minutes in practice mode. FADC - Focus Attack Dash Cancel. You're using the dash to cancel out of the FA. srs this is really ez go try it now lol.

Girn
04-23-2009, 11:44 AM
ya dude im doing that.. all it does is the FA without any flashes.. im using akuma here so all hes doing is moving his hand forward like he would with a normal FA but no flashy shit showing.. dont know how to do the quick cancel yet

Ben-Ra
04-23-2009, 01:11 PM
Remember to hold the buttons down while you dash.

Girn
04-23-2009, 02:39 PM
Remember to hold the buttons down while you dash.

thanks

ToOoOomeke
04-23-2009, 03:14 PM
With Ultra:

CS.MK xx HP Headbutt = 523 dmg, 420 stun

How do you actually do that after a crumple? Partition down, dash, finish the charge while dashing, st. forward xx fierce HB?

There is no partitioning in SFIV. You just hit your focus, dash forward, buffer down back charge, CS.MK xx Headbutt, Ultra. Try doing c.mp xx headbutt first. Once you have the timing down try CS.MK xx Headbutt. Very similar to Guile's Stand Fierce xx Flash Kick

Kane Blueriver
04-23-2009, 07:36 PM
Will give it a shot when I get to go to my friend's place again. I want to maximize damage output, so I have to practice the most optimal (highest damage and stun) combo for each situation. Does stun also scale in combos?

ToOoOomeke
04-23-2009, 11:57 PM
Will give it a shot when I get to go to my friend's place again. I want to maximize damage output, so I have to practice the most optimal (highest damage and stun) combo for each situation. Does stun also scale in combos?

Yep.

dommafia
04-24-2009, 03:54 AM
There is no partitioning in SFIV. You just hit your focus, dash forward, buffer down back charge, CS.MK xx Headbutt, Ultra. Try doing c.mp xx headbutt first. Once you have the timing down try CS.MK xx Headbutt. Very similar to Guile's Stand Fierce xx Flash Kick

Ok I'm going to sound real stupid but what is the meaning of CS? Charge Standing?

So you would dash forward, start sliding your finger from down back to up back but press MK as you pass BACK button?

VeeArSix
04-24-2009, 04:55 AM
Ok I'm going to sound real stupid but what is the meaning of CS? Charge Standing?

So you would dash forward, start sliding your finger from down back to up back but press MK as you pass BACK button?

CS=Close standing

dommafia
04-24-2009, 06:15 AM
CS=Close standing

Thanks a lot.

foxisquick
04-24-2009, 06:21 AM
CS = Close standing and it's explained on the 1st page of this thread.

foxisquick
04-24-2009, 09:34 AM
I've been working on doing some overhead, c.MP, EX overhead stuff.

this is in the mind games post by eph but i wanted to mention it here because people get so used to eating overhead.c.LK headbutt that they usually get hit by the 2nd overhead where you can combo into headbutt.

The damage is really good on this as well.

yode
04-27-2009, 03:24 PM
because cr.mp->hb does considerably more dmg than cr.lp x2 cr.lk ->hb, when should you be using each?

foxisquick
04-27-2009, 03:44 PM
because cr.mp->hb does considerably more dmg than cr.lp x2 cr.lk ->hb, when should you be using each?

you use c.MP > hb to punish whipped or blocked moves. the cr.lp x2 is because you can throw it out in a lot of close situations and it because of it's startup/priority/etc it lands all the time and you can end it with headbutt. but no reason to do a c.lp x2 on a blocked DP or blocked headbutt right? so just use c.MP.

Ephemeral
04-28-2009, 01:39 AM
fox is starting to know his shit!!!!

dope

foxisquick
04-28-2009, 05:42 AM
fox is starting to know his shit!!!!

Dope

i've had good teachers!

Syllable
05-04-2009, 09:23 AM
What are good combo lines after a scored knockdown with c.hk or headbutt?

korpse
05-04-2009, 09:30 AM
whatever you do dont start charging for either a dash low or overhead if they have there ultra full, most likely theyll do it on start up and if they do, youll eat it.

davi921
05-04-2009, 12:31 PM
I am having a lot of trouble connecting the this combo:

C.LPx2 ~ C.LK xx HP Headbutt

Getting the first 3 hits in is not a problem, but when it comes to executing the HP Headbutt, I seem to have a lot of trouble getting it out.

Any suggestions / tips? I know I have to cancel the C.LK, but it seems like my timing is off.

Any suggestions?

Syllable
05-04-2009, 08:47 PM
not linking c.lk. I have about 80% execution because Sometimes i either press p before i get my stick to the upback position, or I press c.lk too early and it doesn't link.

nyuro
05-07-2009, 01:47 AM
is there a trick to keeping charge while jumping in?

im trying to do

jump heavy kick > medium punch xx HP headbutt

but my percentage with it is very low because i guess im not holding the charge long enough. whats the trick?

im moving the stick from up forward to down back as QUICK AS POSSIBLE after i jump.

shaba
05-07-2009, 03:03 AM
is there a trick to keeping charge while jumping in?

im trying to do

jump heavy kick > medium punch xx HP headbutt

but my percentage with it is very low because i guess im not holding the charge long enough. whats the trick?

im moving the stick from up forward to down back as QUICK AS POSSIBLE after i jump.


the reason why the HP headbutt is not coming out is NOT because you are not holding charge long enough... what you are doing with the stick is correct and what you should be doing on all jump-in's that are intended to go into crouching combo's

the reason its not coming out is most likely because you are canceling the j.HK into c.MP... as you know... you cannot cancel a normal into another normal into a special afterwards... hence... j.HK xx c.MP xx HP headbutt will NOT work... the headbutt, even if you charge it long enough, will not come out... the normal before the canceled normal into special must be linked... meaning you must LINK the c.MP after the j.HK hit and then cancel the c.MP into HP headbutt...

so the notation would be -- j.HK, c.MP xx HP headbutt...


slow down the speed in which you press c.MP after a j.HK... and it should result in a 3 hit combo...



this is also why for davi921, the above poster, the c.lp, c.lp, c.lk xx headbutt is not coming out for you most likely... im guessing you are pressing the first three buttons TOO quickly resulting in cancels rather than links.. you can press the buttons pretty slowly and still get this chain to combo... try slowing down your button input to a steady 1, 2, 3 pace with each button pressed at the same speed and it should work as they will all be links... AKA "rog rhythm"..

once u get better at it, you will know the difference in speeds for a cancel and a link and can adjust accordingly... i like to do c.lp xx c.lp, c.lk xx HP headbutt (press c.lp twice real fast, slow down and LINK c.lk, and cancel the c.lk fast into HP headbutt)




knowing the difference between a link and a cancel is very important in terms of combo execution! especially for boxer...

a LINK is when a normal's animation COMPLETELY finishes and another normal is able to hit while the opponent is still in hit-stun, resulting in a combo

a CANCEL is when a normal's animation is CANCELED and does not finish and another normal or special is buffered in its place and hits while the opponent is still in hit-stun, resulting in a combo


a LINK example... c.mk, c.lk xx HP headbutt... rog's regular animation for c.mk is a crouching diagonal punch in which he pulls his arm back to his body once it hits, in this combo... once he pulls his arm completely back, you can press c.lk and it will STILL combo because the opponent will be in hit stun...

a CANCEL example... c.mp xx HP headbutt... rog's regular animation for c.mp is a crouching straight, which after it is hit, is pulled back to his body... but in this CANCEL, he never pulls his arm back... he goes straight from hitting the opponent into headbutt without pulling his arm back...


hope this helps... good luck :tup:

nyuro
05-07-2009, 04:56 AM
are you sure you can cancel his jumping hk. i didnt think it was possible

mak
05-09-2009, 12:16 AM
Not sure if this has been mentioned before since i havent read anything about it, if it has please ignore.

After you hit opponent out of air with a rush upper, you can combo into a Utra.

nyuro
05-09-2009, 12:46 AM
Not sure if this has been mentioned before since i havent read anything about it, if it has please ignore.

After you hit opponent out of air with a rush upper, you can combo into a Utra.

we talked about it a little in the ultra thread. you can also do it with TAP, you can also do it on crouching opponents with overhead punch

ToOoOomeke
05-09-2009, 01:16 PM
is there a trick to keeping charge while jumping in?

im trying to do

jump heavy kick > medium punch xx HP headbutt

but my percentage with it is very low because i guess im not holding the charge long enough. whats the trick?

im moving the stick from up forward to down back as QUICK AS POSSIBLE after i jump.




slow down the speed in which you press c.MP after a j.HK... and it should result in a 3 hit combo...




Although what shaba said is wrong (you can't cancel a j.hk or any jump move into a ground normal) the idea is right. Make sure that you hit the jump-in deep, delay the c.mp slightly and then cancel into headbutt.

shaba
05-09-2009, 01:27 PM
Although what shaba said is wrong (you can't cancel a j.hk or any jump move into a ground normal) the idea is right. Make sure that you hit the jump-in deep, delay the c.mp slightly and then cancel into headbutt.

oops sorry didnt kno that... i had the same problem so i just thought thats why it wasnt working for me... :sweat:

but thanks for clarifying tooooomeke! :tup:

that being the case then, is there a reason why you have to delay the c.mp? very curious!

nyuro
05-09-2009, 01:31 PM
oops sorry didnt kno that... i had the same problem so i just thought thats why it wasnt working for me... :sweat:

but thanks for clarifying tooooomeke! :tup:

that being the case then, is there a reason why you have to delay the c.mp? very curious!

afaik it is a very lenient link - problem is you need to hit it on the back end of the link window in order to keep enough time to charge for the headbutt.

either way ive since started doing lp, lk instead. ill come back to this if I can get it to a high percentage. I just find it very hard

Ephemeral
05-09-2009, 07:34 PM
that being the case then, is there a reason why you have to delay the c.mp? very curious!


you delay it before in most cases 2 c.lp are to buffer the time required for the charge. because on animation is probably faster than 2 linked jabs (whether this is just psychological or factual), you delay the c.mp to cancel to headbutt because of the need to buffer the charge.


im now currently fucking around with c.mk, st.hk as a 2 hit link. the stun and damage of that from a footsie is fucking huge lol

Hotobu
05-09-2009, 08:02 PM
im now currently fucking around with c.mk, st.hk as a 2 hit link. the stun and damage of that from a footsie is fucking huge lol

I don't have time to look at the frame data right now, but is that possible?

Even so it sounds like one of those "yeabut" combos. As you said it'd have nasty stun and damage, but don't you have better more reliable (ones that don't require the opponent to be standing) options off of c.mk?

Ephemeral
05-09-2009, 09:42 PM
I don't have time to look at the frame data right now, but is that possible?

Even so it sounds like one of those "yeabut" combos. As you said it'd have nasty stun and damage, but don't you have better more reliable (ones that don't require the opponent to be standing) options off of c.mk?

it does, since c.mk to c.hk works for me all the time, and all u gotta do to look at combos is to look at startup vs hitstun. roundhouse has 8 frames startup, but you -1 because it counts the frame that actually starts up.

c.mk has +7 hitstun. well, i know it works already, and it doesnt require opponent to be standing o.o

its a chargeless 2 hit starting from a medium to a high. its a beast of a poke and its not that hard to do.

i dont know about you guys, but i find this stuff very very useful. outside generic combos i really wanna do more from pokes (jabs to roundhouse, c.mk to roundhouse, etc.)

the hardest link is a c.lp to a c.mp. i really find that shit impossible

yode
05-11-2009, 10:09 AM
we talked about it a little in the ultra thread. you can also do it with TAP, you can also do it on crouching opponents with overhead punch

is this true? you can combo into ULTRA with an overhead punch? Are you confusing it with super? help me out here

Kelevra
05-12-2009, 07:58 AM
Yeah dude, on most of the cast you can go DSB (overhead), c.LK xx HB and then Ultra. Check out the Advanced Rog Mindgames thread for more specific info in regards to who you can/can't hit it on.

yode
05-12-2009, 09:13 AM
Yeah dude, on most of the cast you can go DSB (overhead), c.LK xx HB and then Ultra. Check out the Advanced Rog Mindgames thread for more specific info in regards to who you can/can't hit it on.

i already knew this, I thought he meant canceling from an over head punch straight into ultra.

Kelevra
05-12-2009, 01:58 PM
Haha, that'd be nice but afaik you can't cancel any special move in the game with an ultra other than dan's super taunt xx ultra =P

InexplicableXiu
05-14-2009, 08:18 AM
I cant seem to find any information on blocked combo's which you can then throw out of.
Like Balrog attacking Ryu, Ryu blocks every string, followed by you throwing, what moves enable us to do this ?

DaTrueScarface
05-15-2009, 04:18 PM
I'm having some trouble with doing the HP/EX Overhead Rush ~ C.LK xx HP Headbutt combo. I think I'm not getting enough charge fast enough. How do you build the charge fast enough? I can't do it consistently enough.

MRCG21
05-15-2009, 04:21 PM
I'm having some trouble with doing the HP/EX Overhead Rush ~ C.LK xx HP Headbutt combo. I think I'm not getting enough charge fast enough. How do you build the charge fast enough? I can't do it consistently enough.

After the overhead swing, you can either keep holding df or db for the charge.

johnx818
05-15-2009, 10:39 PM
hello balrog players. i stumbled upon this video browsing youtube, please excuse me if it has already been posted, but just thought i would share.

http://www.youtube.com/watch?v=cw8cySR6tNQ

DaTrueScarface
05-16-2009, 06:51 AM
After the overhead swing, you can either keep holding df or db for the charge.

If you keep holding df then it won't charge.

Ephemeral
05-16-2009, 10:34 AM
If you keep holding df then it won't charge.

he meant the headbutt. which is just a down to up motion.

everyone knows u meant to buffer the ultra too but hell, if u play smart you shouldnt need an ultra

DaTrueScarface
05-16-2009, 02:19 PM
Wait im confused. You can keep holding df to get the headbutt?
I do it like this db->df overhead->db->ub headbutt

MRCG21
05-16-2009, 02:21 PM
Wait im confused. You can keep holding df to get the headbutt?
I do it like this db->df overhead->db->ub headbutt


Yeah, that's how I usually do it. I'm just saying it's possible to do the headbutt with a df charge since you still got the down charge. Of course, if your going to combo the ultra, you best switch to db after the overhead!

DaTrueScarface
05-16-2009, 06:27 PM
I understand that but the problem is cr.lk-> headbutt after the overhead.

Ephemeral
05-16-2009, 07:02 PM
I understand that but the problem is cr.lk-> headbutt after the overhead.

your c.lk can be inputted via df

its still down lol

both works, but its just preferred that you use db. you know most of vega's combos uses df? i mean, for honda's slaps i do slaps and hold df to move him forward and get a down charge for an ex buttstomp/ cmd throw mixup ready.

DaTrueScarface
05-17-2009, 12:29 PM
Wow I feel so stupid. I always thought that in order to do the headbutt it had to be db->ub
LoL
Thanks

Hotobu
05-17-2009, 04:05 PM
I'm sure this is in the thread, but I 'm not sure how to search for it. All I'd like to know is if EX upper followed by cr. lp, cr. lk works on everyone or is it specific to certain character types?

MRCG21
05-17-2009, 04:13 PM
I'm sure this is in the thread, but I 'm not sure how to search for it. All I'd like to know is if EX upper followed by cr. lp, cr. lk works on everyone or is it specific to certain character types?


As long as they are standing, it should combo.

Ephemeral
05-17-2009, 07:08 PM
As long as they are standing, it should combo.

sometimes it is distance dependent, so one jab may connect but the second may not. currently, im trying to figure out whether that distance may allow a down charge to be buffered, so it'd be something like exRU, c.lp, hb.

OR

exRU, c.lp, c.mp, lp DSP.

Kingjae
05-20-2009, 02:59 PM
For some reason, I cant link anything after the ex upper...is there any tips on doing so?

SSblanka
05-21-2009, 01:18 AM
sometimes it is distance dependent, so one jab may connect but the second may not. currently, im trying to figure out whether that distance may allow a down charge to be buffered, so it'd be something like exRU, c.lp, hb.

OR

exRU, c.lp, c.mp, lp DSP.

closest that i've done exRU, cr. lp, hb was under the timer while opponent was in the corner.

Malix
05-25-2009, 11:05 PM
I'm having a TON of trouble executing the jumping hk->c.lp->c.lp->c.lk->headbutt combo and have no idea why, was hoping someone had some advice for execution.

Basically I can link either the jump in hk->c.lp->c.lp->c.lk but the headbutt doesnt come out, or i can seem to link the jump in hk->c.lp->c.lp and somehow manage to not throw out the c.lk but do an unlinked headbutt instead. This is really frustrating, as I am able to execute the 5 hit combo ~20% of the time, sometimes 3-4 times in a row, and then all of the sudden I lose it and can't do it again for 20 minutes.

I can do a jumping hk->c.lp->c.lk->headbutt about 90% of the time without any problems, and I have no idea why the added c.lp is giving me so many issues.

I play on a fightstick and single tap buttons (double tapping feels reeeeealllly weird).

Thanks in advance!

SLICK RICK
05-25-2009, 11:40 PM
Maybe you are chaining the c.lk instead of linking it. For some reason the game wont let you cancel out of the chain. So you have to do c.lp,c.lp*slight pause*c.lk xx hb.

If you didnt already know that then give it a shot and post back.

Malix
05-26-2009, 10:36 AM
Maybe you are chaining the c.lk instead of linking it. For some reason the game wont let you cancel out of the chain. So you have to do c.lp,c.lp*slight pause*c.lk xx hb.

If you didnt already know that then give it a shot and post back.

That did it........thanks so much, I don't think I've ever been that frustrated before playing a fighter :p

Much appreciated!

jterp7
05-26-2009, 11:23 AM
heh there are times when I can get that combo 3 times in a match and others where it will not connect at all..and I appear to be a crouching jab Rog player lol. With lag, I've had the clk not come out and the guy will stop blocking and the HB will hit lol.

Watching gootecks on XBL it proved that even pros will have trouble executing BnB when you add in the lag, mostly because of the inconsistent lag.

SLICK RICK
05-26-2009, 06:45 PM
That did it........thanks so much, I don't think I've ever been that frustrated before playing a fighter :p

Much appreciated!
No problem. Glad I could help :tup:

Rex0r
05-26-2009, 06:51 PM
Question
What has more range, clp xx clk or clp xx clp after exrush upper? I like clp xx cmp for the damage and flash but man...i miss it enough to not use it in tournys.

Also what do you guys like to do after you land one, i repeat it once and then either finish the combo, reset, or go for throw or frametrap. Any other "tricks" anyone uses with it?

sighrAx
05-27-2009, 01:10 AM
you can link a standing lp after ex rush upper. :|