Well this is my first thread, meaning this will definitely be a work in progress.
This thread right now is basically covering how to play against majority of the Balrog (Boxer) Army here in SoCal. However this isn’t necessarily biased, the information i’m going to be posting will show you how to dissect this particular match up.
Let’s see exactly what Boxer has that can keep any Rufus player at bay:
- Solid Anti-airs for divekicks
- The speed and range of pokes both crouching and standing
- TAP and headbutts to punish crossups
- Dash punches
- Jumping Fierce! (this move drives me crazy, I’m referring to CSB and John Rog here )
- HIS FIGHTING STANCE! (yes fighting stance, i will definitely explain why)
Before getting into this match up, there is one key trait you need going into this fight with Rufus…and that is PATIENCE. You can’t expect to rush him midscreen to the corner, or even on wake up because with a well timed ex headbutt (or even jab headbutt for cross-up purposes) you can most likely expect to be juggled by that ridiculous (but low damaging) ultra.
The Rufus Vs. Balrog(Boxer) Match-up is considered even, 5-5.
These are just a few tricks I use to fight against Boxers.
Spacing is key, at full screen you can build meter because sooner or later he will advance towards you with either a TAP or dash punch. If you can read a player’s pattern, jumping neutral roundhouse has decent range to stomp out those dash punches or TAP.
Learn the range of Divekicks, knowing exactly where they will whiff is key! Utilizing this can lead to a grab, chain launcher, knockdown, or just bait.
Crossing Boxer up is one of the most difficult things to do in SF4 with Rufus. At midscreen, on Boxer’s wakeup, a misplaced divekick can lead to Rufus taking major damage. The reason why is because of Boxer’s stance! However there are things to get around this that you can use to surprise your opponent. When training with Ken I, he showed me a trick against Boxer that has helped me a great deal against top ranked Boxers here in SoCal. That trick is the jumping forward mk. For example, after a forward grab with Rufus, as soon as the animation ends, dash forward twice and jump over Boxer for the cross up, and with precise timing the jumping mk should cross him up for a free launcher or fierce–fierce tornado–ultra.
With that said, you’re probably asking yourself, “Wait, Ultra after tornado? Did you mean in the corner only?” I don’t know if this is covered in other threads, i couldn’t find it so if someone can find it let me know and i’ll remove this information. Anyway, that being said with Boxer’s stance, it is VERY possible to connect an Ultra midscreen after a fierce or even strong tornado. This can also work against Vega (Claw) with easier timing.
That’s all the information I can put for now. If you’d like to contribute, please feel free!