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''s.LK -'' The Far and the Close versions are the same. A cancelable punch that cannot chain into any Light Attack, but won't whiff on small crouching chars. <br> | ''s.LK -'' The Far and the Close versions are the same. A cancelable punch that cannot chain into any Light Attack, but won't whiff on small crouching chars. <br> | ||
''s.HP -'' (Far) A great attack for poking. Very fast, won't whiff on low crouching chars(Although it can look like), but cannot be normal canceled. (Close) Move for combos, but most of Boxer's combos will be while crouching, probably. <br> | ''s.HP -'' (Far) A great attack for poking. Very fast, won't whiff on low crouching chars(Although it can look like), but cannot be normal canceled. (Close) Move for combos, but most of Boxer's combos will be while crouching, probably. <br> | ||
''s.HK -'' (Far) Another poke. Very fast too, and Boxer will walk a little forward while performing this move. Cannot be normal canceled. (Close) | ''s.HK -'' (Far) Another poke. Very fast too, and Boxer will walk a little forward while performing this move. Cannot be normal canceled. (Close) Can be used like the cl.HP. | ||
''j.LP -'' The Diagonal and the Neutral versions are the same with all of the jumping attacks. Just a simple punch, very uselesst too, Boxer has better options(I can't even say that the other options are good).<br> | ''j.LP -'' The Diagonal and the Neutral versions are the same with all of the jumping attacks. Just a simple punch, very uselesst too, Boxer has better options(I can't even say that the other options are good).<br> |
Revision as of 10:25, 23 July 2016
Introduction
This guy with the boxing gloves is Balrog(M. Bison in the japanese version), but let's call him just Boxer, to prevent confusion. If you used him in any Street Fighter game, you'll probably know that he is a charge character, but there is a difference between the SF games, and this game. Here, he is bad. Bad enough to be low tier(I think Dan can stand a chance against him). Now for his pros and cons:
The Champ's Good and Bad things
Good Things:
- Has nice normals to use as pokes/footsies;
- Has decent charge attacks(I mean, he has only charge moves);
- He got an anti-air that can juggle your opponent;
- Exceed does good damage(Like most of the others in the game, but it will help him);
- TAP(Turn-around punch) can dodge some moves(Only the mid and low-hitting ones);
- Has easy, short, but effective combos to use in a match;
Bad things:
- Very hard to master(You can use his strats from other games, but I can't say that they will work);
- Has no Command Moves(When I said that he has only charge moves, I wasn't lying);
- Most of his Special and Super Moves can be countered easily;
- Exceed has short reach;
- Although the TAP can dodge some moves, it can't dodge Super projectiles(Probably because most of them are big);
- Has no long range options;
- And no good air options(Meaning that he can't jump freely, unless if he can get a stun);
- Has no long combos(I think he has one, but it will be hard to do, I'm pretty sure, because you'll charge almost everytime).
Moves List
Normal Moves
Boxer's normals are very useful(The ground ones, I mean). You can try using some them on footsies, due to their nice speed.
s.LP - The Far and the Close versions are the same. Just a simple punch that can chain into itself, other Light Attacks, and can be normal canceled. Whiffs on small crouching chars.
s.LK - The Far and the Close versions are the same. A cancelable punch that cannot chain into any Light Attack, but won't whiff on small crouching chars.
s.HP - (Far) A great attack for poking. Very fast, won't whiff on low crouching chars(Although it can look like), but cannot be normal canceled. (Close) Move for combos, but most of Boxer's combos will be while crouching, probably.
s.HK - (Far) Another poke. Very fast too, and Boxer will walk a little forward while performing this move. Cannot be normal canceled. (Close) Can be used like the cl.HP.
j.LP - The Diagonal and the Neutral versions are the same with all of the jumping attacks. Just a simple punch, very uselesst too, Boxer has better options(I can't even say that the other options are good).
j.LK - Exactly the same as the above.
j.HP - Just a jump attack with good damage. Boxer doesn't need to jump that much, so this move is nearly useless for him.
j.HK - On Boxer's jumping normals, this is the only one that can crossup the opponent. Nothing special.
cr.LP - Like the s.LP, but won't whiff on small crouching chars(Obviously). You can use this on combos instead of the standing one.
cr.LK - A punch that hits low. Strangely enough, this move cannot be normal canceled, and cannot chain into the other Light Attacks.
cr.HP - Anti-air. Good to use when you're charging down-back, and your opponent wants to do a jump attack on you, or on some punish combos. Can be normal canceled too.
cr.HK - A punch that hits low and knocks down. Only that. Cannot be normal canceled too, and it lacks reach.
Special Moves
Buffalo Head
- Charge Down, Up + Punch
Wild Smash
- Charge Down, Up + Kick
Dash Straight
- Charge Back, Forward + Punch
Dash Upper
- Charge Back, Forward + Kick
Dash Ground Straight
- Charge Back, Down-Forward + Punch
Dash Ground Upper
- Charge Back, Down-Forward + Kick
Turn Punch
- Hold any 2 Punch or Kick buttons then release
Super Moves
Crazy Buffalo
- Charge Back, Forward, Back, Forward + Punch
- Press Kick anytime during Crazy Buffalo to turn the punches into uppercuts
Gigaton Blow
- Charge Back, Forward, Back, Forward + Kick
Exceed
Ultimate Smash
- Charge Down-Back, Down-Forward, Down-Back, Up-Forward + Both Kicks
The Basics
Gameplan
Some Combos
Jump HK,Close HP/HK,Dash Straight/Upper
cr.HP,Wild Smash,Jump In HP or Dash Straight/Upper
cr.HP,Wild Smash ,Crazy Buffalo or Giganton Blow
cr.HP,Wild Smash
cr.HP,Ultimate Smash