SvC Chaos: SNK Vs Capcom/Balrog: Difference between revisions

From SuperCombo Wiki
(→‎Special Moves: Made Boxer's Special Moves section.)
(→‎Super Moves: Made Boxer's Special Moves section.)
Line 69: Line 69:
==Super Moves==
==Super Moves==
'''''Crazy Buffalo'''''
'''''Crazy Buffalo'''''
*Charge Back, Forward, Back, Forward + Punch
* Charge b, f, b, f+P- Boxer will do a series of punches, finishing with a "NO ESCAPE!" punch. It's said that Boxer has infinites involving this super if the last hit whiffs, but I'm not sure about that.
**Press Kick anytime during Crazy Buffalo to turn the punches into uppercuts
**Press/Hold K - The punches will turn into uppercuts, but do it only if you think that it's cool, because it won't add damage, or something like that. The last hit won't be changed while you're pressing a kick button.


'''''Gigaton Blow'''''
'''''Gigaton Blow'''''
*Charge Back, Forward, Back, Forward + Kick
* Charge b, f, b, f + Kick - Boxer will do a straight punch that can do up to 9 hits. You can juggle your opponent on the corner after this move, but only if he/she is in the air. I think Boxer has an infinite with this super involved too... And I think it's the same mentioned in the other Super. I'll search for it later.


===Exceed===
===Exceed===
'''''Ultimate Smash'''''
'''''Ultimate Smash'''''
*Charge Down-Back, Down-Forward, Down-Back, Up-Forward + Both Kicks
* Charge db, df, db, uf+KK - Boxer will dash a little forward and then he will do a punch. This move is his most damaging, and will cause a hard knockdown on the opponent. Problems with the input? You can try to Charge df, HCB, uf+KK, it should be easier for you.


=The Basics=
=The Basics=

Revision as of 11:33, 23 July 2016

"Hmph! Without my fans, I just can't get into this." By:Balrog/M. Bison, aka Boxer

Introduction

Boxerfacesvc.png

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

(Important note: All of Boxer's Special Moves can be MAX canceled, leading to some good, but hard to do - due to the charge - infinites, and some of them can be supercanceled in MAXIMUM Mode, but I can't say that all of them can be MAX canceled into supers, if you could prove, add on the.)

Buffalo Head

  • Charge d, u+P - One of Boxer's classic anti-airs. It has some invincibility frames on the startup, which makes it a good move to use, but isn't good on combos(Due to the startup).

Wild Smash

  • Charge d, u+K - Boxer will do a punch aiming up. The LK won't do anything special, but the HK version will juggle your opponent if it hits, and this is the version that you will use on combos/anti-airs, but watch out, because Boxer will move forward during the move(On each version), which can make the anti-air fail.

Dash Straight

  • Charge b, f+P - Another classic move! Boxer will dash, and do a punch after a little time(This is determined by the button pressed). Good to use on combos too. There is a good trick that you can use with move buffering to make Boxer dash more forward. First, charge back/down-back. Now, do a dash, and press P, Boxer will do the special move after the dash, making him move more forward! This can be used with other characters with charge moves too, and this works with Boxer's other charge moves too! You'll need this strategy in his game. The move can whiff on some crouching chars too.

Dash Upper

  • Charge b, f+K - It can be a classic move, and it's like the move above, but Boxer will do an uppercut after the dash. It will whiff on small crouching chars.

Dash Ground Straight

  • Charge b, df+P - Boxer will do the dash again, but he will do a punch that hits low, and knocks down after the dash. Good to use as a surprising move, and only that.

Dash Ground Upper

  • Charge b, df+K - Like the Dash Upper above, but won't whiff on small crouching chars, and will knock your opponent down.

Turn Punch (aka Turn-around Punch, or simply TAP)

  • Hold PP or KK, and after 2 seconds(Or more) release - This is the move! You probably know how it works, just hold two punch/kick buttons, and after some time, release them. The longer you charge, more damage it will do. It can be MAX canceled into supers too, and while you're charging the two buttons, you can charge back/down-back too, it's not that hard to do. While Boxer is in the "Turn-around" animation, he will dodge mid, and low-hitting moves(Including projectiles).

Super Moves

Crazy Buffalo

  • Charge b, f, b, f+P- Boxer will do a series of punches, finishing with a "NO ESCAPE!" punch. It's said that Boxer has infinites involving this super if the last hit whiffs, but I'm not sure about that.
    • Press/Hold K - The punches will turn into uppercuts, but do it only if you think that it's cool, because it won't add damage, or something like that. The last hit won't be changed while you're pressing a kick button.

Gigaton Blow

  • Charge b, f, b, f + Kick - Boxer will do a straight punch that can do up to 9 hits. You can juggle your opponent on the corner after this move, but only if he/she is in the air. I think Boxer has an infinite with this super involved too... And I think it's the same mentioned in the other Super. I'll search for it later.

Exceed

Ultimate Smash

  • Charge db, df, db, uf+KK - Boxer will dash a little forward and then he will do a punch. This move is his most damaging, and will cause a hard knockdown on the opponent. Problems with the input? You can try to Charge df, HCB, uf+KK, it should be easier for you.

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

Advanced Strategy

Match-Ups