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== Special Moves == | == Special Moves == | ||
'''Turn-Around Punch [TAP] (Hold PPP or KKK at least one second, then release)''' - | |||
'''Straight Rush Punch (Charge b, f + P)''' - | |||
'''Low Rush Punch (Charge b, df + P)''' - | |||
'''Rush Uppercut (Charge b, f + K)''' - | |||
'''Knockdown Rush Uppercut (Charge b, df + K)''' - | |||
'''Buffalo Headbutt (Charge d, u + P)''' - | |||
== Grabs == | == Grabs == | ||
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--[[User:Raisin|Raisin]] (March 12, 2007)<br> | --[[User:Raisin|Raisin]] (March 12, 2007)<br> | ||
--Some info courtesy [[T.Akiba]] | --Some info courtesy [[T.Akiba]] | ||
=== Mixups === | |||
*Go behind your opponent and then do cr.Forward, cr.Strong xx Low Jab Rush Punch or instead do cr.Forward and then grab. | |||
or, as an alternate: | |||
*Act as if you'll go under, then cr.Roundhouse from the front. | |||
--[[User:Graham|Graham]] | |||
== Super Move == | == Super Move == | ||
'''Crazy Buffalo (Charge b, f, b, f + P or K)''' - | |||
= The Basics = | = The Basics = | ||
= Combos = | |||
'''Biggest Boxer combo I've seen is 12 hits:''' | |||
* Against crouching Zangief, cross-up j.Fierce (or j.RH), cr.Jab x6, super | |||
'''Practical combos:''' | |||
* cr.Forward, cr.Strong xx low rush | |||
* safe jump Jab, cr.Jab x2->st.Jab xx high rush | |||
* j.RH, st.Forward xx low kick rush (the one that knocks down) | |||
Also, you can link the super after his cr.Forward. | |||
To dizzy the opponent, Daigo uses meaty cr.Forward, far st.Fierce. | |||
--[[User:NKI|NKI]] | |||
'''Dizzy:''' | |||
* Simple combo: Jumping Roundhouse / Fierce, cr.Strong, Low Kick Rush with Short (knockdown) | |||
* Highest damage combo: Jumping Roundhouse / Fierce, 2 cr. Jab, Standing Jab, Straight Fierce Rush Punch | |||
'''On wakeup:''' | |||
* cr.Forward early, cr.Strong, Low Jab Rush Punch | |||
'''After grabbing them and walking behind:''' | |||
* cr.Forward early, cr.Strong, Low Jab Rush Punch | |||
'''On wakeup for quick dizzy:''' | |||
* cr.Forward early, Standing Fierce (on big chars) | |||
'''On jumping on certain chars during fireball (Chun li for example):''' | |||
* Refer to simple combo | |||
'''On jumping on Sagat (for example, if he does low fireball):''' | |||
* Jumping Roundhouse, Standing Fierce (connects cause opponent is ducking) | |||
'''Simple super combo when they're dizzy or on wakeup:''' | |||
* Jumping forward or jab or strong (see it hit, can't use fierce or roundhouse or you won't be able to get the full amount of jabs), 2 cr. Jabs, Standing Jab, Super | |||
--[[User:Graham|Graham]] | |||
= Advanced Strategy = | = Advanced Strategy = | ||
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== Vs. Chun-Li: == | == Vs. Chun-Li: == | ||
Try to keep some distance and do rushes whenever possible. If I am close, I'll jump at her usually --[[User:Graham|Graham]] | |||
== Vs. Dee Jay: == | == Vs. Dee Jay: == | ||
== Vs. Dhalsim: == | == Vs. Dhalsim: == | ||
The reason I use TAP is because the match is a slow match for Balrog, Dhalsim can keep you out pretty good, and the chance of getting an opening is very slim, and when it happens it's nice to have a hard hitting move, usually I can spend sometimes 20-30 seconds waiting for an opening. | |||
There are multiple options when you see a yoga fire. I do either a jab straight running punch (trade) if it's a slow fireball, a TAP trade, a standing fierce trade, a jump straight up if far away and guided fierce punch to move down and avoid, or a jump toward at last second and fierce / roundhouse, or I walk toward them if it's slow and block at last minute to gain a bit of ground. There are many options, you just need to be willing to block sometimes. Sometimes if the player is really close I do a fierce headbutt through it, but once you get the super you'll shut down his fireball game fast if he isn't full screen. | |||
But honestly, most of it is just pure practice. You need to play matches a lot to get the feel of what to do. I'll say this a lot of the times: I build a strategy on the spot to accomodate some players. --[[User:Graham|Graham]] | |||
== Vs. E. Honda: == | == Vs. E. Honda: == | ||
Stay back, do low strongs to counter headbutts and keep charged for buffalo headbutt; do it if he tries to sit or jump at you. | |||
If you can't time the low strong properly, then switch to using rapid standing jabs. --[[User:Graham|Graham]] | |||
== Vs. Fei Long: == | == Vs. Fei Long: == | ||
== Vs. Guile: == | == Vs. Guile: == | ||
Don't charge the tap, do low rushes to counter low forwards, do low forwards close, and standing fierces on occasion, jump at him when you can with fierce if he does sonic boom and you aren't too close. --[[User:Graham|Graham]] | |||
== Vs. Ken: == | == Vs. Ken: == | ||
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== Vs. Vega (claw): == | == Vs. Vega (claw): == | ||
Always be charged for headbutt, when he goes off the wall do a fierce headbutt before he hits you or gets near you. Thats the safe escape for off the wall move. | |||
As for ground game, if he jumps, ducking fierce, if he is playing the poke game, your low strong hits his low strong, your low forward hits his slide. But you should attempt to jab low dash in when he is at the perfect range. What I do with Vega is counter the rushes with low strong but only when I'm far enough away to react; when he is closer than 3/4 to full screen it's hard to react to those low rushes and you can catch him offguard. If you manage to knock him down you should cheap the hell outta him. --[[User:Graham|Graham]] | |||
== Vs. Zangief: == | == Vs. Zangief: == | ||
If Balrog knows how to fight Zangief, the fight becomes largely 50/50. Jab Low Rush with Punch beats the Lariats if you distance it properly. But Zangief can whiff stand jabs a lot which will hit the Low Rushes before they reach Zangief, discouraging you from doing the move. But Balrog can Stand Fierce Zangief from the same range he wants to do the Low Rush, which will beat or trade with Gief's Stand Jab. And, of course, Zangief can Lariat the Fierce. So you can bait him into doing the Lariat and Low Rush him. | |||
It's cyclical, but it makes the fight much more manageable to Balrog. Good Zangiefs WILL make this a very hard fight, but a good Balrog will make the fight much more honest. --[[User:jchensor|jchensor]] | |||
'''[]------------[]''' | |||
I agree with Chen. That match can be hard for Rog if he gets knocked down, that's why you have to be careful and choose your attacks wisely. Rog has some tools that he can work with. If Gief likes to use the cr. roundhouse a lot, Rog can just standing fierce on the whiff and hit him clean. For Gief's standing jabs, Rog can just st. fierce and trade in Rog's favor. | |||
For anti airs, Rog has the st. jabs, st. strong, st. fierce, cr. fierce, and high rush depending on distance and what Gief does. Like Chen said, Rog can low rush Gief's lariat at the right distance. If Rog gets knocked down, it can be trouble so you have to play this match very carefully. Using TAP a lot isn't good cuz Gief can see it and lariat on reaction. Don't let Gief bully and corner you, use the tactics above and fight him. If you are getting near your own corner and happen to knock Gief down, do a jump in combo that ends with a low rush to push him away. --[[User:Afro Legends|Afro Legends]] | |||
'''[]------------[]''' | |||
The best strat vs. Gief is one my brother created which is stupidly simple: just keep pressing low strong. --[[User:Graham|Graham]] | |||
'''[]------------[]''' | |||
Normally, Balrog can't do much about Gief's lariats... it's either fist sweep or low rush, and those can be hit, and difficult to time against kick lariats. | |||
Normally, Balrog's super gets stuffed clean everytime by Gief's lariat... | |||
However, if you do the KICK super (starts with the uppercut), it'll hit Gief every time out of lariat, b/c it hits him in the head where he's vulnerable. | |||
Good way to punish in a fight where Balrog doesn't really have an upper hand. --[[User:Renegade|Renegade]] | |||
{{Super Turbo}} | |||
[[Category:Super Street Fighter 2 Turbo]] | [[Category:Super Street Fighter 2 Turbo]] | ||
[[Category:Balrog]] | [[Category:Balrog]] |
Revision as of 21:56, 24 May 2008
Introduction
Color Options
New Boxer Colors
New Boxer's color options in Super Turbo
To choose the "Hold" color, press and hold any button except Start for 2 seconds. To choose any other color, simply tap the desired button.
--Raisin (April 8, 2007)
Old Balrog Colors
Old Boxer's color options in Super Turbo
Old Boxer's input code is RLLR. Pressing Short simultaneously with Jab or Fierce will give you the alternate color.
--Raisin (April 8, 2007)
Moves List
Normal Moves
Special Moves
Turn-Around Punch [TAP] (Hold PPP or KKK at least one second, then release) -
Straight Rush Punch (Charge b, f + P) -
Low Rush Punch (Charge b, df + P) -
Rush Uppercut (Charge b, f + K) -
Knockdown Rush Uppercut (Charge b, df + K) -
Buffalo Headbutt (Charge d, u + P) -
Grabs
To grab your opponent, hold towards or back and press Strong or Fierce punch. Boxer will hold the opponent in place for a few seconds and repeatedly headbutt them.
The first hit of the grab deals about 19.5% damage. Subsequent hits add almost 3% more each. If Boxer wiggles the joystick and/or mashes buttons while the grab is taking place, it will extend the duration. Similarly, his opponent may do the same to reduce the grab's duration. Sometimes people playing charge characters will elect to do this only for a moment before opting to charge during the grab's animation instead.
Weirdly, the Strong grab has more range than the Fierce grab even though they seem identical. You should favor using the Strong grab in situations where range is an issue.
--Raisin (March 12, 2007)
--Some info courtesy T.Akiba
Mixups
- Go behind your opponent and then do cr.Forward, cr.Strong xx Low Jab Rush Punch or instead do cr.Forward and then grab.
or, as an alternate:
- Act as if you'll go under, then cr.Roundhouse from the front.
--Graham
Super Move
Crazy Buffalo (Charge b, f, b, f + P or K) -
The Basics
Combos
Biggest Boxer combo I've seen is 12 hits:
- Against crouching Zangief, cross-up j.Fierce (or j.RH), cr.Jab x6, super
Practical combos:
- cr.Forward, cr.Strong xx low rush
- safe jump Jab, cr.Jab x2->st.Jab xx high rush
- j.RH, st.Forward xx low kick rush (the one that knocks down)
Also, you can link the super after his cr.Forward.
To dizzy the opponent, Daigo uses meaty cr.Forward, far st.Fierce.
--NKI
Dizzy:
- Simple combo: Jumping Roundhouse / Fierce, cr.Strong, Low Kick Rush with Short (knockdown)
- Highest damage combo: Jumping Roundhouse / Fierce, 2 cr. Jab, Standing Jab, Straight Fierce Rush Punch
On wakeup:
- cr.Forward early, cr.Strong, Low Jab Rush Punch
After grabbing them and walking behind:
- cr.Forward early, cr.Strong, Low Jab Rush Punch
On wakeup for quick dizzy:
- cr.Forward early, Standing Fierce (on big chars)
On jumping on certain chars during fireball (Chun li for example):
- Refer to simple combo
On jumping on Sagat (for example, if he does low fireball):
- Jumping Roundhouse, Standing Fierce (connects cause opponent is ducking)
Simple super combo when they're dizzy or on wakeup:
- Jumping forward or jab or strong (see it hit, can't use fierce or roundhouse or you won't be able to get the full amount of jabs), 2 cr. Jabs, Standing Jab, Super
--Graham
Advanced Strategy
Match-ups
Vs. Balrog (boxer-self):
Feel free to edit this for continuity.
When facing off versus another Balrog you have a few simple moves you'll want to do. The key to this match is largely patience. You don't want to attack aggressively like you would against other characters but rather wait there for your enemy to give you an opening then push the aggressive moves out.
Standing fierce is your main form of attack when your opponent is in range, throw it out to block, or use it when you're far away and see your opponent rushing you with a punch. If you throw it out without connecting you'll end up getting low rush punched so play patient with it. If your opponent is a low strong button masher thinking you'll be doing alot of low jab dash punches use this to stuff them.
Low Jab Dash Punch is your main punishment move or attack used to follow up after you force your opponent to block a standing fierce. Try to see them miss attacks such as standing fierce and punish them while they are still recovering.
Low Strong is a decent counter attack for the Low Jab Dash Punch. Press it when your opponent isn't at perfect range and it will stuff their move, for example if they are trying to pressure you with only Low Jab Dash Punches instead of using the standing fierce, low jab dash punch lock. Don't mash this or you'll get hit by a standing fierce.
The charged headbutt (name?) doesn't do much damage but it does knock your opponent down allowing you to get control of the match. I use it occasionally either if i'm being forced to block alot in the corner or if I see my opponent dash punching me from 3/4 to full screen away. Some players tend to use this too frequently resulting in missed headbutts, When I see this I punish with a low strong, low jab dash punch combo. The damage is too minimal to use it as a form of attack, its just a defensive move to give you control of the match.
Balrog is very susceptible to his own cheap tricks. When you get a chance on occasion use a jumpin short then grab and do the textbook Balrog cheap repeatedly, he has a very hard time reversing it like most characters. Or if the opportunity presents itself just grab him and start the cheaps. Of course to get out of this use the headbutt if you need to, reversing tends not to work well.
Jumping at Balrog can be done on occasion but do not abuse it, he has a quick jump but if the enemy knows you'll jump they can easily counter you with a low fierce or rushing uppercut.
--Graham
Vs. Blanka:
Vs. Cammy:
Vs. Chun-Li:
Try to keep some distance and do rushes whenever possible. If I am close, I'll jump at her usually --Graham
Vs. Dee Jay:
Vs. Dhalsim:
The reason I use TAP is because the match is a slow match for Balrog, Dhalsim can keep you out pretty good, and the chance of getting an opening is very slim, and when it happens it's nice to have a hard hitting move, usually I can spend sometimes 20-30 seconds waiting for an opening.
There are multiple options when you see a yoga fire. I do either a jab straight running punch (trade) if it's a slow fireball, a TAP trade, a standing fierce trade, a jump straight up if far away and guided fierce punch to move down and avoid, or a jump toward at last second and fierce / roundhouse, or I walk toward them if it's slow and block at last minute to gain a bit of ground. There are many options, you just need to be willing to block sometimes. Sometimes if the player is really close I do a fierce headbutt through it, but once you get the super you'll shut down his fireball game fast if he isn't full screen.
But honestly, most of it is just pure practice. You need to play matches a lot to get the feel of what to do. I'll say this a lot of the times: I build a strategy on the spot to accomodate some players. --Graham
Vs. E. Honda:
Stay back, do low strongs to counter headbutts and keep charged for buffalo headbutt; do it if he tries to sit or jump at you.
If you can't time the low strong properly, then switch to using rapid standing jabs. --Graham
Vs. Fei Long:
Vs. Guile:
Don't charge the tap, do low rushes to counter low forwards, do low forwards close, and standing fierces on occasion, jump at him when you can with fierce if he does sonic boom and you aren't too close. --Graham
Vs. Ken:
Vs. M. Bison (dictator):
Vs. Ryu:
Vs. Sagat / O.Sagat:
Vs. T. Hawk:
Vs. Vega (claw):
Always be charged for headbutt, when he goes off the wall do a fierce headbutt before he hits you or gets near you. Thats the safe escape for off the wall move.
As for ground game, if he jumps, ducking fierce, if he is playing the poke game, your low strong hits his low strong, your low forward hits his slide. But you should attempt to jab low dash in when he is at the perfect range. What I do with Vega is counter the rushes with low strong but only when I'm far enough away to react; when he is closer than 3/4 to full screen it's hard to react to those low rushes and you can catch him offguard. If you manage to knock him down you should cheap the hell outta him. --Graham
Vs. Zangief:
If Balrog knows how to fight Zangief, the fight becomes largely 50/50. Jab Low Rush with Punch beats the Lariats if you distance it properly. But Zangief can whiff stand jabs a lot which will hit the Low Rushes before they reach Zangief, discouraging you from doing the move. But Balrog can Stand Fierce Zangief from the same range he wants to do the Low Rush, which will beat or trade with Gief's Stand Jab. And, of course, Zangief can Lariat the Fierce. So you can bait him into doing the Lariat and Low Rush him.
It's cyclical, but it makes the fight much more manageable to Balrog. Good Zangiefs WILL make this a very hard fight, but a good Balrog will make the fight much more honest. --jchensor
[]------------[]
I agree with Chen. That match can be hard for Rog if he gets knocked down, that's why you have to be careful and choose your attacks wisely. Rog has some tools that he can work with. If Gief likes to use the cr. roundhouse a lot, Rog can just standing fierce on the whiff and hit him clean. For Gief's standing jabs, Rog can just st. fierce and trade in Rog's favor.
For anti airs, Rog has the st. jabs, st. strong, st. fierce, cr. fierce, and high rush depending on distance and what Gief does. Like Chen said, Rog can low rush Gief's lariat at the right distance. If Rog gets knocked down, it can be trouble so you have to play this match very carefully. Using TAP a lot isn't good cuz Gief can see it and lariat on reaction. Don't let Gief bully and corner you, use the tactics above and fight him. If you are getting near your own corner and happen to knock Gief down, do a jump in combo that ends with a low rush to push him away. --Afro Legends
[]------------[]
The best strat vs. Gief is one my brother created which is stupidly simple: just keep pressing low strong. --Graham
[]------------[]
Normally, Balrog can't do much about Gief's lariats... it's either fist sweep or low rush, and those can be hit, and difficult to time against kick lariats.
Normally, Balrog's super gets stuffed clean everytime by Gief's lariat...
However, if you do the KICK super (starts with the uppercut), it'll hit Gief every time out of lariat, b/c it hits him in the head where he's vulnerable.
Good way to punish in a fight where Balrog doesn't really have an upper hand. --Renegade