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* Decent charge moves | * Decent charge moves | ||
* Anti-air that can juggle the opponent | * Anti-air that can juggle the opponent | ||
* TAP can dodge some moves | * TAP can dodge some moves | ||
* Very fast dash | * Very fast dash | ||
* Easy, short, but effective combos | * Easy, short, but effective combos | ||
* Reliable Exceed | |||
| cons= | | cons= | ||
* Hard to master | * Hard to master | ||
* No command | * No command normals | ||
* Zero zoning tools | |||
* Air game is non-existent | |||
* Most specials and supers can be countered easily | * Most specials and supers can be countered easily | ||
* Although TAP can dodge some moves, it can't dodge super projectiles | * Although TAP can dodge some moves, it can't dodge super projectiles | ||
* Damage isn't anything to write home about without max mode | |||
* Max mode combos are also difficult | |||
* Damage isn't anything to write home about | * Exceed has short reach and limited comboability | ||
* Characters with ground control are a nightmare to deal with | * Characters with ground control are a nightmare to deal with | ||
* Is a charge character in a game that is anti-charge characters | |||
}} | }} | ||
Revision as of 10:43, 11 October 2022
マイク・バイソン, Mike Bison | |
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Difficulty | Easy/Average |
Max Mode Needed? | Up to you |
Tier Placement | Non-Threat (D) |
Standing Hitbox | ? |
Crouching Hitbox | Tall |
Introduction
Balrog, also known as Boxer to avoid international confusion, is an American boxer based on the likeness of the famous boxer Mike Tyson, who in Japan is known as M. Bison. While a charge character, he's a footsies based rushdown character who, in games like Super Turbo, has proven that he's a force to be a reckoned with, and other games, like Champion Edition, to be a total pushover. And unfortunately for Balrog, he's a pushover here. There's worse characters, sure, but if the likes of Dan can pose a threat against him, then it's safe to say he's packing several problems - most notably, playing the patient footsies game in a game where strong movement and zoning are all but absent. Still, if you put in the work, he can get some results and has something to offer; he definitely isn't any less fun, at least.
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
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Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
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Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
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Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
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Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
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Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
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Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Moves List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
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Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
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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 - loops, and some of them can be super canceled in Max Mode.
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[d]~u A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
[d]~u C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[d]~u B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
[d]~u D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[b]~f A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
[b]~f C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[b]~f B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
[b]~f D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[b]~df A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
[b]~df C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[b]~df B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
[b]~df D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | 9 | 15 | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Level 2 | 12 | 18 | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Level 3 | 15 | 21 | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Level 4 | 18 | 24 | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Level 5 | 21 | 27 | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Level 6 | 24 | 30 | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Level 7 | 28 | 34 | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Level 8 | 36 | 42 | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Level 9 | 42 | 48 | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
Level 10 | 48 | 54 | Mid | - | - | - | - | - | - | - | - | - | - | - |
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Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Strategy
Basic Strategy
Boxer's Gameplan
Balrog isn't a jumper, just know that(Jump only if your opponent is stunned/in a punishable state). Just know your best anti-airs(Like the cr.C, and the Charge d, u moves) and you'll be fine. If you need to punish, do it with any damaging combo below. For his combos, they aren't that hard, and Boxer can do good damage when he needs. Only that. Good luck in your matches.
Advanced Strategy
A little help for that combo
Oh, you tried to land that damaging combo with two supers on the corner, but only have one level? Don't worry! You still can do something after the Super! We'll do what we call a "reset". "What is this?" Well, after most of the Supers, your opponent would be knocked down, right? But and for the moves with juggle properties, what would you do? Watch your opponent fall down? Of course, no. I'll just try to add damage, because it's a combo, you can't waste any opportunity. So let's just add a normal after the Super on the corner, it would be like this:
[Jump Attack] cr.C(While charging b/db), (After the Charge) u+D(While charging b/db), (After the Charge) f, b, f+K(Early), (If on the corner) s.C(For damage) or cr.A(If you want a faster move)
After the normal hits, your opponent will have a hit animation, and will land, but standing! That's where the mind games will begin. You have three options now(Or even more, you can create yours):
- You can jump and do any air normal for an overhead attack, and after that, you can land almost any combo after it(Note: You're on the corner, you can't crossup, obviously);
- You can do an empty jump(A jump without any jumping normal), and after you land, do a combo starting with a low or a low move itself(Can be dangerous depending of the character);
- You can just do a low move/combo on the ground without jumping(Yeah, Boxer lacks a ground overhead).
Match-Ups
Combos
Some Combos (Without Max Mode)
Boxer's combo options are very good, but I'll put here only some notable combos. You can add some more possible ones if you know some more.
1- [Jump Attack(You won't need it, but... Use it if you need to)] cr.C(While charging db), (After the Charge) f/df+P/K - 2 hits; 3 with a Jump Attack
Good combo to begin. The best finishers for it are probably the df+P/K, because they will do a knockdown, and won't whiff on some crouching chars.
2- [Jump Attack] cr.C(While charging b/db), (After the Charge) u+D(While charging b/db), (After the Charge) f+P/K - 3 hits; 4 with a Jump Attack
Variaton of the first one, but with a little more damage. Nothing very special with this combo.
3- [Jump Attack(Only works on a crossup)] cr.B, cr.A(While charging db), (After the Charge) Any Super - 7/9 hits(Depends of the Super used); 8/10 with a Jump Attack
Just Boxer showing what he can do using his hands with a low starter. You can do the combo with some Special Moves too, but the Supers are just more damaging. Well... I said that the cr.B can't chain into other Light Attacks, and that's true. That above, is actually a link(Chain isn't the same thing as a link). I'll put another example of a link below.
4- [Jump Attack(Same thing as the above)] cl.D(While holding b), f.D, Any Super - 7/9 hits(Depends of the Super used); 8/10 with a Jump Attack
That's it, another link. It's possible too, I can assume. Like the combo above, this can work with some Special Moves too. Move buffering with a dash can help you with this combo.
5- [Jump Attack] cr.C(While charging b/db), (After the Charge) u+D(While charging b/db), (After the Charge) f, b, f+K(Early), (You can charge b/db while on the corner), (After the optional charge) f, b, f+P(Hold K here, just in case you miss the timing) - (Up to, with the two supers) 16 hits; 17 with a Jump Attack
One of Boxer's most damaging combos! More than one bar of health in damage terms and two damaging Special Moves on only one combo! The sad part is that you'll need to have two levels in your meter. But don't worry with that! If you don't know what to do in Max Mode, you can use this combo, because you won't lose your two levels, and you'll be happy with the damage!
6- [Jump Attack] cr.C(While charging db), (After the Charge) Exceed - 2 hits; 3 with a Jump Attack
Another damaging combo, but used mostly for punish situations, or while your opponent is stunned. It has almost the same damage as the combo above, and you won't lose meter. Don't worry if you think that "It's so hard", because you have a shortcut for the Exceed.
Some combos (With Max Mode)
I don't know many interesting combos in Max Mode, but I saw a loop on a video(I don't know if it is really possible). If you know some more interesting combos, you can add them here.
1- Charge b/db, f+P, (max cancel it on the K version, max cancel it on the P version, and there we go) - n hits(Where n is the number of loops)
That's the loop, and I dunno if it's really possible, I just saw it on a video. Click here if you want to see it.
2- Charge KK/PP(While Charging b/db), Any super - 6/10 hits
Easy, and can be damaging(The damage is random due to the TAP). Use it on punish situations, or if you want, to counter certain projecties(The ones with bad startup/recovery). It doesn't work with the Exceed too.