SvC Chaos: SNK Vs Capcom/Balrog

From SuperCombo Wiki
マイク・バイソン, Mike Bison
"Hmph! Without my fans, I just can't get into this."
Difficulty Easy/Average
Max Mode Needed? Up to you
Tier Placement Non-Threat (D)
Standing Hitbox ?
Crouching Hitbox Tall
Wall Jump No

Introduction

Boxerfacesvc.png

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
  • Solid pokes and footsies
  • Decent charge moves
  • Anti-air that can juggle the opponent: Balrog's down-up K charge is not only a good anti-air, but allows him to hit the opponent into a juggle where he can follow up with another attack, notably his supers, making his anti-air game more rewarding than other characters.
  • TAP can dodge some moves
  • Very fast dash
  • Easy, short, but effective combos
  • Reliable Exceed
  • Zero zoning tools: Balrog needs to get in to be any sort of threat at all, being a footsies rushdown character. But in a game where zoners are strong and good movement is a big advantage, Balrog being tied to the ground and closing the distance the old but honest way keeps him from putting up much of a fight.
  • Air game is non-existent: Balrog has normal jumps, nothing special. His air normals are total garbage, however. Stubby hitboxes, active for only a couple frames at best, and functionally suck as both air-to-airs and jump-ins, you're only using them because they're better than nothing. Not to mention, timing them for a jump-in combo is harder to do when jump-in combos require deep hits.
  • Most specials and supers can be countered easily
  • 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: Balrog's max mode combos require the player to start charging immediately after the last input registers a special move due to the lack of room for Balrog to charge up - at most just over 30 frames. Doing max mode combos with Balrog has some leeway, like plinking two buttons in order to activate two charge motion specials in quick succession. It's not enough, however, when the next special move still requires the player to hold forwards also. Balrog effectively needs precise charge timings in order to not drop his combos, and they're fast attacks.
  • Exceed has short reach and limited comboability
  • Characters with ground control are a nightmare to deal with
  • Is a charge character in a game that is anti-charge characters: Charge characters are forced to use BC input for front step, which is a steep cost of meter to give up for a punish, unless they buffer super with dash input. Even with the benefit of 30F charge times, they're too committal in a game full of movement and punishes. In some MUs, having time to charge at all is a problem. Not to mention, the NeoGeo port's charge input bug limiting their options.
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
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.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
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.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
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.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
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)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
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.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS, and that's a rough estimate of the frame advantage when GCFS is performed.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

Close Normals

cl/st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 2 5 11 +5 +3 -
  • Just a simple punch that can chain into itself, other Light Attacks, and can be normal canceled. Whiffs on small crouching chars.

cl/st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 4 8 16 +0 -2 -
  • A cancelable punch that cannot chain into any Light Attack, but won't whiff on small crouching chars.

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 1, 8 9 23 +2 +0 -
  • Move for combos, but most of Boxer's combos will be while crouching, probably.

cl.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 6 4 10 20 +6 +4 -
  • Can be used like the cl.C.

Far Normals

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 8 5 14 27 +1 -1 -
  • A great attack for poking. Very fast, won't whiff on low crouching chars(Although it can look like), but cannot be normal canceled.

st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 2 26 - -8 -10 -
  • Another poke. Very fast too, and Boxer will walk a little forward while performing this move, but very slow recovery leaves him potentially punishable on hit. Not too good range, either. Cannot be normal canceled.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 2 5 11 +5 +3 -
  • Like the s.A, but won't whiff on small crouching chars(Obviously). You can use this on combos instead of the standing one.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 2 5 14 +5 +3 -
  • A punch that hits low. Strangely enough, this move cannot be normal canceled, and cannot chain into the other Light Attacks.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 6 1, 7 17 31 -5 -7 -
  • 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.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 11 4 6 21 SKD +8 -
  • A punch that hits low and knocks down. Only that. Cannot be normal canceled too, and it lacks reach.

Jumping Normals

(n)j.A/B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 3 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Just a simple punch, very uselesst too, Boxer has better options(I can't even say that the other options are good).

(n)j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 3 - - - - -
  • Neutral/Diagonal Jumping Attack
  • Just a jump attack with good damage. Boxer doesn't need to jump that much, so this move is nearly useless for him.

(n)j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - nj= 6 ; dj= 5 nj= 2 ; dj= 3 - - - - -
  • Neutral/Diagonal Jumping Attack
  • On Boxer's jumping normals, this is the only one that can crossup the opponent. Nothing special.

Throws

Kof.lp.pngKof.lk.png Throw
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 - - - - - - -

Kof.sp.pngKof.sk.png Throw
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 - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

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.

Buffalo Head
[d]~u P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[d]~u A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[d]~u C - - Mid - - - - - - - - - - -
  • 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
[d]~u K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[d]~u B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[d]~u D - - Mid - - - - - - - - - - -
  • Boxer will do a punch aiming up. The B won't do anything special, but the D 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
[b]~f P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[b]~f A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[b]~f C - - Mid - - - - - - - - - - -
  • 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
[b]~f K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[b]~f B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[b]~f D - - Mid - - - - - - - - - - -
  • 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
[b]~df P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[b]~df A - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[b]~df C - - Mid - - - - - - - - - - -
  • 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
[b]~df K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[b]~df B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
[b]~df D - - Mid - - - - - - - - - - -
  • Like the Dash Upper above, but won't whiff on small crouching chars, and will knock your opponent down.

Turn Around Punch
Hold AC/BD for at least 2 seconds, release
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Level 1 9 15 Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Level 2 12 18 Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Level 3 15 21 Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Level 4 18 24 Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Level 5 21 27 Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Level 6 24 30 Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Level 7 28 34 Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Level 8 36 42 Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Level 9 42 48 Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
Level 10 48 54 Mid - - - - - - - - - - -
  • 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
[b]~fbf P
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
36x5 45 Mid 2x5 0 0 X - - - - - - -
  • Boxer will do a series of punches, finishing with a "NO ESCAPE!" punch. It's said that Boxer has good combos 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
[b]~fbf K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
32x9 40 Mid 0 0 0 X - - - - - - -
  • Boxer will do a straight punch that can do up to 9 hits. You can juggle your opponent on the corner after this move. I think Boxer has a damaging combo with this super involved too... And I think it's the same mentioned in the other Super.

Exceed

Ultimate Smash
Charge Db.png~Df.pngDb.pngUf.pngKof.lk.pngKof.sk.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
136 142 Mid 36 0 0 X 1+13 2, 2 18 36 SKD -4 1F-14F (Full invul during startup)
  • 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.

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

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • f.; etc. = forward direction (NOT far)
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

May change to numpad notation much later down the road.

BnB Combos

BnB Combos
Combo Position Damage Stun Difficulty Notes
(j.X,) cr.C. [b]~f P TBA TBA TBA TBA 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.
(j.X,) cr.C. [b]~f K TBA TBA TBA TBA
(j.X,) cr.C. [b]~df P TBA TBA TBA TBA
(j.X,) cr.C. [b]~df K TBA TBA TBA TBA
(j.X,) cr.C, [d]~u D, [b]~f P TBA TBA TBA TBA Variaton of the first one, but with a little more damage. Nothing very special with this combo.
(j.X,) cr.C, [d]~u D, [b]~f K TBA TBA TBA TBA
(j.X crossup,) cr.B, cr.A, any super TBA TBA TBA TBA 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.
(j.X crossup,) cl.D, st.D, any super TBA TBA TBA TBA 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.
(j.X,) cr.C, [d]~u D, (early) [b]~fbf K, (corner) [b]~fbf P TBA TBA TBA TBA 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! Button hold recommended for doing this combo to ensure everything comes out as early as possible.
(j.X,) cr./cl.C, Exceed TBA TBA TBA TBA 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.

Max Mode Combos

Max Mode Combos
Combo Position Damage Stun Difficulty Notes
[(C)[b]~f A ~ (C)D]x3 TBA TBA TBA TBA That's the loop. Click here if you want to see it. Very difficult to do as it barely gives Balrog enough time to charge in-between each attack, but the reward is well worth the execution requirements.
[(C)[b]~f A ~ (C)D]x3, [d]~u D, [b]~fbf K, [b]~fbf P Corner to Corner TBA TBA TBA A variation of the above combo that Balrog can do even if you're on the opposite end of the stage. Even better if he just enters Max Mode as he's starting the combo as this ensures he has enough meter to do the most damage and still have one bar of meter left over.
[(C)[b]~f A ~ (C)D]x3, [d]~u D, reset Corner to Corner TBA TBA TBA
[AC/BD], any super TBA TBA TBA TBA 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.

Game Navigation

General
FAQ
Controls
Notation
HUD
Mechanics
Glossary
SNK Characters
Athena
Choi Bounge
Earthquake
Geese Howard
Genjyuro Kibagami
Leopold Goenitz
Iori Yagami
Kasumi Todoh
Kim Kaphwan
Kyo Kusanagi
Mai Shiranui
Mars People
Mr. Karate
Orochi Iori
Ryo Sakazaki
Serious Mr. Karate
Shiki
Terry Bogard
Capcom Characters
Akuma
Balrog
Chun-Li
Dan Hibiki
Demitri Maximoff
Dhalsim
Guile
Hugo
Ken
M. Bison
Red Arremer
Rockman Zero
Ryu
Sagat
Shin Akuma
Tessa
Vega
Violent Ken