Balrog (SFIV): Difference between revisions

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jump in fierce P - your jump in to use for combos / block strings / air to air hits <br>
jump in fierce P - your jump in to use for combos / block strings / air to air hits <br>
jump in roundhouse - more of a "downward" hitbox. hitting at a 45deg angle  
jump in roundhouse - more of a "downward" hitbox. hitting at a 45deg angle  
''-JayWang''
===Normal Throws===
===Normal Throws===


Line 174: Line 176:


more details on how to juggle the ultra after a headbutt: http://forums.shoryuken.com/showpost...3&postcount=54
more details on how to juggle the ultra after a headbutt: http://forums.shoryuken.com/showpost...3&postcount=54
''-JayWang''


===Super Move===
===Super Move===

Revision as of 02:05, 15 April 2009

Introduction

Forum Links

Boxer Combos

Notation

  • F - Forward - Tilt stick forward/towards the opponent. (X-axis)
  • B - Backward/Back - Tilt stick backward/away from the opponent. (X-axis)
  • U - Up - Tilt stick upwards. (Y-axis)
  • D - Down - Tilt stick downwards. (Y-axis)
  • QCF - Quarter circle forward/Hadouken/Fireball - Tilt stick downwards, then to downwards and forward, then forward.
  • QCB - Quarter circle backward - Tilt stick downwards, then to downwards and backward, then backward.
  • HCF - Half circle forward - Tilt stick backwards, then to downwards and backward, then to downward, then to downwards and forward, then forward.
  • HCB - Half circle backward - Tilt stick forwards, then to downwards and forward, then to downward, then to downwards and backward, then backward.
  • DP - Dragon punch - Tilt stick forwards, then to downward, then to downward and forward.
  • 360/FC - Full circle - Complete a full rotation of the stick.
  • 720 - N/A - Complete a 720 degree rotation of the stick.
  • Charge - Hold a tilt - Hold the stick in either B or D (Depending) then move to F or U respectively.

X-axis functions can be used interchangeably with Y-axis functions and vice versa. X-axis functions cannot be used in conjunction with another X-axis function and vice versa.

Six Button Notation

  • Jab - weak punch (also called LP)
  • Strong - medium punch (also called MP)
  • Fierce - fierce punch (also called HP)
  • P - any punch
  • PPP or 3P - all three punches simultaneously
  • Short - weak kick (also called LK)
  • Forward - medium kick (also called MK)
  • Roundhouse (RH) - fierce kick (also called HK)
  • K = any kick
  • KKK or 3K - all three kicks simultaneously

--NKI 14:42, 7 January 2007 (UTC)

Connectors

  • ~ = Immediately after, e.g "Strong~Fierce" means press Fierce IMMEDIATELY after Strong, f~f means to double tap forward (dash).

State Modifiers

  • st. - The following move should be performed in the standing position (neutral in the Y-axis). i.e. st.Fierce, perform a Fierce whilst standing.
  • cr. - The following move should be performed in the crouched position (held down in the Y-axis). i.e. cr.Fierce, perform a Fierce whilst crouching.
  • j. - The following move should be performed in the "in the air" position (After having held up in the Y-axis). i.e. j.Fierce, perform a Fierce whilst in the air.

Miscellaneous Notation

  • Claw = American Vega = Japanese Balrog
  • Boxer = American Balrog = Japanese Bison
  • Dictator (Dic) = American Bison = Japanese Vega

Not everyone plays on the American version, and some character names are different in the Japanese version, so to avoid confusion, we should not use the names Vega, Bison, or Balrog.

--NKI 14:44, 7 January 2007 (UTC)

Move Analysis

Normal Moves

cr fierce - general anti air
cr short, cr jab, cr strong, cr forward, far st jab - all are great block string pokes

st HP, HK - great pokes at max range (don't get baited by FA tho!)

jump straight up fierce P (hold b or f while still in the air) - good for avoiding fireballs ("wiggle" punch from ST)
jump in fierce P - your jump in to use for combos / block strings / air to air hits
jump in roundhouse - more of a "downward" hitbox. hitting at a 45deg angle

-JayWang

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

General Note about EX moves

  • Some EX moves have invincibility on startup. Others have a 1 hit super armour and/or register for multiple hits.
  • All of Rog's EX moves have 1 hit super armour except headbutt which has invincibility (Credit: Thanks Cole)
  • Each character however has an "armour break" move. This will nullify the super armour of your attack.
  • If your super armour absorbs a non armour break hit during the move, you will take the damage from the hit as "recoverable" damage (similar to SA)
  • However Rog will continue forward with the move
  • If you don't have enough health to take first hit, then you will die.

For example: if you try and EX rush punch through a fireball with a sliver of life left, you will die.

Rush Punch - Charge , + ( for EX)

  • LP/EX version safe on block at max range (tip of glove hitting opponent)
  • can hit crouching opponents
  • EX rush punch is good for going thru fireballs (via hit absorb)

Rush Upper - Charge , + ( for EX) http://forums.shoryuken.com/showthread.php?t=178262

  • whiffs crouching opponents
  • after landing EX, there is enough hit stun to link either (depending on your spacing and size of character):

cr jab cr short

Ground / Lower Rush Punch - Charge , + ( for EX)

  • must be blocked low
  • safe on block if tip if not too close
  • knocks down
  • opponent can not tech/quick get up after knockdown

Overhead Rush Punch - Charge , + , Hold ( + , Hold for EX) - ARMOUR BREAK

  • must be blocked high
  • breaks SA
  • does not knock down
  • lots of startup on punch, not combable
  • after landing EX, there is enough hit stun to link (depending on your spacing and size of character):

cr jab cr short (has slightly better range than cr jab, good for combos) cr roundhouse (timing is tight)

  • sample combo: EX overhead rush punch, ~ cr LK xx HP Headbutt, Ultra. This combo doesn't work on a crouching Blanka (the headbutt whiffs). Something to do with the size of his hitbox.
  • see this thread below for more follow ups

http://forums.shoryuken.com/showthread.php?t=180773


Torpedo Punch - Charge , + ( for EX) - ARMOUR BREAK

  • whiffs crouching opponents (I think?)
  • breaks SA
  • knocks down, sends opponent to the end of the screen (ala marvel series “flying screen” air combo enders) … useful when you want to force opponents to corner
  • lots of startup on punch, only EX version is comboable .. corner only.
  • another thread with more info: http://forums.shoryuken.com/showthread.php?t=180879

Headbutt - Charge , + ( for EX) http://forums.shoryuken.com/showthread.php?t=178721

  • invincibility frames on startup (can go thru fireballs!)
  • FP headbutt has hella horizontal range
  • get into the habit of executing the move using UP BACK. This way you keep your back charge!
  • Maintaining your back charge is the key to juggle with ultra afterwards:

charge d, ub+punch, [hold b as you land], f,d,f+PPP, then during ultra hold KKK for rush uppers to juggle

Turn Around Punch (TAP) - Hold (or ), Release (or ) - ARMOUR BREAK

  • invincibility frames on startup
  • does more dmg the longer you hold PPP (or KKK)
  • can hit crouching opponents (might be character specific though? can someone confirm?)
  • can link a cr jab afterwards if TAP was a counter hit
  • more info found here: http://forums.shoryuken.com/showthread.php?t=172891
=====================

Crazy Buffalo Chrage (Super Combo) - Charge , , , + , (Hold for Rush Uppers) - ARMOUR BREAK

  • can super cancel from a rush punch and TAP
  • rush uppers is useful for juggling
  • goes thru fireballs on startup
  • can use to juggle after a headbutt
  • not safe on block
======================

Violent Buffalo Chrage (Ultra Combo) - Charge , , , + , (Hold for Rush Uppers) - ARMOUR BREAK

  • main use is to juggle after a headbutt (also possible to juggle after TAP and Torpedo Punch, if you hit them out of the air)
  • goes through fireballs on start up
  • not safe on block (your opponent can punish you 2 ways: a) after blocking the last rush punch b) in between the 2nd last and last punch)

During the Ultra, Balrog does 5 "waves" of punches. During each wave, the type of punch which he executes depends on whether or not you are holding a kick button.

Holding a kick button - Upper punch animation (has more of a vertical hitbox, use this to juggle) Holding a punch button (or holding nothing) - straight punch animation (has more of a horizontal hitbox, does not juggle)

Depending on where you are on the screen when juggling with the Ultra, there are optimal wave patterns for your punches in order to connect for max damage / hits.

P = straight K = upper

Generally:

KKKKK - Midscreen KPKKK or PPKKK - At or near corner PKPKK - At corner and if they are at or below your head height.

more details on how to juggle the ultra after a headbutt: http://forums.shoryuken.com/showpost...3&postcount=54

-JayWang

Super Move

Ultra Move

The Basics

Combos

B'n'B Combos

All of these combos(Barring the last four) can be started with a J.HP/J.HK or SA lvl2/3 crumple

1. C.LPx2 ~ C.LK xx HP Headbutt = 176 Dmg, 280 Stun

2. C.LPx2 ~ C.LK xx HP Straight Rush = 148 Dmg, 280 Stun

3. C.MP xx HP Headbutt = 230 Dmg, 300 Stun

4. C.MP xx HP Straight Rush = 190 Dmg, 300 Stun

5. C.MK ~ C.LK xx HP Headbutt = 228 Dmg, 310 Stun

6. C.MK ~ C.LK xx HP Straight Rush = 196 Dmg, 310 Stun

7. CS.HK ~ C.LK xx HP Straight Rush = 226 Dmg, 410 Stun

8. CS.MK xx HP Straight Rush = 210 Dmg, 300 Stun

9. HP/EX Overhead Rush ~ C.LK xx HP Headbutt = 258 Dmg, 410 Stun

10. HP/EX Overhead Rush ~ C.LK xx HP Straight Rush = 226 Dmg, 410 Stun

11. HP/EX Overhead Rush ~ C.MP xx HP Headbutt = 298 Dmg, 460 Stun

12. HP/EX Overhead Rush ~ C.MP xx HP Straight Rush = 266 Dmg, 460 Stun

Notes: The reason why I have added Straight Rush into the combos is that HP Headbutt whiffs on a CROUCHING Blanka no matter the situation. Headbutt will also whiff certain characters after HP/EX Overhead Rush.


Intermediate/Advanced Combos

Again all of these combos may begin with J.HP/J.HK or SA lvl2/3 crumple

1. C.LPx2 ~ C.LK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 239 Dmg, 415 Stun

2. C.MP xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 323 Dmg, 495 Stun

3. C.MK ~ C.LK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 308 Dmg, 475 Stun

4. CS.HK ~ C.LK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 338 Dmg, 575 Stun

5. CS.MK xx EX Rush Upper ~ C.LP ~ C.LK xx HP Headbutt = 343 Dmg, 495 Stun

Notes: All of these combos require the target to be standing. EX Rush Upper will whiff on crouching opponents.

Overhead Rush Followups

Big Thanks to Jay Wang for putting together this easy to read pdf file!

http://justin.j.huang.googlepages.co...d.Followup.pdf

Super and Ultra Combos

1. C.MP xx HP Straight Rush xx Super = 466 Dmg, 300 Stun

2. CS.HP xx Super = 465 Dmg, 200 Stun

3. Lvl 1 TAP xx Super = 475 Dmg, 200 Stun

-ToOoOomeke

Strategy

Matchups

Abel

Fighting Abel is like fighting Makoto in 3S. It's a lot of guessing games on whether they're going for a mix up, cross up, throw, command throw, or reset. The best way to avoid all of those guessing games is to simply not let Abel get on the offense which actually isn't too difficult. Learn to throw his rolls on reaction so he stops using that as a way to get in. His footsie game is kind of lacking so you can out poke him consistently and basically control the game at mid range. His overhead kick can be a bit troublesome since your most reliable ways to counter it is a (very) early c.HP or headbutt, plus it armor breaks. Best thing to do against it is walk backwards, at best you'll avoid it, at worst you'll block and be at an advantage. When pressuring him on wake up you can simply neutral jump in front of him and that takes away all of his options. He can't throw or command throw you, the angle is bad for his air command throw to catch you, and if you did a j.fierce it'll stuff his overhead kick and any other anti air.

-corner-trap

Akuma

If the Akuma player is smart then he'll runaway for most of the game since him being up close against Boxer is just asking for trouble. A combination of his air fireballs, multi hitting ground fireballs, and his teleport can make it very difficult to pin him down. The trade off is that when you do pin him down, your combos do absurd damage against him. Using your regular means of getting around fireballs still work in this match-up, it's just that it's not wise to use certain one's in certain situations. Don't ex.dash punch when Akuma is on the ground cause you'll eat a multi-hitting fireball, and don't TAP when Akuma is in the air cause you'll eat a slow moving air fireball. When Akuma is jumping within mid to close range you can do an hp.headbutt for free since he is more than likely going to air fireball. You'll pass through the fireball and hit him, and if you have ultra you can tack that on. If you're at a far distance and Akuma jumps, you can do a preemptive ex.dash punch since you'll absorb the air fireball if he did one and hit him out the air(this works even against ex.air fireballs). Also you can randomly charge TAP in case Akuma teleports in which you can release it and catch him during his recovery.

-corner-trap

Blanka

A lot of posters on both the Boxer and Blanka forums wonder why this match is so favorably in Boxer's advantage, but anyone with knowledge on this match up will say it's completely justifiable. When playing Boxer in this match-up you must be extremely defensive and turtle a lot. Focus on baiting Blanka to do any kind of move and beat or punish it. Here's a little break down on what to do:

-Punish vertical and rainbow ball with any dash punch that will reach -Beat horizontal ball with c.LP(you can literally just spam it) -Punish horizontal ball with dash straight(you can punish even on hit) -Beat/punish electricity with c.LP up close and c.HK from a distance, you can also throw him during start up, or stuff it with a deep jump in after the initial frames -Beat jump ins with headbutt, c.HP, and s.MP -Counter poke his footsies -Break his throws

All of this stuff can be done a pure reaction. He doesn't have a single safe special attack he can use, except for electricity done at point blank range which you can back dash away from. If he goes for super or ultra you can TAP straight through it putting you at full screen range, leaving Blanka having to work his way in again. Your pokes completely out prioritize his, so footsies are a pain for him to deal with. His best option is getting within cross-up and throw range, but since he loses at mid range he can't get cross-ups going reliably. And even when he does get within cross-up range your s.MP will beat him out, or you can TAP resetting the situation yet again. Everything about this fight is an uphill battle for Blanka, it's just that low-level Boxer players keep making the mistake of being offensive. Also just cause Boxer's headbutt misses on a crouching Blanka, and that his blanka ball armor breaks doesn't mean anything in this match-up honestly. You're not gonna be ex.dash punching a lot and you just replace your headbutt with a dash punch in combos.

-corner-trap

Boxer

This match will favor the player who can better: perform a headbutt combo after a connected jab series, AA jumps in with c.FP, find openings for Dash Overhead, and break/deliver throws. However there are additional and more complex means to work around these facts. This match up feels like a very complicated game of rock-paper-scissors.

-Dash straight, low dash punches will hit many Rog players as they are usually trying to gain proper spacing by briefly walking.
-Dash punches work until the other Rog player begins to focus bait, then you have to change your strategy
-TAP ruins focus bait attempts and can set up for stupid mix-ups into EX headbutt/throw/dash punch. Both Rog players will end up throwing out a TAP at one point or another.
-TAP is also unreliable, and can be beaten by another unusually timed TAP or knocked out of the dash phase by lucky normals.
-Jump back FP will defeat a lot of pressure attempts (jump-ins in particular).
-Jump back FP can be easily beaten by EX Dash Upper and random TAPs
-Throws are extremely important and will attribute to key damage.
-A majority of pressure attempts (throw set-ups) can be beaten by jab spam into headbutt
-Jab spam can be beaten by a counter-poke c.mp into dash punch. s.RH also works very well.
-This can be beaten by an EX move of any sort (preferrably EX Dash Upper).
-Throw set-ups can also be easily escaped by jumping away.
-s.RH can prevent this after a feinted jab to throw set-up, yet again can be destroyed by EX moves.
-c.RH during a block string will often knock the other Rog player out of jab spam or flubbed throw break.
-If the player holds up-forward during your counter-poke c.RH attempt, you WILL absolutely eat a j.RH to headbutt combo. The recovery is no good and can't catch them before they jump.

All that said, the match, in the end, goes to who is more patient. Balrog doesn't have many hard counters for his own moves, so most of the match ends up being a guessing game. I need to experiment with using his super/ultra to punish blocked dash punches/TAPs.

Another important fact, LAY OFF HEADBUTT unless you plan on combo'ing it. This is the #1 factor in LOSING a match.

-gammon

C. Viper

Cammy

Just like in all the match-ups where Boxer has an advantage, it's best to play it defensively. Your pokes out prioritize her's, and even if you happen to trade you'll do more damage. Her spiral arrow has to be done from an unreasonably specific distance to make it safe, any other time you can punish it with a c.LP into whatever combo you want, or a throw. Boxer's c.HP will beat all of her air options including hooligan and cannon strike. Actually you can simply duck hooligan since she can't throw ducking opponents out of it, and the slide is terribly unsafe. But if she cancels it in mid air be prepared to break a ground throw. You can dash punch any blocked cannon spike, and c.HK any spin knuckles when they land(although they probably won't ever do that move).

-corner-trap

Claw

Vega is hard only because you don't know how the hell he works. We all get plenty of shoto practice in but rarely vega practice so some vegas can be tough if you're lost. First thing to go over his what to do against any wall dive attack. Well you can TAP all of them. Worst case you'll just fly away from him, best case you'll hit him in the face. Other then that you really don't have too much to fear. Rush him down as quickly as you are able to. Most vegas use dive and flip kicks to keep you at a distance but as long as you tap the wall dives or FADC and don't overjump it shouldnt' be an issue.

Key to vega is to rush him down and put his ass in the corner. If he does his backflip at any time you can throw it. Use mixups and just keep him there. He has no answer for you in the corner, none at all except for a good ex flip kick and i'm pretty sure that you can meaty him at all times anyway. But if you push him in the corner quick he's not gonna have much of an EX meter anyway. You can c.HP his jumpins and he doesn't really have much for a crossup but again just get used to tapping his stuff.

Things to avoid (but this is for any matchup) don't rush punch him to far away his s.HK even owns all EX punches except for the low (might even own the low) midway shouldn't be an issue. And you shouldn't be at long range anyway dash him down and push him in the corner. Most people honeslty just have major trouble dealing with wall dive mixups and getting close enough to do damage. They get poked at vega's range and wall dived at the rest of the time. Once you learn how to get passed the wall dive the rest should be straight forward.

-foxisquick

I originally heard this from MOD: Jumping forward j.mp will beat out vega's wall dive in flight seemingly without fail. It seems to beat out his throw and strike. I have verified this in many matches since hearing about it.

So, rather than run away with TAP, you can at least score a hit and force him to set up his wall dives with ex moves.

Also, I believe you will land at sweep range before Vega does after you score the hit on him, putting you at an advantage.

-johnnyrotten

Dan

Dhalsim

A lot of Boxer's regular means of getting around fireballs don't work against Dhalsim, cause he can simply throw out a limb and hit you out of whatever attack you were doing to get around the fireball. Luckily for you, Boxer's jump-ins beat or trade with Dhalsim's anti airs. Be careful on doing late jump ins though cause they'll lose to Sim's b.MP and b.HK. You should learn the range of his b.HK and jump right outside of it baiting him to do it then punishing. Up close Sim gets destroyed since he can't deal with c.LP spam, and you don't have to worry so much about his teleport as Akuma's since he'll end up right next to you still(unless you were going for a cross-up).

-corner-trap

Dictator

The flow of this match depends on who is on offense, cause whichever character is on defense has a hard time getting out. They also go pretty even at mid range since their pokes have about equal speed, range, damage, and priority. If you're on offense just pull off your regular rush down tactics, and you can get a lot of free jump ins since he doesn't have a reliable anti air against Boxer. Although Dictator can do random head stomps to beat out Boxer's jump ins, so if he has ex meter stocked try breaking his down charge before jumping in. When there is distance between the characters, Dictator will more than likely start spamming devil's reverse to build meter and bait you into trying to anti air it. Not only can he steer himself away from your anti air but also beat you out cleanly if he has appropriate spacing. The best thing to do is just walk up and FA it. If he starts going for head stomps just walk backwards to avoid them then punish. If you're in a situation where you can't walk backwards then just block it and FA if he does the followup attack, never FA the head stomp though cause it does too much damage, especially the ex version. His lk.scissor kicks are completely safe so don't bother trying to punish them, and they beat out a lot of your attacks. If he does any other version you can throw out an attack and beat him before he does his next attack. Also if he's pressed up against you while trying to scissor kick you can throw him during the start up cause he's still considered grounded during a good portion of the move. If he has you locked down in the corner with repeated scissor kicks you have a few options to get out. Jumping is probably the safest option and you can punish him on the way down, you can focus attack whatever move he does in between the scissor kicks but don't focus the scissor kicks cause they hit twice, also you can TAP in between moves but do it quick before the next move comes and stuffs you, and you can even ex.headbutt out but don't let them predict it or they'll block and punish. A mistake a lot of Boxer players do is get impatient while Dictator is rushing them down, don't try throwing out random pokes in a desperate attempt to get him away.

-corner-trap

WALK BACK WHEN YOU SEE STOMP. i start charging SA2/3 after a backdash to make sure they dont come close. The key is simply to pay more attention to his meter than yourself. Dont attempt to throw him too often if you see if he has stock because he's definitely using exPC. if they abuse stomp/DR they're pretty bad because TAPs can catch their DR when they land.

if they're the type to use st.mk and st.hk after scissors alot, catch their pattern and unload an exRU in the face for a headbutt -> ultra opportunity. when they jump in, get ready to tech throws, because in my experience, they crossup throw, or tick throw after 1 or 2 c.lk quite often. sadly, theres not many combo bisons online who knows how to capitalise a hitting c.lk. (like i can HEHE)

-Ephemeral

E. Honda

This match is extremely similar to fighting Blanka and Cammy. Basically you turtle the whole round and play defensively while focusing on baiting attacks and either beating or punishing them. Boxer can punish Honda's mp and hp.headbutt with dash straight, and his lp.headbutt with super, but his ex.headbutt is completely safe. You can beat all headbutts by simply spamming c.LP (although it may trade on occasions). All butt slams except the ex version can be beat by c.HP, you can also FA it for the crumble stun. Boxer completely controls mid range with his footsie game since his pokes beat out Honda's cleanly the majority of the time, and this keeps him out of ochio range which is one of the moves Honda has to threaten Boxer with(especially the mix-ups that come after it). Another thing to note is that c.LP will beat super and ultra (fuckin lol) except on the early part of its start up, and ultra is easily punishable on block, you can ultra back if you want to but super is safe on block. Unless Honda is pressed up right against you, you can beat hundred hand slaps with a s.HP.

-corner-trap

El Fuerte

Focus Attack is your friend in this match, it eliminates 2 of his 3 options out of run which lead to a big damage combo because of his very poor stamina, just don't get predictable with it

Fuerte's will try and score a knockdown against you to mess you up with their very good mix up game which usually consists of run to cross up body splashes and then run to command grabs to catch you in a block, and all it really takes is one educated block or dodge and you can be back on the offense. This is the key as Fuerte really does not do well under pressure, he needs room to run around or walljump to attack you

Once Fuerte gets ultra DO NOT JUMP as Fuerte will catch you with an ultra 100% of the time coming down from any jump if they're good

It's hard to explain, a lot of people complain about the match because they never feel they've learned anything from playing a Fuerte, you just need experience and an understanding of what he's capable of and then he becomes a pretty easy match

-Illiterate

Fei Long

Gen

Gouken

Guile

Ken

Rose

Rufus

Ryu

Sagat

Sakura

Seth

Zangief

Boxer's s.LP can zone Gief effectively on it's own. It's fast, has high priority, deceptively long range(longer than even a c.MP), and better frames than c.LP. At max range s.LP is outside of Gief's SPD range, and his only way to beat it cleanly is with an early lariat and green hand, but if he does either late you'll recover in time to punish, plus it hits Gief even when he crouches. Boxer has so many ways of cleanly beating lariat and green hand that it's actually risky for Gief to use those moves. I've gotten so many Gief players scared to throw out lariat's and green hands that I can chip away at their life freely with dash punches.

Another thing is that back dash is your best option on wake up. All back dashes have invulnerable start up which makes it good on wake up versus almost everything except fireballs and cross-ups. When Gief had me knocked down in the corner I simply back dashed and his SPD whiffed and I punished.

-corner-trap

Frame Data



*1 (all dash punches): startup changes according to distance; brackets are startup when sticking close; charge time 55
*2 (ex dash punches): 1 ~ end of active frames has armor
*3 (all turn punches): 1 ~ 18 invincible to strikes; armor breaks
frame frame frames of frames of super meter cancel
move Name startup active recovery adv.blk adv.hit blockstun hitstun damage stun gain block ability comments
close LP 4 2 7 +2 +5 10 13 20 50 20 HL CSpS -
close MP 6 4 12 -2 +1 13 16 80 100 40 HL S -
close HP 5 5 16 -3 +2 17 22 120 200 60 HL S stands opponent up
close LK 3 2 7 +2 +5 10 13 40 50 20 HL CSpS -
close MK 5 4 13 -3 0 13 16 90 100 40 HL SpS -
close HK 7 2 13 +3 +7 17 21 100 200 60 HL S -
far LP 4 2 4 +5 +8 10 13 20 50 20 HL CSpS -
far MP 7 2 16 -4 -1 13 16 90 100 40 HL S -
far HP 9 4 21 -7 -3 17 21 100 200 60 HL - -
far LK 4 2 10 -1 +2 10 13 40 50 20 HL CS -
far MK 9 3 12 -1 +2 13 16 90 100 40 HL S -
far HK 8 2 20 -4 0 17 21 110 200 60 HL - -
crouch LP 3 2 5 +4 +7 10 13 20 50 20 HL CSpS -
crouch MP 7 4 12 -2 +1 13 16 70 100 40 HL SpS -
crouch HP 7 5 21 -8 -3 17 22 110 200 60 HL S stands opp up
crouch LK 4 2 9 0 +3 10 13 30 50 20 L SpS -
crouch MK 8 2 8 +4 +7 13 16 70 100 40 L S -
crouch HK 8 2 22 -6 - 17 - 90 120 60 L S opp cant quick rise
jump up LP 5 2 - - - 8 11 50 50 20 H - -
jump up MP 5 4 - - - 11 15 90 100 40 H - -
jump up HP 5 9 - - - 15 18 110 200 60 H - -
jump up LK 5 3 - - - 8 11 50 50 20 H - -
jump up MK 6 2 - - - 11 15 80 100 40 H - -
jump up HK 5 2 - - - 15 18 110 200 60 H - -
jump forward LP 4 3 - - - 8 11 50 50 20 H - -
jump forward MP 7 3 - - - 11 15 80 100 40 H - -
jump forward HP 6 7 - - - 15 18 110 200 60 H - -
jump forward LK 5 6 - - - 8 11 50 50 20 H - -
jump forward MK 7 2 - - - 11 15 80 100 40 H - -
jump forward HK 8 6 - - - 15 18 110 200 60 H - -
Focus Level 1 21 2 35 -21 -21 15 15 90 100 20 HL - -
Focus Level 2 17+12 2 35 -15 - 21 - 120 150 40 HL - -
Focus Level 3 65 2 35 - - - - 170 200 60 - - -
Head Bomber: neutral or f+LP+LK 3 2 20 - - - - 140 160 40 0.9 - recovers 66f before opp
Reverse Break: b+LP+LK 3 2 20 - - - - 140 140 40 0.9 - recovers 56f before opp
LP Dash Straight: charge b(55f),f+LP 13[4] 7 17 -3 -2 20 21 100 100 20/30 HL S *1, stands opp up
MP Dash Straight: charge b(55f),f+MP 22[7] 6 19 -6 -1 18 23 110 150 20/30 HL S *1, stands opp up
HP Dash Straight: charge b(55f),f+HP 35[7] 6 20 -8 -1 17 24 120 200 20/30 HL S *1, stands opp up
EX Dash Straight: charge b(55f),f+PP 35[7] 6 17 -2 +2 20 24 120 200 0/0 HL S *1,*2, stands opp up
LK Dash Upper: charge b(55f),f+LK 14[5] 4 20 -3 -1 20 22 100 100 20/30 HL S *1, whiffs crouching opp
MK Dash Upper: charge b(55f),f+MK 22[7] 4 20 -5 +1 18 24 110 150 20/30 HL S *1, whiffs crouching opp
HK Dash Upper: charge b(55f),f+HK 35[7] 4 21 -7 +1 17 25 120 200 20/30 HL S *1, whiffs crouching opp
EX Dash Upper: charge b(55f),f+PP 35[7] 4 18 -1 +4 20 25 120 200 0/0 HL S *1,*2, whiffs crouching opp
LP Dash Ground Straight: charge b(55f),df+LP 22[13] 8 21 -8 - 20 - 90 100 20/30 L S *1, opp cant quick rise
MP Dash Ground Straight: charge b(55f),df+MP 29[14] 8 21 -10 - 18 - 100 150 20/30 L S *1, opp cant quick rise
HP Dash Ground Straight: charge b(55f),df+HP 42[14] 8 21 -11 - 17 - 110 200 20/30 L S *1, opp cant quick rise
EX Dash Ground Straight: charge b(55f),df+PP 42[14] 8 17 -4 - 20 - 110 200 0/0 L S *1,*2, opp cant quick rise
LP Dash Swing Blow: charge b(55f),df+LP(hold) 31[22] 5 21 -5 +10 20 35 80 100 20/30 H S *1, armor break
MP Dash Swing Blow: charge b(55f),df+MP(hold) 38[23] 5 21 -7 +10 18 35 90 150 20/30 H S *1, armor break
HP Dash Swing Blow: charge b(55f),df+HP(hold) 51[23] 5 21 -8 +10 17 35 100 200 20/30 H S *1, armor break
EX Dash Swing Blow: charge b(55f),df+PP(hold) 51[23] 5 21 -5 +10 20 35 100 200 0/0 H S *1,*2, armor break
LK Dash Ground Smash: charge b(55f),df+LK 21[12] 8 20 -5 - 22 - 100 100 20/30 HL S *1, armor break
MK Dash Ground Smash: charge b(55f),df+MK 28[13] 8 20 -7 - 20 - 110 150 20/30 HL S *1, armor break
HK Dash Ground Smash: charge b(55f),df+HK 41[13] 8 20 -9 - 18 - 120 200 20/30 HL S *1, armor break
EX Dash Ground Smash: charge b(55f),df+PP 41[13] 8 16 -1 - 22 - 120 200 0/0 HL S *1,*2, armor break
LP Buffalo Headbutt: charge d(55f),u+LP 8 11 10+13 -13 - 20 - 130 200 30/40 HL - 1~7 upper body invincible, lower body projectile invincible

1~18 throw invincible 8~18 projectile invincible 8~ airborne

MP Buffalo Headbutt: charge d(55f),u+MP 10 11 10+13 -13 - 20 - 140 200 30/40 HL - 1~9 upper body invincible, lower body projectile invincible

1~20 throw invincible 10~20 projectile invincible 10~ airborne

HP Buffalo Headbutt: charge d(55f),u+HP 12 11 9+13 -12 - 20 - 160 200 30/40 HL - 1~11 upper body invincible, lower body projectile invincible

1~22 throw invincible 12~22 projectile invincible 12~ airborne

EX Buffalo Headbutt: charge d(55f),u+PP 12 11 9+13 -12 - 20 - 150 200 0/0 HL - 1~15 invincible

12~ airborne

Turn Punch Lv1: charge PPP or KKK(32f), release 30 7 13 -2 +2 17 21 130 200 30/40 HL S *3
Turn Punch Lv2: charge PPP or KKK(2s), release 30 7 16 -5 -1 17 21 150 210 30/40 HL S *3
Turn Punch Lv3: charge PPP or KKK(4s), release 30 8 18 -8 -4 17 21 180 220 30/40 HL S *3
Turn Punch Lv4: charge PPP or KKK(8s), release 30 9 21 -12 -8 17 21 210 230 30/40 HL S *3
Turn Punch Lv5: charge PPP or KKK(16s), release 30 10 22 -14 -10 17 21 250 240 30/40 HL S *3
Turn Punch Lv6: charge PPP or KKK(24s), release 30 11 24 -17 -13 17 21 280 250 30/40 HL S *3
Turn Punch Lv7: charge PPP or KKK(32s), release 30 12 26 -20 -16 17 21 410 260 30/40 HL S *3
Turn Punch Lv8: charge PPP or KKK(40s), release 30 13 29 -24 -20 17 21 460 270 30/40 HL S *3
Turn Punch Lv9: charge PPP or KKK(48s), release 30 15 32 -29 -25 17 21 510 280 30/40 HL S *3
Turn Punch Final: charge PPP or KKK(56s), release 30 16 36 -34 -30 17 21 560 290 30/40 HL S *3
Crazy Buffalo: charge b(55f),f,b,f+P or K 1+9 6(8)6(7)6(8)6(15)3 13 -14 - 17x4*19 21x4*- 60x4*105 0 0/0 HL - 1~end of flash invincible

armor break

Violence Buffalo: charge b(55f),f,b,f+PPP or KKK 1+10 3*3(8)3*3(7)3*3(8)3*3(15)x3 39 -25 - 17 21 30x8*35x3 0 0/0 HL - 1~end of flash invincible

armor break

move name startup active recovery frame frame frames of frames of damage stun super meter block cancel comments
adv.blk adv.hit blockstun hitstun gain ability
Arcade characters AbelAkumaBalrogBlankaC. ViperChun-LiDhalsimE. HondaEl Fuerte
GuileKenM. BisonRufusRyuSagatVegaZangief
Console characters CammyDanFei LongGenGoukenRoseSakuraSeth