Applications of Balrog/Boxer's EX armor cancels

As we know, Balrog (Boxer) is one of a handful of characters in SF4 that can perform EX Armor Cancels -- that is, to cancel the hit absorption frame of an EX move directly into either another special, EX special, or super/ultra combo.

There's a thread on SRK discussing the specifics of this technique here: http://www.shoryuken.com/showthread.php?t=173508

That said, given the high degree of difficulty in executing this move, is it worth even trying to use this trick in a real match? If so, what are some potential applications? Here's what I've been able to deduce from reading and watching videos:

Cancelling into another EX move:

The obvious benefit here is that you get two hits worth of super armor (one for absorbing the first hit, and then a second application of super armor from the second EX move that you cancel into). This one is pretty easy for me to understand.

Cancelling into TAP:

This one has me stumped as far as applications go. You don't get much extra range, really, and TAP already goes through fireballs on startup. Plus, it seems harder to execute than the other cancels.

Cancelling into Super/Ultra:

Given that Boxer's Super and Ultra already have some protection on startup -- and, furthermore, since you have to cancel during the EX move's startup, you don't get much extra range -- what benefit does armor canceling into, say, Ultra give you beyond just doing the plain Ultra? One benefit that I can see is that it works as a sort of option select, where the Ultra only executes if you absorb a hit (with the EX move coming out otherwise), but I'm feeling like there must be more to this that I'm not understanding.

If there's a good reason that I should start trying to incorporate this technique into my game, I'd like to know about it, but I just can't tell whether this is just an exhibition trick or a useful strategy.

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created Mar 15 '10 @ 21:28 by:

Keres
Rep: 900


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First and foremost, being a person who is a complete advocate of the Armor Cancels (and uses them in practically every set), I can tell you that while it is somewhat difficult to execute perfectly, it certainly DOES have a few slight advantages.

 

Countering Fireballs and Buffered Moves

- While playing footsies with a character such as Ryu/Ken/Akuma/Chun/Rose ect., you can treat the regular EX-Cancels (those being Straight xx Smash, Straight xx Upper) as an option select against EX Fireballs at a moderate range--Mainly just outside of Low Roundhouse or Standing Fierce range. If you don't have Ultra, and input the motion (Charge, forward or down-forward + PP~KK), Rog will go right through the ex-fireball and tag your opponent. If you input down+forward and they happen to block, an EX-Smash will come out, and you will be safe on block. If you did the EX-Upper cancel (assuming you've hit your opponent), you now have the option to continue on with Rog's upper mixups. However, in few cases you can still be beat in this situation by Akuma's triple hitting fireball, or your opponent's fireball FADC dragon punch.

- If your opponent is attempting to buffer a move (such as Ryu's c.mk xx fireball), you will absorb both hits as they are trying to attack you, and either Smash for a non-techable knockdown, or Upper for the aforementioned mixups. However, if they are buffering a Dragon Punch, or a c.mk xx EX-Fireball, you will be beaten.

- The rule of thumb here is not to EX-Armor Cancel ANYTHING from more than half a screen away. There is NO point behind it, as the enemy can easily just throw your dash afterwards due to its pursuit property and throwability.

 

 

Using the Cancel as an Ultra Option Select

- Once you've gotten the technique down enough, you can ACTUALLY always input the cancel as follows: Charge back, Forward + PP, Back~Foward +3K (I typically hold 3K afterward for the 1 frame sooner startup).

- Three different things will happen if you time this one wrong: One, you will just do a double armor move. Two, you will do nothing more than a EX Dash Punch, or Three, you will get Armor Ultra.

- If you happen to connect with an Armor Ultra here, holding 3K afterward will grant your ultra startup of 1 frame sooner (Making it start in 8 Frames as opposed to 9). In very rare instances I've been beaten out of the armor Ultra, but the reward here is much greater than the risk.

 

Other Notes on EX-Cancels

- Double Armor Headbutt isn't worth it, imo. I don't even use it, but it IS available to you.

- Armor TAP is, as you said before, hard to do, and has little to no usage as far as I'm aware.

- Full Screen Double Armor is a no-no. Just don't do it.

- Armor Ultra on Wakeup has limited use--The best usage I've found for it is after Ryu's throw, crossup Tatsu. The reason here being is generally by the time your Ultra comes out, the opponent is already on the ground and blocking. Wakeup usages are VERY limited, and I would not recommend them

In conclusion, Armor Ultra is one of those things that you either want to utilize or you don't want to utilize. Don't let anyone tell you they're not worth it, you make that decision for yourself depending on your own timing and execution skill level.

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created Mar 18 '10 @ 19:44 by:

Suupa Saki
Rep: 231


Ideally #1 and #3 are the ones you need to learn. These techniques are much more appliciable at higher level play, due to your opponent knowing the match ups better.

 

An example of #1 would be good for getting in a chun who is zoning you to death with jab kikokens. Getting that second layer of armor will allow you to absorb her poke after she throws the fireball and she expects you to ex rush punch in. Still this mus be used sparingly due to the fact that a good chun will throw you out of the rush punch after you do this once or twice.

 

#3 works well once you can figure out how to bait fireball characters into throwing a fireball at the wrong spacing. With ryu for example work on trying bait the fireball by applying pressure up close and slowly backing off while looking like your trying occupy space with fast moves (standing jabs, similiar), slowly work about to about a little less than half screen from the character. Keep in mind to not back off too far as to give up your pressure, or too close that you can't react in time. And when you see that firebail, it usually will come, hit em.

 

#3 again (can be used as AA on non safe jumps)

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created Mar 16 '10 @ 18:50 by:

Eric Scott
Rep: 31


It's not really a viable technique to use in high level, as a Rog user myself I don't use it very often but if I am within half screen and someone is stupid enough to throw out a fireball I will armor cancel Ultra.  Of course many people will say just raw ultra through the fireball but by doing armor cancel ultra it helps me hit confirm it rather than guessing.

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created Mar 16 '10 @ 18:46 by:


As David Hasana said, it's really useful for hit-confirming your Ultra.  In some cases, you read that your opponent is going to press a button, so you do ultra...but he blocks.  This is because the ultra flash prevents all inputs but block for a short period of time, thus if they did press a button, your flash made it less likely that you connected.  If you do an AC'd Ultra, then you confirm that they press a button and then you get full ultra and they don't get the scrub block.  Also AC'd moves have longer startup, at least one extra frame, so some moves become impossible to punish with AC ultra, while raw ultra would work.

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created Jul 20 @ 19:02 by:

3nigmat1c
Rep: 41


Looks pretty legit to me.  I think the last video just shows execution while a full screen away, but if you could execute a little closer then it would be totally useful.

 

The first video was cool... could you cancel into your ultra or super on the 2nd fireball?

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created May 24 '10 @ 3:56 by:

Khaos
Rep: 65

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