"Gettin' that Bike $!" AE Balrog Match-up Thread

Stand jab works but it’s hard to react to especially since he can change the arc on the dive kicks I donno if it’s the most realiable answer. I’ll try to ex headbutt out of ibuki’s mixup next time I play her. Thanks for updating the rog boards too. I don’t post alot but I lurk here atleast once or twice and week so it’s nice just keep it current.

ive gotten to the point that whenever i play ibukis i save every one of my meters till she manages to knock me down to start that kunai cross-up or whatever and for me ex-upper seems to get me away every time and its safe at least i think. so basically if i have no meter and ibuki knocks me down i can block the cross-up but thats the thing i cant tell when she uses it as a cross-up or not and then thats when ibuki goes wild on my ass lol. is there something better to do in that situation? please let me know.

I read once that depending on when she throws it, whether it’s late or early determines whether or not its a cross-up, but I can’t even test it without knowing the setups, and…i’m really lazy right now lol. I think the twins are more trouble so i’m trying to spend some time learning the matchup then i’ll revisit ibuki.

Focus attack works pretty well for The Twins’ dive kicks that are hitting over your knees.

from: [FONT=Trebuchet MS]Gief Matchup Help[/FONT]

The gief Matchup is definitely different with the additional range of jab spd, but i think its pretty much the same in terms of general difficulty with the nerf/buff to ex.gh. It’s difficult for him to COMBO into UKDs for pressure on knockdown. Zangief having to guess really makes it difficult for him, since he can’t easily bnb into a UKD with safe normals like cr.lk or st.lk or even nj.headbutt.

Gief can build meter full screen, but his uses for it aren’t as good because ex.spd can be grabbed (if they try to use it after a connected ex.gh, the buff to U2 doesn’t do anything for him in the Rog matchup IMO. I think his changes made the matchup more difficult for gief because pressure on rogs wakeup was what made the matchup difficult for rog, on the ground, rog can still dominate.

Some things I noticed about the Gief matchup:

-cr. jab block strings won’t always push Gief out of range of his jab spd.
-Rog’s fs. jab nerf hurts this matchup. It also seems as if fs. hp range got nerfed or something. I can’t zone with it as effectively as I could in Super.
-Rog’s sweep is unsafe against lp SPD at certain ranges.
-Whoever gets the life lead and sits on it wins, although Gief seems to have a slight advantage when it comes to guessing his way in.

I have also noticed something about the cr. fierce not working as I remember it. It would be nice if we could get hitbox data on AE Rog to see what we are dealing with. It honestly could just be in my head though because of all the marvel might have changed my familiarity with the move.

I have been having a lot more luck with doing a nj. fierce to zone giefs out at his mid to long range jump ins where he seems to be right outside the range of a cr. fierce. Also, being able to maneuver yourself in the air helps to keep your distance too. This has also been working well to against the twins’ dive kicks at around the same distance, but I believe that cr. strong is much more viable.

I don’t think cr.hp has changed, in terms of The twin’s dive kicks and Zangief’s j.mk, cr.hp has been a wishy washy AA for those attacks IMO. For gief’s j.mk and the twins dive-kicks, cr.mp is a better AA at ranges where cr.hp will trade or whiff because the hitboxes are better. For example, lets say we look at the vulnerable hitbox (the green outline) for Gief’s j.mk versus Rog’s cr.hp:

http://i67.photobucket.com/albums/h302/Hoblin/Super%20Street%20Fighter%204%20Hitbox%20Data/Zangief/Forward%20Jumping%20Normals/JumpingMK.png

http://i44.tinypic.com/19atjl.jpg

If you look at the Green hitboxes, and Balrog’s height, it’s much easier for rog to whiff or get hit during startup when attempting to AA j.mk when Gief’s aiming for Rog’s waist or chest because the hitbox for cr.hp is right in front and it’s horizontal range is crap. Compare that to cr.mp and it’s vulnerable hitbox (the green outline) is much lower and the hitbox for cr.mp has more horizontal range to hit his vulnerable hitbox.

http://i40.tinypic.com/14bpz7n.jpg

In general, i know at least against gief cr.mp works in ranges where cr.hp won’t and at best it’ll beat it clean, and at worse it’ll trade, but you avoid whiffing a cr.hp and getting Ultra’d or phantom jab spd’d.

And fyi, the hitbox for cr.hp extends beyond his vulnerable hitbox and that’s why it’s such a good general purpose AA.

good shit 3nigmat1c i havent had time to really try the gief vs rog match cause im forced to wait for the AE disc but you can bet your ass ill be checking this stuff out at a friends house

Jump on it, a month’s a long time to wait for a AE when it’s readily available. You were at Houston v Laredo right? the rog player?

yea thats me. you remember what happened to my dumb ass for pressing start? lol we ran it back and you won fair and square it was pretty frustrating. On another note that rog guide is real helpful bro.

I remember, I definitely got a second chance lol. Lock-switch mod ftw.

Thanks! I’ve got a couple more updates in the pipeline, but I need to do a bit more verification. Hopefully i’ll get some lab-time today after work.

Ryu matchup update:

It seems Ryu can throw a super while he still has a fireball on the screen in AE (or at least I saw somebody do it in Endless)… Also got his free ultra after a DP trade back (he’s grounded during trades again).

So no jumping in when he has ultra, and no neutral jumping over mid screen fireballs when has super…

really? :[ i was sure they fixed that, i remember reading that they made it so rose couldn’t do it. I know seth can do it in super (lp.boom, hp.super to suck you in as you land).

He never lost the trade to ultra entirely. He can still do it in some situations in Super. Just not every situation like in Vanilla. I need to see the fireball and Super thing though. That would suck. :sad:

Oddly enough, I can’t do it in training mode. I think it might be some sort of bug or exploit.

I was in and endless battle room the other day and this random Ryu came in. Toward the end of the match he threw a fireball and canceled his fireball animation into super while it was still on the screen. Me and a friend of mine were like: “WTF? He can do that again?”

Seeing as it was our first day of playing AE on the console, we just figured it was some sort of buff.

This was on the PSN btw. Doing more testing right now.

He can do it on hit or absorb and block, it’s possible that the fireball touched the opponent before he did the super.

Yeah, but I’m pretty sure the fireball was on screen when he threw the super. His opponent was standing almost a full screen away and the fireball was still mid screen.

Might be a lag issue or something.

This was something I was playing with a while back with Honda (i have an example with balrog). But it’s a lvl3 fa with a cr.mk rest to dash under. It only works in the corner, and I haven’t attempted it since vanilla. But I do recall me being able to reset with cr.mk and dash under, or jump over and it be relatively safe from reversals, although i’m sure it will lose to a handful of command grabs.

http://www.youtube.com/watch?v=om2awQRrO_w
http://www.youtube.com/watch?v=kFiBiCcokpk

Edit: Vid from Jay Wang
http://www.youtube.com/watch?v=Fx6Vr-Rad-I&feature=related
http://tinyurl.com/SF4-Balrog-Focus-Resets - Focus Reset…PDF :] JayWang strikes again

Coincidentally, I lost a tournament match (Balrog mirror) to a similar reset. FA3 > dash forward > reset with nj. HP, dash under. It was the first time I ever saw it. :stuck_out_tongue:

I did some experimentation with FA (poke) xx torpedo resets back in Vanilla as well. I even went as far as posting a table here showing who it works on for the vanilla cast. It’s something worth keeping in mind, but it’s probably not going to work on someone more than a few times. Main criticism back then was you don’t get much guaranteed damage out of it, and it stops working (and is even punishable) if your opponent is expecting it.