Hey man, any advice for the Balrog vs Makoto matchup? I really don’t have an idea what to do against her except keep her out with pokes and avoiding karakusa.
It really depends, you block whatever’s hitting you first. For example, lets say Dhalsim knocks you down, tosses out a lp.yoga, and then tk.teleports, to drill/mummy and then cancels into super. so if he times it where the fireball hits first, you block that and eat the chip damage or vice versa. This is pretty much the setup off of anything, SF4 uses absolute blocking (i’m sure there’s a more technical term for it), so you only have to block high/low once you’re in block stun and you can block unblockables (e.g. lvl 3 fa). It’s hard when it’s ambiguous. If he tk.teleports and then does drill or something, you can use headbutt to avoid the fireball and beat it out altogether, but it’s probably always best to block one of them first and then eat the chip damage, especially on wakeup.
This may help, a video i made when i was going through the sim matchup, none of these are actual setups, just some random stuff to show what he can do and how to block if you’ve got good reactions. Also keep in mind that headbutt is now worse, since sim can just kick you into his U1 when you’re standing there looking stupid. This was recorded in super.
[media=youtube]s7GsMTOSKT4[/media]
Abuse jab and throw, like the MU thread says, she doesn’t have a really good answer for the two. None of her attacks are throw invincible normally, so offensively she has to tk ex.axe kick or jump axe kick, which can be focused or headbutted if you’re at the right angle. The next time you play the matchup, just jab until you tap her twice and then she’s out of range of normal karakusa (esp ex). use it as a defensive tool. Once she figures out she can’t move in on you really quickly, she’ll try to play mid/close range footsies with cr.hp/st.mp etc, and from there you can apply balrog’s poking game until she starts up with the Karakusa shenanigans again.
She has to get in close to do most of her damage, so that’s either within karakusa range or with you in the corner. I know i kinda just elaborated on the two things that you already mentioned, but i think those are the two main things balrog wants to avoid in the matchup. Makoto needs you in her mixup (or for you to make a lot of mistakes) to win the match. Her getting in isn’t easy, although axe kick can catch you unaware, so once you take away her mixup opportunities, you’re running down the clock or causing damage while she tries to get in. If this doesn’t help, what specifically are you having an issue with in the Makoto matchup?
Good blocking is always the best place to start for me. Alternatively, try NOT to get caught in the vortex (ex RU , as you mentioned). If you are good with reads, TAP helps.
enigmatic now will promptly arrive and save the day. XD
lol, Vortex is too good. There’s no 100% way out of the vortex, both TAP and ex.ru can be beat and baited, she certainly has wayy too many options out of a knockdown into vortex. Blocking is easily your best option, block, then punish if possible. Eventually i’ll do the Ibuki MU and i’ll explain on the side how vortex works and that may help you understand what a bad vortex looks like and what a good one looks like. If done right you can’t punish it and you have to EAT the kunai.
The Ibuki matchup is won on the ground, not after she knocks you down. So concentrate on blocking and teching throws, once you create space, you’ve got an answer for all of Ibuki’s options. If you find you have to use TAP or ex.ru more than once/twice in a single round, then you should focus on not getting knocked down so much
In general, you do meaty jab or meaty safe jump and buffer TAP. It shuts down all of his wakeup options for the most part. Between O/S sweep and O/S TAP Bison has to block on his wakeup so you can maintain spacing. He can still block and then ex.pc though.
it seems that cr. :hp:+:lp:+:lk: helps somewhat against the twins divekick pressure…the os either beats the dive kick, or techs the throw much like rufus, but the only thing to worry about is the twin’s command throw…just pitching this idea out there to help the twin matchup but it needs to be reviewed by the better rog players
does fei long’s cr. :hp: lose to rog’s st. :mk:? i just fought a fei and it seemed to stuff that move everytime in the footsies war…just wanted to ask if this is already found or something new :china:
Goddamn that old fart is annoying. Played one in the arcade last week, all he did was cross me up and throw me. Lost the first game since I can’t crouch tech for shit (I know how to do it, its just that it never comes out when I want it.** Is there a specific timing to the move?**), but won the runback when I tried to AA more aggressively. Now here’s the problem, I never got a clean hit on him, in like, forever. At best, I would trade. His crossup hit box is the weirdest I’ve ever seen, and he had a jump LP (I think?) that actually beat out my jump back HP!! He wasn’t the smartest player, so I clutched it out with some opportunistic sweeps, but damn that Gen is a weird one. Anyone (looking at you enig :P) got tips on how to safely AA Gen?
well, how is he crossing you up, was it from neutral (e.g. not on wakeup), or was he just standing there, then jumping in on you? did you press a button before he jumped etc.
Gen definitely has a really good cross-up (Crane j.mk), but i think what may have been messing you up if he was half good, is that he was jumping in different stances. His two stances have different arcs, and that may have been what was going on. But generally, you just use, st.mp, cr.hp, and headbutt. I doubt it was anything sinister, but Gen has a lot of tricks, so it’s possible.
Try to remember exactly what was happening so we can either say it was because you AA’d too late, or because he was doing something weird.
Oh and about the j.lp beating jump back fierce, i can only say that it starts up a bit faster than fierce and you may have just been hit on startup or something. It might also help to try to remember how it looked so i can figure out what stance he was in.
Ugh, can’t remember how the j LP looked. It was my first real Gen experience (the AI in my area is really shit and I don’t have a PS/Xbox, so arcade it is).
His crossup reminded me of Airwalk, and that’s how I referred to it in my head. Most of the time he was jumping from neutral, but when I started trading with him, he began jumping from wakeup. I started to back off more, to get more space between us and use st HP instead. It worked to a point. He did change stance a few times, usually at the edge of the screen, and I use cr HP and HB as anti-air (since I crouch a lot, st MP is smth I’m working on), not that it worked. I got an impression that his hitbox is real close to the op, so the usualy cr HP timing doesn’t work so well and HB trades because its a fast startup, but still not fast enough.
st.strong is better for close jumps and crossup attempts, but you have to be fast and it depends on the character’s jump arc
if he’s crossing you up on wakeup, you really need to just block. can’t aa everything. (autocorrect hb can work, but it’s so easy to safe jump and punish)