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

I feel that it remains the same.we do have the added bonus of our OH combos working on him 100% now. Slowly lock him into the corner

Yeah but I mean whether or not its a good match up to begin with.

I think it’s as hard for guile as it is for us because he has to constantly walk back (because of boom), he win’s by attrition, while Balrog wins by offensive punishes. It’s in Guile’s favor mainly because It’s easier for guile to have patience when he’s pelting you with booms, versus balrog having the patience to walk forward, block and punish. Since i can’t play with anyone else competent enough, i always play this matchup, it’s a lot like Sagat (and playing Galaga), when you get past the plasma, then shit gets real.

The worst match up’s where i feel like im not sure what to do is Guile, DeeJay, Akuma to some extent. And somewhat chun li, her pokes get me most of the time but i feel like i need to play alot more defenceively for her. But any of the others guys would be nice.

When Guile and DeeJay do their usual walk back and fireball spacing is my problem…

Thanks for reading

I don’t think he gets anything new that Rog has to be concerned with. Damage re-buffs aren’t much of a concern, and while his air-throw got faster startup, Rogs don’t always jump.

Play him as you usually would.

What’s your problem with Akuma?

As for the other two, use a lot of FADC forwards/nj HP/TAP (half screen only) to close the distance and weave thru plasma, then go mental with pressure

with akuma is that vortex of his and when he demon flip towards me after i get knocked down. I just need more expierence and need to stay calm i guess. but any other tips i would appreciate it. Im getting my Cr.mp link down pretty damm good im about 90percent still working hard and getting that link down.

Against just about the entire cast, the key is to not get knocked down. It all starts from there. If he does bowl you over, EX dash straight to get out of there.

i think of the whole cast, the two characters (at least in AE) that beat balrog really bad, are akuma and Seth. Seth more than Akuma. True, seth can make far fewer mistakes since his moveset is generally unsafe but his mixup is so much better than Akuma’s because ALL of it is up close and at angles Balrog can’t defend against, especially in the corner. Akuma too, his mixup with demon palm O/S Sweep/U2 locks balrog down, having to drop down-charge to block high and possibly get thrown is too good against Balrog.

With their changes in AE, those matchups should be more winnable in a long set (e.g. being 6-4/7-3 to 5.5-4.5). But we will see. Chun is a difficult matchup, but not like Seth/Akuma. Chun’s footsies match Balrogs and she needs super and life lead to be able to really pressure Balrog like she needs to IMO. Any character who has to play footsies with Balrog instantly makes it a 6-4, 5-5 match on the ground easy. And by footsies i mean Balrog’s footsies, like Balrog v Gief or Balrog v. Ryu, not Balrog v. Fuerte/Viper.

Edit: I don’t think Deejay is a hard match, i think he just moves really awkward in the SF4 engine, so it takes some getting used to, like his walk speed is a couple of steps below Akuma, but it doesn’t look like it because he struts.

Read the Rufus post, you said that his lk lk hp gt is not a block string, does that mean I can HB in between to break free? What’s the best time to try it? GTs do a tonne of chip.

yeh, but only cr.lk, cl.hp or between the cl.lk’s . I haven’t tested it in a while so it might have changed or i might have been wrong. I know that cl.hp xx hp.gt is a blockstring if he holds forward, but if he doesn’t, it’s not. You probably want to ex.dash (not with Gt, but with the normals) headbutt is kinda slow and non-ex.hb might get stuff by cl.lk

Thanks.

Rufus close Hp is -7 on block if i recall correctly, so between it and the tornado, you headbutt him :slight_smile:

no, doesn’t work like that. If he linked hp.gt, yes, so between st.lk and st.hp, that works. But not for GT because it’s a cancel.

Rufus’ cl.hp has 23f of recovery (+ remaining active frames) and hp.gt has 15f of startup, so cl.hp xx hp.gt is ALWAYS a blockstring IF he holds forward.

Read this: SF4 Game Mechanics: Blocking and Blockstrings or at least watch the video, might further explain/help.

It actually isn’t always a block string. It depends on how far away rufus is when he does the hp. gt.
For example: after a deep dive kick, one short into fierce into hp gt is a true block string. Two shorts into fierce into hp gt. is not a true block string.
As a Rufus player myself, i’ve been reversaled many-a-time through my close hp into gt.

okay, i did forget to figure in the negative frame advantage on block (in the event of a blocked cl.hp, Balrog recovers in 15-16f depending on if he hits with the first or second active frame). Thanks for the clarification.

So you either have 1 frame, or none at all between HP and HPGT. Depending on which active frame the HP hit on

So long story short, hit him between LK and HP?

Hey I’m looking for any PSN Balrog players that are willing to help me learn the Balrog matchup against my Dee Jay. My PSN ID is megamonk4 and I look forward to playing against you guys.

Il add you later. Any one have any tips against fuzzy guarding things such as Adons instant oh neutral jump kick?

if you’re going to try and punish the blockstring, then that’s probably the best hole to exploit with an ex.dash. But It’s very possibly that if he just st.lk’s and you’re not point blank, at range he may recover in time to block or throw.

yes, do test it out though, and let us know what you find. I’m working on another sf4 project and school, so it might be a bit before I get around to testing that.

FADC backdash/release is probably your only tool against that. If he’s using fuzzy guard, you’re already in blockstun, so you HAVE to guess high or low. The game will auto-guard block high for you, so you can just wait and see if he jumps up or stays grounded and block low (if your reactions are good). Again the best idea is to not get into the situation.

I say FADC backdashsince it’s a neutral jump and you can avoid the situation entirely by not being in blockstun. The vanilla setup (as in basic), is a neutral jump hk (hits on the way down). You’re in blockstun, then he either goes for low xx rising jaguar, or instant OH nj.mk xx jaguar kick. If I remember correctly nj.mk xx jk doesn’t combo on balrog but i could be wrong. If it’s not a safe string you may be able to punish but i do think he can bait headbutt with different strings if not and punish on your recovery. You can also definitely focus attack release if the nj.mk xx jaguar kick isn’t a safe string since it won’t break armor.