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

yeh, when Seth is dive kicking me, I very seldom get lp.hb. 9/10 it whiffs and that one time it will always trade. I think i’m going to do some matches with CaptainButtock’s Seth and try to figure something out, i still think this is a match where Balrog doesn’t have an answer for his mix up.

There is a tight window where jump-back HP stuffs seth’s dive-kicks clean, but its more of a prediction-based thing rather than a reaction. And usually works when Seth is in the corner, which is rare.

Sigh!!! You can ALWAYS BLOCK!!!

Sigh!! You can ALWAYS EAT SPD!!!

So apparently people just read the most recent post then jump to conclusions. Good job.

What I said earlier in post #458

Ive read that but what i dont understand is why dont you just BLOCK its your best option and the most safest…

Blocking his dive-kick at close-range leads to an SPD mix-up. I’m trying to back-dash now, the moment his feet leave the ground to avoid the shenanigans.

I dunno, i agree with Oblivion. Blocking Seth’s dive kicks is almost akin to blocking Abel’s f+mk, balrog doesn’t have an option that won’t lose to 2/3 of their follow-ups. Also, their follow-ups that you can block lead to a net positive frame advantage setting up blockstrings, frame traps and tick throws. IF they didn’t have command throws, blocking wouldn’t be as bad (e.g. Cody), but with command throws you have to jump and they have enough options to keep you grounded (abel’'s cl.hp, Seth’s cr.lk/st.mp).

Hey guys,

are there signs to determine which way Ibuki’s kunai and Vipers burn kick will cross up?

Cliffs: Blocking isn’t so bad, trying to offensively punish or get away at the beginning of the mixup may cause you to lose less life than if you just blocked and ate the spd.

Ibuki’s cross-up kunai, block or ex.ru out. Viper x-up burn kick: only crosses up when her pelvis crosses your center line, hitbox is ONLY on one side.

Foxhound and I spoke for a while and i’ll paraphrase what he said since he isn’t a big fan of this medium (as I am a fan of).

Foxhound’s perspective is that, often with Balrog, the easiest thing to do is often the most simple and safest. He suggests blocking specifically in the Seth matchup (in comparison to T. Hawk, or Zangief), because his mixup doesn’t have very high damage output; so eating two or even three spds (130/140/150/170) to figure out what your opponents patten is, isnt as big a deal as with gief when you have 250 more life than him and a much greater damage output.

I’ll agree with foxhound, but only because I understand the perspective he comes from after talking to and playing against him for the past couple of months. In sf4, we are reversal happy, because we actually have viable reversal options in sf4, unlike sf3 where very few moves were even partially invincible. We always lean toward an **offensive **answer to any type of pressure situation.

In his case (unlike my own), he doesn’t panic when in a mixup situation. Because most of Seth’s options (dive kick, dp fadc, spd), lead to the same mixup, i’m more likely to panic and look for a way to immediate exit the mixup, versus attempting to wait and see what the mixup is, possibly eat an spd or two, and then land a punish or exit the mixup when its safe. This has a lot to do with Yomi, very few players will O/S within a block string, so, blocking the dive kick, and then backdashing (or reversalling) may be an in-between option for those like me who panic.

Although applicable to a lot of the cast, it’s most true for matches against characters like Seth or E. Ryu (although his damage output is much better), since they don’t have a lot of health to gamble on mixups.

In Houston we have two good players that do both characters (Kensou and Synx), and from playing them, there’s not really a good way to know if it’s going to cross-up or not.

With Ibuki there’s far too many setups, FAR too many setups, and if you learn each one, then you can go that route, it’s just easier to not get in that situation (obviously if you’re getting knocked down ALOT then you have a bigger problem. ex.ru does work, she only has a couple of setups that can punish them afaik, and most of them are feints, or don’t involve a kunai.

With Viper, you need to pay attention to where the center of her body is (pelvis). Burn kick has a shit ton of erroneous animation which makes it difficult to tell where the hitbox is. The hitbox is ONLY on her left leg, the one that’s on the opposite side of where she started from. I did a match where I just started blocking the mixup instead of trying to get out of it with TAP or FADC backdash, and after match three or so, I was able to block them consistently. Once you get the direction OK, you can FA into a crumple stun if you want to land a big punish.

Balrog Safe Jump Against Guile

[media=youtube]zq6KjNIrmss[/media]

EZ5 REZ VS EZ5 SEV SET # 1

[media=youtube]Ldud5QIgA5Q[/media]

EZ5 REZ VS EZ5 SEV SET # 2

[media=youtube]1hP-NhNjKxM[/media]

EZ5 REZ VS EZ5 SEV SET # 3 + BONUS

[media=youtube]bpQeR4OXixA[/media]

EZ5 REZ Z (BALROG) VS DMG LIONHEART (SAGAT)

[media=youtube]E3sVMayvcP0[/media]

dead, dead, dead. Here’s something that may be informative. Had some recent life changes, so i’ll be putting out things MUCH slower (if the current rate wasn’t already slow). Found this video on utub from SSFIV. It pretty much sums up Guile’s boom game in a nutshell. I’ll also add an excerpt from my rewrite of the Avoiding Projectiles Article.

[media=youtube]TZFKhbRulH4[/media]

Guile
Only one fireball on the screen at a time.
[LIST=1]
[]lp.boom, ex.boom
[INDENT=1]this can be used at 3/4 to full screen to punish FADC and ex.dashes. If you avoid with a headbutt (in super) it’s virtually unpunishable on whiff. But an ex.boom can catch Balrog’s dash, jumping in can beat this tactic[/INDENT]
[
]hp/ex.boom, AA sonic hurricane
[INDENT=1]this is very dependent on spacing, there are some instances where there’s absolutely nothing you can do to avoid sonic hurricane but eat the chip damage or backdash and even that is very dependent on whether you did an air normal. If the other projectile is still on the screen then sonic hurricane won’t come out. In a sense, this can be seen as an option-select. Guiles will use ex.boom or hp.boom to entice you to jump at them and AA sonic hurricane just as the boom leaves the screen. They can even hop kick forward to maintain back-charge and modify their spacing then throw an AA sonic hurricane.[/INDENT]
[]Booms and flash kick
[INDENT=1]Guile’s character is specifically setup so some of his special attack charge requirements aren’t ambiguous. As a character, he can’t boom and maintain down-charge. So when he booms and you predict/react/anticipate and jump over it, once he recovers, his AA options can only come from normals and not a general purpose flash kick. Because of the range of Balrog’s j.hp he has to choose the most effective normal for the right range. and if you mix in j.hp and j.hk as well as different ranges, you can get a jump-in/trade/empty/whiffed jump-in. There’s a sweet spot where you can jump-in and trade if he attempts to AA, but will whiff if he doesn’t AA.[/INDENT]
[
]Frame traps with boom and normals
[INDENT=1]At certain ranges Guile can boom and followup the boom with st.hk or f+hp. Booms cause a wierd amount of block-stun and when done in certain ranges will combo on hit. As Balrog you have answers to these types of frame traps since the second portion will always ONLY hit once (an exception is cr.hk, but that’s easy to beat). If he does st.hk if you reversal high ex.dash you should be able to absorb the hit and tag him during his recovery, if he’s at range, he will recover in time to block. You can also reversal ultra or AC Ultra (safer), but those can lose as well. If Guile throws a boom and pokes with cr.hk, your high ex.dashes will whiff and be hit, so you have to use a low dash like ex.oh, smash, or dash low.[/INDENT]
[]Effective headbutt ranges
[INDENT=1]There are ranges where its unsafe for Guile to boom on a Rog with down-charge, it’s important to understand the where the tip of the horizontal range of hp headbutt is, so you can put him in the corner and be just out of his cr.mk range so you can reaction block cr.hk for ultra/low ex.dashes. Thus you can prevent a good deal of chip damage and maintain zoning since Guile’s only answer for that situation is to get OUT of the corner.[/INDENT]
[
]Booms from neutral (CHIP DAMAGE!)
[INDENT=1]Guile is the one character who can rack up 20% chip damage and gain enough meter to bring you down 30% health in less than 15 seconds. [S]You can’t really afford to block all of his booms at the beginning of the match, so don’t try to.[/S] wiggle forward nj.hp is your friend and will trade with most of his attempted AA’s if he’s moving in close to thwart your attempts to avoid the booms. He doesn’t have the life to pressure you with trades, but you do and it’s worth losing some health to push him to the corner.[/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1] [/INDENT]
[INDENT=1] [/INDENT]
[/LIST]

The best way to fight chun li is to stay out of range and when she moves hit her with smash upper and absorb her hadokens it works everytime for me and also use the same tatics for dudley smash upper takes away his focus game which some of them use to start combos and it beats most his moves

I really wish I could also play these magical Chun’s and Dudleys who don’t know how to stuff Dash Punches or clearly don’t know how to neutral jump. Really.

I’m pretty sure if my ‘tactic’ was “Sit full screen, wait for them to move, throw out Torpedo” that I’d pretty much lose 24/7.

I’ll have to respectfully disagree on both counts:
[LIST]
[]FADCing Chun’s FB, is a quick way to lose a lot of life Really quickly. Because it moves so fast, she can chase it, and st.hp or do her OH kick into whatever. if she’s building meter with lp.fb and legs, even in that situation it’s still very likely that you’ll trade. 9/10 if Chun throws a kikouken and you can FADC fwd/backdash it, she’s already recovered. Just how jumping over her fb’s are unsafe, so are FADCing in most situations.
[
]Also the distance where smash upper (torpedo) is safe if not in a good range where the character would be FA fishing. Smash upper is punishable on block too (ex. isn’t safe as both characters have 3f reversals/normals). It’s most likely that they’ll be focus attack fishing when you’re up close and don’t have back-charge, (e.g. if you’re pressing buttons and poking with cr.hk)
[/LIST]
What you said does work, but in very few instances, at least against these two characters, risk versus reward is very low for Balrog. Baiting them and then punishing yields far better results as well as a greater risk versus reward, e.g. st.lp, cr.hk, st.lp, walk back cr.mp xx lp.ds (even though both Chun and Dudkins may be able to punish this on block).

I’m that type of balrog that plays Recklessly smart ill do two taps back to back then ultra right after it lol… the way i do it i space everything out but since they feel like they already know how to beat it they always get counter hit … im not sayin rely on this the whole match no what im saying is it works for me and that what i shoulda made clear before i posted…

THANK YOU!!! God!! someone has a BRAIN

Ok look champ!! It’s obvious you need some kind of help with BALROG if your doing two turn punch then “RANDOM ULTRA”, then you say it works for you…sigh come on now you can’t tell me that shit works.

Ok look I’ve played agsinst and main chun, in this matchup boxer/Balrog vs Chun. This matchup is heavily in Chun favor due to the fact that she has better buttons then Balrog. Her St. Mp is her #1 go to poke in this matchup. It’s very hard to wiff punish or catch it on the recovery frames…in training mode I myself is able to punish it 5/10 in different situations (I’m not saying I’m GDLK when it comes to whiff punishing). But there are ways to look for the poke 1) way is normally when she throws a fb then starts to walk behind it you can almost always expect her to poke out something.
Although this matchup is in Chun favor when she is cornered it becomes 6-4 Rog favor. Also it is not possible to punish her when she Fadc fwd dash