Yeah i know about the super and stuff. Yeah just saying for the other rogs that didn’t know. Such a bad match up though now. I miss vanilla vega… haha
I HATE FUCKING AKUMA… THAT MATCH IS SOOOO BAD
yeh…Akuma with O/S U2, has to put in about 10% effort to beat Balrog after the first knockdown.
yup pretty much and he can punish your dash punches with jab to sweep… Such a bad match up… But i saw how pr rog plays it. He just plays the box method.
I’m having a bit of trouble whiff punishing. Lately it’s been LP Honda headbutts and T.Hawk condor dives. For Honda, is it just about hitting sweep as soon as you realise the headbutt didn’t make contact? Would Hawk be just being aware space and the distance he jumps? Could be the addition of online lag too maybe.
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Hello guys, what Balrog players think about this cammy safe jump Setup?
Need some Balrog players tips
Whiff punishing is about choosing the right Normal at the right distance. You primarily want to whiff punish with st.hk since it’s almost impossible to low profile on the ground, and far st.hp for when you need a bit more distance. In general, if you have enough time to whiff punish honda’s lp.headbutt, you can probably punish with hp.hb which has a shit-ton more horizontal range. If Honda’s whiffing lp.hb then he’s probably not walking forward, so you can get enough down-charge.
There’s a section about whiff punishing in the art of punishing, and a couple of examples in the included videos for Sagat, Ryu, and Zangief.
umm…Balrog is notoriously easy to safe jump. It’s not saying a whole lot that this safe jump can beat all of his wakeup options. Just block :[ Dealing with her frame traps to avoid the throw, is probably more important than worrying about this setup. You block it and deal with it. In the case of the dive kicks you can block low since cammy doesn’t have an instant Overhead there’s less to be afraid about.
Also on a technical note, the safe jump with j.lk…doesn’t seem like a meaty setup, notice how she’s right above boxer’s head when he does super/ultra. So you can probably…walk out of it. Not terribly useful in Balrog’s case, but food for thought.
alright…doubt anyone will reply, but since the board has been a bit more active, someone may respond.
Taking Monday off and going to spend some time organizing the items and things i’ve been writing in spurts over the last couple of months so they can be posted. Does anyone have anything they’d like me to put some time into/look at/give my opinion on, make a recording (raw videos, nothing doctored/edited) of etc. Please post and i’ll try to make someone happy.
Jesus I just got mauled by Claw’s far st.mk. Figured out how to counter poke it, since you can’t use cr.hk or st.hp. cr.mp will beat it clean or you can lp.ds when you’re just out of range of it. Both are really hard though… :[ the range on Vega’s st.mk has 50% more range than Bisons, and a much better hurtbox.
I always found cr.mp to be Vega’s most annoying poke. st.mk doesn’t have that much range or speed does it?
They’re both pokes that are very annoying for Rog to deal with. St.mk is Vega’s most underrated poke IMO. One of the reasons it’s so great is that most Vega players don’t use it that much so you sort of expect something else when they’re walking forwards or backwards (maybe a cosmic heel or an overhead). However! I know from experience that Rog’s st.mk beats it. I swear Rog’s st.mk is one of his most important normals and I use it too sparingly. IMO the Vega matchup is not necessarily a bad matchup for Rog, but it’s definitely an annoying one until you understand the range at which your normals will beat his.
Been messing around with Rog lately, I main Bison. I feel he suffers the same in terms of a come back factor, and I still hate Guile.
I think that Balrog’s comeback potential is decent. Definitely better than Bison’s. With Balrog you can do a hitconfirm into a full ultra for 350-ish damage, which is a pretty big chunk. Couple that with an overhead combo and some dash punch pressure, and you’ve got a comeback. It’s harder than, say, Makoto, who can just dash command grab ultra for almost 500 damage, or Gen, who can do hitconfirm super into ultra, but it’s not bad. I also hate Guile :).
You just have to play footises with Guile and walk him into the corner. Play patient, When he is in the corner you have better buttons.
If you have to play this match up, then make your stance. Getting in is the key to winning this match. He has options for everything
What exactly is the “Box method”?
Here’s your answer:
Just like in boxing, what you want to do is harassing your opponent until he gets to the ropes. When he gets there, unleash the beast.
If you’re referring to Tokido vs PR Balrog, keep in mind that at this point Tokido did NOT know about demon Palm O/S U2, Adeel (fourwude) told him about this when he came to Houston. And Tokido was teleporting alot. That’s a dream situation. To lose the match Akuma has to make a handful of mistakes. Akuma doesn’t really have a reason to sit around mid-screen and zone you with his sub-par fireballs. If Akuma plays the matchup correctly, he’s putting 100% safe pressure on you that you can’t punish, but he can punish your attempts VERY hard.
Keeping him out is a dream, if you plan to play Balrog v Akuma, do your best to block and or attempt to apply your pressure long enough to find a hole/for him to make a mistake/or to notice a pattern and then Punish and/or take the momentum back.
IMO there’s absolutely no reason Akuma as a character should lose to Balrog, so the weak link is the player. Akuma’s tools far out-weigh Balrog’s tools from basic things like walk speed to more complex mind-games like teleport w/U2 or Demon Palm O/S Sweep.
can anyone help me with the Deejay matchup…you can’t jump, st.hp just gets eaten alive by slide, you can’t beat slide unless you put out the st.mk and it has to be very early…i feel the only way im winning against my friend is by getting lucky on a read inbetween fireballs/slide/sobat string pressure. not to mention to anti air this bastard you need to push a button as soon as he jumps with that knee.
This is what I think about your main problem with the matchup: link, “you’re too close man”. For DJ to space you with maxes, you’ve gotta be wayy out of range, and for him to start his vortex, you’ve gotta be wayy to close, well within sweep range. Try to play a match and stay at max sweep range, but inside st.hp, range and see if it’s any easier to box DJ out. Don’t try to be agressive, or use your specials, just stand at neutral and use your normals and blocking. Try to ALWAYS come back to that range, no matter what (be offensive if you have to, then go back to that range and just wait for him to come to you). Once you do this a couple of times and you’re comfortable with the range, go back to how you were playing it before, but remember the range.
let me know if that helps.