“Your buttons are better than his buttons” - Boxer Match Up Advice against Guile
I feel that this is “true” but you actually need to know which buttons are better than others. In the corner, guile’s standing fierce will beat most of all Boxer’s pokes. If you press standing MK you can beat a few pokes also and interchange that with standing fierce depending on the rock paper scissors footsie game you are playing.
Guile and Boxer have great buttons against each other both defensively and offensively so please be mindful of your choices once you have successfully cornered guile.
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OneTimeHero (Barlrog) vs Kineda (Akuma) 00:01
LamerBoi (Guile) vs OneTimeHero (Balrog) 47:35
This link shows me vs. Kineda / Lamerboi. The specific minutes are posted within the description. Let me know if this helps or if you have any questions.
lol yea I was not doing anything about him getting in close. The biggest part I was having trouble with was his slide at that range, I started focusing in that range only if he didn’t have a charge and he ate a few of them and stopped sliding at that range and it helped me out alot. and being less aggressive with specials to close the gap helped alot too. I’m still feeling like this is in dj’s favor though.
and for onetimehero, I’m glad for you that kineda didn’t use u2 in that matchup haha I hate it.
This is DEFINITELY in DJ’s favor. The only thing that we can do is capitalize on their mistakes and misjudgements and push them to the wall. Here is a video where I play against Kurokiba.
Look at 19minutes, 32seconds.
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Hmm I think I disagree with the match being in DJ’s favor. The only difficult thing I find in that matchup is blocking after you get knocked down. I tend to play that match similar to Guile where I block a lot of fireballs and push the DJ in to the corner. Once there, you can outpoke the DJ and then anti air him when he jumps. A lot of the dread kicks can be punished with fs.lp or s.lp into special, sweep, or more. For me I feel the most important thing in the match is to be able to anti air him at will. When he jumps, either c.hp if you are confident or that new cs.mp to hit him out of the short kick. Trades do not work in DJ’s favor at all. I try to jump at safe times just to gain position and not really to attack.
tswizzle, do you happen to play on esea for cs1.6? i just played against someone with that name haha
back to the match though, I’m not taking anything away from you because I think you played very solid, especially on the antiair and all your frame traps raped him. But that deejay pretty much walked himself into the corner and gave up space wayyyy to easily. after every projectile he just walked back for the full charge and never really held his ground =/. For a deejay player his anti air was pretty terrible too =/ he never tried to st.mk (i think thats the normal) those far empty jumpins when he was in range for it but kept trying to slide instead. If you have PC version (its the only version my deejay friend has his xbox broke) maybe I can watch you 2 play, I’ve been playing the matchup alot but you look like you have a better understanding of the matchup then me so it would be nice to see you play up against a better deejay =)
I used to feel this was in DJ’s favor as well, until I started playing footsies and beating him with as few tools as possible. You have to wait him out basically, make him go out of his way to try to make the read, then punish him hard. I’d still say it’s even though, due to the safe pressure he can create with a combination of flash and slide.
Yeah Tomo (DJ) and I play a lot so there might be some fear instilled in there, but he does really well at WNF especially vs the Balrogs there like Keno. However I do want to say that it is extremely hard to play that match when you have a life disadvantage. Getting in and making something happen on a defensive DJ is really tough. I always feel that the life balances for both players is the most important thing in that match since DJs offense isn’t that scary.
Sure I do have PC version my tag is TSwizzleSD and sorry I don’t play CS
I play DJ and rog so i’ll tell you guys that DJ biggest weakness is footsies. His buttons are all slow or lack a good hitbox. The only exception is st.mk and that looses to sweep and a early st.rh. On wake-up, upkicks whiff on crouching rog, and ex.sobats/ex.mgu start up to slow so he can’t do anything against meaty cr.jab or cr.mk. In the corner, rog can just eat him alive. His cr.lk is 5 frames so frametraps are recommended. Sobats range from -5 to -11 so a fs.lp into whatever should punish it fine. The only things that should give rog trouble are the vortex, and air slasher. It even hard for DJ to anti-air rog’s j.hp and j.rh. This match is IMO in rogs favor or atleast tied.
Hey im having trouble in the rufus match up i mean the only time i win this one is if i caught them off guard with random stuff… i have no idea what i should and should not be doing in this match.
Also i found a normal that make the seth match up a little easier. st mp knocks him clean out of the air from dives and attempt cross ups … even akuma as well with those flips if done soon enough …
the vega match up is so easy i when you deny his option to use his wall jumping move by hitting him in the air with your jumpin-mp or hit him with your st-mp when he jump kicks at you, its a clean hit. or a st mp again to counter poke his cr-mp. veag is your bitch in this match and ill upload the vid if anyone needs a visual of what im talking about.
The rufus matchup is pretty even. His mixup on knockdown is the same it is with anyone, it sucks, but it’s not like gief, the most Rufus can do to punish you blocking is to throw you, everything else he can do gets beat by blocking. So aside from that, it’s a fair matchup, meaning that Rufus has to play you, he has to deal with your normals, and play your game to win. That in and of itself makes it 6-4, 4-6, 5-5. IMO if you’re losing really bad to rufus, you’re either being out played, or you’re making it easy for him to get into start mixing you up.
I’ll say Vega is a difficult matchup IMO. Vega’s poking tools easily out-class Balrog’s, his damage output is higher too. If you can j.hp/j.mp Vega’s wall dive he’s not doing it right. Balrog can pressure the shit out of Vega, but Vega can keep Balrog out or run away for 99s. Definitely a match to charge TAP to final and wait for a misplaced Wall dive. I’ve got lvl 5/final TAP enough times to recognize it as a valid tactic in my arsenal.
Yeah I think Vega is a really difficult matchup too. A strong Vega will have terrifying footsies and then when he gets the life lead it is super difficult to attack him. However when you do knock him down you can go to town.
Also if you knock Vega down, it’s impossible to O/S his wakeup with anything useful (Good Vega’s should wakeup blocking), so I O/S fwd.dash, so if he does the single flip, i’m still in his face and can throw/jab pressure him, and if he double flips, I can dash in and use cr.hk on reaction.
Vega’s st.mk hit’s 3/4 screen, go to training mode and check out that hitbox, it’ll tell you what the matchup CAN be like.
What should i be doing against gen and juri ? should i be rushing them down because cautious play doesnt do it… what normals shoud i be using because i only use rogs normals to fight dont really dash punch with him … Thanks in advance
Gen is about knowledge, you have to know what he can and can’t do, what his options are and at what ranges, as well as what specials he has. You should also be familiar with what he can do from what stance. He has a much large footsie range than Balrog, EASY. So get within your footsie range and don’t get spaced out.
Juri has a stupid full range game, move in and bait ex.pinwheel, Rog can punish pinwheel hella hard (cr.mp/Ultra etc). Also unless she has U1 activated, ex.pinwheel can TRADE with meaty TAP since that’s her only invincible reversal outside of Super/U1. TAP beats her counter. Throws can own her on wakeup too. Just focus on getting in, think of her like a Guile who doesn’t need back-charge, and can modify her jump arc so she’s hella hard to AA. Srsly, get in and destroy.
So I’m playing a bit more now than in the past few months and I landed a landed a Final TAP in a match and it got me thinking about legitimate matchups where you can spend 30s not using any of your kick buttons. I’ll explain what happened and maybe it’ll get someone thinking about other matchups where there are opportunities for Final TAP (or any TAP past lvl3).
Okay, so I was playing a Guile. It wasn’t his main, but still. I started the match charging a TAP (3P). So I figured that Guile as a character has two definite points where he’s most vulnerable (esp for a high lvl TAP), and that’s when he’s attempting to offensively get back-charge using knee bazooka or the rolling sabat, or when he attempts to poke at max distance with cr.hk (the low that hits twice). So a common action by Guile’s are boom, rolling sabat, boom. So after he did the boom I anticipated the rolling sobat and did TAP through the boom to trade for 700 dmg.
Sure the easy counter to this tactic is to throw Balrog, but you can keep opponents out with cr.hp and st.lp easy…right.
The only other situation where high lvl TAPs are legitimate I think is in the Vega matchup, you can use TAP to punish the recovery of poorly executed flying barcelona’s from full screen. Anyone else have any ideas about matchups/situations where high lvl TAPs are legitimate?
edit: I also had some gdlk spacing on a lk.smash and beat guile’s sonic hurricane (U2) CLEAN…weird.
Not entirely sure about ‘legitimate’ but here’s my uses of TAP - I’m sure most will be known info already but anyways, might give an idea of something to put into the lab.
a) Sliver of health, use it when I anticipate an attempted ‘blatantly obvious’ ‘chip SRK’ - TAP will blow through all SRK’s except light, which is too low to pass through. Also works for Flash Kicks and the likes.
b) Use it for passing through Ultras. Ryu, Vega, Oni, Seth, Dhalsim, (Awkward as it’s such a slow projectile), Abel U1 etc
c) Use it to catch Bison Ports, Akuma Ports and wakeup backdashes.
d) Use it when someone is getting trigger happy with Focus Attack.
e) Use it when someone is max-charging a focus attack in your face - Rather than backdash or jab them out/jump, I usually TAP the blow so you land a free hit while they’re in recovery - This isn’t optimal vs an L3 FA as you’d do better by neutral jumping into a combo, but some FA’s have hit me as an AA doing this, which is frustrating. This will also punish them if they go for that last split second F/BDash.
f) I use TAP to close the distance or AA Akuma’s who are getting too frisky with backjump air fireballs when at short/medium distance - This can also net you an AA Ultra if it hits.
g) TAP can also hit Fuerte’s full in the face during splashes & slides, but loses to tortilla and the other throw thing.
h) TAP can avoid or trade with other annoying moves such as Abel Wheelkick, Fei Long Chicken Wing, Adon Tooth etc Ryu/Akuma/Ken Tatsu (Awkward // spacing dependant).
i) TAP, like EX DS or Ultra, can be used on the second hit of Guiles sweep (Might be a legitimate use - Seeing as you already landed a big TAP on Guile, this could be another option) - This may be questionable however seeing as higher levels of TAP have higher frames, so may not work at very high levels of charge but worth considering.
j) TAP can also go right through Akuma’s SR (The double kick) but this is almost impossible to telegraph/predict.
k) You can TAP through Bison PC’s and fast Honda Headbutts. I’m pretty sure certain timed/spaced TAP’s will also trade or fully stuff certain Scissor Kicks. Up super close they will simply go through them (At least EX SK’s, which are super fast). It can also be used against Bison sliding sweep, though this won’t work if they use it to hit you with the end of the animation - If Bison is being really wreckless with slides up close, TAP will net you a punch to his teeth.
l) TAP is also ironically very annoying for other Balrogs - All dash punches and easy to spot ‘Overheads’ can be fully TAP’d - Overhead itself is a move just asking for a level 10 TAP. Balrog v Balrog CAN (for the most part) get away with using just punches or just kicks, too. TAP can also go through Headbutt and vice versa.
Probably tonnes more but there’s a list off the top of my head.
Thanks Rope. Tap can also be used to punish shotos who throw really bad fireballs full-screen.
Also got a consistent setup for something i had been eye balling after landing Ultra. The setup is perform U1 into deep/near corner, then TAP (delay it a bit so you don’t go behind them), then double fwd.dash, jump back hp.
This is old technology in terms of what it does, but the setup “may” be new. In general, what the double dash does is that it forces Balrog deep into the opponents hitbox, since when they’re knocked down they’re clipping hitbox is nil, you can step into it. When they wakeup, you get pushed out of the way and there’s space between you. But when you double dash and then jump back, it’s like you jumped back from the other side of them and you get a max distance j.hp that they can’t crouch and it LOOKS like it won’t hit, but it will. You can probably link st.hp, st.hk and st.mk xx super afterwards. I think that’s it.