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

MotorCity, I think that its pretty much general consesus among Balrog players that TAP is a very good move. As you said 30 frames of start up is a lot but its not meant to be your main go to move. It’s meant to be used sparingly or in a situation where you know your opponent is going to use a move. You have some points here, but ultimately you are incorrect man. You are thinking of it in the wrong terms when you say the opponent has a huge window to punish. You don’t throw it out randomly, you throw it out based on a read.

What enigmatic was getting at is that not only can you punish some fireballs at correct ranges, but theres TONS of normals in the game that have active frames falling into that 10f window of invincibility that will get CH or punished by TAP. Combine that with the fact that CH TAP is a 2f link into crLP, meaty tap puts you into a massive frame advantage on block (up to +5? its in the forum somewhere I’m not sure), great utility within option selects, its the only special rog has that can be done while moving forward/allows you to move forward while maintaining charge, it catches back dash and backwards jumps for a juggle state into U1, its one of Rog’s two specials that is completely safe(other than lp.SPD, Demon, etc) on block, AND it breaks armor.

Taking all those things into account, you have one of Rog’s most important tools that should not be neglected at any level. All top Rog’s use tap in some facet of the game. And, as someone else said, you can find a use for every move in the game w/ any character even if it’s not a move that you in particular like. Furthermore, its pretty easy to know when you have more than a level one charge, and not as easy for your opponent to know that your move was lvl2 rather than lv1. Its also hide/relase your TAP charge behind a whiffed normal or empty jump.

Im not about coming on a forum to talk shit to someone I dont know, and I’m definitely not the most active person on this forum… but I do know what I’m talking about as do many contributers here. Diclawsus puts a good deal of work into what he contributes and knows his shit, no point in coming in here and condescending to one of the main contributors. You wanna tell him, “If you ever wish to level up, pay some respect to those who, so far so bad, have got nothing to learn from you.” and w/e else you were saying, who the hell are you? Apparently you are the one who has lots to learn my friend. Remember that knowledge does not equate to skill; understanding a concept or recreating something in training mode is far from real match application. Even the best players always have something more to learn, and you can learn from anyone who understands the game. Someone who may not be the greatest player or win the tournaments can, and often does, know way more than a given “top” player, but just doesn’t have the fundamentals, execution, or reactions to apply everything. If you are considereing playing this game seriously, then maybe you ought to rethink your approach, and stop limiting yourself. Keep working on it… you’ll get there eventually :wink:

i’m kind of in the same boat. I haven’t seen U2 used by abel in a long time. AFAIK it’s kind nerfed, but still as potent. Armor breaks still beat it as I believe it still has armor on startup. It’s strike invincible but not throw invincible, so U2 would scoop him up if it was in range. check it out: http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Abel#AE_ver._2012_Changes

According to Juicebox, who I actually asked this question to prior to evo, he only uses U2 for punishing honda’s headbutt. U1 is overall way better as you can combo into it so many ways and it does great damage. He said at a high level the utility is really low for U2 because everyone knows how to beat it, and the fact that you cant combo into it makes it all but useless.

Hmmm makes more sense to me to use ultra 1 too, similar versatility to balrogs really, unless there’s some kind of godlike setup off u2.

The Abel at my ranbats uses U1, but the player considered to be one of the best in the country is using U2. Maybe I’ll tell him, after I moneymatch him again xD

I used that safe jump + s.mp vs Blanka yesterday by the way :slight_smile: was awesome.

How about you name one ? Counter-hit can only be activated during start-up and active frames. Please, name one normal move that has its start-up and active frames last 31 frames or more (since TAP won’t come out before 30 frames) ?

For your information, even zoning moves like Adon far st.HK, Sakura far st.HK or even Rog’s far st.HK all fall under 30 frames :

  • Adon st.HK : start-up + active frames = 11 frames.
  • Sakura st.HK : start-up + active frames = 13 frames.
    -Balrog st.Hk : start-up + active frames = 10 frames.

In case you think you can catch them in their recovery or at any moment during the animation of the move :

  • Adon st.HK = 28 frames of total move animation.
  • Sakura st.HK = 28 frames of total move animation.
  • Balrog st.HK = 30 frames of total move animation.

So please, explain me how do you use TAP to punish moves on reaction ? I’m sorry but that’s total BS.

You asked for facts, here you go dude. I wasn’t condescending anyone, but I just hate it what I put so much efforts into explaining why I say what I say, and then a dude comes by pretty much like you did and refutes all what’s been said with vague formulas and wrong pieces of advice without hard evidence that what they say is any relevant.

You notice how everyone gave up trying to talk to you? You say one thing about counter hits but ignore the rest of my post… and I even said CH OR punished. Are you really going to sit here and try to tell me that I’ve never got a CH TAP and linked a jab into a combo before? It happens all the time off armor breaks and I’ve seen it plenty of times in high level play. I’d link you an example in a match but I know it would fall on deaf ears. Truth is everyone here knows tap is good because they have used it and gotten good results. ITS NOT A MOVE YOU USE TO PUNISH ON REACTION! You come in here and say its not viable against good players. SMH dude, you think nobody here has played against good players before? Shit man, I played latif on saturday, cause he came down from Flagstaff to our ranbat, and used wakeup TAP to escape about 1/2 of his burn kick mixups…I still lost, but not because I was using TAP.

You are the definition of stubborn, so I’m done talking to you. GL with your Ultra 2 using non-TAPping Rog, I’m sure you will go real far with that.

Good to know! i’ve got a Blanka here in Houston that I plan to get some mileage out of that technology. I think U2 is primarily a scrub buster as far as Balrog is concerned. U1 loses to meaty lows though, kinda how you’d use a meaty armor breaking attack to thwart reversal U2, you can use it similarly for U1 with meaty lows as it doesn’t have any lower body invincibility half-way through it’s startup. You obviously still have to worry about ex.tt, but I think you can space it as it’s range isn’t too great.

I read the first line…focus attack. which is pretty much one of the move’s primary uses. The rest of you is spouting off frame data everybody knows to try and justify your abrasive arguments. Im sorry dude but everybody here is pretty fixated on their opinion(one which I share) and the argument is pretty stale. My advice is to just let it go. I will say that with your mentality it might be prudent to invent time in another game. Every single action or inaction in the game is a non stop risk vs reward scenario. That does not sound like a game for you…

3nig, hows the Houston scene lately? iirc, you guys have Fubar, Hsien, Adam(Jewelman)? I’m not too familiar with Texas players. What characters are represented by players that fly under the radar? What about the rest of TX (Austin, EP, San Antonio, etc)? My buddy, Lumina1re, runs sets with a Seth player online named Tommy Guns. He’s pretty good, and I know hes from TX too, but not sure where. He mentioned losing to a very good Cody player at the TX Bar fights…

you’re primarily talking about Texas players from Austin and Dallas. Fubar and Hsien are from Austin, Jewelman was from Corpus, but i think he moved to Houston dunno if that’s still in the pipe or not. Dunno any players from El Paso, the cody you’re probably thinking about is Tostito Salsa maybe, not sure but i know there’s a really good Cody in Dallas, I played him at one tourney and he made me look pretty free, hell i think he OCVd my team. Tommy Guns is from Dallas too I believe. Our SF4 scene is kind of waning right now all of our headliners are really good in UMvC3 (Jan, Scrubecks/Rubecks, PSG Stone etc). Jan is easily the best Gief in the south IMO. But we’ve got maybe 30% of the cast handled. We’ve probably got the best Akuma in the South too (Adeel/Four Wude) and he’s getting back into it. But currently, i don’t think Houston has made a showing in sf4 in a while. Absolute battle will probably be our opportunity to step back up.

So, let me get this straight : I was talking with 3nigmat1c and debating over his posts, and you guys somehow felt involved in this conversation and decided to join in, just so you could then tell me that you wouldn’t argue with me “anymore” ?

What’s the point of doing that ? Feeling yourselves ?

Not to mention that your interventions were highly disrespectful (please take a look back at them) but I nonetheless kept on arguing in a constructive way, although you were both clear that frame datas were not your favorite cup of tea.

I won’t debate anymore, I said it in my previous posts, I wasn’t looking for a “who’s right” type of conversation but a constructive debate.

See you

sure
And for the record …i have Rog’s frame data memorized bro. Even the dashes and how many frames it takes to get up from each knockdown including variations within the cast.

Up until very around a month before evo I would have said the same thing about the SF4 scene in AZ too… even now its still that way to an extent. And thanks for clearing that up for me about the TX players! Our top marvel guys have blown up recently, by doing well at Curleh Moustache and Revelations (guys placing top 8 at both events, and the hazmat team taking 2nd at Revelations team tourny) If you have any vids of some TX ranbats or anything to showcase your players, and wouldn’t mind posting them, I’d like to see them. PM them to me if you would rather do that :slight_smile: I think I remember seeing you play on an Arcade UFO stream once iirc.

Our AE guys, myself included, have been working hard to give people a reason to play again and the scene has been growing back towards what it was in 2011. We’ve got a solid core but have some holes in the character diversity department. We’ve recently gotten Sabr3 to play the game seriously again and hes back to his old form with Sakura/Cody. The SBO fraud himself, Mr. SNK is a mainstay and is a very good Honda. Other Phx players include myself, Lumina1re using Guy, Scumbag using Blanka, and Rickdawg using Bison. Unfortunately Juicebox pretty much dropped this game and plays only KOF. Latif lives in Flagstaff now but comes out to the Ranbats every once in awhile. Tuscon has an arcade that has produced some very good players who have flown under the radar: ChipmunkDown (Adon), Kyoku (Bison), CrazyEX (Cammy/Yang), Rochus(Ibuki) Driftwood (Fei), and Abe of 3S fame playing Yun.

I really want to get to know more about what other major areas of the country have to offer as far as the good players who aren’t traveling around and doing this full time. It seems like I only get to hear about the top players these days, but there’s lots of people who aren’t too far behind them in skill that you dont get to hear about. I’m also very curious as to how AZ can stack up against other states like Texas and Washington or the Midwest…

cool…soo another question,
Balrogs dash low, completely unpublishable by Thawk. and the dash straight heavy gives enough pushback to also be unpunishable.

I’m going to test these out for sure but that’s what my local player said. Once I’ve tested it, maybe I will write something you could add to the THawk matchup
(nothing is there atm)

should be identical with the Gief matchup. Hawk doesn’t have gief’s range on spd for sure. Most likely cannot punish dash low with a special, but can probably punish poke with cr.mk as it’s -8 on block. I know Hawk can focus and destroy it though. Also he definitely can’t punish ex.dash low which is -3 on block and has similar if not better pushback.

hey guys im a rog player and have been vsing good akuma’s lately and have been getting completely destroyed by all his option selects (esp the demon palm option select ultra 2 on my wake-up, gotta nerf that shiet :stuck_out_tongue: lol) so i was wondering would it be better if i learn another character to deal with akuma or stick with rog and try and learn to outplay akuma?

thanks guys

Imo, Rog doesn’t do terrible against akuma. It’s pretty even in fact until Akuma gets his ultra (1 or 2) Its a match where you really have to stay on your feet. If you get knocked down the vortex is really hard to deal with because Balrog’s wake up options aren’t the greatest. Rog can out footsie Akuma and is able to win the ground war. One thing to remember is that once you have super, Akuma isn’t allowed to sweep. Rog super punishes on block. Also, make it a point to practice punishing teleports. If you can shut down some of his mobility options then the match is much more managable.

Learn and know his vortex options and common set ups, and you will do much better.

oh okay time to go learn some akuma set ups lol thanks Alrog :smiley:

TAP has always been good lol. sorry i’m late to this hlarity.

sf4 is also gotten pretty quiet in Colorado. Except for the guys who win no one else really cares. Marvel is pretty popular here though but i see that getting thin.

Right now big games are persona 4 and TTT2. I think tag has a great chance to be a big game here. Colorado used to be a huge tekken state.

Hey 3nig, greetings from Austin!

First of all thnks for the Blanka anti reversal rainbow ball tech, I play flash house and ferris at UFO and this is a great all around safe option. I use to deal with it in a riskier manner by approaching Blanka with a meaty cr. jab and OSing a cr. Fierce or standing at sweep range and reacting to the yellow flash with a jump back fierce, which works, but it was still a pain knowing that an up-ball could be used to defeat it. So def. thnk you.

On to the other stuff… I don’t play anywhere but the arcade so I would advice on putting these to the test in the training room before posting, but I have a couple of things I thought could be added to the match up thread:

-Vs Bison: slide FADC back dash seems to be easily punishable by super without need for reversal timing and not dependent on distance. The same can be said for a KKK activated U1 so long as your not at max distance, but activating it as a reversal would probably be in your best interest anyhow.

If attempting to shimmy, I find that cr. short’s downward angled hit box combined with its faster start up seems to deal with pesky high-priority-far-reaching-3-frame-cr shorts (Bison, Cody, Fei, Guy) much better than cr. Strong. I find it’s reach surprisingly useful and not one bit harder to hit confirm to dash straight into super.

-Vs dudley: I’ve been told his st. Roundhouse xx ex duck leaves him at +1 so you’re left with a situation where you can reversal out if you think he’ll press or be extremely weary of defaulting to the tried and true cr. jab/st tech strats that work so well versus lp. duck.

Much like Sak and Cody, Dud can seem almost impossible to jump at, but unlike the other two dudley doesn’t really have much in the way with dealing with far away jumps. All his AA’s have great vertical range, but suffer from mediocre horizontal range (with the exception of cr. roundhouse, but most jump ins given the right angle beat this outright and the start up is horrible). With that said, Jumping empty so you land about a block away from Dud is a great way of closing the gap and possibly whiff punishing his MK AA or even his HP DP (it’ll even trade in your favor if it reaches). Most Duds will try to stay close of course so mileage will vary, but a good way to close the gap if needed. Furthermore, good Duds are aware of this range and will attempt to lock you in with a level 2 focus as you land, at the right range you should be able to just back dash and punish the whiffed focus if he lets it go or attempt to grab as soon as you land if your feeling frisky.

Speaking of staying close close, I’ve been playing this strong Dudley player at the Arc recently and have a better understanding of his Target combos or rather his partial target combos. The 3 to watch out for are his st lk->st mk->st mp / st lp->st mp / & frwd mk->mk->hk. All of these leave dudley at +1 setting you up for frame traps with one of the worse being CH st roundhouse xx lp duck under, st roundhouse xx EX MGB into pain… or even CH cr. Fierce into Ultra 2 (talk about embarrassing). All of the TGs need to be done point blank or they’ll whiff their last move or end up outside of range for a follow up so in a sense Walking back is a strong weapon in this match up. The push back and low block stun on Dud’s jabs make it relatively easy to do so and get out of dodge, of course this opens you up to lows, but the poor guy is lacking in that dept as well. His cr. forward has very short range and his cr. Roundhouse is well… Just walk back and crouch. From what I can tell walking back even beats attempted pressure strings of cr jab xx 2, cr short xx light MGB as you’ll be able to walk back just outside of his cr Short range before he has a chance of trying to catch you and punish you for it. One move that breaks the mold though is st Short. This move is neg 1 on block according to event hubs, but it has virtually zero push block, I’ve been in situations where the opponent made me block about 5-7 of them and the grabbed me (I’m sure you could probably get away with 7-9 on rog, and don’t forget dudley has a kara grab out of fierce). Anyhow, the move is great at setting up traps vs late techers and the threat of throw remains constant far longer than with anyone else in the game so it kinda throws you off.

-Vs Rufus: Everyone on here is probably already familiar with the cr tech OS cr Fierce option to deal with dive kicks that are done up close and performed at low/medium heights, and may resort or sprinkle jump back Jab/Fierce or even preemptive stand Jabs to deal with the dives at different heights. One thing that I think goes underutilized is Rog’s st. Short though… this move is beast, for this and the twin match ups. The hit box on it shields your head better than a Jab and unlike the Jab it has no hurt box above or in front of the strike. Once a Rufus recognizes that he’s going to have to either delay his dives to make your OS cr. Fierce whiff or play a more grounded game with sweeps instead of just going dive happy that delay should give you ample time to throw out the st Short and beat those delayed dives. The best part, when AAing from point blank ranges you’ll be able to cross under to escape the corner, mix up the opponent, or just back dash for safety.

-Vs Dhalsim: Finicky, but a preemptive jump forward MK can get you out of those sticky chip-out situations where he throws a FB from a 3/4 screen away and follows with a jump strong to hit you out the air trying to escape the chip. Out of all the jump forward moves this one seems best suited to deal with the said move as it’s start up is faster than the heavier buttons and it’s horizontal and out hitbox combats Dhalsim’s Jumping strong the best.

Jumping at Dhalsim in the Corner doesn’t necessarily mean a way out for him, Jumping in with Short at around 1 1/2 blocks away will hit the lk slide and surely surprise the Dhalsim player. Depending on how deep you performed it you may or may not be able to get a combo out of it though. I’ve been using this trick for about a year and can def. vouch for its usefulness.

Starting the match with a sweep (much like Rog mirror match) carries little risk and can often give you a counter hit UKD vs all those Sims who love to start the round by creating distance by making you block a normal. This loses to St. mp I believe, but the dmg on that is so miniscule I like to place this gamble vs every new Sim I see every time. ** this may lose to jump back fierce at this range, but were talking some level 4-5 yomi here… not something you’ll be dealing with at a tourney in the first round or the likes.

-Vs Gen: With most chars. you need to be point blank (or in the corner) with your CH Jabs in order to get 2-3 light hits in after to get a charge for a dash/HB, either that or settle for a CH Jab into sweep combo. Not with Gen though, I’ve found through exp. that him (and Dud to a lesser extent) are susceptible to a standing jab after two chained cr Jabs. This not only gives you a bit more damage, but guarantees that you get the UKD thnks to the increased time to hit confirm. Dudley is a bit distance dependent, but Gen is completely free to this from just about any close up range. (3nig or anyone else with the game please test on the entire cast!)

A lot of Gens like to abuse his cr MP xx hands with it’s great poking hit box and speed… use EX dash low as a deterrent to this annoying tactic, it’ll knock him down before the hands come out.

-Vs Honda: I think it’s worth mentioning that if a Honda messes up a hands combo and accidentally gets EX he’s going to be holding forward after, meaning he has just given up his back charge. I believe both characters are even on block so use this to your advantage to either get away or beat out his slower cr Jab, or possible ochio/jump back attempt. He’ll still have down charge so you still have something to look out for but def. in your favor.

Well timed rush uppers and EX dash straights keep Hondas who like to jump up fierce like it was on sale honest. Don’t bother trying to do this if they’re more than 4 blocks away, but any closer and they’re as good as done.

-Vs C. Viper: Jump in Fierce OS U2 beats reversal HP thunder knuckle cancel throw on wake up, which beats Jump in fierce delayed OS standing fierce. Super risky, but people are so accustomed at Rog picking U1 exclusively, at that to the fact that more and more vipers are starting to master the aforementioned technique to blow up most normal OSs and you got yourself a recipe for an upset, hehe.

That’s all I got for now, I have a couple of more things here in there but they’re extremely situational and I’m still looking into their credibility. I really think the thread is already filled with enough information to make a pro out of anyone who will put the effort into it, but I’ll try to add bits here and there if I see something missing. Yo 3nig, I wouldn’t even dare try to compete with the amount of work/and info your poured into the thread so I took a different approach at breaking down the game although still “boxer centric”, check it out and let me know what you think if you get some time: http://jonasinaustin.blogspot.com/ There are a couple of mistakes I’ve spotted and I’m already actively working on editing them, but the meat and potatoes of it all are still very much useful.

P.S. Can’t we all just agree that TAP is the best move in the game? : p