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

TAP is the answer, you’re just doing it too early. TAP doesn’t have full body invincibility throughout the entire startup, it has full body for the first 8f or so, and then upper body for the remaining 30 give or take.

Look at 2:34

I see. Thanks for that, I’ll test it some more and work on my TAP release.

Though, is there any reason why ex headbutt doesn’t work? It has 1-15f invincible, and then you’re airborne after that. I don’t understand why Bison’s meaty U2 beats a reversal ex headbutt.

EDIT: That’s a superb video showing some great tips. I’ll practice those setups when I get home. Thanks mate.

TAP will get you out of that Bison u2<div><br></div>

ex.hb works too, TAP is just easier, if you botch the timing/execution on ex.hb you might just get an attempted jump which will get you hit by U2 (it hits low) or a non-ex hb which only has upper body invincibility which will lose to lows and anything else that has a hitbox near balrog’s ankles (like Fei Long’s f+mk).  TAP is easier on execution and you have enough time during the freeze to charge a lvl 1.

yup and its builds you meter and gains distance for you<div><br></div>

FYI, I am aware that my original posts are f’d up.  Going to wait until they finish all the upgrades before I dive in and fix all the tags/codes in the Match Up thread and Articles.

Hey did you find anything out researching this in the end? any of them work better than others or something like that?
I knew about the trade and punish thing from seeing it accidentally happen a fair few times and being like ‘hey free punish :)’ but I’ve never thought to try set up for it intentionally.

yeh, in the end I couldn’t find anything I felt was very repeatable, but given i didn’t try the whole cast. The idea is good and does work, i just don’t think Balrog has the hurt boxes to make it work as well as the rest of the cast. Here’s the post I did about my findings when I tried some of the ideas in the lab:

And the FADC thing may or may not be true, didn’t really put a lot of time in to test it, but some characters can only FADC the first set of active frames and some can’t at all etc.

Also a Houston player got his vid on the front page:


@02:36 Has some random Balrog tech, also shows a setup for meaty cr.mp off of sweep in the corner, fuzzy j.lp etc. Novel, don’t see too many practical applications.

hey

ive been watching pr rogs boxer just before he switched to fei
in most of his matches he throws a lot of lvl 1 TAPs which often gets unpunished

any hint on how to throw taps around? which characters make this unsafe?

the only characters who can really punish lvl 1 TAPS on block 100% of the time are Chun-li (Super) and Grapplers (with 2f grabs). That’s it. Generally TAP is unsafe and can be punished on reaction as it’s only invincible through the first 8 startup frames (the rest only have upper body invincibility). I’d say use TAP like you use lp.ds where you’re only hitting with the absolute tip. It’s a free way to get in and if they don’t punish it, you have a really nice frame-trap opportunity.

Generally the entire cast can punish TAP on reaction either with sweep or an invincible move. There are some situations where you can make it trade. Adding meaty TAP can set up some nice situations too, but again: TAP is punishable on reaction by the entire cast. Here’s a video on meaty TAP:


Maybe it’ll give you some ideas. Bottom line: abuse it if your opponent can’t/doesn’t punish it, understand that it’s safe on block, but really easy to punish on reaction.

hi i think i may have found a set up for cammy where after a fwd throw and cammy is in the corner, once throw animation is finished wiggle rog back ever so slightly like just like a fraction of a step, then as cammy is getting up, jump fwd attack o/s jump back. after a quick test i found that all cammy dps whiff and balrog has a free jump in combo punish. however i havnt had the time to completely test this to see whether its full proof or not. if this is confusing then i will try to upload a video as soon as possible :smiley:

cheers

i’ll check it out.

double post. (dunno how to delete posts yet…)

Hey gang,

What are rogs safe jumps against Adon?

You can use the 5f safe jumps for his mk/hk/ex.rising jaguar, his lk.rj is 4f so you’ll need a 4f safe jump like the one in the corner after smash on a quick rise or fwd.throw, st.mp, wiggle back nj.hp. you can do 4f safe jumps off of cr.hk, fwd.throw, and bwd.throw, but you have to eyeball them and generally outside of the corner, you may not be able to get over there fast enough to actually do a meaty jump-in.

Recall that his wakeup time was normalized in AE.

Thanks

Props to whoever did this

Also don’t know if anyone saw this either but props to who made this:

youtube.com/watch?v=p99voJvohS4

Also don’t know if anyone saw this either but props to who made this:

youtube.com/watch?v=p99voJvohS4

So yeh…kind of mia, along with the rest of you guys :stuck_out_tongue: . I fixed most of the formatting.

At EVO, I was talking to my buddy Synx and we had an interesting conversation about certain characters at high level. We were talking specifically about his main C. Viper and I was trying to place his opinion from the perspective of Balrog. The short version is: “What happens when someone figures out your character?”

He was referring to the match between Latif and Haitani, where Latif lost because the Japanese had understood the character at a high level. His argument, was that at a high level each player distills their characters strengths and weaknesses and play them the most efficient way, sometimes led by the developer and sometimes not. With that said, when you play at a high level, you have a very…narrow usage of the character, for example a character may have a lot of tools, but at a high level you can’t abuse them, so you cut that out of your repertoire. So you have this incredibly narrow usability of the character, and when someone figures out how to shut that down what happens?

So Viper is a really…shallow character so to speak in my opinion, at a high level, she can only do so much and there are very few surprises. The only high level Vipers i’ve really seen who have been successful are Wolfkrone and Latif, both whose playstyle is VERY similar.

So with Balrog, our only “high level” example is PR Balrog. He plays a very narrow version of Balrog and although incredibly rash and sometimes not patient, he’s incredibly successful. But we (as a community) feel that, that’s not the ONLY way to play Balrog at a high level. That because Balrog has a lot of tools, he can be played patient, rash, incredibly defensive, all of this is possible at low to mid, but should also be possible at mid to high. My idea (as usual) was that U2 was another way to play Balrog at a high level, but incredibly different in comparison to playing Balrog with U1, so that when Balrog got “figured out” at a high level there would be another option.

Think UMvC3 in that no-one really plays Wesker because they’re better character options, and everyone has a very good idea of what to expect and how to defeat him.

Thoughts?