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

I’ll look into it, it should be [too] different from Dhalsim’s U1. It also depends on where too. I think if you’re in the corner, you HAVE to deal with the mix-up since she can just block and put you into U1 on recovery. If she’s in the corner, you should backdash full screen until you’re as far away as you can be, then hold down+back for ex/hp.hb. It does have recovery and she isn’t invincible during startup, so you CAN safe jump her with impunity (her dp is 5f). unlike Dhalsim’s it’ll lose to meaty’s as well. On reaction you should be able to lp.hb to clip her doing recovery but that’s just a guess on my part. Also keep in mind that Decapre is a charge character, to do any of her teleport shenanigan mixup’s she needs charge, same for her Ultra, so there’s some wiggle room in there. I think you have to put Decapre under a shit ton of pressure, she’s too slippery and gets a lot of free pressure off of a well placed U1 (kind of like rose’s U2).

Edit: in the event you were looking for a defensive answer, you can just block it, She only has one grounded overhead move (f+mk) i believe, i don’t think any of her specials hit overhead (I could be wrong).

about her specials: Decapre can do an empty mk/hk/ex scramble into an air normal that needs to be blocked high and can cross up. Just something to be aware of, although I don’t see it used that much.

Thanks, i’ve been looking at her specials, lots of “fake-out” opportunities, but i have a feeling even though she can move around the screen pretty fast she’s still vulnerable (just not visible) before recovering.

Well, scramble startup is vulnerable, but midway through the move she gains invincibility until she becomes visible again. All possible followups have vulnerable recovery frames though. Only exception is her ex air scramble mp followup: it has invincibility midway until she lands, with lightning fast recovery.

Fierce Air Break is overhead and armour break.

How much different is Decapre’s hitbox/hurtbox compared to Cammy’s? Kinda weird how some stuff like cr.MP will just whiff at distances you think are supposed to connect. Also, I don’t know if this has been mentioned already, but punishing Decapre’s dp with cr.MP xx HP headbutt has the headbutt whiffing straight up. Could just be maximum distance. Haven’t tried training mode yet as I’m posting this.

There aren’t any “full” pictures showing the hurtboxes during recovery. It’s happened before (hp.hb whiffing) esp with a max distance cr.mp e.g. cr.lp, cr.lp, cr.lp, cr.mp xx hp.hb

I’ve got some lab time today, i’ll put it on the list.

Oh wow there’s a website dedicated to this and it’s URL uses decapre.com. My next question is - how on Earth did you find this?!

Lol, Hugo forums. There’s a page with Hugo’s hitboxes too. Hugo is my alternate so i’ve been splitting a lot of my time between the two characters, almost little to no lab work on Hugo (i’l leave that for someone else).

https://dl.dropboxusercontent.com/u/20617091/Overhead_Followups_Ultra.png

https://dl.dropboxusercontent.com/u/20617091/Overhead_Followups_Ultra.png

https://dl.dropboxusercontent.com/u/20617091/Character_Specific_Combos.png

https://dl.dropboxusercontent.com/u/20617091/Instant_Overhead.png

This is what i’ve been working on (above). Trying to expand on Jav1ts idea of the instant overhead with j.lp, and work it into a flow chart, so Balrog can do 1 or 2 combos into a mixup: j.lp/nj.hp/j.hp, cr.lk, or throw

e.g. against Seth: j.hk, cl.hk, cr.mp xx ex.ru, cr.lp, st.lp, cr.hk, cr.lp, j.hk, instant overhead nj.hp will stun if either the j.hk hits or the nj.hp hits. I don’t think it’s a block string, but if he backdashes he can’t punish ( think). it’s also a safe jump etc etc.

Yes, its a maximum distance thing. You can’t punish with cr.mp xx anything BUT you can punish with st.hp, raw Ultra/Super. Doesn’t even need to be reversal timing.

You can get HP overhead to punish decapre DP.

The problem I’m facing vs decapre atm is where to stand, I don’t think I quite have the spacing right at the moment.
I feel 3nig might be right about keeping her locked down as one option.

But I feel like there should be an ideal distance somewhere outside of light splash range to end her shenanigans?

I think her mix-ups are aided by her half-assed animation. I feel like capcom had a hard time of deciding how to do them, so figured to make them so they don’t telegraph as bad. Like Akuma’s teleports telegraph, so you know where he’s going, but Decapre’s don’t. So you have to be really good at being able to see and block appropriately. Like Decapre’s mixups into ex ground pound esp in the corner are a pain to block since its fast and she can choose what side to go on. I think at face value, the game plan is to rush her down and keep her in block stun and don’t really turtle unless she doesn’t have meter. Without meter she’s a sitting duck, but she has a lot of safe or hard-to-counter ways to get in with positive or neutral advantage on block.

She’s free to safe jumps on wakeup though, so if the decapre likes to make guesses you can force her to burn three bars with a safe jump (fwd.throw, cr.lp, fwd.dash [verify DWU, if so cr.lp, otherwise], j.hp) (bwd.throw, fwd.dash, [verify DWU, if so cr.lp, otherwise], j.hp). Those are the go to ones since you can have enough time to verify DWU, for sure on the fwd.throw.

Also i think meaty TAP against decapre w/o meter is valid/safe pressure.

You can turtle a bit if she’s meterless but if you turtle vs her she’s not bad at building meter pretty quick with fake outs and light splashes unfortunatly.

safe jumps are 100% a good option, +1 for that, easy on her too.
Meaty TAP she can still wakeup Medium DP? or light…one of them?

sometimes it feels like you’re playing the mirror match just vs a better version of balrog.

Will post some vids in that thread if our resident decapre comes this week.

Awesome, they would help. Any tips on how to know what side she’s going to land on when she does the cross-up ex splash? and any idea how to counter her corner escapes? TAP maybe?

AFAIK all of her other DPs don’t have any significant strike invincibility. I’d expect as long as you were on the top side of the TAPs active frame it should beat her non-ex reversal dp. some for sure setups i know are Headbutt, crouch, TAP for quick rise or Headbutt, crouch, TAP, slight delay, TAP for non quick-rise. Also smash, fwd.dash, TAP on quick rise. That’s meant to hit backdashes, so not meaty, but on hit it gets all the active frames.

crossup takes longer than front side break, so you can just hold db, then switch your block later

ex scramble is invincible frame 4 then invincible for like 30 something frames, so to prevent her escaping you either want to be close enough to hit startup, or be far enough back out that you can just keep her from flying across the screen. just treat it like any other teleport but one that lacks startup invincibility.

LP dp and ex dp are strike invincible the same amount of time, she can lp dp anything she can ex dp.

Excellent information. Thanks! IIRC you played/play Blanka, Only Decapre now or nah?

I’m pretty sure it’s something that Boxer may be able to TAP, hp.hb to U1 or auto-correct U1/Super on given the right circumstances.

Depends what escape option exactly shes using but I’m fairly sure that you can TAP and ultra 1 if she does the empty scramble into the air.

Most of the time to deal with her splashes or escape in the mid game i’ll just jump back fierce like I would against Cammy. It works but i believe I’m giving up to much space by doing so, since she can just do a short teleport on reaction and claim that spot.

I haven’t figured the cross-up vs non cross-up yet. just taking a guess so far sadly :frowning:

Main decapre, alt blanka. He does better vs. grapplers and a few zoning characters.

the problem here is if she feints. MP Break is fully invincible, so ex scramble mp break could be used to bait the punish(maybe even on reaction), and then you get bopped.

Right, eventually i’ll have to look into meter build or sound/animation cues, maybe there’s something there. I’m still of the opinion that alot of the new animations are unfinished. :confused:

Please for the love of God someone help me!

Both of my best friends use Fei Long and Ken…

Fei Long… it seems like to me he can punish everything with either a cr.lp > rekka or just rekka raw and I feel that whenever I push a button it’s just in that Bruce Lee wannabe mother fuckers favour. I feel like every button I press is just a ticket straight to the corner.

What was Crapcom thinking of making this flop so bs? What can a Balrog do to keep Fei Long in line and humble?

And I am having significant problems with Ken…

Sometimes my game is good and I tech a throw but if I get unlucky and don’t tech then the setups come in… Ken even has an unblockable on Balrog with his j.hp(thanks for removing the unblockables Capcom).

But that’s all good and all because that will be my fault for not teching correctly…

How do you keep Ken out? What can Balrog do to really make him stay the fuck away from you?

Does Balrog have any good normals for that stupid step kick of Kens?

Please I’m desperate I feel like nothing I do works anymore :frowning: