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

only read the first post so I’m not sure if this was sorted out somewhere in here also IDK if this works in AE but it works on the console version of super

punishing honda’s EX headbutt seems impossible but actually isn’t - if you activate with a kick button (don’t hold down kicks) you can hit honda with a reversal super, also you can do this from crouching or standing.

you can even do a piano motion across your buttons to be sure you get a reversal :stuck_out_tongue:

Thxs 3nig,

I’ve got some top secret shit that I think will help out tremendously with the Chun matchup.

PM me for me info, test it. Tell no one. It requires tons of bravery.

Yeah this is old and already covered in multiple places. But I like the piano suggestion.

SMH :rolleyes:

will do!

Yes and No, as pumpkinbomber said it’s been covered a handful of places. Punishing Honda’s ex.hb is wishy washy, the consensus was that you could punish his ex.hb with super activated with kicks (so it’s 8f) if you block it standing. The punish for ex.hb is pretty consistent under those terms, but the pushback varies depending on when he hits you and because he recovers crouching it’s sometimes difficult to hit with the first upper.

You can punish headbutt with Ultra if you activate with punches and hold kicks mid-screen, it’s just not reliable that’s all. It’s better to whiff punish headbutts than to punish on block if you’ve got the reaction. Delayed reaction ultra/super/headbutt will beat his headbutts clean and allow full grounded ultra/super to connect.

and on a side note, honda’s headbutt is ASS in AE, not having upper body invincibility DESTROYS his neutral AA game. Sumo smash can still get the job done though but it has a lot of startup.

[media=youtube]z6m_f0uesTc[/media]
[media=youtube]qV8I683JHQ0[/media] - I think its better to just walk up meaty jab vs. bison since you can punish all his stuff on reaction but this isn’t bad if he’s meterless or you can’t afford the chip damage.
[media=youtube]o2mAaa-ArMI[/media]
[media=youtube]D0Xf0W5RNeo[/media]

more stuff that, while known is useful for those who haven’t seen it - more to come when I feel less lazy or, drop a suggestion and I’ll try to figure out an OS/punish or make a video of something.

Any word on Yuri’s annoying hitbox, it seems ex rush loops wont hit her. For example J.hk, c.lp, c.lk, ex upper, c.lp…and then the c.lk wont connect thats a real dissapointment. And trying to do a c.mp after c.lp is just to risky its a 1framer thats especialy hard online. So does a full ex rush upper now hits Yuri in AE or not?

^ Nope. cr. lk still won’t hit after ex RU > cr. jab in AE. Or at least the cr. lk whiffed on Juri the first few times I tried it.

@soundwave23, you can do cr.lp, st.lp xx ex.ru, cr.lp, st.lp xx ex.ru, cr.lp, st.lp, cr.hk against Juri I believe, her stance is weird thats why it won’t work, pretty positive it won’t get “fixed” either.

played maybe 15+ games vs. yun player(s) at UFO in austin, EX dashpunches seem fairly useful aswell as preemptive anti-airs s.hp s.mp c.hp nj.hp c.mp - the divekick hitbox is bad but it’s really fast and all of balrog’s non-jab normals are slow as hell.

jabs do well on reaction vs. dives but do complete garbage damage, EX RU or straight does well but costs a meter

also overhead followup LK does not work on yun - PPKKK or KPKKK for ultra - KKKKK midscreen seemed to whiff on the last hit in most cases

he has extremely low health so nickel and diming him with s.hk or sweep works well but, I think in the end everyone’s just going to have to learn to rushdown yun/yang instead of downback or zoning him out - he’ll end up getting in eventually and when he does it’s over.

I hate yun/yang and palm’s hitbox :confused:

thanks for the info, i remember someone posting about being able to dirty bull one of the twins dive kicks on block, anyone have any success with this? the double HCB is still really hard for me to pull off.

idk I never use dirty bull, the ability to reversal EX headbutt/combo into ultra yun or yang all the way to the corner is too valuable - also it would be extremely hard to tell if you could reversal a blocked dive with dirty bull since it’s height dependent. also I personally think dirty bull is one of the worst ultras in the game where as U1 is one of the best

maybe blocked shoulder could be punished by dirty bull? idk yun’s shoulder pushes him so far back it’s hard to tell, mashing s.jab in an attempt to punish s.mp shoulder loops usually got me counterhit - ex rush works well but again, costs a meter and you get grey health for it.

yun can’t FADC his DP so c.lp/sweep OS after every knockdown is preferred here, the whiff animation on his command grab is very slow too. he doesn’t have any holes in his offense so you must keep mobile or be on offense against him or he’ll stand there and whiff palms until he feels like killing you.

Makoto matchup updated. Makoto’s changes in AE make her a different beast to some extent I think, but it’s still more of the same. her ex.dash breaking armor and axe kick being an overhead take some getting used to, but i think most of the changes affect Makoto player’s timing and not the matchup specifically.

adding to Lenocio’s tip about Makoto’s dash punches being jab punishable on block, they can be spaced to be out of range, but it’s really obvious. when you can and can’t punish.

On a side note, fwd throw, cr.mk, slight walk forward, j.hp, slightly delayed normal throw should beat all of Makoto’s wakeup options mids-screen and/or leave you safe from her specials after backdash. There was some business about her being able to cancel the recovery frames of her dashes into normals, but i’m not sure how that plays into this.

**EDIT: the safe jump probably works on Abel too :]

Random idea I had a long time ago, finally got around to testing and recording. Well in the sim matchup tk.u2 eats ex.dashes, TAPs, and jumps alive when he fires off a lp.yoga. So an idea I had was to ex.ru armor cancel into ex.hb to catch the U2 and have enough back-charge to follow up with U1. You can armor cancel U1, but it depends on the situation, both headbutt and Ultra 1 have enough invincibility to avoid the active frames of U2 all together if its done in a way to catch the rush punch. I know it can be baited and the sim can tell if you’re in range to armor cancel if he’s looking for it, but it’s an option.

check it out: [media=youtube]H5t7tuHCSEY]YouTube - Balrog - Use for ex.ru AC ex.hb Setup [HD[/media]

excellent work my friend. :tup:

^That is fucking sick

Hi guys, so I’m participating in the San Diego League Finals this Saturday. It’s a team style battle so I’ll be playing vs a Rufus and Gouken.

Thanks Enigmatic, for the Rufus compilation of notes, as it helped a lot in forming a solid strategy for him.

However, the Gouken is going to be a huge problem. There’s a severe lack of matchup knowledge and even youtube videos to watch on how to approach this matchup. I’ve been approaching the Gouken match like a lot of my other matches when I use rog. I play a strong zoning game that puts the opponent into the corner and use footsies to deal damage. However, I was getting killed by the Gouken being able to parry and deal a lot of damage. The Gouken specific gimmicks were there like HP xx Tatsu FADC demon flip stuff, but I feel like I don’t have a solid enough idea of how to approach fighting this match. I feel like it’d be very beneficial to view the parry as a Gouken “footsie” tool and bait it out and punish. I think I jab feints and jab pressure with a lot of throwing would also work.

Sorry for the long wall of text, but do you have any other ideas, tips, or links that could help me out with Gouken?

I can give you some ideas about the matchup off the top of my head, some of it may be wrong as I haven’t really spent any time in training mode against him. Gouken’s bad in the sense that he doesn’t have any good reversals. You can safe jump and meaty him to death, he’s got no offensive answer for either.

And i know what some of you are thinking, what about wakeup counter?..it’s got startup which probably means that it gets stuffed by meaties. As far as the counter, he’s gotta guess high or low (or burn meter to not guess at all), so be careful with the pokes. If you see him trying to counter your jump-ins instead of AA like he should, bait out counter’s by doing the jump-in really early so its not active when you get close to him, or empty jump.

His fireball is good if I recall correctly so dash ultra or headbutt is unlikely to connect unless he does ex and you read it well. You should be able to grab his palm, and the ex if you wait a bit then grab. He hits like a mack truck and his flip mixup is akuma esque but doesn’t do much. You can’t AA it so well because of the parry, so guess and mix-in some dash behinds and dash back st.fp etc. Up close jab probably rapes him, he’s so slow. You might want to verify if his flip throw grabs crouching and in the air so you know how to avoid it. Also his sweep has RANGE, beware demon flip dive kick, cr.hk. You can probably focus attack that.

Beware of the backthrow, you have an eternity to tech it, you just have to do it late.

j.mp if he attempts to air tatsu away, it’s really bad. But just put the pressure on gouken, he doesn’t have solid answers to pressure in terms of normals, or Specials for that matter. IF you get caught in a combo that’s your ass, but good footsies should own Gouken IMO. Don’t be afraid of chip damage, be afraid of palm combos that stun easy.

EDIT
Wrong, Gouken’s counter has hyper armor, so it goes into effect on startup, so it’s a viable method to beat meaties and safe jumps without meter. If he guess wrong he gets hit, but if he uses ex it always works.

Jump back FP basically nullifies any of Goukens demon flip shenanigans. And don’t forget armor breaking RushPunches or TAP beats counters.

awesome, so a strat I would try would be to give him the bait at the start of the match, random lp.ds, do it sparingly a couple of times the first round and see if he takes the free damage. Next round you can do it once again, then start switching it up with lows, torpedos, and overheads (if you’re balsy enough or with sufficient meter), he’ll then have to ex.palm to beat any of those, and then you can bait, normal throw, and safe jump into <insert mixup here>. This will probably force him to zone with fireballs and push himself into the corner.

Also i dunno how ex.dashes will affect his counter, since it SEEMS like it has a single hit of hyper armor. Wakeup reversals should break it if he does it on your wakeup.

also, if Gouken tends to fireball then palm right after, you can ground buffer your cr.mk into ultra to avoid the fb and catch him with the ultra as he moves forward.

Gouken’s wakeup options are very limited. You can neutral him all day to bait the counter and punish accordingly. TAP kills counter. Also, if he fbs then demon flips, you can do the same ground buffer ultra or ex punch or hb to catch him.

I play the match a lot. If you see him just palming, clock him with cr.mp from a safe distance or cl.st lk. That will shut him down.

Good luck. Hopes that helps.