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

Thanks for the matchup advice, I’m going to go into the lab and prepare a bit more. I will absolutely add more jab pressure and throws to throw the Gouken’s timing off. I can’t play his game. Hopefully I can rep Balrog on Saturday. I was considering playing Ken for this matchup. If you guys want to check out the stream, it is going to be on The Box Arena on Justin.tv @ 4pm Pacific this Saturday.

Updated Zangief Matchup

And FYI don’t under estimate the air parry, since you can probably lp.hb all of his demon flip shenanigans (from neutral). Air parry will absorb and allow him to punish as he touches the ground. in AE this will be even worse because of headbutt’s extra recovery.

All of his counters/parrys all of ex.armor though, so wakeup reversal specials beat them (by breaking armor). It’s not like Dudley’s counter or Cammy/Fei Longs Counter Ultra, which ONLY lose to moves with the armor breaking property.

Small update to Rufus matchup, built on the find a while back about Rufus’ instant air dive kick whiffing on neutral standing boxer. You can throw (probably jab too), and he can’t tech it since it connects in the two vulnerable landing frames. I have a vid that i’ll cut and throw on utub, I think it needs a little more testing, but it seems pretty true. To hit Neutral standing balrog, rufus has to go a lot higher and this is easy to AA with cr.mp/cr.hp .

Edit: [media=youtube]hRmlxGviI5U"[/media].

EDIT: Semi-debunked
http://wiki.shoryuken.com/Super_Street_Fighter_IV/Game_Systems/Landing_Frames_Trip_Guard
You can always tech throws upon landing, but you can’t block, so gdlk timing jab should still do the trick.

I’ll just confirm that this still works in AE. Rufus divekicks whiff on standing Rog. I played a bit last week and I won a few rounds because I was stand teching and kept landing throws against whiffed dive kicks.

Yay for wonky hitboxes. :stuck_out_tongue:

thanks for the confirm rainscape! it’d be really nice if something like this was discovered with the twins. I’m adding a new section to the front page which will be kind of small, lmk if there’s any interest:

Sooner or later all of these will be known and won’t have any value like TAP to headbutt :[ some of them are really useful against certain characters and there’s nothing they can do about it. I’ll add in a bit about TAP after I finish the description in my frame trap article.

EDIT: might just create a separate thread, but i dunno at this point, feedback por favor!

Does anyone know how to punish Yun’s ex lunge punch from past mid-screen? I can react to it just fine, but it seems every single thing I’ve tried in reaction to it aside from blocking and dealing with the mix-up gets beaten out:

-It has a fairly long start up time, so I tried jumping back on reaction to make it whiff, and punish with an air normal. Doesn’t work. The move auto-tracks and hits Rog out of the air.

-Stuffing it with a normal doesn’t seem to work. Or perhaps I’m just mistiming things?

-Headbutt doesn’t seem to work. I tried it once and it whiffed, Rog just kind of floated up into the air under Yun’s outstretched fist without hitting Yun, after which it got beaten out when Rog reaches the peak of the headbutt’s motion. Seriously WTF?! It’s as if something is pushing Rog back and keeping him from making contact with Yun’s lunge punch hitbox… Or does lunge punch have invincibility?

I’ve seen it, i’m pretty positive it doesn’t have invincibility, has anyone seen it absorb fireballs? have you tried cr.mp? it’s airborne for sure, so that’s why some normals will whiff, but you need something who’s hurtbox isn’t so vulnerable, probably st.hp and cr.mp are what you want, i don’t know the frame data on his specials. I might have a better idea once the DLC comes out.

Hmm, I think someone posted the Yun frame data in the Yun section. Not sure if it’s accurate though. Anyway I’d really like to know why Rog’s headbutt is whiffing they way it was. To clarify, the two collided in mid-air, and were pushing against eachother. I thought I had had my ultra juggle, but Rog reached the top of his headbutt motion without hitting anything before finally getting hit himself by the lunge punch. I’d really like to know why that happened… Might give some insight into how to punish it properly. :stuck_out_tongue:

Anyway, here are some things I noted about Yun’s dive kick:

-Dive kicks still appear to hit standing Rog. But it might be that the Yun I was playing wasn’t using low altitude dive kicks ala Rufus. Anyway, I don’t think Yun can spam dive kicks like Rufus all that well. It seems a bit easy to jab him out of close range low altitude dive kicks because he pauses for a bit before dive kicking. He also can’t seem to do it as low as Rufus can.

-Easiest and safest meterless anti air for his dive kicks would be s. lp, but seriously, jab damage isn’t really much of a deterrent.
-cr. HP is usable against higher altitude dive kicks, but you have to time them early, and it’s prone to trade.
-If you have meter, a well-timed ex RU will get you a ground combo punish. If Yun dive kicks in on you, wait until the last moment before it hits, and then ex RU.
-Be careful with your pokes. Yun can triangle jump over them during footsies to get in on you and start his offense.

Asking the Yun players, translated frame data for yun if anyone’s interested. Googledocs is blocked at work so i dunno if it works

My guess with what happens when trying to use ex HB to counter ex lunge. Would be that the startup of exHB is invincible but the exlunge isnt. So they don’t go through each other like Akuma exSRK for instance. But the vulnerable part of Yun is too low or too far behind by the time exHB reaches active frames.

@PumpkinBomber: That would make sense. I used HP headbutt though, but I’ll give ex headbutt a try next time. Hopefully the whiff was a once-in-a-while fluke.

@3nigmat1c: I’ll try out your suggestions next time I get to play. :slight_smile: Thanks for the link to the frame data!


Anyway, now for some lab work results:

I found a simple way to time meaty crouching jabs against opponents with the usual wake-up timing. Credit would probably go to PR Rog, since he’s the first Boxer who I’ve seen doing it. (See his matches in FR14):

EDIT: After rewatching the vids, it turns out PR Rog wasn’t using it in FR14… But I know that I saw it somewhere, scratches head. I’ll post the link up once I’ve found which vid.
After sweep:
-Hold up forward to jump in immediately after the sweep animation completes.
-Whiff an air normal.
-Buffer a cr. jab just before or while you land so Rog will jab immediately upon landing.

After forward throw:
-immediately dash forward (mash during the throw animation), then hold up forward during the dash to get an immediate jump forward.
-whiff air normal and buffer cr. jab as you land.

Result is a cr. jab that seems to hit on the second (and last) active frame. The same setup whiffs on Sagat (who IIRC gets up 1 frame later than usual).

Some option selects to go with it:

Against Honda:

cr. jab, cr. HP:
-Any non-invulnerable reversal will get beaten out.
-If he reversals with ultra 1 you’ll block it. Watch out for ultra 2 though.
-If he ex headbutts, you’ll block it.
-beats lk, hk, and ex buttslam.
-mk buttslam trades.
cr .lp (pause) cr. hk
-same as above, except it loses to lk buttslam. The all other buttslams will whiff.

You have to be pressed up against Honda for the OSes to work safely. Otherwise his reversals will hit late and your OS will get counter-hit.

Against Abel:
Not really an option select, but if you’re up against an Abel who likes doing reversal breathless on wake up, this is an excellent way to time meaty jabs that you can cancel into headbutt in case he does breathless.

Against Viper:
The setup works great with the OS that Jav1ts posted up before:
cr. jab, standing HP + LK: tags back dashes and ex seismo cancels, blocks her uppercut.

Against Rufus:
cr. jab, cr. hk - catches backdashes, but is only safe if he doesn’t have meter. (loses to ex messiah kick)
cr. jab, s. hk/hp - catches backdashes but doesn’t get you another ukd afterwards. “safe” against ex messiah kick (you’ll block the reversal, but will still have to deal with the followups.)

@rainscape, nice, hadn’t thought of timing a meaty with an air buffered cr.lp

speaking of meaties and safe jumps, this is a bit from the article i’m working on. I probably won’t be posting the article soon since it requires a crapton more testing and i’m lacking tech and resources atm.

fyi, this list is still a WIP

@3nigmat1c:

Nice info. The table should help out a lot in looking up other character’s wake up options. :slight_smile:

Just a reminder regarding frame data though. The last start up frame of a move is also the first active frame. This means that cr. jab safe meaties will only work against reversals with 7+ frames of start up. Even with perfect timing, 6 frame reversals will still work against meaty cr. jabs. This can be verified in training mode:

-Record the meaty cr. jab setup I mentioned. To verify that you did it correctly, it should hit anybody with the standard wake-up timing, but should whiff on Sagat or anyone else who wakes up 1 frame slower than standard.
-Note that 6 frame reversals will beat the jab. (e.g.: Chun Li’s ex SBK)

yeh, it’s really weird, but in that case Jav1ts O/S against C. Viper would lose to her 6f U1, and that i’ve verified and been able to block consistently. I’m almost 90% positive that 6f invincible reversals can be avoided if hit with the 2nd Active frame. It’s really difficult to KNOW that you’ve timed a meaty on the first frame of the opps wakeup, I usu test to see if I can avoid a certain invincible special, and then attempt to jump on wakeup, meaties will stuff jump attempts and avoid said reversal.

I probably shouldn’t have posted it without some extra extensive testing (and better wording), but it’d be nice to get input prior to. If you can’t recreate it on your own i may be able to put together a short video, hell i think i have some already recorded.

Hmm… checking Viper’s frame data, the start up is 1 + 6 (1 frame pre-flash, 6 frames after), so the OS should work just fine. :slight_smile:

ahh you’re right, still 7f startup total. Anyway, [media=youtube]XU9xnOITmm0"[/media] posted.

Makoto O/S: Safe Jump buffered normal throw


fwd throw, cr.mk (walk slightly forward), j.hp (buffered normal throw)

  -hit/block: Deep jump-in blockstun
  -whiff: buffered normal throw
  -special w/ultra freeze - block

  -chars: Makoto

This O/S will avoid/safe jump all of her invincible wakeup options, and if she wakes up with ex.oroshi (the OH chop) she gets thrown. She can only beat this O/S in the corner by doing ex.grab. It only works because of the spacing of the jump-in. The safe jump will still safe jump her U1. IF she backdashes, the buffered throw comes out but she can’t punish it. Again in the corner its a different story.

Youtube: Balrog - Makoto O/S

A variation of this will probably work on Abel too, most likely on the AE frame data for breathless and not Super.

Also updated Sakura matchup.

Be careful with that damn Gouken air-parry. I was anticipating his flip and caught it with my headbutt, except he parried and then threw me into his ultra. I totally forgot about it and didn’t anticipate to tech the throw.

EDIT: Need some minor help. Having issues getting the headbutt to come consistently out after string>EX Upper >cr. jab>cr. short>Headbutt>Ultra. Maybe I should slow down the link? Any tips? Thanks.

yeh, it’s most likely that you’re chaining the shorts and jabs and not linking them. If you keep getting something weird like jab short jump fierce that’s probably what’s going on. You can’t special cancel from a chain afaik ONLY a link.

Also about the air parry from Gouken, you probably couldn’t tech it and he actually punished you on your grounded recovery from headbutt. Balrog doesn’t have any tools from the ground to combat the air parry except wakeup specials/reversals since they break armor. I’m sure they could safe jump it too, but he’s got no reason to use it on your wakeup. I’d make a general statement and say you won’t see it a lot, but I’ve yet to play a person who I feel played Gouken to his potential so it’d be a lie.

(BTW…don’t mind the horrendous posts, haven’t figured out a way to replace the spoiler tags gracefully, i think i’m going to have to canabalize another post and spread the Matchups out again.)

Don’t waste too much energy looking for a replacement for spoiler tags. They will be working again soon along with all the old emoticons. :tup: