My bad yo. I’m actually no longer playing super SFIV since AE came out here. However my earlier advice about LP MGB dominance should still hold true.

on hit or on block? that infinite is very hard and I still can’t get the hang of it. I can’t get the st.lp to hit after lp.mgb… If it’s on block, Balrog’s jab breaks through your jabs because his jabs are the fastest in the game behind Dudley iirc. But, it’s still good pressure and frame trap.

why would you want to do the infinite vs rog? Shit does no damage.

isn’t that what I was reading? It still is hard to pull of to useless loop is useless.

EDIT: I think I read wrong… but lp mgb is a powerful frame trap on 'Rog. But Balrog… has… no dignity.

ya but its -2 on block dont wanna be minus 2 on block vs rog unless you have 3 bars stocked

also you have to loop the infinite more than 3 times to be more effective than lp, s.hk, HP Jet upper lol
It doesnt add knockdown either lolol

Damage is damage, if you can loop it - loop it but if you mess up and he’s blocking yeah you’re at -2, you can block as well. There’s no obligation to keep going. The point of this match up is respecting Balrog’s jab, despite his lack of dignity.

In my opinion, the first guy in the corner will generally lose but Dudley’s comeback factor is slightly better than Boxer’s.

Balrog’s jab is the only thing that can stop you from pressing buttons unless you drop links nuff said. But yeah, agree with post here.

I highly disagree with your opinions. This match-up is hard. Focus isn’t always the answer because Rogs will max range TAP when they think you’re focusing.

The loop is good because you can punish boxers low straight with it and boxer’s pushback on wake up leaves you at the right distance for the loop. He can’t mash out a shoryuken or anything. At worst boxer mashes jab out on you. It’s up to you but it looks like a practical infinite to me.

rog definitely has an advantage here. he can footsie you all day and there’s not much you can do about it. not a huge one, but if you can’t get out of footsie range you’re in for a hard match.

you can’t use normal safe jump set ups when he has meter since ex dash anything will beat it. I just saw in that jap tutorial vid that you can set up a jump in that causes wake up ex dashes to go the wrong way for you punish them. But if they dont’ do it, it looks like it’d cross up and your jump in does nothing.

c.lk s.mk target is not bad in this match up vs their wake up. it beats regular headbutt, dash punches, and you can block ex headbutt, and trades with ex dashes (relatively fair trade). You can prob add a u2 os in there to cover backdashes.

don’t forget you can punish dash blow (the non-overhead armor break) can be punished with s.rh xx ex mgb.

frame traps are great vs “average” rogs, who insist on mashing lp. Not sure if you can do this in AE, but i do c.lp, s.rh (counterhit), lk duck, c.lp s.rh xx ex mgb blah blah blah.

when you land ex mgb in the corner, lk duck straight, lp mgb does more damage than sweep x 2. though sweep x2 is super easy to do on rog, so if you dont’ feel confident about the duck straight, no harm in doing sweep x 2.

as with most charge char match ups, they will be holding db alot during your combo. find a few places where you can add in the f.rh to reset the combo. Just becareful about jab mashers, or get them to stop mashing jabs with frame traps first.

when rog has no meter, safe jump rh, mp mgb os will cover all options he has. the j.rh stuffs headbutts. cr.lk does a pretty good job too.

if you have reactions, u2 taps and ex rushes (when you see rog flash). if you see rog flash, if you’re paying attention you should be able to throw them every time.

don’t whiff f.fp on rog, you’ll get smacked all day.

Vs Rog, try and train yourself to do st.LP instead of cr.LP in your hit confirms. It hits him crouching and puts you at better frame advantage. You can actually kara throw after the st.LP and it doesn’t lose to his Jab.

Focus at the edge of cr.HK range is good. Yes Rog can TAP and Dash Blow, but you will get shafted by cr.HK if you don’t dissuade him from using it.

If you can punish blocked Dashes for maximum damage then you will put a fear into him.

I thought blocked jab dash straight is only jab punishable and if Rog does it at the right range, you can’t even land the jab. What am I supposed to be punishing?

jab mashers and headbutt friendly rogs on wakeup (MOST balrogs online) can be canceled with cross counter
(a headbutt cross counter will deal TONS of damage, ex-CC can deal like 270 damage !!!)

I know dudley has hard matchups (guile/chun-li) but I feel like I struggle so hard here. Between the max ranged TAPs and the plethora of dash punches, and his aerial superiority vs my business elbow or pretty much whatever I throw out at air to air. This is the steepest challenge for me at the moment I just feel so helpless. Gonna try out some of the things suggested here as well hopefully I can gain some ground with this knowledge.

Rog and Dudley have the same speed jab, Rog’s has longer reach though

As I said before, this match-up is HARD. I think it’s up there with Guile and Chun-Li in terms of difficulty. Rog is also a rushdown character that is just flat-out better at rushing down due to his normals and dash punches that help close space quickly. General advice is knock the bastard down quickly and don’t give him a chance to escape, but you probably know that. Jab dash punch on block is st.jab punishable, but sometimes it won’t connect. Also, in case you guys didn’t know, meaty scoop that is performed not in Rog’s face will make ex headbutt whiff.

I think I must be the only Dudley player around who thinks Chun is pretty much a 5-5 match up. But that is for another thread. But Rog I still think is 6-4 in Rog’s favor.

Dudley has more footsies options than most people would assume, Particularly counter poking with buffered RH. Unfortunately, the optimal range to attempt a buffered RH is still in Rog’s Sweep range, so it is still tough to manage.

I just say be willing to block a lot. Don’t try to just rush in on him without a plan. This is basically a match that tests your reactions and relies almost entirely on maximizing punishes. His hitbox can be irritating at times, but in punish situations, it allows for some of Dudley’s most damaging combos to work. I like to focus a lot to try and bait out his non TAP armor breaking rush punch. (I forget its name atm) But I also just think focusing a lot is pretty important in this match up in general.

From Mid range, you can beat rush punches with S. FP/ F. FP. S. FP can often beat them on reaction, but they can play around it pretty easy, so it isn’t worth relying on the entire match

Look to grab overheads and EX rushes on reaction at all times. Not only does it feel good to do, but you can tell it flusters Rog players.

Meaty target combos can be decent ways to try and pressure on wake up when you are scared EX rushes. For the same reason, throwing on his wake up is not a bad option in this match up as well.

I also like to use cross up Thunderbolt against Rog more than most characters. With two meters it is safe, and it can be a good way to break in on a turtle Rog.

Anyway, I really dislike this match up, nothing is really safe or feels like a guaranteed, strong strategy. So, I just try to block a ton, and mix up feints and footsies in the hopes of catching a spot to break in. If Rog has no meter, then he is pretty free on wake up.

llol

indeed.

Are they? oh… well I didn’t know… I don’t follow frame data. I learn through Xperienz!