New matchup thread being made....rejoice!

Vs boxer Id stay as far away from close range. When Boxer has ultra and ex he’s most likely to go for that overhead-cr.lp-headbut-ultra combo. If youre not comfortable with dealing with that you can mash teleport and escape when he’s coming for that overhead punch.

FEI Long: Seems to be pretty deadly in Close and Mid range. Anyone got a decent guide for this match? He’s got good anti air, fast FA, good range with EX specials and counters Akumas st.HK.

Anyone hava a good breakdown for an advanced Rufus matchup? I’m talking about one that can do those hard trial on command in the heat of a close match. I’ve been going 50/50 against this player and I’m getting frustrated that I have to work 3 times as hard and can’t make ONE mistake or I lose 1/3 of my life.

Galactic Tornado is -1 on block, -2 for EX, all Akuma shoryukens are 3 frame startups, so that isn’t correct, they’d have to be doing something other than blocking for the shoryuken to hit. I just tested it with ultra/super and even though they were reversals, my Rufus recording was able to jump out of both. You might get lucky with a super though, I landed it once but that might have been due to the 10 second record loop ending, definitely not an ultra though.

balrog.

Seriously how do you defeat him?

you can’t rush him down, and all this fireball zoning shit i see ppl say (generic reesponse to all charge characters) is utterly wasted on a good rog. What are some normals that can be used on this matchup? His jump in punch nearly trades everytime u anti air it. i’m aware of throwing him out of ex shit, and such. What’s a good place to be vs him? as in distance from him. define “safe” distance? What’s a good universal punish for all distances on a blocked headbutt? what is a good block string vs balrog? Are there any “best” options after a blocked string (you doing one on him) ? do people demon flip vs balrog?

After you have blocked a safe rush punch , is it best to continue blocking/teching throw? or teleport?

I’m asking what ppl tend to do, so please don’t respond with a “use your best judgement”.

I notice on page 1, the thing says your super is your friend. But honestly come on… We all know at advanced to pro levels (i’m borderline advance, a smidge past intermediatE) landing ultra’s happens 5-10% of the time.

What are some advanced mindgames or things to look out for vs balrog?

If any good akuma could respond thanks. Like if possible can make a small list of what weapons akuma has . like for example:

1)throw ex or fp punches

  1. never jump in

  2. standing fp is good poke in this matchup

etc etc if possible. truly lost on this matchup. It feels as if this matchup is in balrog’s favor so much. And this is coming from a guy who feels Akuma is the #1 best in this game.

Nah dude, you shoryu before the galactic tornado, not after. You can’t punish it on block. Sorry if I made it seem that way. If the rufus likes to do jump fierce, st. fierce, galactic tornado even on block you can rock it with that.

Ultra is possible too using the interrupting method.

  1. far hk pwns non-ex dash punches, but dont get headbutted

  2. jump in tatsu-learn it-love it

  3. bait TAP with red fireball, then neutral jump the TAP and punish

  4. always eat dash straight low, the overhead combos to ultra

Man can you not like rush down blanka at all? Played a good blanka and he reversals out of wakeup non stop and usually goes unpunished, like ex high ball or normal high ball. How do you punish his wakeup spammy shit, teleport back or something? Redonkulous.

West are you saying above always block high pretty much against rog?

Edit- Re blanka: watching some vids st hk seems like an excellent punish for blocked slides that dont hit deep, cr mp if he’s closer, and erm they seem to uppercut his balls a bit which is pretty hard to do online. Hmm. Rush down blankas can be overwhelming.

its really hard to dictate the pace of a good blanka matchup. i usually end of crouching in the corner like zomgwtf

i spam jabs to stop his balls. if it’s vertical ball, i fadc. either way, he’s still a bitch to deal with. i hate blanka matchups almost as much as turtling guile ones.

fei long

am new akuma player, i regularly play my mate from work who usually picks fei long, defo right about him being fast and deadly up close, plus his fire shein kyaku seems to beat everything.

I’ve had luck doing a few LK demon flips then standing near him and flipping over him for a bait. Takes a bit to get the spacing where you’ll dodge his headbutt but its great when you can do it.

I also stand far and neutral jump throwing a HP or LP fireball. if he headbutts a HP you can punish. If he uses a dash move, eat it and throw an LP the next time. Or if he blocks it run up and -> MP him in the head

Sorry to be so newbish, but what are you sayin here? :looney: Thanks for the response.

Well, Balrog relies heavily on his dash punch mixup, some have to be blocked low, others high, and some either way. What West is saying is to never second-guess yourself, always block high. If on the chance you block low he overheads, you’ll get combo’d into ultra.

Thanks for the response. Now I have a question, again excuse the newbness of it. But how come what John Choi’s Ryu did in the first match against Crackfiend’s Rog couldn’t work with Akuma? To me, this seems to be a good strategy to use when facing him. I’m sure some of you are going to say that it won’t work because it’s NOT Akuma. And I know that but the principle of the strategy should work (shouldn’t it?). I even went to event hubs and looked at the frame data of both fire balls. Ryu’s on start up is 13 while Akuma’s is 14. While Akuma’s recovery is 44 while Ryu’s is 45. So really you could say that the difference is negligible. Has anyone tried this strategy yet? Bascially what I saw was this:

  1. Fireball’d him to death mixed in with some footsies
  2. Once he had meter expected the EX dash punch and used a dp
  3. When he jumped, he used dp

The biggest thing that I noticed (WHICH IS REALLY HUGE) was his anticipation and execution. So again, can this work. You can check it out [media=youtube]V-yQg-0fJc8&eurl=http%3A%2F%2Fwww%2Eiplaywinner%2Ecom%2F&feature=player_embedded"[/media]

Hmmm…

Couldn’t that Rog have punished those mid-range fireballs with a lvl1 TAP? It seemed like the Rog in this match never made any adjustments and just kept eating fireballs…

Akuma can Ultra the EX dash punches also – that’s huge for him…

I think what you are really seeing is John Choi’s mastery of zoning/spacing, footsies and reaction time. Sure in theory it could work with Akuma as well but a lot of it comes down to being able to read your opponent. Crackfiend plays a great Balrog and is in general really unpredictable (I’ve played him a lot), but John Choi was able to read a lot of his game in this match.

Also, Crackfiend would never ever EX dash from a distance against Akuma, unless it was guaranteed Akuma couldn’t react for whatever reason.

I agree. i never said it would be easy but its definitely a good outline of what to possibly expect from a Rog player caught in those conditions. But my next question to you would be why would it be ok for him to EX dash from a distance towards Ryu but not Akuma? Would it be because of Akumas 3 hit dp?

Sorry, I mean to say Crackfiend rarely EX dashes from a distance against anyone, including Ryu, since at the very least everyone can throw him out of it. Akuma just has more ways than most to punish it anyway (throw, multi-hit fireballs, ultra/super, dp). Good Balrogs will stick to using EX dashes up close as a result.

I think one possible difference, and I say possible because I don’t have the frame data but I do believe it to be true, is that Ryu’s fierce fireball is significantly faster than Akuma’s version in terms of travel speed. (Sagat as well)

So in the mid range it is easier for the opponent to jump the fireball because it doesn’t hit them as fast.

Other than that, solid fireball zoning and footsies will get you far.