View Full Version : Blanka thread
Ouroborus
11-26-2006, 05:52 AM
Blanka is probably my best character in ST and despite him being ranked fairly low, i think he has enough strengths to make up for his weaknesses.
heres an overview of his specials:
rolling attack aka blanka ball:
this move is instant, hits on the first frame and can not be thrown. its good using to whiff to get in and throw or crossup, etc. since this move is fast and instant, its great to stop tick throws with and to punish whiffed moves. however, most characters can attack him back when its blocked, and a handful of characters can even hit him back even when it connects.
up ball:
like the blanka ball, its also instant, making it one of the fastest anti airs in the game. despite it having low invincibility (about a frame or two), it still has relatively high priority
electricity:
its pretty good as a last minute clutch anti air if you dont have the balls charged up or the right angle for his normals anti air to connect. also its pretty good after a knockdown into whiffed ball crossup (or not). dont over use it, use it sparingly, but remember this move exists
jungle hop (forward):
this move is pretty fast and sorta hard to react to. it goes over some normal moves but there is some slight recovery in the end where you can get thrown or punched. fortunately, blanka has one of the best throw ranges in the game, and possibly the best throw in the game, so its pretty hard to counter throw them unless your opponent is fishing for this attack. like cammy's hooligan combo, the last thing you want to do is be predictable with this move. learn the range where he stops and lands so you wont hop right into your opponents arms.
jungle hop (backwards):
mainly, its used to build meter and making your opponent whiff an attack so you can retaliate with your normals or specials.
ground shave super:
this super is pretty bad but still has its uses seeing how he builds meter so fast. for opponents that cant react to it (especially midscreen or closer), its a good way to close the match via chip damage. also its a decent anti air for the first or two hits (rest will whiff) due to its invincibility. keep in mind it goes under most thin fireballs. also beware that its fairly punishable when blocked.
DAWOLF57
12-04-2006, 09:59 PM
What are your BnB's with Blanka?
I'm Practicing Jump in deep MK, low MK, low MK, Blanka Ball but I'm having alot of trouble. I dont think it's reliable.
jchensor
01-13-2007, 03:27 PM
Actually, Blanka's up-ball has no invincibility at all. It just hits on the very first frame, so it catches people off guard. And unless the move that is attacking you has invincibility of its own, if you use the Up-Ball as a wake-up, the worst that can happen is you'll trade.
- James
http://jchensor.blogspot.com
Missle Launch
03-22-2007, 10:20 AM
I've recently noticed that he has that. I want to learn Blanka, now, just to put that little hop of his to use: a stupid reason; but I've got nothing else to do.:wgrin:
Graham
03-22-2007, 05:08 PM
I've recently noticed that he has that. I want to learn Blanka, now, just to put that little hop of his to use: a stupid reason; but I've got nothing else to do.:wgrin:
use it as a cheap escape backwards, first few frames are invincible. or lockdown/mixup escape
xinster
03-22-2007, 10:53 PM
meter build spam. i try leap in--> choke but idunno if it works on non-noobs
NoAffinity
03-24-2007, 10:05 AM
You can leap behind a "waking" opponent, crossing them up on wake up. It's good for mixing up the pace, too. And, as mentioned above, a head chomp->leap in->head chomp is always a tough one to counter. The japs like to do it against waking opponent->standing jab->roll combo.
DevilJin 01
04-18-2007, 11:57 AM
Fuck all the other characters. It's all bout the green monster.
Seems this is the only Blanka thread so I'll revive it. What I'm trying to figure out though is how do you do a b,f Blanka ball (horizontal) after his forward hop? I saw this in an Xmania match vid and it made me go WTF cuz it seems like in order to do it you'd have to do some type of charge partitioning. I noticed the Blanka player threw a c.MK while crouching just before doing this. Forward Blanka hop requires you to hit forward plus all 3 kick buttons as far I know.
Master Bigode
04-18-2007, 07:46 PM
Fuck all the other characters. It's all bout the green monster.
Seems this is the only Blanka thread so I'll revive it. What I'm trying to figure out though is how do you do a b,f Blanka ball (horizontal) after his forward hop? I saw this in an Xmania match vid and it made me go WTF cuz it seems like in order to do it you'd have to do some type of charge partitioning. I noticed the Blanka player threw a c.MK while crouching just before doing this. Forward Blanka hop requires you to hit forward plus all 3 kick buttons as far I know.
I think you need to charge :db:, c.MK, release :db:, press 3 kicks for the forward hop and then you press :r:+:p:.
Obviously, you need to do it fast.
Silks
04-21-2007, 03:51 AM
DevilJin: I think what you saw was the (from first player side) charging db/d/df, press df+3 kicks, u+roundhouse. It was simply the vertical ball up close. The roundhouse's range was probably what deceived you. But if you look at the vid you saw again, you'll see that blanka bounced off the opponent at a slightly different angle than the horizontal ball. I think I saw the same exact vid and had the same reaction.
DevilJin 01
04-23-2007, 07:15 AM
That's probably it. Thx.
UltraDavid
04-23-2007, 01:30 PM
Yep, Silks is right.
KamenRiderBlack
08-28-2007, 10:53 AM
Can someone tell me how to do the front leap and then roll? Komoda is doing this in this clip at 00:30
http://www.youtube.com/watch?v=bkFxXa76PE4
Thanks for help :rolleyes:
Bernie
08-28-2007, 11:53 AM
Hold down or down forward for the charge while doing the hop. It's a hot trick.
btw, there's already a Blanka thread. It's probably best to post in there seeing as there's already some info.
http://forums.shoryuken.com/showthread.php?t=122700
KamenRiderBlack
08-28-2007, 12:45 PM
Thanks Bernie. I thought it was a blanka ball after the leap, but it is a vertical ball. This makes it more clearer for me. In the future i will post in that link.
nohoho
09-14-2007, 08:13 PM
re: something fatboy wrote in the vega thread.
This is a first pass (ie unfinished) rough draft of a Blanka vs. Vega item.
---
Claw with capital 'C' = the character -- skinny spaniard.
claw with lower case 'c' = the actual, pointy claw on his hand. This will mostly refer to it coming at you in the form of a crouching strong.
sac throw = sacrifice throw = When you get hit (typically by a jump attack) and then throw your opponent.
Blanka vs. Claw
version 0.9
by Harahi (tl: nohoho)
1. Outlook for Blanka
With an anti-air with suspiciously big invincibility that's charged back, fast normal attacks with good reach, quick movement and jumping all letting him attack or hold back as he likes, Claw is a tough opponent. His combined strengths are top class.
Nevertheless, one pillar of his strength -- the wall dive -- can be countered relatively easily with a vertical ball. Also in terms of sheer damage, Blanka has the edge. We can't shake the fact that Claw has the advantage, however.
2. Flow of the Fight
Because of the suspicious anti-air [flip kick], Blanka must suffer while being unable to launch a surprise rush. If you find a chance to rush that could be the fight right there, but Claw can just jump away. At this point we must rely on trading horizontal balls with Claw's crouching strong and the fight can get really messy.
Claw is looking to use normal pokes, the slide kick, jab rolling attacks or a jump in rush (or jump in -> whiff -> throw.) He might just turtle up, too.
3. How to Fight
Against the claw, you can score hits or trade by using the horizontal ball. So versus the crouching strong poke, use a horizontal ball to avoid being pinned down. Note that if you get carried away with trade=OK balls the fight can spin out of control, so be careful.
Blanka's vertical jump is somewhat effective. You might get hit as you leave the ground or you could eat a slide kick as you land, so use it only sporadically.
When Claw hesitates with the crouching strong and becomes defensive, you can use a jab ball -> bite. If he's able to react to the ball you're better off holding off, but this is generally pretty effective. If Claw tries a slide kick the jab ball will hit him really nicely.
Electricity can also beat or trade with claw attacks. When it hits you get a knockdown which is really sweet, but there's some lag when you stop and it gets beat by the slide kick, so you can't use it too much. One trick is to bait a slide kick with electricity and then horizontal ball, but the electricity lag got longer [since earlier games] and this became less effective.
Isolated slide punches and crouching roundhouse kicks don't work well against Claw. When he's on the offense the slide punch will often get beat as it's starting up. If you use it poorly he'll jump in and hit you with a combo. You might want to use it here and there. Blanka's crouching roundhouse is even more useless. Claw generally won't be in range so just forget about it.
We want to avoid letting our opponent dictate the pace of the fight, so when you see him give up his charge [he walks forward] you should jump in as you see fit.
From that jump in we're looking for an offensive rush but it's tricky because Claw is so tall. When you jump at him it's best to use strong punch and medium kick since weak jump attacks are vulnerable to sac throws.
Anti-air is vertical jump fierce. With the proper timing you should be able to knock him down. You might eat a claw sometimes, but with the proper timing you should be able to avoid this, I think. Blanka's other anti-air attacks -- vertical ball and standing strong -- both get beat easily, so stick with the vertical jump fierce.
To take down Claw's wall dive, the vertical ball is your main weapon. Also: electricity, vertical jump fierce and escaping jump jab or strong. Try to use a roundhouse vertical ball right as he leaps off of the wall. If your opponent stops you, mix up the timing of the vertical ball or use a horizontal ball to run away. Electricity is rather effective but note that Claw can grab you with the Izuna Drop if he's really slick. Vertical jump fierce and escaping jump jab and strong attacks can be used on a case by case basis.
When you knock Claw down you definitely want to go for okiseme. It's tricky [to cross-up] since he's so tall but...
Also, using electricity to shave a bit is an option. If you do a horizontal ball after making him block the electricity you can catch him if he tries a slide kick. If your opponent becomes wary of that, you can use a "whiff electricity -> bite" trick, right?
---
nohoho notes:
Claw can usually block and counter the slide punch. It does, however, beat Claw's crouching strong nicely. Blanka's crouching strong and standing short work somewhat well against the claw, too. With some luck, standing roundhouse can be used to dodge slide kicks.
When you get knocked down, a wake-up horizontal ball either beats or trades favorably with most of Claw's okiseme options (though the final hit of Claw's rolling attack = no good.) Also, the horizontal ball generally works well interrupting Claw's crouching strong -> rolling attack attempts.
X-Static
11-15-2007, 12:38 PM
I'm wondering why Blanka's j.jab isn't mentioned all that much. It has really good range and priority; it extends further in front of Blanka than j.fierce and stays out a pretty long time. I see Blanka players use it to get in against Sim and Chun.
No joke, j.Jab is the truth.
Harahi is the best Blanka I've ever seen. Komoda eat your heart out.
Raisin
12-20-2007, 05:32 PM
I'm kinda wondering what positional uses Blanka's diagonal jumping strong and diagonal jumping forward are good for. So far my mental checklist of Blanka diagonal jumping attacks looks like (and please correct me if I'm wrong):
j.jab = air-to-air, many hitting frames
j.strong = ???
j.fierce = powerful, low hitbox for countering certain anti-airs
j.short = crossup mania
j.forward = ???
j.RH = range and power
X-Static
12-23-2007, 06:10 AM
I'm kinda wondering what positional uses Blanka's diagonal jumping strong and diagonal jumping forward are good for. So far my mental checklist of Blanka diagonal jumping attacks looks like (and please correct me if I'm wrong):
j.jab = air-to-air, many hitting frames
j.strong = ???
j.fierce = powerful, low hitbox for countering certain anti-airs
j.short = crossup mania
j.forward = ???
j.RH = range and power
J.strong I believe is his best air to air attack, other than jump straight up fierce. J. fwd doesn't have any use that I can think of.
Use j.jab in situations where you will get out prioritized from other attacks from a jump-in. It's good against a lot of things.
nohoho
12-23-2007, 01:40 PM
Yeah dXp uses strong for air to air.
Jump medium kick can beat some slide kick air defenses. Less effective than jump fierce but easier to time. IIRC there's an example or two of this in the recent Mikado vids. AFO vs. Gian maybe.
fatboy
12-24-2007, 09:27 AM
SNip blanka's Kicks....
j.jab = air-to-air, many hitting frames, great priority, no blue box on arm.
j.strong = Does more damagem than jab, however his arm has poor priority compared to jab. Strong has blue box all over his arm,
j.fierce = powerful, low hitbox for countering certain anti-airs
j.short = crossup mania
j.forward = fair range, above average priority from afar, poor priortiy if your close. Meaning make sure to hit with his extened foot, not his leg.
j.RH = range and power, but poor priority. Tons of characters can even jab him out of ths if Blanka does not place his feet just right. He has a really small hit box at the end of his foot along with a really big blue box.
*Additions are bolded and for the diagonal jumping attacks only.
X-Static
12-24-2007, 12:11 PM
I KNEW his j.jab was better than most thought. No blue box on the arm at all!? That explains a lot. It is a great tool to get in on characters like Dhalsim and Chun. I knew the j.RH had poor priority. I mainly just use its range after fireballs and whatnot. j.short and j.jab FTW!
fatboy
12-24-2007, 08:50 PM
It is a great tool to get in on characters like Dhalsim...
Just FYI, I would not say it is GREAT versus Dhalsim. It is just another tool. Every one of Sims AA normals can beat it. However, if you use it on conjuntion with his other jump-ins, it messes with Sims postional AAs to allow Blanka to sqeak a hit in at some angles.
I knew the j.RH had poor priority. I mainly just use its range after fireballs and whatnot.
Becareful, you may get the hit, but if they throw a slow FB (Guile/SIm), you will land on it and get knocked down.
X-Static
12-24-2007, 10:20 PM
Just FYI, I would not say it is GREAT versus Dhalsim. It is just another tool. Every one of Sims AA normals can beat it. However, if you use it on conjuntion with his other jump-ins, it messes with Sims postional AAs to allow Blanka to sqeak a hit in at some angles.
Any tool in a match up against Sim is GREAT :wgrin:
YuuFone
01-20-2008, 05:48 PM
Hi guys~
i've recently decided i wanted to be a fulltime blanka player
i just wanted to know who does blanka have a disadvantage against?
i know honda is really hard to fight
but what about Dhalsim,Boxer and Claw?
i know theres going to be a lot in ranbats im gonna be at
is it C.Lk>C.Lk>Blanka ball or C.Mk>C.MK>Blanka ball?
and which is best for overhead MK or LK?
Gonzales
01-29-2008, 01:14 PM
i would also like to know about the honda machup cause i considered playing
blanka but i dont want to get counterpicked by some pussy who decides to use honda
UltraDavid
01-29-2008, 02:17 PM
Honda - Blanka is pretty even, actually. Both characters can play a pretty good turtle/run away game and both characters can pressure the opponent on the opponent's wakeup. Once either character gets his turtling set up, it's really hard for the other character to get in, which means that this matchup is really about doing enough damage and getting into a good enough position to set up that turtle game. For you Blanka players, Blanka's far jumping short has a great hitbox that beats just about all of Honda's attacks, including headbutt, butt slam, antiairs, and jumping attacks (but not at some ranges), so his turtle game consists of him doing jumping short or back jumping short over and over again. Blanka can play pressure games with crossup jumping short or max-range jumping short into nonsense, ball crossups, electricity, and so forth. He can play at mid-range too with jumping short (what, it's a good move) and standing short. Honda actually doesn't want to turtle as much as people usually think, he just wants to control Blanka's options.
It's an even and interesting matchup that can be played differently by different players. You can YouTube some videos of good players playing it if you want to see how it works out.
EvilSamurai
01-29-2008, 03:00 PM
What about Vega vs. Blanka matchup?
Gonzales
01-29-2008, 08:39 PM
Honda - Blanka is pretty even, actually. Both characters can play a pretty good turtle/run away game and both characters can pressure the opponent on the opponent's wakeup. Once either character gets his turtling set up, it's really hard for the other character to get in, which means that this matchup is really about doing enough damage and getting into a good enough position to set up that turtle game. For you Blanka players, Blanka's far jumping short has a great hitbox that beats just about all of Honda's attacks, including headbutt, butt slam, antiairs, and jumping attacks (but not at some ranges), so his turtle game consists of him doing jumping short or back jumping short over and over again. Blanka can play pressure games with crossup jumping short or max-range jumping short into nonsense, ball crossups, electricity, and so forth. He can play at mid-range too with jumping short (what, it's a good move) and standing short. Honda actually doesn't want to turtle as much as people usually think, he just wants to control Blanka's options.
It's an even and interesting matchup that can be played differently by different players. You can YouTube some videos of good players playing it if you want to see how it works out.
really?
huh i never thougth about using jumping short to space honda i was under the impression that honda's air game was better than Blanka's
i was also wondering about sagat i know you can slide under high fireballs
but the problem is o.sagats beaslty normals:(
UltraDavid
01-29-2008, 08:49 PM
Sorry guys, I'm a Honda player, not a Blanka player.
By the way, I should say that I still think Honda beats Blanka, but it's close, 6-4 max.
yeah, blanka's jump short is a pain in the ass against honda. ;(
Ehonda
01-30-2008, 07:03 AM
Honda - Blanka is pretty even, actually. Both characters can play a pretty good turtle/run away game and both characters can pressure the opponent on the opponent's wakeup. Once either character gets his turtling set up, it's really hard for the other character to get in, which means that this matchup is really about doing enough damage and getting into a good enough position to set up that turtle game. For you Blanka players, Blanka's far jumping short has a great hitbox that beats just about all of Honda's attacks, including headbutt, butt slam, antiairs, and jumping attacks (but not at some ranges), so his turtle game consists of him doing jumping short or back jumping short over and over again. Blanka can play pressure games with crossup jumping short or max-range jumping short into nonsense, ball crossups, electricity, and so forth. He can play at mid-range too with jumping short (what, it's a good move) and standing short. Honda actually doesn't want to turtle as much as people usually think, he just wants to control Blanka's options.
It's an even and interesting matchup that can be played differently by different players. You can YouTube some videos of good players playing it if you want to see how it works out.
Ummm no! Yes this match is not as lopsided as you may think, but Honda still holds a decent advantage. Hondas hands and the timing of his headbutts are key in this matchup. I can get a free chip of energy off of Blanka every other time he jumps with short. its all a timing issue. Even if Blanka Turtles Honda only needs to do repeated Hands across the screen until he is within Hands range then punish with block damage.... With either a well timed headbutt or chip damage from hands. It does create many problems for Honda but it is beatable. As for crossing up Honda ... very tough to do against Honda...at least against mine. You really need to avoid playing aggressively against Honda with Blanka you just play into Hondas hands. (never jump in on Honda) I still say its perhaps 7-3 or 6.5-3.5 in favor of Honda, it all depends.
fatboy
01-30-2008, 09:10 AM
For you Blanka players, Blanka's far jumping short has a great hitbox that beats just about all of Honda's attacks, including headbutt, butt slam, antiairs, and jumping attacks (but not at some ranges), so his turtle game consists of him doing jumping short or back jumping short over and over again. . .
This is good advice. :tup: Ehonda's a rock star:rock:!
However, I would like to use the jp. forward kick in some situations. It does 50% more life. However it has little less invulnerablity though out his hitbox (ultradavid) on his leg compared to the Jp.short, but is able to hit farther out on his foot. (YBH)
One thing to remeber is that it does not stay out nearly as long thorugh out the jump arc like the jp.short. So, you'll need to learn to place it better in your jump arc, as compared to just throwing out the jp. short.
If you think you'll land on top of honda's head butt (back, butt, and legs) as you are jumping away, use the the forward, if you think you will land closer to honda's head use short.
UltraDavid
01-30-2008, 09:17 AM
I only know this matchup from Honda's perspective, but I'm pretty sure Blankas were throwing out jumping short most of the time. I know you want the hitbox as strong as possible on the foot, isn't short better for that? And you want it out there for as long as possible, since you never know when Honda's gonna try a max range hands or headbutt or something. And if you're pulling a max range jumping attack, you probably want short to try to get an easier safe jump out of it.
Unfortunately I could only find one Honda v Blanka vid (http://www.youtube.com/watch?v=gCpCu_WZY8Y) on YouTube, even though I know more are out there (I have a bunch on my hard drive, for example). But you can basically see here that I'm pretty much right about how Blanka should play it. It's not 7-3, best case for N Honda it's 6-4.
ToyRobotTerror
01-30-2008, 09:59 AM
I only know this matchup from Honda's perspective, but I'm pretty sure Blankas were throwing out jumping short most of the time. I know you want the hitbox as strong as possible on the foot, isn't short better for that? And you want it out there for as long as possible, since you never know when Honda's gonna try a max range hands or headbutt or something. And if you're pulling a max range jumping attack, you probably want short to try to get an easier safe jump out of it.
Unfortunately I could only find one Honda v Blanka vid (http://www.youtube.com/watch?v=gCpCu_WZY8Y) on YouTube, even though I know more are out there (I have a bunch on my hard drive, for example). But you can basically see here that I'm pretty much right about how Blanka should play it. It's not 7-3, best case for N Honda it's 6-4.
that crossover ball after bite was dreamy
Ehonda
01-30-2008, 11:04 AM
I wish i could have taped the nohoho vs myself matches. they were some classic Honda vs Blanka matches. He would be the person to ask from the Blanka point of view. We have played exactly 20x and its 14-6, BUT....the first was a 3-0 $$ i think we played 3 more games after this and I went 2-1. we played again at a tourney in philly a few weeks later and it went 2-1 , 2-3 then either 3-1, 3-2 or 4-2 i forget if the finals was best of 5 or 7 games. So i stand by my 7-3 advantage BUT the next time we play will be probably the accurate score. he made the adjustment this time to narrow the score now its my turn to adjust to his new play style vs my Honda. Its a constant learning relearning experience. Just when you think that you have it all figured out someone else brings something new to the table to think about.
Gonzales
01-30-2008, 12:05 PM
Ummm no! Yes this match is not as lopsided as you may think, but Honda still holds a decent advantage. Hondas hands and the timing of his headbutts are key in this matchup. I can get a free chip of energy off of Blanka every other time he jumps with short. its all a timing issue. Even if Blanka Turtles Honda only needs to do repeated Hands across the screen until he is within Hands range then punish with block damage.... With either a well timed headbutt or chip damage from hands. It does create many problems for Honda but it is beatable. As for crossing up Honda ... very tough to do against Honda...at least against mine. You really need to avoid playing aggressively against Honda with Blanka you just play into Hondas hands. (never jump in on Honda) I still say its perhaps 7-3 or 6.5-3.5 in favor of Honda, it all depends.
yeah i agree with honda having the advantege cause i've played Blanka in tournaments and i cant count the times when im winning a macht and somebody counterpicks me with honda
Ehonda
01-30-2008, 01:31 PM
I am much more comfortable fighting Gief, thawk, cammy and fei than i am now against blanka. Ive played the top Fei-long and Cammy and Zangief players and none have gotten the best of Honda.
ToyRobotTerror
01-30-2008, 09:16 PM
any thoughts on shotos?
Ouroborus
01-30-2008, 10:30 PM
i totally agree that honda vs blanka is not as bad as people say.
i think his hardest matchups are the two black guys. (deejay and rog)
nohoho
02-01-2008, 09:00 PM
Hey hey I don't think that you can extrapolate character balance data from our w-l record... you just have my number, homeslice. Cen beats me 3 out of 5 games with Zangief. Don't mean Gief beats Blanka just means I need a new effing hobby.
Neat trick Blanka vs. Honda is standing jab cancel forward hop vs. sumo missile. Gives you a cross-up chance kinda. Pretty difficult tho'. Besides timing the jab (luck mostly,) if I've got a charge I'm fucked if I don't get some other special move.
ToyRobotTerror
02-09-2008, 01:40 PM
So is dj one of his worst matchups? I cant jump in, i cant crossover since all his moves beat mine. Also can someone explain how i fierce balled through ken's and ryu's super? Ryu i semi understand but i thought the hitbox was bigger on ken's reppas.
Master Bigode
02-09-2008, 03:03 PM
So is dj one of his worst matchups? I cant jump in, i cant crossover since all his moves beat mine. Also can someone explain how i fierce balled through ken's and ryu's super? Ryu i semi understand but i thought the hitbox was bigger on ken's reppas.
Ken's super has a startup of 2 frames, so you probably were very close to him when you did it.
ToyRobotTerror
02-10-2008, 06:54 AM
Ken's super has a startup of 2 frames, so you probably were very close to him when you did it.
I did it on the third repetetion
FreshOJ
02-13-2008, 12:41 PM
any thoughts on shotos?
I just read through this whole thread and realized there's no advice on how to beat Ryu and Ken. While I can't see Blanka being FB/DP trapped or having problems getting in on them due to his quick jump, dashes, and slide, I can't see this matchup being in Blanka's favor, but it'd be nice to have some expert insight.
My usual strategy against them is to poke with crouch fierce and crouch roundhouse from long range and mix that up with some dashes followed by crouch strong or crouch forward, the occasional slide, and whiffed jabs or strongs to bait psychic DPs. If they throw a Hadouken and I didn't just block a meaty one or just recover from a move, I jump and punish them...if they were actually silly enough to do that with me in jumping range. Otherwise, I'll lull them to sleep with his poking game and then try a couple of jumping attacks...or an empty jump into bite. Obviously, poking with the Horizontal Ball or Beast Roll is giving away a free hit, as they'll either jab or DP him out of the air or block and Hadouken, but I sure will hit one of their crouch forward or roundhouse attempts with a H.Ball if I can. They can't safe jump against you, but in case they try, Vertical Ball or Grand Shave Roll if you have it charged. Otherwise, you can beat just about every aerial attack they have with Blanka's usual anti-air normals (from far range to close: stand roundhouse, stand fierce, stand strong). Crossups can only be stopped with a well-timed Vertical Ball or the Grand Shave Roll, if they're foolish enough to jump in on you with a charged Super meter. (Does Electricity work in that situation? I just thought about that.)
Of course, if they do what I usually do with Ryu or Ken against my brother's Blanka...stand or crouch and mash on jab while outside of Blanka's crouch fierce range, well...you could be in trouble. At best, crouch fierce may catch someone off guard once or twice, but usually a mashed jab is easily turned into either a psychic jab DP that stuffs the crouch fierce with ease, a fierce Hadouken that will push back upon hit or block, or a "fake" Hadouken attempt (you know...the old-school fake Hadouken...crouch, stand up, and throw a jab) that might get you jumping into a DP. You'll have to bait and punish DPs from there on out as that tactic renders most of Blanka's moves ineffective. Yeah...that's...not easy at all.
Any other insights? Did I miss something?
ToyRobotTerror
02-18-2008, 05:48 AM
http://www.youtube.com/watch?v=yd1EM-ViZl4
havent seen it posted before.
Editing is a bit lacking but damn those setups are awesome!
Duck Strong
02-19-2008, 11:05 PM
Neat setups. I also like crossup short, cr. fwdxxcrossup hop into bite.
He forgot to include any touch of death combos:
crossup short, cr fwd, cr fwdxxball
crossup short, st strong, st strong, cr fierce
Logos
02-24-2008, 08:40 PM
Is there any AA Blanka can use against Claw's j.fierce? Been having lots of issues with that.
ShinVega
02-24-2008, 09:42 PM
s.Strong/s.Fierce, and maybe s.Roundhouse. I haven't tested yet, but hit box diagrams suggest should work. Note: I'm eyeballin' it. Will test shortly.
Professor Jones
02-25-2008, 03:30 AM
Jump straight up fierce.
Logos
02-26-2008, 03:05 AM
Oooooh, right. Good call. Didn't even try the j.fierce. Thanks for the help, guys.
SentientProgram
03-09-2008, 03:05 PM
Does anyone have any tips for fighting Boxer? It seems like blanka almost has to rely on being tricky/unpredictable/lucky to win this fight.
nohoho
03-10-2008, 10:26 PM
You have to make due with a handful of low percentage plays. Round start range happens to be the worst. Tough nuts, eh. Anyway from there:
-lucky low roundhouse
yea: This is the main route to victory for blanka-boxer. Do a strong ball then okiseme. (low forwawrd -> bite, low forward x2 -> ball, etc.)
nay: barlog players are waiting for you to whiff this so they can tag you with a low dash punch.
-standing jab
yea: stops this and that: dash punches, standing fierce
nay: doesn't really accomplish anything when it hits. damage, position, psychological gains are negligible
-standing short, standing fierce(?!), crouching forward
yea: see above
nay: jab seems easier to time
-vertical jump (w/ medium kick, or whatever)
yea: if you happen to catch him in the middle of a low rush this is very sweet. jump kick -> standing strong -> bite or standing fierce
nay: loses to dash upper and low dash -> headbutt
-walk forward
yea: fuck it, just walk all the way up and chomp the dude
nay: requires komoda magic
fatboy
03-10-2008, 10:43 PM
-walk forward
yea: fuck it, just walk all the way up and chomp the dude
nay: requires komoda magic
Just laughed out loud.... so true.... :wink:
SentientProgram
03-11-2008, 02:14 AM
Thanks Nohoho for the matchup advice, however bleak.
fatboy
03-11-2008, 02:59 PM
Thanks Nohoho for the matchup advice, however bleak.
Bleak, is the right choice of verbiage here. Not sure which context you used it in. But both work.
bleak (1) /blik/ Pronunciation Key - Show Spelled Pronunciation Pronunciation Key - Show IPA Pronunciation
–adjective, -er, -est.
1. [B]bare, desolate, and often windswept: a bleak plain; a bleak description.
2. cold and piercing; raw: a bleak wind.
3. without hope or encouragement; depressing; dreary: a bleak future.
However, I prefer the later: Blanka's future is bleak when fighting Rog.
I love Blanka. He is my second favorite character. However, I have to admit Blanka is out classed in damn near everyway in this match up. Their tier rating is couldn't be father apart: S-rank (top) vs. C-Rank (bottom) http://curryallergy.blogspot.com/2008/02/tougeki-08-st-rules-plus-character.html
Rog has better or easier:
Super combo
Regular Combo's
Normals
AA's
Pressure game
Rush Down
Tick throws (repeatable)
To be honest, Blanka has to rely on 'Shenanigans' to win his match ups. Especially the fight with Rog. Rog's game play is too solid. His 'Stable [Game Play] Strategies' are too good. That is why he is a top ranked character.
See Stable Strategies vs. Shenanigans Here:
http://www.shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo#Strategy
Simply put, Blanka needs a little bit of luck (take some chances), or Rog needs to make an error or two for this match to be competitive.
'On paper,' Rog is better in many categories (see list above). However, in real game play this is where the difficulty comes in:
Stopping the Rush Down.
Rog has TOO many weapons on the rush. He can apply pressure and still maintain a tight defense. His ability to maintain and overlap his different charges really limits Blanka's options for approach. Rog can counter almost everything Blanka does on reaction or high % moves. A good player will hide this ability while maintaining his rush in one form or another.
Jumps/Jump-ins can be beaten with BHB, or DF+ kick rush.
Blanka Balls can be punished with rush punch. Whether hit or blocked the exchange is in Rog’s favor (damage wise it goes to Blanka if hit: 20% damage to 19% damage), but Blanka gets knocked down.
Electricity beaten by DF+ P rush, and a variety of normals.
X3 Hops are beat by many normals and rushes.
Jab roll (fake to chomp) is beaten by normals or traded with rush punch.* I have played Afro's Rog (too F'n Good), and if he has a lead in life he just rushes non-stop once up close, he doesn’t care if you exchange a ball with any rush. You lose about the same amount of life, but as stated above he gets his knock down, builds meter, and takes a big chunk of life of you.
So basically , this leaves Blanka with few options other than getting a lucky trip (df+ HP or cr. HK) on a rushing Rog, or sticking out a high priority normal to poke the rush.
If you have ever looked at Blanka’s frame data, many of his moves have an average wind up, a small active hit window, and fair recovery. Meaning if you are not spot on with your counter/ zoning poke, you’re eating some kind of rush punch in your face. So, you can see the risk/reward ratio isn’t in Blanka’s favor. However, this is his only option. I believe this is what Nohoho was describing IMHO (ICBW). The few options Blanka actually has in this match are not real sustainable or stable strategies for long term victories.
You need to take a guess somewhere during the match and trip up a Rog. (As with most low tier high tier match ups). Whether it is because he blindly does something stupid, you make a blind guess for a counter, or you find a way to fake him out. Getting in for a throw or getting a knock down is key. Then you have to start some crafty mix ups and shenanigans (see Komoda Blanka Vids) to try and press your advantage, which in themselves are guessing games, and have an equal % of working or not.
Generally speaking, Rog dictates the tempo of the match and you have to find/ create the openings respectively. Once, you have the opening, you need to get the biggest bang for your buck.
However, that is what I find so satisfying with Blanka. If you can take a little gamble, fake out and out think your opponent, you can pull away with a very satisfying win.
*Disclaimer* I am not expert, nor I am trying to sound like one. This is just what I have experienced in my game play with Blanka. There are many other experts on this from whom I would gladly take criticism.
ToyRobotTerror
03-11-2008, 03:13 PM
Ume slide under regular dashpunches -> knockdown. Feel joy sweep through your body until you eat a headbutt trying to crossup. c.mk stuffs a lot if you can tap into ume and/or the well of komoda magic.
Logos
03-11-2008, 05:43 PM
Yeah, I hate that matchup. Doesn't seem as bad as Chun or Claw to me, but it's still annoying as fuck.
There's nothing better than doing a slide and hitting Boxer cleanly out of his super, though. :rofl:
nohoho
03-11-2008, 05:57 PM
fatboy - spot on
oesn't seem as bad as [b]Chun or Claw to me
*head explodes*
Logos
03-11-2008, 05:58 PM
I meant fighting him with Blanka, lol. Not in terms of overall tier ranking. That's just my personal experience.
Edit: Literally just finished a long-ass set with a great Boxer player and I take that back. He just poked me to death and I had practically no answer. I see what you guys mean now.
ToyRobotTerror
03-11-2008, 06:01 PM
I think blankas worst is dj. Shit is like 9-1. Unless you are AFO who seems to make them not turtle.
Hellion
03-20-2008, 10:54 PM
"You're already dead."
*head explodes*
ToyRobotTerror
04-19-2008, 07:09 AM
chun cheats with her cheatbutton
deadfrog
05-03-2008, 10:02 PM
Does anyone have any tips for fighting Boxer? It seems like blanka almost has to rely on being tricky/unpredictable/lucky to win this fight.
I'm a big ol' scrub and I feel like all of my matches using Blanka are this way! :rofl:
ToyRobotTerror
05-04-2008, 07:38 AM
well if you have godly execution you can grab certain rushes. I think c.mp and/or c.lp goes under regular p rushes and st.hp. doing early c.mk stops them. Claw isnt that bad as people makes it you just have to be patient.
EndLeSS8
05-14-2008, 05:22 PM
Komoda is insane (http://youtube.com/watch?v=Dh_ZCbtkd0M)
ToyRobotTerror
05-15-2008, 04:14 AM
Komoda is insane (http://youtube.com/watch?v=Dh_ZCbtkd0M)
Komoda magic>ume
super awsomo red
05-15-2008, 06:41 AM
^It's all based on the fact that komoda can charge up and create fear with his force. That wins a lot of the baller matches for him. he use that fear to make you actually play, which means he can get mid and close range and fuck you up... or he can turtle up with the force and bait, then fuck you up on reaction.
Basically he charge up ASAP and turn the balling into a unbeatable skeleton strategy. Imagine the match changing once he get full force from a fight. Once he has the force, its all over.
Kyokuji
05-15-2008, 08:30 AM
A lot of Komoda's success has to do with the fact that he knows Blanka's normals inside out. At what exact range they'll beat other moves/pokes, where they're safe, etc., etc. Plus, he's not afraid to pressure with leap shenanigans whenever he can. He's willing to take a DP or two if it means it keeps them guessing.
DevilJin 01
05-15-2008, 08:31 AM
A lot of Komoda's success has to do with the fact that he knows Blanka's normals inside out. At what exact range they'll beat other moves/pokes, where they're safe, etc., etc. Plus, he's not afraid to pressure with leap shenanigans whenever he can. He's willing to take a DP or two if it means it keeps them guessing.
He uses my color too. That's why he's the bestest from now.
Kyokuji
05-15-2008, 08:36 AM
I prefer pineapple Blanka myself.
EndLeSS8
05-15-2008, 12:12 PM
Komoda uses the same colour as me, but I think I might switch back to Turbo Blanka
ToyRobotTerror
05-16-2008, 05:08 AM
I prefer pineapple Blanka myself.
mango :arazz:
Kyokuji
05-16-2008, 12:01 PM
I've seen the CPU do fierce electricity and then almost immediately block/roll after when I try to punish. Is there any way to replicate this? I'm assuming not, since I've never seen it done, but I'm curious because "can't be done" and "really hard to do" are two very different things.
Sosage
05-16-2008, 04:37 PM
mango :arazz:
Please. It is obviously all about mint chip teal.
Khiempossible
05-23-2008, 04:44 AM
What's the gameplan vs. DJ?
his low strong low forward low fierce and low roundhouse destroy my normals. So he sits there and does that until i jump into his up kick or fail to slide under his max out.
the best I've come up with is fierce blanka ball trading/beating his low roundhouse and low forward. but even then blocked ball = free max out.
Khiempossible
05-26-2008, 10:07 PM
So I figured some shit out.
jump fierce is the only thing that has the remotest chance of beating dj's upkicks. that or crossup LK which I think beats it pretty clean.
to beat c.RH you need to either ball it on whiff or trade it as it comes out. Or you can low strong if you're spaced right. or you can j.fp it early.
low strong is basically unbeatable.
short upball will merk all but his deepest crossups and merk most of his jumpins. other wise just dash out of the way. you can sac throw or evade it entirely depending on the spacing.
my gameplan is usually to start with a back dash and keep 2/3rds of the screen away. I then jump over max outs as i see thacem come and bk dash to bait things. If i see a low ruondhouse i'll ball it. If i see him jump you can either try to anti air him or just back dash and trip guard punish him if he pressed a button. I'm either going to jump and do nothing if i'm far and then back dash or I'm lucky, jumping in and fierce punch if i'm close enough. this leads to mixups (dash grab, back dash bait, low forward xx whatever, s.strong xx whatever, another jump).
if he's not doing much I'll play footsies to get inside and then try and trade a sweep with a max out (honest to god max out is friggin impossible to slide reliably).
if i can set up a knockdown it's straight shenanigans until yuo win or go back to punish low roundhouse/low forwards.
dj is a frigging bitch.
when in doubt just block. all of dj's ish is murder his normals are murder; his max out is murder and his upkick is frigging murder.
As an aside I learned a neat trick. After a knockdown you can dash over their body just before their reversal timing. And as the opponent gets up they will be facing the wrong direction. I've had great success applying this vs. supers (ryu's, dj's, chun's, boxers, fei long etc.) are all 1 directional. but also works vs. uppercuts and fireball reversals. great bait out. vulnerable to reversal grab though.
Kyouya
05-27-2008, 02:17 AM
Well, Blanka is my 2nd character, he's awesome, unpredictable, can dizzy quickly and not to much people plays him, this is why i love him :bgrin:
If you do not know it, s.strong BEAT ALL Gief air attacks, works perfectly :tup:
Any tips for using s.strong or s.fierce as antiair with the rest of the cast???
X-Static
06-04-2008, 01:06 PM
Most characters don't want to jump on Blanka, but generally s.fierce is anti-air from far and s.strong from closer. Don't quote me on that, though. Another option is just block and then grab.
M.S.G.
06-12-2008, 11:16 AM
i was playing blanka against my buddy who plays ryu, and it seems that ryus j/f forward always seems to beat out my s.fierce and s.roundhouse anti air attacks. should i be using s.strong or am just not timing the fierce and roundhouse?
X-Static
06-13-2008, 12:44 PM
I think s.strong trades with it, you might have to do it a little early. It will trade in Ryu's favor damage wise, but you can do a cross-up ball as he lands.
idi0t
06-16-2008, 06:07 PM
can anyone give me a strategy against shotos? jumping over fb with RH rarely works
deadfrog
06-17-2008, 12:52 AM
I've seen the CPU do fierce electricity and then almost immediately block/roll after when I try to punish. Is there any way to replicate this? I'm assuming not, since I've never seen it done, but I'm curious because "can't be done" and "really hard to do" are two very different things.
Is there any no-turbo way to replicate ANY fierce rapid-press special move?! :sad:
Kyokuji
06-17-2008, 02:43 AM
Yes, just jump first or buffer it during another normal.
I was talking about canceling the electricity almost immediately, but I figure it's just more CPU BS like Deejay throwing 2 projectiles in a row.
X-Static
06-17-2008, 06:46 AM
can anyone give me a strategy against shotos? jumping over fb with RH rarely works
http://www.youtube.com/watch?v=-bW26v6rTac
Use the slide more.
M.S.G.
06-17-2008, 11:03 AM
when i play against ryu's i like to safe jump to bait ryu into doing a shoryuken. i wait for him to whiff then i punish with either a bite or a c.mk > fierce blanka ball. i prefer blanka bite cuz its easier and i can either cross up with a strong blanka ball, or try a meaty slide. i dont spam slides as much against ryu because ive been psychic dp'd out of my slide. its good to throw it once in a while to surprise and pressure him. and unlike max outs and sonic booms, i dont think u can slide under hadoukens(though i might be wrong on that)
X-Static
06-17-2008, 12:52 PM
The point of the slide is to hit them at the startup. You also need to space it right. It keeps your opponent guessing as to what you will do when up close. You can mix it up with hop, c.RH and the like. Safe jumps are all well and good, but you need the knockdown first.
Khiempossible
06-26-2008, 09:03 AM
I really like empty jumping over fireballs from max screen then backdash on landing. beats anti air sweep tactics.
command dash anti air is pretty strong too. gets by the whole tick trap if you'd have been forced to block. Sets up grabs and stuff during their trip guard.
sometimes it doesn't work cause even after dashing you'll get hit. But it's pretty solid otherwise. Just gotta know the situations.
X-Static
06-26-2008, 10:04 AM
Yeah, the backdash after empty jump is great against Chun. A good tactic against Shotos is to empty jump just beyond their sweep range, and then punish their whiff with a forward hop to bite or upball.
Khiempossible
06-27-2008, 02:28 PM
It's too bad that most characters can throw a jab fireball then jump attack to beat your empty jump.
is there any viable defence to chun's j.short? that thing destroys I'm always victimized into blocking it.
is there any viable defence to chun's j.short? that thing destroys I'm always victimized into blocking it.
If you have charge an early uppball works well (if it hits before she gets her j.short out). If not jumping straight up fierce beats it unless she is to close.
If you doesnt have time for any these a backdash into ball will sometimes get you out of trouble.
I never tried this, but maybe a well timed foward hop would get her to wiff the jumpin and land within your bite range..
Khiempossible
06-28-2008, 09:41 PM
If you have charge an early uppball works well (if it hits before she gets her j.short out). If not jumping straight up fierce beats it unless she is to close.
If you doesnt have time for any these a backdash into ball will sometimes get you out of trouble.
I never tried this, but maybe a well timed foward hop would get her to wiff the jumpin and land within your bite range..
I don't think any of that shit beats the classic setup I deal with: Jab fireball -> jump short.
seriously that shit is cheese. jab fireball -> j.short c.forward c.forward jab fireball into mixup/runaway back into jab fireball.
chun is such cheese.
Sosage
07-11-2008, 05:15 PM
If you have charge an early uppball works well (if it hits before she gets her j.short out). If not jumping straight up fierce beats it unless she is to close.
If you doesnt have time for any these a backdash into ball will sometimes get you out of trouble.
I never tried this, but maybe a well timed foward hop would get her to wiff the jumpin and land within your bite range..
A couple nights ago I discovered j.strong was a pretty useful weapon in this match up. Of course it is one of his better jump ins, but I found that I had to replace any set ups requiring j.short/forward with it. So either the Chun I played against wasn't using her highest priority normals or I've been a fool for not trying it this entire time.
Yeah. Once you can get around that stupid FB set up, you can start to make Chun panic.
I need massive help with o.ken and Honda. Honda eats everything I can pop out. J.straight up short/forward can punish headbutt, but it has to be nicely timed. J.straight up RH sometimes punishes splash. I try spamming s.short, but the recovery isn't all that great. =(
O.ken seems to be a lot more dangerous at well spaced fb trap, l.rh set ups than the other shotos. And of course j.dp. The FB trap is what fucks me the most. I can only think of possibly j.rh working out (having the reach to possibly trade with a well spaced l.rh). It's embarrassing eating this damn FB trap and then having anything I poke out jab dp'd. What are other Blankas doing with these two guys?
Khiempossible
07-16-2008, 02:11 PM
against honda there's only two tools.
well timed s.short will beat headbutt clean.
and j.short will beat headbutt.
most of my games against honda involve jumping repeatedly with short. Good hondas can jab headbutt it (honda's only anti air that beats it) so the idea is force him to lose his charge. Or depending on him not doing it (a. cause he doesn't know it's his best/only option or b. he fucks it up).
once you land a single j.short either air to air air to ground blocked or air to ground hit or cuonterhitting whatever you can just repeatedly j.short honda to death. mid screen crossing him up endlessly until you bait a reaction. If he jumps, you'll want to j.jab next time to counter hit all his air normals then setup a dirty meaty crossup as he lands from air reset. if he's mashing fierce just keep crossing him up. if he blocks you can tick trap him safely.
and of cuorse if you land one deep you can combo strong strong low fierce and dizzy him.
against shotos (which are all hard matchups) you might j.fp/rh to beat anti air sweep if they do it early. If they do it late empty jump and 3k back dash works well.
I often just sit at max screen and do that. wait for a fireball and empty jump back dash repeat. It doesn't do anything but build you and him bar but neuters his fireball game. He'll be forced to do 1 of two things. That's a) move closer where you can start to do lucky trades with c.FP/c.RH vs. fireballs or jump RH early punishing a fireball. I'll back dash after the j.RH cause there's nothing you can do afterwards that will beat an uppercut.
Or b) he'll throw a jab fireball then jump forward +RH/jab/strong or something. This will counter hit your empty jump clean (or he'll land perfectly on top of you as you land with a deep meaty crossup). Anyways a really early j.jab is pretty effective at taking out those air to air attacks. I've only ever seen chun early j.short beat it consistently. an early j.jab will take out air HK as well. from there it's air reset and you can do shenanigans. If you're at a spacing that is geting you crossed up without either of you successfully anti airing each other forward dash on landing can get you out of the crossup. Or just don't jump at that spacing.
If they're doing a lot of sweeps to try and anti air you and whiff one, you can 3K dash over the whiff and grab them for free.
MrSimpson
07-18-2008, 08:46 PM
http://youtube.com/watch?v=8S8CcUlsAwY&feature=related
Im sure some or most of you have seen it, or hell, may even be posted in this very thread. It is a funny video somebody made of Komoda, biting peeps ftw.
Kyokuji
07-20-2008, 10:45 PM
Is it just me or does up-ball hit as an overhead point blank?
rogueyoshi
07-20-2008, 11:38 PM
Is it just me or does up-ball hit as an overhead point blank?
it might actually be that case that its hitting you as an unblockable (like normal ball point blank). but im not sure if up-ball has 0-frames of startup though.
fatboy
07-21-2008, 08:33 AM
yes there is a 0 start up. There is 50/50 chance it is un-blockable at point blank range.
Mixah
08-06-2008, 06:36 PM
i just wanted to mention a tricky little reset in the corner that i do (inconsistently as FUCK on ggpo, but about 90% IRL)
near the corner, sweep (they can't be fully in the corner, unless they're one of the few that you can crossup while cornered)
hp ball (do it like this... charge back, f+HP and HOLD FORWARD AND FIERCE), you crossup, then hit back and let go over fierce). as soon as you land, you do the super and should pop up back over the opponent and hit them meaty as they rise... so what happens in a more visual fashion...
P1 = Blanka
P2 = let's say.... Guile...
Blanka's on the P1 side and Guile's on P2
Blanka sweeps and crosses up
Blanka should now be on the P2 and Guile moves further away from the corner than where he was before the crossup (obvious)
Blanka does the super and does a small hop forward (YOU MUST LAND as Guile rises up)
The ground shave hits on the P1 side, but Guile's sprite is still in the same direction as if he was on the P1 side... from here, blanka will roll back into the corner which makes him stay on the ground, so you can c.mk, xx hk vertball.
seems complex, but it's not... it's also a lot more forgiving on timing than it seems too.
fatboy
08-07-2008, 08:49 AM
I'll try that THANKS! ^^^^^^^^^^^
Khiempossible
08-09-2008, 08:39 AM
can someone explain the dic vs. blanka match to me?
I always get raped. Every bison player online murders me. I literally have no clue how i'm supposed to fight this guy.
blanka ball is unsafe
dic's jumping everything beat my anti air balls
the only thing i've had marginal luck with is j.jab
but eventually i'll get hit by j.strong x3
I've learned I can slide under psychocrusher, but I can't punish them
in fact psychocrusher basically counterhits all my moves
everytime i get into a poke war, I have to fight dic's s.forward into scissor kick, which is safe.
every tick setup is crap, cause bison seems to grab me before i can ever grab him. or i'm dealing with bisons tick setups, anyways, I always seem to lose. I can never grab anyone online.
so basically I have no idea what i'm doing.
Decoy
08-09-2008, 09:09 AM
can someone explain the dic vs. blanka match to me?
I always get raped. Every bison player online murders me. I literally have no clue how i'm supposed to fight this guy.
blanka ball is unsafe
dic's jumping everything beat my anti air balls
the only thing i've had marginal luck with is j.jab
but eventually i'll get hit by j.strong x3
I've learned I can slide under psychocrusher, but I can't punish them
in fact psychocrusher basically counterhits all my moves
everytime i get into a poke war, I have to fight dic's s.forward into scissor kick, which is safe.
every tick setup is crap, cause bison seems to grab me before i can ever grab him. or i'm dealing with bisons tick setups, anyways, I always seem to lose. I can never grab anyone online.
so basically I have no idea what i'm doing.
No prob Khiem. Dictator is one of my favorite fights. Blanka has many options to counter Dics moves.
First thing you should do when fighting Dictator is to keep him honest with the PC. That means that you have to know how to stuff it clean and fortunately Blanka has the perfect move for that.
Jumping back with FP destroys PC. The added benefit is the amount of block-stun it creates. That means you can get a free bite if you're close enough.
Also, stuff his head-stomp attempts with jump straight up FP. Bitchslap him back to the corner.
If you're too late to counter a PC, just block the first 3 hits holding back then switch to the forward position for the 4th hit. Immediately after the PC ends, do a crouching FP for a free hit.
Dics super can also be countered. Just block the first 2 hits and the 3rd will fly over you. Then you do a crouching FP for another free hit.
Devils hand can be stuffed with standing MP. I usually buffer a forward hop then I go for the cross-up tricks or a tic bite.
I have more I can share later. Right now I'm eating a sandwich lol.
~Decoy
Mixah
08-09-2008, 11:30 AM
Thanks Decoy, that's awesome.
Khiempossible
08-09-2008, 09:38 PM
thanks decoy. jump back fierce is godly in that matchup. so is mixing it up harder.
headbutt hitting low is too cheap. train people to block it then start cancelling to dash.
I have question, what's the best way to deal with ryu coming down with a jump towards roundhouse done reasonably early at 45 degreesish? It seems beats both my up and horizontal ball if it's already extended, beats s.strong, and i can't dash cause the spacing at which he's doing it will either punish me crossup if i try to dash under or will punish my dash if i dash backwards.
do you guys have experience with this?
cause if i block i'm either dealing grab setups or high/low mixups or some combination of the above into a long block string that ends in fireball, where jump towards roundhouse becomes an option again.
is there consistent solution to ryu's j.roundhouse? It's not meaty, but ryu has frame advantage.
Mixah
08-10-2008, 08:56 AM
reversal back hop seems to work. electric will either lose or trade hits. back hop has some invincible frames. it wont give you the advantage, but it will prevent you from getting hit, and allow you to start charging down earlier than if you just block it.
if they're in his crossup range, just block it. if they're going in too deep, electric will work (it will hit his non-extended leg)
Mixah
08-13-2008, 06:33 PM
i need help vs. turtle deejay
when he spams c.lp and NOTHING other than that... what the fuck do i do? can't ball.. can't hop... can't slide.... can't jump in (crouching charges... doh!)
dude doesn't fall for a single bait to make him do the spin kick so i can get free combos...
Khiempossible
08-18-2008, 01:18 AM
i need help vs. turtle deejay
when he spams c.lp and NOTHING other than that... what the fuck do i do? can't ball.. can't hop... can't slide.... can't jump in (crouching charges... doh!)
dude doesn't fall for a single bait to make him do the spin kick so i can get free combos...
I noticed that low forward beats it once you get close enough. but then he can start doing low jab max out and just push you out again.
but yeah, it's pretty gay.
I need more help vs. dic.
I'm playing zaspacer online and his short short forward scissor kick trap kinda owns me hard. I don't know how to get out.
jab psycho crusher is still friggin safe
scissor kicks I can't beat. I can trade with them randomly though, both low MK and slide will randomly trade with them.
I still can't grab him for shit.
he mashes fierce and gets out every time. I can't land j. short deep enough for some reason.
and his jump back gets him out of every sticky situation.
Mixah
08-18-2008, 05:13 AM
s.lk will knock bison out of scissors kicks... timing for it's so fucking hard tho since it's such a fast move... takes a lot of practice, and the lag on ggpo doesn't help at all.
i found a nice way to bait deejay... lk hop back balls... he sees it and stops jabbing getting ready to do the kick... sometimes he does it, and i get free knockdown + ground mixups.
Khiempossible
08-18-2008, 07:34 AM
s.lk will knock bison out of scissors kicks... timing for it's so fucking hard tho since it's such a fast move... takes a lot of practice, and the lag on ggpo doesn't help at all.
i found a nice way to bait deejay... lk hop back balls... he sees it and stops jabbing getting ready to do the kick... sometimes he does it, and i get free knockdown + ground mixups.
dj should throw a max out if he ever sees you back hop. max out > ball. I almost never ball in fireball matchups unless the opponent is knocked down.
if dj wants to turtle just out turtle him.
from full screen dj can't punish you if you jump forward over a max out j.jab beats everything air to air and j.fierce will take out an anti air slide.
if you pull life advantage, you can out turtle dj.
still though, I can't figure out how to beat bisons kicks into scissor kicks into knockdown into crossup back into trap bullshit.
Mixah
08-18-2008, 07:51 AM
i turtle that and just throw him after scissors. if he's too far away, free balls on wreckless trappers, and slide on ones that know what tehy're doing... either slide or sometimes take a chance, forward hop and bite.
Sosage
08-19-2008, 03:55 PM
i turtle that and just throw him after scissors. if he's too far away, free balls on wreckless trappers, and slide on ones that know what tehy're doing... either slide or sometimes take a chance, forward hop and bite.
Yep. Any scissor that lands two hits and isn't short is wide open for bite. Obviously, the deeper the better. I also believe a well timed jump straight up short/forward will beat it (like Honda headbutts and Bison Pshyco Crushers).
About DeeJay, I don't see out-turtling him being a very strong option. Maybe I have to see others play the match. I just don't see *any* projectile heavy match up being a good set up for Blanka to wait out. Unless you have your vertical hop timing for the different speed projectiles down very well. *shrug*
There isn't much I can propose for this match up. I think it is one of his harder fights. If only he could slide under Max outs as easily as Sonic Booms... There is always getting your low.fierce timing down to punish/trade Max Outs, but when that is a good option is very situational. Hard hard hard. =(
Mixah
08-19-2008, 07:15 PM
I'll have to agree with you on that one sosage.
About DeeJay, I don't see out-turtling him being a very strong option. Maybe I have to see others play the match. I just don't see *any* projectile heavy match up being a good set up for Blanka to wait out. Unless you have your vertical hop timing for the different speed projectiles down very well. *shrug*
Blanka do not always need to vertical hop over projectiles when turtling, he can also back dash to a range where he can safely forwad hop over the projectile.
He can also use short upball over projectiles, imo its easier to do against slow projectiles and harder against fast projectiles (compared to vertical hop).
Decoy
08-20-2008, 08:57 AM
Blanka do not always need to vertical hop over projectiles when turtling, he can also back dash to a range where he can safely forwad hop over the projectile.
He can also use short upball over projectiles, imo its easier to do against slow projectiles and harder against fast projectiles (compared to vertical hop).
I find that breaking a FB characters zone game is the only effective way Blanka can get in and do his thing. That just means blocking multiple FBs while trying to creep into range or doing things to throw off their timing of the FB barrage.
Also, short upballs are no good vs FBs of any speed. MK upballs are best to avoid getting hit.
One thing that works for me is the arc ball over fireballs then c. mk into vertical FP ball. This works only if you have them guessing and you KNOW they are gonna do a FB.
~Decoy
Khiempossible
08-20-2008, 03:25 PM
I find that breaking a FB characters zone game is the only effective way Blanka can get in and do his thing. That just means blocking multiple FBs while trying to creep into range or doing things to throw off their timing of the FB barrage.
Also, short upballs are no good vs FBs of any speed. MK upballs are best to avoid getting hit.
One thing that works for me is the arc ball over fireballs then c. mk into vertical FP ball. This works only if you have them guessing and you KNOW they are gonna do a FB.
~Decoy
that works. I do them randomly as guesses when I have a tremendous advantage and feel like gauging my opponents learning skills. or showing him my yomi skills.
Blanka do not always need to vertical hop over projectiles when turtling, he can also back dash to a range where he can safely forwad hop over the projectile.
He can also use short upball over projectiles, imo its easier to do against slow projectiles and harder against fast projectiles (compared to vertical hop).
that's how i turtle. works best vs. dj and chun, the idea is to back hop to full screen and be at full screen when they throw their fireballs. from here you can jump towards them when they throw their fireball and either j.jab or j.fierce and beat everything they do. j.fierce has ridiculous priority vs. anti air normals and j.jab beats almost everything air to air.
The only way to beat that strat is to guess blanka is going to do exactly that and give up all the space they've built by trying something risky. Chun can actually super I think so watch her bar and super skills. But really you only need this strat to the point where you break their game down and get a second jump.
Yep. Any scissor that lands two hits and isn't short is wide open for bite. Obviously, the deeper the better. I also believe a well timed jump straight up short/forward will beat it (like Honda headbutts and Bison Pshyco Crushers).
About DeeJay, I don't see out-turtling him being a very strong option. Maybe I have to see others play the match. I just don't see *any* projectile heavy match up being a good set up for Blanka to wait out. Unless you have your vertical hop timing for the different speed projectiles down very well. *shrug*
There isn't much I can propose for this match up. I think it is one of his harder fights. If only he could slide under Max outs as easily as Sonic Booms... There is always getting your low.fierce timing down to punish/trade Max Outs, but when that is a good option is very situational. Hard hard hard. =(
the secret to sliding under max out is to start the slide just before it hits you. not like parry timing but when it's about s.jab or s.strong distance from your body, you can slide under it every time. the only problem is that dj will usually recover and can block before he gets hit.
The secret really to beating fireball characters is to bait a fireball when you're in a position to jump safely. that's pretty much all their is to it. it's why decoy says to walk forward and block. it forces the opponent to keep throwing fireballs or run away to get his space back. he's either going to give you a wide gap to get in or throw a dumb fireball -> jump in combo xx death.
I love straight jumping on wakeup. so many grab mashers online.
Mixah
08-20-2008, 03:38 PM
there are a lot of tick scrubs online.
SentientProgram
08-25-2008, 01:44 AM
You guys forgot jump up lk when dealing with psycho crusher. Great move, beats PS most of the time.
Decoy
08-25-2008, 10:50 AM
You guys forgot jump up lk when dealing with psycho crusher. Great move, beats PS most of the time.
Jump up LK is good but jump back FP is better because it beats Psych Crusher all of the time.
~Decoy
Mavrick
08-26-2008, 07:54 PM
How don't know how ture that is DECOY i hit you with it plenty of times on 360 play when you jump back and, FP its like 60-40 Blanka but when bison hits even if its a double hit. It still swets bison up for a cross or a PC again as long as its not going into the corner
Decoy
08-27-2008, 06:29 AM
How don't know how ture that is DECOY i hit you with it plenty of times on 360 play when you jump back and, FP its like 60-40 Blanka but when bison hits even if its a double hit. It still swets bison up for a cross or a PC again as long as its not going into the corner
That was in HF and even then it worked 85% of the time at least. On ST, it's a clean hit almost 100% of the time. It completely takes the PS away as a safe move.
~Decoy
Ticholas
08-28-2008, 03:16 AM
I have question, what's the best way to deal with ryu coming down with a jump towards roundhouse done reasonably early at 45 degreesish? It seems beats both my up and horizontal ball if it's already extended, beats s.strong, and i can't dash cause the spacing at which he's doing it will either punish me crossup if i try to dash under or will punish my dash if i dash backwards.
do you guys have experience with this?
cause if i block i'm either dealing grab setups or high/low mixups or some combination of the above into a long block string that ends in fireball, where jump towards roundhouse becomes an option again.
is there consistent solution to ryu's j.roundhouse? It's not meaty, but ryu has frame advantage.
I find that if he's to close for you to do standing strong punch, standing jab works well, It sticks out shorter then strong which helps if he's right on top. Not sure if its 100% safe but I've had good results using it so far, it also works a treat against hurricane kicks.
Decoy
09-01-2008, 08:31 AM
I find that if he's to close for you to do standing strong punch, standing jab works well, It sticks out shorter then strong which helps if he's right on top. Not sure if its 100% safe but I've had good results using it so far, it also works a treat against hurricane kicks.
S. Strong is usually your best option but if he is just out of range then go for the jump up FP for the pimp smack. Also, if you do connect with a S. Strong, make sure you're charging a horz ball so that you can cross him up after you do the S. Strong. I do that all the time and it works great. Sometimes I do S. Strong > MP horz ball > S. Strong > bite or C. MK > bite or MP electric or headbutt cancel crossup again into C. MK x 2 > vertical ball.
As you can see, LOTS of mixup potential.
~Decoy
fatboy
09-02-2008, 09:05 AM
For Jump Round House Question^^^^^^
As another option to add to decoy's. You can also use the df+ fierce (then intstantly go back to charge). It slides under the the RH, its hits the landing frames and knocks down. Then V.ball over/ in front of body and play get up games: cr.mk x2> v.ball (high dizzy %), st.mp> f+ Mp , Cross Up> combo or throw mix up, or just a simple throw mix up.
Gonzales
09-05-2008, 11:12 PM
wow this is awesome, i always liked Blanka but i never played him cause i dint understand some macthups, im glad there's actually people helping out in the Blanka threat, anytips againts claw, i know i can beat his dives by using upball but i have a hard time with footsie game. It seems all he has to do is mash crouching strong while i gotta work my asss off to beat him:(
Mixah
09-06-2008, 12:44 PM
j.lp and bait out his jumps... vertical ball will almost always knock a non-pro vega out (pro's can throw you out of the ball)
just bait him to do shit... if he jumps in, hop back as soon as he comes in. watch for him stepping. blanka's throw is SEVERELY better than vegas, but he can walk really fast, so watch for him just walking in and throwing you.
c.mk will beat out most of his ground stuff, and if he tries to back flip through your balls, you typically get free throws.
Gonzales
09-07-2008, 08:47 PM
cool thanks for the tips
MinhHoang
09-08-2008, 12:55 PM
Hey does anyone know how to get lightning to come out easily? I've been having a lot of trouble trying to get it out.
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