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shinblanka
11-26-2008, 11:25 AM
Blanka balls are very safe against most of the cast now imo. His bite does less damage on the 1st bite. The beast leap go over all sweeps now! I played against some good players last night and I did ok with my dog. Any helpful input is wanted. I think blanka has a chance to be top tier in this game but I'm bias! :wink:

xiao`meow
11-26-2008, 11:36 AM
well, not sure if this is useful, but try not to mash fierce when trying to bite your opponent, no matter if it's after missing a light blanka ball or doing a wakeup throw... it used to work in st, but now in sthd, you'll most probably end up doing electricity, as electricity requires less button presses, i missed a lot of chances to bite due to this.. :(

MastererBetty
11-26-2008, 11:58 AM
easier hops and electricity are winz

Fir
11-26-2008, 02:08 PM
easy electricity vs jump-ins, i can't abuse his hop backs for meter rape anymore though.

blanka is still the man....er beast. :p

Mixah
11-26-2008, 03:31 PM
easy electric wins... you know what else? he has the electric recovery that O.Blanka has in regular ST, which means you can bait a sweep with it and immediately do a ball in their face. YES!

ViciousSLASH
11-26-2008, 06:02 PM
I am ass at hopping, but I think Monster is my new bff.

I don't have to do combos, I just have to use my brain.

UltraDavid
11-26-2008, 06:52 PM
Blanka balls are generally safer, but you can basically never do meaty balls anymore because the shorter bounceback leaves you right in front of your opponent ripe for the hittin', even if you hit them.

Mixah
11-26-2008, 06:54 PM
can he still do his crossup ground shave? I haven't been able to pull it off yet.

deadfrog
11-26-2008, 06:54 PM
Blanka balls are very safe against most of the cast now imo. His bite does less damage on the 1st bite. The beast leap go over all sweeps now! I played against some good players last night and I did ok with my dog. Any helpful input is wanted. I think blanka has a chance to be top tier in this game but I'm bias! :wink:Dude I think I had a match against you last night! Blanka mirrors feel very different from ST, with easier electricity and safer balls.

jchensor
11-26-2008, 07:54 PM
This thread should have been called "NO BLANKA! Not the HEAD BITE!!"

- James

AuhsojSivart
11-26-2008, 08:32 PM
I played against you last night, ShinBlanka. Your Blanka is godly...


Hmm... I've noticed that Blanka's anti-air is awesome against hurricane kicks and pretty much can be used like a flash kick now.

SwmmrManShen
11-26-2008, 08:44 PM
jump short into head bite all day baby........ima make people quit this game

eric25
11-27-2008, 02:03 AM
Does anybody have any good Blanka combos? I've decided on maining him, but I don't know any combos for when/if I dizzy the other person or have an opening.

xiao`meow
11-27-2008, 02:53 AM
Does anybody have any good Blanka combos? I've decided on maining him, but I don't know any combos for when/if I dizzy the other person or have an opening.
well, i find jump medium kick, back medium punch (1 hit), roll does quite a bit of dmg... i usually do that when the opponent dizzies...

DevilJin 01
11-27-2008, 05:49 AM
Does anybody have any good Blanka combos? I've decided on maining him, but I don't know any combos for when/if I dizzy the other person or have an opening.

Walk up, throw. Seriously. Especially if you know you won't have enough time after the dizzy to do a whole jump in combo. Love Blanka's throw range. Gotta love dem gimmicky characters.

Some of his better jump in combos are j.HP or HK, c.MK to Blanka Ball. j.HP, close s.MP, f+MP (does a lot of damage for Blanka). c.MK, c.MK, Blanka Ball is probably his best ground combo. You can be a good bit distance away from the opponent and still get this to work since Blanka's c.MK has great range. If you're inside of sweep range that's like the best range for this combo. Of course if you're right next to them you can fire away with it too. You just have to time the c.MK's as a link so the 2nd c.MK comes right after the first. The strongest Blanka combo I know is basically j.HP/HK, c.MK, c.MK, Blanka ball. Hit somebody with that online today and they were like "Blanka has a 4 hit combo?!!!" LOL. Screw his combos...Blanka's all about the gimmicks. That combo does like half life though.

SwmmrManShen
11-27-2008, 06:53 AM
jump rh, cr. fwd, ball is good

you can also link 2 cr. mk and thats really not hard, similar to chuns cr.mk, cr.mk

I love safe blanka ball, makes rushing with blanka mad easier than before. Also makes whiff roll into bite scarier.

Decoy
11-27-2008, 07:42 AM
If I weren't so lazy, I'd quote myself from a previous thread where I stated that the rainbow ball will be the best upgrade in the game. ;-)

Seriously, his startup and recovery of the rainbow ball is so good that I was using it as anti-air on reaction AND for lockdown patterns. Blanka can rush down and keep constant pressure due to his recovery speed now. Too good.

He has some so many new options for tricks I had to bust out a pen and pad just to keep track of all my discoveries.

Some things I do:


MP or HP rainbow ball into electric or C. MK > bite (learn that spacing!)
Jump-in HK or FP > s. MP > c. MK x 2 > LK arc ball > c. MK > bite
Super for block damage > c. MK > FP ball OR c. MK > bite


New inputs for hops is crazy good because now you should be able to hop on reaction and also add it to block strings easier for free bites. And we loves them FREE bites. ;-)

I'll post my lockdown pattern later. Time to get some coffee, I'm tired lol.


~Decoy

DevilJin 01
11-27-2008, 07:48 AM
Good shit I could learn some new tricks.

The Mullah
11-27-2008, 08:16 AM
rainbow roll seems pretty easy to SRk on reaction unless you're whiffing a lk version. It's not that fast Decoy

shinblanka
11-27-2008, 08:33 AM
Blanka balls are generally safer, but you can basically never do meaty balls anymore because the shorter bounceback leaves you right in front of your opponent ripe for the hittin', even if you hit them.
You are correct sir. Meaty balls get you killed for free.:shake:

can he still do his crossup ground shave? I haven't been able to pull it off yet.
Me neither.:confused::shake:

Dude I think I had a match against you last night! Blanka mirrors feel very different from ST, with easier electricity and safer balls.
GG's man. Maybe we will get to play again in the future.:wgrin:

This thread should have been called "NO BLANKA! Not the HEAD BITE!!"

- James
NOOOOOOOOOOOOOOO BLANKA not in the faaaaaaceeeeeeee!!!!!:rofl::rofl::looney:

I played against you last night, ShinBlanka. Your Blanka is godly...


Hmm... I've noticed that Blanka's anti-air is awesome against hurricane kicks and pretty much can be used like a flash kick now.
Thanks a lot man. You can get good with blanka if you attend Final Round12 next year.:wgrin: It will change your life.:wgrin::woot: GG's man.

Decoy
11-27-2008, 08:56 AM
rainbow roll seems pretty easy to SRk on reaction unless you're whiffing a lk version. It's not that fast Decoy

You're right Mullah but let me clarify...

I use it with a high rate of success to get over fireballs. THEN, you can get away with the tricks I noted above. Once I figure out what my opponents tendencies are, I break their patterns with different strength rainbow balls and then it gets ugly. LK rainbow ball is very good. I use that as part of my lockdown with Blanka.

~Decoy

The Mullah
11-27-2008, 09:16 AM
More importantly, how do i choose red blanka that we saw in those screenshots vs guile?

I just got an ex2 stick on loan from a buddy of mine so i'm still getting used to being able to hop and do combos so i haven't really messed around with the rainbow roll much to be honest

DevilJin 01
11-27-2008, 09:25 AM
There's a red Blanka? Like really red Blanka? I'm interested. I always use LK red shorts and hair grey blanka.

Mr. Mamation
11-27-2008, 09:30 AM
i like yellow blanka

erick found something pretty tricky, close standing strong> crouching Forward> hop back> Ball(MP) puts you right in front of their face.

CaptBritanica
11-27-2008, 09:35 AM
Hey all. I'm wondering if somebody could show me some high-level Blanka videos. I enjoy playing Blanka more than any other character but can't seem to get the hang of him...mainly because most of his moves are from charge (so I end up spending most of my time crouching and turtling, which doesn't seem right).

I'm a noob but got this game because I used to play SF2ST in the local Pizza Hut with my brother all the time...just never at a high level (we were around 10-years-old).

I've been really getting my butt kicked by fireballers, and to be honest, haven't been able to beat Ryu in the third match of arcade (I know, that's how terri-bad I am).

If you'd like to suggest some things for me to work on in practice mode, that would be great as well. Thank you.

Mixah
11-27-2008, 09:53 AM
does blanka have any corner crossup options?

strangely, that's one thing i NEVER thought about since I started playing ST..

The Mullah
11-27-2008, 10:00 AM
did hop always cross up standing opponents in the corner? it didn't on my xbox sfae.

Was red blanka only for the dev team? :-(

Iceman
11-27-2008, 10:12 AM
did hop always cross up standing opponents in the corner? it didn't on my xbox sfae.

Was red blanka only for the dev team? :-(

Look at that screenshot again. It was a really dark orange, not red, with green hair and pants. Should be "forward kick" or "roundhouse kick." Blanka's colors all looks so much better now :wgrin:

The Mullah
11-27-2008, 10:22 AM
oohhhhhhhhhh

Mixah
11-27-2008, 10:26 AM
what red blanka pic?

Duck Strong
11-27-2008, 10:36 AM
Blanka's safe balls are huge.

The Mullah
11-27-2008, 10:40 AM
red pic is really just orange blanka, its on page 4 of the sfHD pics at gamespot.

Mixah
11-27-2008, 10:42 AM
oh ok

eric25
11-27-2008, 11:05 AM
I'm a little late, but thanks everybody for giving me some combos. I'll try them today when I have access to my PS3, and I'll also try to get his throw range down. Thanks everybody.

And while we're on the topic of colors, my favorite color way is blue skin with green hair. You hit start to get that color way.

EmblemLord
11-27-2008, 11:31 AM
Blanka vs Sagat.

Thoughts?

eric25
11-27-2008, 12:04 PM
Blanka vs Sagat.

Thoughts?
I haven't had that much experience with him, but I know an advantage for Blanka is that he can walk under Sagat's high tiger shots. You could try doing rainbow rolls above the low tiger shots, but taking advice from me probably isn't the best idea. I'm a scrub.

SwmmrManShen
11-27-2008, 12:31 PM
i feel like blanka can punish tiger shots from a good distance (maybe about 2/3 screen?) with j.rh because those legs extend so far and sagats limbs reach out really far.

Also i know that rh upball can hit sagat standing. dunno how useful it is but its nice to know all the tools in your arsenal

EmblemLord
11-27-2008, 12:31 PM
Yeah, I really feel that Sagat loses. Maybe 40/60 I just wanted to know other people's reasoning.

orochizoolander
11-27-2008, 12:42 PM
Yeah, I really feel that Sagat loses. Maybe 40/60 I just wanted to know other people's reasoning.

I haven't played decoy yet so I can't say for sure but with the blankas I've played thus far I can definitely say it's roughly even, remember sagats fb's are still really good and his new tk is hella scary (did you see the thread 75% damage wtf!.)

Still blankas jab roll whiff into bite and easier electricity alone seem to make this matchup a lot better for blanka then it was before.

Whats your GT lets get some matches I need to play more blankas he's definitely toptier so far imo.

EmblemLord
11-27-2008, 12:45 PM
Blanka can jump in on Sagat when he does a tiger shot on reaction from the looks of it and just do j.hk. Unless Sagat did jab tiger shot then he can't block in time.

I don't play Blanka. I play Sagat. And I wanted to know why I was having tough time vs my friend other then the fact that I can't punish Blanka Ball anymore which is super lame btw. lol

Mixah
11-27-2008, 03:40 PM
I haven't played decoy yet so I can't say for sure but with the blankas I've played thus far I can definitely say it's roughly even, remember sagats fb's are still really good and his new tk is hella scary (did you see the thread 75% damage wtf!.)

Still blankas jab roll whiff into bite and easier electricity alone seem to make this matchup a lot better for blanka then it was before.

Whats your GT lets get some matches I need to play more blankas he's definitely toptier so far imo.

You need to play mine. I'm decent against Sagat.

wolf_1
11-27-2008, 05:31 PM
god, it's way too hard for me to pull off close standing strong now because it only takes a few taps to get lightning off. almost every time i go for a crossup to standing strong, i get lightning instead. sigh.

DevilJin 01
11-27-2008, 05:54 PM
Hey all. I'm wondering if somebody could show me some high-level Blanka videos. I enjoy playing Blanka more than any other character but can't seem to get the hang of him...mainly because most of his moves are from charge (so I end up spending most of my time crouching and turtling, which doesn't seem right).

I'm a noob but got this game because I used to play SF2ST in the local Pizza Hut with my brother all the time...just never at a high level (we were around 10-years-old).

I've been really getting my butt kicked by fireballers, and to be honest, haven't been able to beat Ryu in the third match of arcade (I know, that's how terri-bad I am).

If you'd like to suggest some things for me to work on in practice mode, that would be great as well. Thank you.

The easiest thing to learn to do is to beat fireballs. Blanka has a pretty solid matchup against shotos since his forward jump beats poorly timed fireballs for free. Basically if someone does a fireball from anywhere past sweep range or is just predictably doing fireballs you can easily just jump forward at them as soon as you hit the fireball and hit them with a jump in before they land.

Better shoto players will make this harder for you but the CPU and scrub ass shotos will get torn up all day just by that simple tactic. When you see fireball thrown at a bad time...immediately jump forward at them. Blanka's jump is so fast that even if you don't have time to hit them you'll be right in front of them before they have time to start anything else. If you're certain when they're going to throw a fireball you can also use rainbow roll (charge b, f+K) to get past a fireball you know is about to come.

As far as charging...always hold the diagonal down back direction (like you're going to crouch block) whenever you jump forward with Blanka. Or at least just hold the joystick in a blocking direction as you're jumping. That probably sounds like weird concept when you're jumping forward but that's the best way to stay offensive with a charge character. This way whenever you jump forward you're always ready to charge for any Blanka ball if you land a jump in or ground normal.



does blanka have any corner crossup options?

strangely, that's one thing i NEVER thought about since I started playing ST..

Yeah I'm assuming you can't cross people up with his command hop in the corner. Can't do those Ibuki dash shenanigans. Top ST Blanka players would be doing that all the time if you could.

Blanka actually has one corner cross up situation that I know of. Basically throw someone while you have them in the corner. As you are biting them charge back. As soon as the throw finishes and the opponents body pops into the air do HP Blanka Ball. I'm assuming there's some character specific issues with it since I can't get it all the time but basically if done right you'll land in the corner before the opponent recovers. Which then you can go for another throw if they don't immediately react, start a block string or low combo and if they really get nervous you can do shenanigans like command hop through them so you're back out of the corner. Fun stuff.


god, it's way too hard for me to pull off close standing strong now because it only takes a few taps to get lightning off. almost every time i go for a crossup to standing strong, i get lightning instead. sigh.

Yeah...now a bit more timing is required to get that s.MP out. Basically I learned to try not to mash MP too much after the jump in. Now I just try to time the s.MP immidiately after the jump in and just press MP one time.

CaptBritanica
11-27-2008, 06:19 PM
Thank you so much DevilJin. I'll practice your suggestions. If you have anymore suggestion for me to try in practice mode, let me know.

Again, thank you so much for helping a noob try to get more competitive. I appreciate it.

ViciousSLASH
11-27-2008, 07:24 PM
As far as charging...always hold the diagonal down back direction (like you're going to crouch block) whenever you jump forward with Blanka. Or at least just hold the joystick in a blocking direction as you're jumping. That probably sounds like weird concept when you're jumping forward but that's the best way to stay offensive with a charge character. This way whenever you jump forward you're always ready to charge for any Blanka ball if you land a jump in or ground normal.




Wow. I did not think of doing this.

I am suck a noob.

What anti airs should I be doing? Standing RH?

Also I completely suck at throwing. I just can't do it. Can you throw crouching people? Am I doing something wrong? It's forward and fierce right? It is just not coming out.

Blanka is my favorite character to play as so far and I've done okay ( aka not gotten perfected every fight ) but am just kinda playing by ear.

I saw Shin Blanka jumping and doing lots of mks. I can't link MKs either.

Does anyone have tips for getting the super out?

God I am a mess. But I love playing the game though. ( when it's not DISCONNECTING DAMMIT )

KING
11-27-2008, 07:27 PM
^^ most of your problems can be fixed with Training Mode. :wink:

super? charge B, F, B, F ~ piano 3P.

link MK's? you mean c.MK's?

AA's? against Zangief, use s.MP.

some people have been using the improve rainbow roll. vertical roll is pretty good, although trades almost half the time. if their jump attack hasn't opened yet, you can try FP horizontal ball.

ViciousSLASH
11-27-2008, 07:30 PM
^^ most of your problems can be fixed with Training Mode. :wink:

super? charge B, F, B, F ~ piano 3P.

I want instant answers on what moves I should be doing all the time in all situations.

Telling me to TRAIN!?!?! GET OUTTA HERE.

But forreals, I guess I just gotta hit up that training mode for the loser execution stuff.

What stuffs Fei's chicken wing, I can't do Electricity like I usually do because you get knocked out of it.

Yeah cr MKs, more execution stuff, you are supposed to be able to do two of them right? Or cr mk and then bite, or ball or something like that?

Probably more noob practice mode stuff.

KING
11-27-2008, 07:35 PM
I want instant answers on what moves I should be doing all the time in all situations.

Telling me to TRAIN!?!?! GET OUTTA HERE.

But forreals, I guess I just gotta hit up that training mode for the loser execution stuff.

What stuffs Fei's chicken wing, I can't do Electricity like I usually do because you get knocked out of it.

Yeah cr MKs, more execution stuff, you are supposed to be able to do two of them right? Or cr mk and then bite, or ball or something like that?

Probably more noob practice mode stuff.you can actually combo d.MK *2, FP horizontal ball.

or...tons of options from c.MK.

- c.MK xx HOP xx Bite
- close c.MK xx Bite
- c.MK, df+FP slide

silly shit like that. Blanka's = shenanigans.

as for chicken wing, quite a bit of Blanka's ish trades, like the rolls. bleh. i do hop back xx Horizontal Ball :x

Vickers
11-27-2008, 08:44 PM
Nothing truly solid in the way of strategy, more random things I noticed while playing on PSN. Probably nothing new either, but its worth a mention regardless.

s.hp seems to beat a lot of Rog's rush specials, typically towards the end of the punch extension.

jump-in lp_lk_mp_mk typically at this point you may get sac-thrown, however b-hop into blanka ball often stuffs it. Stuff like Gief's running grab may still pose an issue during the end of the b-hop animation (havnt tested it, just a thought because the range seems about right). Just throw it out occasionally if you are getting sac-thrown on your jump-ins for a change of pace.

Mixah
11-27-2008, 09:21 PM
@Devil Jin.. YEAH, I FORGOT ABOUT THAT SHIT! I do that a lot, but I never realized it in training mode. LMFAO

KING
11-27-2008, 09:24 PM
Nothing truly solid in the way of strategy, more random things I noticed while playing on PSN. Probably nothing new either, but its worth a mention regardless.

s.hp seems to beat a lot of Rog's rush specials, typically towards the end of the punch extension.

jump-in lp_lk_mp_mk typically at this point you may get sac-thrown, however b-hop into blanka ball often stuffs it. Stuff like Gief's running grab may still pose an issue during the end of the b-hop animation (havnt tested it, just a thought because the range seems about right). Just throw it out occasionally if you are getting sac-thrown on your jump-ins for a change of pace.

instead of s.FP, just use the slide or d.FK to trip him also.

as for Zangief, you can pretty much zone him out and also use s.MP for AA, since it stuffs Gief's jump-ins clean.

Vickers
11-27-2008, 11:20 PM
instead of s.FP, just use the slide or d.FK to trip him also.

as for Zangief, you can pretty much zone him out and also use s.MP for AA, since it stuffs Gief's jump-ins clean.

Yeah slide or d.hk is probably the safer option overall.

I was talking about my jump-in attempts, not Gief's, although I can see where the confusion would come from. I didn't realise how great s.mp was as AA thx for the info ;)

DevilJin 01
11-27-2008, 11:40 PM
Yeah I'm starting to run that s.MP AA shit too. It works very effectively and I actually even catch Dhalsim's air limbs every once in a while with it.

The Mullah
11-28-2008, 02:46 AM
Last night I purposely did LP MP MP taps and got jab into elec. Then I did LP HP HP taps and got jab into elec.

I made absolute sure I was only tapping MP or HP twice. I don't suppose negative edge could be included as an electric input? But then that would be retarded because you could do tap MP (release) tap MP (hold) to get your 3 inputs and get electric which won't work and would be absurd.

I'm playing on a HRAP3 with Sanwas with standard SF layout LP MP HP (square, triangle R1) and then LK MK HK (cross circle R2) and I have all multiple PPP/KKK inputs "un-assigned".

As a further test I did j.HK, st.MP, st.HP in Classic mode and could mash no problem to get a 3 hit combo. I then did the same thing in HD Remix, hitting HP twice and twice only after the MP and got electric.




Just for authenticity I'll try this on pad (360) and see what happens...

Well, jab, jab, jab gave me jab electric, so did jab, strong, strong and jab, fierce, fierce...


I have tested this and can't seem to get elec unless i press a single punch button 3 times. Can somone explain why i'm not experiencing the above? Am i just slow at mashing ?

bigbadcod
11-28-2008, 03:28 AM
[QUOTE=The Mullah;5790201]Blah Blah BlahQUOTE]

You're so slow some would think you're retarded

Mr. Mamation
11-28-2008, 11:19 AM
anyone got any tips on getting the elect after throw> ball when they are in the corner? Maybe im not mashing hard enough?

KING
11-28-2008, 11:22 AM
anyone got any tips on getting the elect after throw> ball when they are in the corner? Maybe im not mashing hard enough?

you answered your own question, and getting the electricity to come out is a little too easy in this game.

crackbone
11-28-2008, 11:24 AM
you answered your own question, and getting the electricity to come out is a little too easy in this game.

After playing Blanka almost exclusively so far, I'd have to agree. It kind of ruins the mirror if you ask me.

Mr. Mamation
11-28-2008, 11:31 AM
i see, i guess its because im trying it on laggy matches and i psyche myself out

reposado
11-28-2008, 08:36 PM
2 Questions for you blanka experts:

1) I cant get the timing down for c.mk > c.mk combo. Any hints?

2) s. mp is AWESOME for zangif AA. Is s. mp good AA vs. any other characters? I tried it w/Ken and got kicked in the face.

Any help is appreciated.

AuhsojSivart
11-28-2008, 10:57 PM
I noticed something pretty nice against Sagat and shotos. If they dragon punch with mp or hp, hop back and mash electricity. You'll get him right as he comes down. It's much easier to time online than getting a throw in (at least for me).

I know that most good players won't pull a heavy dragon punch out of nowhere, but plenty of people online do. It's a fun way to punish that kind of behavior.

-DM
11-29-2008, 01:01 AM
Blanka is so fun. So many shenanigans to pull. Lately I'll start off the matches by doing safe jump ins with mk, s.mp(cancel first hit)>blanka ball, then as the game progresses I'll do jump in mk, s.mp>hop then bite faces. Hopping and biting are what true blankas strive for!

shortshortsuper
11-29-2008, 04:43 AM
I really hate how Fei Long gets a free rekka against a blocked ball ever since they upped the range on that shit.

Guile is by far the hardest matchup I've encountered so far...his sonic boom recovery is just too good and his j.forward beats both balls :(

shinblanka
11-29-2008, 06:05 AM
I have to use that standing Strong punch more. I hit T hawks dive bomb with it once when I was testing it out. It's never been that good. I need to practice the timing for it because I usually up ball for air defense or jump up and bitch slap that ass.

The Mullah
11-29-2008, 06:21 AM
shinblnka can you test my shit out? come on dog users!

SentientProgram
11-29-2008, 06:36 AM
Anyone want to have a SRK blanka players casuals session? Someone could possibly record it.

MastererBetty
11-29-2008, 06:41 AM
im down for some of that, I'd love to see how my blanka would stack up

Found two moves that punish the ball, vega's claw, fei's rekka and another blanka ball. Any other moves that you guys found?

SwmmrManShen
11-29-2008, 09:06 AM
against guile I found that if i crouch just outside of his cr.mk range (learn it!) i have these options

-If guile tries to sonic boom, slide under that shit, or try a jump in
-throw out some pokes
-ball
-hop into bite or cr.mk

note: this is just what i found works for me, and i haven't played any super skilled guiles

DevilJin 01
11-29-2008, 09:08 AM
Yeah I can't imagine Blanka has that much harder of a match vs. Guile. I mean...I haven't fought against any real serious Guiles yet but I'm sure his advantages with being able to jump quickly over booms and slide under them should keep the match from getting too crazy for him. Guile will defintely have more tools to move in with and not just be forced to sitting in the corner like he did in the old version of the matchup but I can't see it being real difficult just yet.

Mixah
11-29-2008, 09:18 AM
sonic boom sliding has trickier spacing now. you can't just instantly slide under him from close range. you have to block that shit.

also, the HK flash kick can be used to punish a blocked ball.

that is all.

Zombie Shoes
11-29-2008, 09:41 AM
The Sagat strats should come in handy seeing as I kept getting my ass handed to me by good Sagat players.

What is a good approach to dealing with Cammy players? When they keep doing cannon drills, they seem to recover too fast to punish when blocked and I can't seem to land any sort of meaty attack to move into a tic-throw because I keep getting tagged with front kicks/cannon spikes even though it looks like I am hitting first.


sonic boom sliding has trickier spacing now. you can't just instantly slide under him from close range. you have to block that shit.

That keeps getting me because I am used to most Guile players throwing sonic booms from the start and I usually slide on reflex.

Mixah
11-29-2008, 09:47 AM
I was having a similar problem with Cammy yesterday. Zombie, I think I played you for one match yesterday.. Blanka mirrors? I'm using my roommate's tag: AlucardVK

What I did figure out that usually works... get the distance where if you jump forward you'd land within s.lp distance of cammy (about 2/3 of the screen) jumping jabs bait cannon spikes. from there, yo ucan charge down, hop and c.mk xx vertical ball. now if you are SLIGHTLY closer than the maximum distance for this to work, you'll crossup with the hop.

Ouroborus
11-29-2008, 09:57 AM
so far i tried him out and hes a beast although i'm more cautious doing blanka balls now since you take more damage after getting hit out of it.

anyways, easier electricity input is a godsend. i think he might be the best non fireball character to fight honda. electricity beats or trades with headbutts and j.lk is really really good vs him as it crosses him up (loses charge for headbutt and sumo splash) and blankas throw range rivals hondas

is his ball really that safe on hit? i've got hit by a reversal blanka ball after mines connected.

the match i played online went really stupid.

i did a blanka ball, it got blocked, he retaliated with his blanka ball which connected, then i reversal blanka ball which connected, then he reversal blanka ball, i got dizzied and died

if blankas ball is fast enough to punish another ball on hit, then i'm sure balrogs rush punch should be fast enough too

Zombie Shoes
11-29-2008, 09:58 AM
@ Mixah:

I'll try to keep that in mind. Thanks.

I may have played you at one point, not sure. If we did, you probably beat me. My ranked stats went from 8-0 to 10-9 last night. It was awful.

Mixah
11-29-2008, 10:01 AM
so far i tried him out and hes a beast although i'm more cautious doing blanka balls now since you take more damage after getting hit out of it.

anyways, easier electricity input is a godsend. i think he might be the best non fireball character to fight honda. electricity beats or trades with headbutts and j.lk is really really good vs him as it crosses him up (loses charge for headbutt and sumo splash) and blankas throw range rivals hondas

is his ball really that safe on hit? i've got hit by a reversal blanka ball after mines connected.

the match i played online went really stupid.

i did a blanka ball, it got blocked, he retaliated with his blanka ball which connected, then i reversal blanka ball which connected, then he reversal blanka ball, i got dizzied and died

if blankas ball is fast enough to punish another ball on hit, then i'm sure balrogs rush punch should be fast enough too

rog still wins. blocked balls dont get punished as easily by: shotos, sag, cammy, honda, bison, dj. the rest still can punish the same. bison has a smaller window to hit something with, honda can only do a reversal HP to punish a blocked ball, dj can't do it safely anymore from what i see, sagat and shotos can't, except for shinku hado.

Razma
11-29-2008, 10:52 AM
Encountered these today:

- jumping HK beat a Tiger Uppercut. Maybe it was because mine came out first, but I was pretty surprised.

- Psycho Cruser cross-ups are no match for Electricity. It trades hits for pretty equal damage.

- Don't Ball Fei. As was posted earlier, Rekkas just reach his new bounce on block.

- Cannon Drills = Throw. If you can hop on reaction, then a walkup - throw is easy and works wonders.

Mixah
11-29-2008, 10:57 AM
i've faked fei out. if you hit a REALLY meaty ball and he tries to counter with rekka, you're now behind him, perfectly safe. me likes.

shinblanka
11-29-2008, 10:59 AM
I have tested this and can't seem to get elec unless i press a single punch button 3 times. Can somone explain why i'm not experiencing the above? Am i just slow at mashing ?

your mashing slow sir.:confused::rofl:

Mixah
11-29-2008, 11:01 AM
in ST also, you can't piano elec out. I just go jab x 2, rapid hp

shinblanka
11-29-2008, 11:01 AM
i've faked fei out. if you hit a REALLY meaty ball and he tries to counter with rekka, you're now behind him, perfectly safe. me likes.

A good fl will just do standing fp into the rekka's and dizzy you.:looney::rofl::rofl: Don't do meaty blanka balls against good fl players. You will be dizzy and then dead is a second.

Mixah
11-29-2008, 11:02 AM
oh, i know you're right. honestly, i haven't played anybody good on HD yet... I still prefer GGPO where I don't play like a fucking tard.

E C
11-29-2008, 11:36 AM
I'm such a newbie at this game. Having a little bit of a trouble getting in on defensive Zangiefs and Hondas. Lariat and 1K Hands are stopping my hops and balls. A little help?

Any crossup shenanigans with Rainbow Roll? Or any setups to get it to connect on the 2-hit property?

Thanks.

Zombie Shoes
11-29-2008, 11:54 AM
Cannon Drills = Throw. If you can hop on reaction, then a walkup - throw is easy and works wonders.

Worth a try

Mixah
11-29-2008, 01:07 PM
I'm such a newbie at this game. Having a little bit of a trouble getting in on defensive Zangiefs and Hondas. Lariat and 1K Hands are stopping my hops and balls. A little help?

Any crossup shenanigans with Rainbow Roll? Or any setups to get it to connect on the 2-hit property?

Thanks.

with gief, out patience him. know his jump range and counter it with s.mp. if he goes for a lariat, slide. if he uses hop to get it, jab, and if he tries to green hand, block and reversal ball.

this matchup shouldn't be difficult, unless the gief is like a djfrijoles gief, where they know the matchup well.

against honda, jump back lk a lot. you'll be in the air a lot, and don't ball too much. don't get predictable with your j.lk (meaning, don't just do that), because you'll eat a headbutt. the jump lk beats slaps, headbutts, and ass flop. bait a headbutt and you get a free super.

don't use the rainbow roll in this match because his hp will cause you to eat that, eat at least two chips from a thousand slap, and tick into a oricho. if they block the rainbow, u get hit too, and if they're good and you try to cross up with it, you get thrown too. that move is a good anti air against shotos (unless they hurricane) and REALLY good vs. bison if used properly.

s.lk, j.lk, and j.hp all beat his super too. play it safe. if they turtle a lot, jump in with lk and you'll be safe at least 3/4 times, and throw. dont do it too much cuz you'll get orochio. you can also j.lk crossup, c.mk xx vertical ball. play patience and use j.lk to your advantage here. don't abuse it, as with any move, but just play it safe.

Decoy
11-29-2008, 02:18 PM
A good fl will just do standing fp into the rekka's and dizzy you.:looney::rofl::rofl: Don't do meaty blanka balls against good fl players. You will be dizzy and then dead is a second.

Actually, meaty super so it either connects or he eats all that chip damage then follow that up with a LK RB for a nice bounce crossup which leads to either a combo or a throw. Your choice. Very nasty.

~Decoy

Mixah
11-29-2008, 02:24 PM
i've tried that and gotten hit by reversal flame kicks...

Decoy
11-29-2008, 02:29 PM
i've tried that and gotten hit by reversal flame kicks...

I'm talking about a deep meaty. The kind that gets stuck inside the character. That way, its a guessing game as to which side Blanka is gonna show up on. I've done this successfully about 4 times so far.

Mixah
11-29-2008, 02:31 PM
oh, gotcha. i think you'll bypass a reversal flame kick with that if they do it.... and you should be able to get a free hit by punishing that anyway

Angrynord
11-29-2008, 04:17 PM
I'm talking about a deep meaty. The kind that gets stuck inside the character. That way, its a guessing game as to which side Blanka is gonna show up on. I've done this successfully about 4 times so far.

Deep meaty ball is sexy. A lot of people online get chewed up by it.

Does anyone know how to handle boxer? He can be tough because he can hit your ball back without a problem. If he hits it back with low rush punch it's a knockdown for him, which isn't good. I've used electricity a couple of times to stop his rush down, but a good Boxer can just judge the spacing and make sure the tip of the punch hits. I beat a bad Boxer with just the electricity the other day, but it's not that reliable. I hate that matchup :sad:

Razma
11-29-2008, 05:00 PM
Wouldn't rainbow ball work well for boxer? I mean, most boxers play low rush or standing rush. Its hard to telegraph a rainbow ball as opposed to any other ball because its all charge back.

It was posted earlier that standing HP beats his standing rush. Don't know how reliable that is.

shinblanka
11-29-2008, 10:32 PM
Feilong counter blanka clean imo. Watch out for him.

The Mullah
11-30-2008, 05:36 AM
your mashing slow sir.:confused::rofl:


in ST also, you can't piano elec out. I just go jab x 2, rapid hp



Sounds false. You need to press a specific punch button 3 times to get electricity. With japanese buttons, it's pretty easy to register 3 presses without even realizing it, though. I just tried it and thought maybe I did it with 2, but realized my muscle memory was sneaking in more presses. I tried to do exactly 2 presses very carefully (but quickly) and could not get it, even when I pressed some other punch button right before.

my mashing is just precise ;-)

shinblanka
11-30-2008, 01:19 PM
my mashing is just precise ;-)

You think so?:rofl::rofl::rolleyes::looney::looney: How do you do that and can you teach me, because my mashing is soooooooo random sir.:looney::looney::looney:

RagingStormX
11-30-2008, 02:28 PM
Just fyi, if you land a sweep, immeadiatly super. It crosses up, well in did in ST anyway.

Mixah
11-30-2008, 04:39 PM
it still does. it's good. and if they block it, you wont bounce if it hits at the tail end.

Raistlin X
12-01-2008, 02:24 AM
Bison tips? Does c.HP still hit PC after block? I couldn't get it but it might have been the lag.

SentientProgram
12-01-2008, 04:14 AM
any tips on timing the deep meaty ball? can it be used in any knockdown situation?

shinblanka
12-01-2008, 08:40 AM
any tips on timing the deep meaty ball? can it be used in any knockdown situation?

Don't do it unless you are going to chip them to death. That's worth the risk imo. Remember that counter dp's against bblanka balls does STUPID DAMAGE TO YOU!!!!!:shake::shake::confused::confused:

SwmmrManShen
12-01-2008, 09:13 AM
so a quick basic overview of blankas anti-airs

s.mp (esp against gief)
upball

and i'm not too sure on anything else definitively. someone smack me with some knowledge

Mixah
12-01-2008, 09:20 AM
s.hk and s.hp too.

s.hk can be used to counter long range ones (minus stuff like chun's j.lk and ryu's j.hk)
s.hp can be used... but i dont' know how to describe it's use... i've used it before against honda, dj, and bison... u just have to watch me play to notice it.

SwmmrManShen
12-01-2008, 10:04 AM
so fei long v blanka...whats ghood

Mixah
12-01-2008, 10:40 AM
be patient. fei has a lot of things you can punish.

E C
12-01-2008, 11:00 AM
so a quick basic overview of blankas anti-airs

s.mp (esp against gief)
upball

and i'm not too sure on anything else definitively. someone smack me with some knowledge

Rainbow Roll qualifies, but I personally don't ever do it as an on-demand anti-air i.e. it connects on someone who just happened to jump when I'm doing it.

Against Fei's flying kick, are jump back attacks more effective counters? The Vert Balls I do against it are pretty inconsistent. Sometimes I win; sometimes he wins; sometimes we trade.

I second the request for Bison tips. Jumping in general seems good, but I have a hard time countering crushers and scissors (any oki pressure from him in general really).

UltraDavid
12-01-2008, 11:04 AM
Speaking of rainbow roll, are you guys using it yet? Most of the Blankas I see online never use it, but it seems like an effective attack. Maybe not so effective for getting in in the first place, but once you're within footsie range, it seems like a solid way to preemptively beat fireballs etc.

E C
12-01-2008, 11:20 AM
I use it a good bit, but I primarily use it as a get-in tool. It going over fireball and being anti-air are nice bonuses for that.

But I'm still trying to get more comfortable with it. And I'm trying to find/practice some workable gimmicks, such as:

-whiff into bite/combo/elec
-mid range whiff into ball or sweep
-post-knockdown crossups (or if they'd even be worth it)


I'd still like a consistent way to get it to connect twice. Every time it happens it was some uncommon situation where the opp was moving forward at really close range.

DevilJin 01
12-01-2008, 11:46 AM
Speaking of rainbow roll, are you guys using it yet? Most of the Blankas I see online never use it, but it seems like an effective attack. Maybe not so effective for getting in in the first place, but once you're within footsie range, it seems like a solid way to preemptively beat fireballs etc.

Yeah I've found some funny stuff with it. Outside of the obvious wilin out on players who throw fireballs at bad times...it's good to add to poke strings and what not. Real Decoy brought this up earlier but the LK and MK rainbow rolls will make his up close game that much scarier. Especially when the opponent is already worried about walk up throw/sweep mix ups. The LK rainbow roll after a string when close lands you usually without much disadvantage right in front of the person where you can start another string...walk up throw, walk up command dash to throw/vert blanka ball, low poke whatever. The mixups will get insane when people really start messing with em.

In the corner the LK and MK rainbow rolls seem effective also as a safe way of keeping people in the corner who don't have DP's or a real way to punish your ball without meter. I was able to lock some Dic players in the corner with some poke strings and then as soon as they would try to jump or headstomp out of the corner I would LK or MK rainbow roll which would hit them and drop them right back in the corner.

I've also gotten it to work like mentioned earlier where it'll hit multiple times. If you get it to start to hit the person as it's flying over their head it'll start to cross them up and do more hits. On big characters like T.Hawk I've gotten 3 hits on them before I fall to the ground. Usually you're not at too bad of a disadvantage after this so you can go for more shenanigans afterwards. Random.

Warning...Long random ass ranting below.

As far as the Fei Long matchup...it is tough. I played some games with Chemistren82 on 360 and he would use Fei as a counter pick for my Blanka. It's a tough match. Chicken Wing (forward moving aerial spin kick/flying kick special) beats out any Blanka ball during most of the duration of the move, he can punish with a FULL REKKA chain if you HIT him with a Blanka ball etc. Taking 40 percent damage for hitting someone with a special is not cool. His fire kick DP is decent and gives him an extra way of keeping you out but you can easily trade with it or snuff it out if you jump in deep and there's enough time to sweep him if he whiffs or you block it.

Basically like said above...be patient in the matchup. Play Blanka as if he doesn't have Blanka balls. It was tough for me because I love to use Blanka ball shenanigans. Only use a Blanka ball if you think he won't punish in time or if the Blanka ball will end the round.

Just stick to using basic pokes like c.MK, sweep and the occasional df+HP slide from far range. Fei's j.LP beats Blanka ball and a good bit of your air moves clean so you'll have to stay grounded unless you catch him making a big mistake. s.MP is a hella good AA against him though and I was able to use it to snuff him out everytime he jumped at me. Once you get a knockdown you can get a little more tricky but again try to stick to non Blanka ball combos. cross up j.LK, s.MP to whatever, jump in whatever, s.MP, c.MK etc. Most of Blanka's low pokes and df+HP slide seemed to beat random rekka so if you see Fei getting into a pattern of throwing rekkas from a distance to scare you you have those available. s.MP also seemed to beat Chicken Wing clean the few times I used it against it.

Once you get in or get a knockdown try to get some throws in as well. If the Fei player is good at blocking this is your only other way of dealing serious damage in the matchup. Which is good cuz Blanka's bite does a lot. If you can get in at the start of the round and throw him first thing...you'll take away 30-40 percent life on the first throw if they aren't mashing immediately. Then you're in the lead. The best way to win in a bad matchup is to have a health lead. Then it's up to the opponent to move in and take advantage of a good matchup that is no longer in their favor and force them to take more risks. Which then the advantages you have in the matchup will be able to be put into easier use. I'm a one character kinda player so it makes that much more sense for me to learn bad matchups. Especially since much all characters in this game will have a matchup that they just won't necessarily win for free or have to work considerably harder to win.

caliagent#3
12-01-2008, 12:06 PM
Warning...Long random ass ranting below.

As far as the Fei Long matchup...it is tough. I played some games with Chemistren82 on 360 and he would use Fei as a counter pick for my Blanka. It's a tough match.

I wasn't counter picking it. I was rotating between gief, fei, and ken. Just so happened that most of the time we played it was fei's turn in the rotation lol.

DevilJin 01
12-01-2008, 12:10 PM
LOL. I forgot the game has blind pick. I was like dayum...this guy knows Fei hurts Blanka. Not that I care about counter picks any ways. It's just part of the game and ultimately makes you better when you understand how to deal with a counter match. I know playing as Gief you have it uphill in enough matchups. Do you feel he has a better time getting in or keeping people out or are his matchups similar as before?

Oh and also...what was up with you just not hitting any buttons during certain matches? I'm sure some of the players in the room thought you were giving mercy rounds or some shit. Hell I wouldn't mind a mercy round in that Fei matchup.

E C
12-01-2008, 01:10 PM
I've also gotten it to work like mentioned earlier where it'll hit multiple times. If you get it to start to hit the person as it's flying over their head it'll start to cross them up and do more hits. On big characters like T.Hawk I've gotten 3 hits on them before I fall to the ground. Usually you're not at too bad of a disadvantage after this so you can go for more shenanigans afterwards. Random.

Wow, 3 hits? I definitely want to find at least one trick with it. The times that I've had it happens, the opp froze up, but so did I. I know I could have bit them.


How many bites can Blanka get? What's the trick? When I mash, I get eight half the time. I think I can count on one hand the times I've gotten nine. Unless I'm close to winning a round, I usually just do the regular default seven so I don't mess up the timing on my followups cuz of my inconsistent bite mashing.

zass
12-01-2008, 02:47 PM
I got 3 hits with a rainbow roll on ken.

I've been trying to pick up blanka. I've found basic ticks like the ones in r3ko's video quite helpful: http://www.youtube.com/watch?v=yd1EM-ViZl4

on a radom note, vs DJ after a bite attack, I've found that jump jab pressed early seems to hit his anti air upkicks, whereas jump short gets hit. This helps a lot for maintaining pressure after a bite.

Decoy
12-01-2008, 03:35 PM
Speaking of rainbow roll, are you guys using it yet? Most of the Blankas I see online never use it, but it seems like an effective attack. Maybe not so effective for getting in in the first place, but once you're within footsie range, it seems like a solid way to preemptively beat fireballs etc.

Rainbow roll is nice. I use it every chance I get. DevilJin touhed upon something that I've been testing. In the corner, LK rainbow roll mixups are 2 good vs Dic and maybe a few others. If you do a LK RR after a S. MP, C. MK you practically get a free throw if you just hold forward and FP. I'm assuming it could be countered but the recovery is so fast that you better be quick with the reflexes.

~Decoy

Sosage
12-01-2008, 03:50 PM
Is it just me, or is close s.strong not as reliable as OG ST Blanka? I feel like I am getting the over-claw a lot more in situations where I should get just the long arm poke. Just feeling out if I am the only one. I may need to adjust my shenanigans for this version.

skullplayer
12-01-2008, 04:20 PM
I like this combo plus it's sorta easy timing

Cross up LK > close standing MP > close standing b or f+MP

Olan
12-01-2008, 06:35 PM
do you guys ever use the ball after the bite? i used a hp one and ended up right behind the guy as he landed which led to another bite. its inconsistent though.

shinblanka
12-01-2008, 08:21 PM
be patient. fei has a lot of things you can punish.

You are wrong sir. FL is a natural counter character to blanka! He has everything to counter blanka. couching FP beats all of his attacks clean. You can't use special mooves against him because the rekka's take 45% life from you! That's if you hit him with the ball or if he blocks the ball you still eat 45% rekka. You can't use the rainbow. Matter of fact i'm willing to say the rainbow may be a little bit better in hd remix, but it's still useless imo. ONLY SCRUBS get tricked by the rainbow ball.

Every good player I have tried to use the rainbow ball they have either dp me or sweep me as I land. That shit is for beating scrubs only. If he didn't hop back then it would be a good move, but to a good player they will see that shit and punish you. Remember you lose more damage when you get hit out of the ball people. THAT will be $25 for the blanka 101 lessons.:rolleyes::wink::wgrin:


do you guys ever use the ball after the bite? i used a hp one and ended up right behind the guy as he landed which led to another bite. its inconsistent though.

Yea I try that all the time when I want to lost 37% on a counter DP! :rolleyes: :rolleyes: :rolleyes: :rolleyes: Don't do that shit anymore man. It will get you killed for free against good players. If you don't crossup and they block they can combo you for atleast 50% because when you do a meaty blanka ball you don't bounce back far like you do on a normal blocked blanka ball. You land right in front of your foes! That's not a good idea imo.

DevilJin 01
12-01-2008, 09:12 PM
Yeah Fei is just not an easy match for Blanka. However tough it was in regular ST it went up like another 3 stars of difficulty in this game. You have to play a very basic game just to survive against Fei. I think with time people will figure out some shenanigans that will work in the matchup but as long as the Fei player is on point it's a good bit uphill. Definitely still winnable IMO but you just definitely gotta work harder.

About the HP Blanka Ball mixup...it's nothing more than a real crazy shenanigan that Blanka has and yeah it's only gonna work for you like once in a blue moon. It's best to use when the opponent is near the corner or if you're feeling tricky and want to move out of the corner after a successful bite. You really have to see the opponent pop up high enough and execute it quick enough or you're done. It's a nice random mix up near the corner and probably best to do when the opponent's back isn't touching the wall so they're more likely to pop up in the air. Which will give you a better cross up success rate.

You'll just have to be careful against characters with DP's or quick executing specials or supers since they'll more than likely try to press buttons out of reaction to the crazy mix up. You're probably better off just blocking once you land in the corner and watch them do something stupid and punish. If they don't do anything then you can try counter poking back or command dashing and putting them back in the corner for more pressure. It's actually not bad to do if you're in a health lead and about to win the match. All you gotta do after the ball cross up is walk up and throw and they're done.

Random note about Akuma: some of you may already have figured this out but Akuma's Raging Demon can't grab airborne moves. So if you're fighting Akuma and you anticipate that he's going for a Demon you can horizontal Blanka Ball through the Raging Demon. Not sure if this works after a tick or on reversal but if he's not right next to you and goes for Demon you should go right through it.

Decoy
12-02-2008, 05:57 AM
You are wrong sir. FL is a natural counter character to blanka! He has everything to counter blanka. couching FP beats all of his attacks clean. You can't use special mooves against him because the rekka's take 45% life from you! That's if you hit him with the ball or if he blocks the ball you still eat 45% rekka. You can't use the rainbow. Matter of fact i'm willing to say the rainbow may be a little bit better in hd remix, but it's still useless imo. ONLY SCRUBS get tricked by the rainbow ball.

Every good player I have tried to use the rainbow ball they have either dp me or sweep me as I land. That shit is for beating scrubs only. If he didn't hop back then it would be a good move, but to a good player they will see that shit and punish you. Remember you lose more damage when you get hit out of the ball people. THAT will be $25 for the blanka 101 lessons.:rolleyes::wink::wgrin:



Yea I try that all the time when I want to lost 37% on a counter DP! :rolleyes: :rolleyes: :rolleyes: :rolleyes: Don't do that shit anymore man. It will get you killed for free against good players. If you don't crossup and they block they can combo you for atleast 50% because when you do a meaty blanka ball you don't bounce back far like you do on a normal blocked blanka ball. You land right in front of your foes! That's not a good idea imo.

I'm sorry man, but I disagree with 95% of what you said here. My boss is coming so I will be back in a bit to give you my reasons. ;-)

~Decoy

The Mullah
12-02-2008, 06:30 AM
what normal beats/trades with chicken wing?

i don't normally struggle overtly vs fei, its pretty easy to bite him once you're in and bait reversal flames.

about the RR, i dunno if its useful, i'm not sold on it yet, but i haven't played since last time i played you decoy so i haven't got much time in since then to mess about with it

Decoy
12-02-2008, 06:58 AM
You are wrong sir. FL is a natural counter character to blanka! He has everything to counter blanka. couching FP beats all of his attacks clean. You can't use special mooves against him because the rekka's take 45% life from you! That's if you hit him with the ball or if he blocks the ball you still eat 45% rekka. You can't use the rainbow. Matter of fact i'm willing to say the rainbow may be a little bit better in hd remix, but it's still useless imo. ONLY SCRUBS get tricked by the rainbow ball.

Every good player I have tried to use the rainbow ball they have either dp me or sweep me as I land. That shit is for beating scrubs only. If he didn't hop back then it would be a good move, but to a good player they will see that shit and punish you. Remember you lose more damage when you get hit out of the ball people. THAT will be $25 for the blanka 101 lessons.:rolleyes::wink::wgrin:



Yea I try that all the time when I want to lost 37% on a counter DP! :rolleyes: :rolleyes: :rolleyes: :rolleyes: Don't do that shit anymore man. It will get you killed for free against good players. If you don't crossup and they block they can combo you for atleast 50% because when you do a meaty blanka ball you don't bounce back far like you do on a normal blocked blanka ball. You land right in front of your foes! That's not a good idea imo.

On the surface, Fei is a tough matchup for Blanka for the reasons stated but I still think that Blanka wins simply beacuse he does not need to horz ball in this fight. Jumping straight up LK owns most of Fei's jump-in attacks and Fei gets pimp smacked for anything else he tries in the air. Also, rainbow roll is the perfect weapon for Fei beacuse it allows for many setups.

Last night I fought Valle's Fei with Blanka and he lost both matches with guess what? The Rainbow Roll.

I also played Scoot Magee last night (sick Ryu fake-outs BTW) and I caught him a few times with RR into bite. This is the new MP horz ball into bite. This makes Blanka's ground game crazy scary.

I think some people try and play Blanka like ST Blanka and they are missing the benefits of what Remix Blanka brings to the table. Don't sleep on the RR.


~Decoy

crackbone
12-02-2008, 08:50 AM
Advice on fighting a Deejay who knows what he's doing? Sitting on upkick charge while throwing out c. jabs or shorts, I don't know what the fuck to do to counter. I read the ST thread and it said to run away and jump over fireballs from max range and then j. jab or fierce, depending on what deejay tries to do, but that seems to assume he comes to attack.

It probably the only matchup in the game where I feel like a total retard.

Mixah
12-02-2008, 08:54 AM
I dunno. I can counter feis. just gotta wait shit out. Sorry I didn't mention that blanka has a lot more shit that Fei can punish. But there's a lot of bait traps that you can use. I never said Blanka counters Fei. But it's not like fighting Dhalsim...

Anyway...

DJ... I personally believe turtle DJ will beat Blanka 10-0... c.lp rapids can't be hit by anything.. j.lp owns him up... and don't you dare jump in.

there's two ways I found to deliver damage... it's really your only hope, I think..

get a good distance away while he's c.lp (make sure he's not going to max out) and lp ball, c.hk... that should hit or trade with c.lp... if that doesn't work... try it again?

if you see him j.lp, jump up and bitch slap him

that's about all that I know to fight a turtle ass DJ.

Personally, I think his absolute worst matchups are Dhalsim, Chun, DJ, Boxer... Then hard matchups are Fei, Ryu, Ken... Nearly even matches are Guile, Cammy, Honda, Dictator, T.Hawk... matches in Blanka's favor are Gief and Claw... I have no comment on Sagat, as I've never played a good one yet... or at least I don't think I have... no way can Sagat be easier than Ryu.


what normal beats/trades with chicken wing?

i don't normally struggle overtly vs fei, its pretty easy to bite him once you're in and bait reversal flames.

about the RR, i dunno if its useful, i'm not sold on it yet, but i haven't played since last time i played you decoy so i haven't got much time in since then to mess about with it

If they're coming right over you, just block it. Nothing you can do. If they do a short one, slide. It avoids the kick and it hits. If they're coming over you, you'll slide under them, and you'll eat a combo. If you see that shit coming or predict it correctly, jump straight up and you can HP him out of the chicken wing.

BTW: Decoy speaks the fucking truth. I constantly alternate games now, so I don't mix up my shit.

Nando
12-02-2008, 09:37 AM
Add me,
But when I played, the rainbow balls are sick, get nice and close to people, and if you hop back, most people shit themselves.
-I hoped the hop went through fire balls, but nooooo!

The Mullah
12-02-2008, 09:45 AM
thanks for the tips!

Gotta say i find myself jumping up and down a lot doing lk vs fei!

Mixah
12-02-2008, 09:50 AM
it's only punishable by about two of fei's moves. (flame kicks and super). by the time somebody starts up a chicken wing, you're probably landed and can block, and if i recall, it beats most of his normals (i think he has a kick that it doesn't beat)

and sosage, i don't think it's a weaker move, just proportaionally, it is... I think everybody's jump in's got better... or it could just be the human brain fucking with shit because of hte different screen.

Buktooth
12-02-2008, 10:36 AM
haven't read through the thread, dunno if somebody's posted this stuff or not:

i think everybody already knows the standard post-blanka ball follow ups:

- jump (over fireballs into death combo)
- fierce blanka ball again
- slide

to add to that, walking back like a single pixel after a blanka ball perfectly sets up whiff jab ball -> grab against most characters

same with after a bite: walk back a pixel, jab blanka ball -> bite again

i dunno if blanka had this in regular st, but he can also do jab ball -> super to mix it up, similar to how balrog does whiff upper -> super (strong ball works also)

random note: i've gotten a bug to happen once where the post-electricity effects lingered on the opponent's sprite for the entire match. between rounds too

Mixah
12-02-2008, 10:42 AM
blanka can also do a buffed up crossup..

eg:
P1 side near P2 corner

sweep + charge down left, right + hp (crossup whiffed), left + hp

if you're in tehr ight spot, blanka will do his little hop for his super and will cross back up to the P1 side. on most characters that it works on (wont work on gief, sagat, hawk, and honda - or at least i can't get it to work on them), it's inconspicuous enough that they'll wake up holding left, to block as though you crossed them up.

DevilJin 01
12-02-2008, 11:43 AM
thanks for the tips!

Gotta say i find myself jumping up and down a lot doing lk vs fei!

I'm never not doing that in the Honda matchup.

I'll have to try the walk back ball stuff. Oh and yeah...a few people have already reported about the Rogue like absorption of Blanka's electricity on character sprites.

SSblanka
12-02-2008, 12:47 PM
love the new blanka. his rolls are good now and his electricity is easier.

UltraDavid
12-02-2008, 01:09 PM
Someone (I think Atmos) had some fancy shenanigans for me with short rainbow roll -> throw today. Now that I know to look out for that stuff it'll probably be less effective, but it's good to see that Blanka's new moves fit in well with his general trickiness.

shinblanka
12-02-2008, 01:19 PM
On the surface, Fei is a tough matchup for Blanka for the reasons stated but I still think that Blanka wins simply beacuse he does not need to horz ball in this fight. Jumping straight up LK owns most of Fei's jump-in attacks and Fei gets pimp smacked for anything else he tries in the air. Also, rainbow roll is the perfect weapon for Fei beacuse it allows for many setups.

Last night I fought Valle's Fei with Blanka and he lost both matches with guess what? The Rainbow Roll.

I also played Scoot Magee last night (sick Ryu fake-outs BTW) and I caught him a few times with RR into bite. This is the new MP horz ball into bite. This makes Blanka's ground game crazy scary.

I think some people try and play Blanka like ST Blanka and they are missing the benefits of what Remix Blanka brings to the table. Don't sleep on the RR.


~Decoy

MK chickenwing beats all of blanka's air attacks. I've went through them all and i will get juggled by the chickenwing into the hk firekick for the 4 hit juggle combo. I tried to smack him. I tried to short kick him. I tried to mp and jp or mk him and none of them beat the MK chickenwing. forward/medium kick Chickenwing >>>>vs blanka attacks in the air. I'll try different spacing to see if the tip of the hand can smack the chickenwing, but that shit seems like a losing effort. That match is prolly 65-35 in feilongs favor. Not 50/50. Your best weapon against feilong is jab roll bite or low forward 2 in 1 into the beast leap and bite. Pretty much you have to bite his face too win since doing random BB will get you killing imo.

Jiu-hook
12-02-2008, 02:20 PM
Ok... good honda players. Ones that don't let you j.short for free and that turtle into sumo fortresses. The honda player does nothing but ochio you, HHS you on knockdowns and laugh at your j.shorts with smart headbutts.

I'm talking about honda players that know Blanka's tricks.

So fucking frustrating.

shinblanka
12-02-2008, 03:10 PM
Ok... good honda players. Ones that don't let you j.short for free and that turtle into sumo fortresses. The honda player does nothing but ochio you, HHS you on knockdowns and laugh at your j.shorts with smart headbutts.

I'm talking about honda players that know Blanka's tricks.

So fucking frustrating.

I was fustrated also before I learned how to beat a super turtle honda. In hd remix you can jumping short kick his super headbutt!!!:looney::looney::looney: Jump short kick works very well and if they sit there you can sit there 2.:looney::rolleyes::rolleyes: 1 hit with the short kick and you win. You don't have to attack. I know it sucks to sit there for 99 seconds, but if you are playing one of those types of players then they USUALLY don't like it when you do it back to them.:wink::wink::wgrin:

Mixah
12-02-2008, 05:02 PM
i can j.lk and s.lk his super headbutt in ST also. if you try to j.lk into a good honda, you'll get LP headbutt in your face and you can't do shit, or they let you land and you get ochio

if you know how to stand outside of ochio's range (which is slightly away from blanka's throw range) you can c.lk and s.lk him safely. this can let you trick him into letting you walk in and bite. that's the only real way to get into a completely turtle honda that plays a smart turtle.

UltraDavid
12-02-2008, 05:08 PM
Just to let you know, if Honda does super and you do jumping short and you trade, Honda can mash jands and juggle with hands. Yep, hands juggle. Unfortunately for Honda this is only useful in case of trades, presumably because normally the super and hands both have too much recovery for this to work.

Mixah
12-02-2008, 05:10 PM
i've hit him out of the super before when playing my random 100 game sets with guru on ggpo... so i dunno.

UltraDavid
12-02-2008, 05:16 PM
Yeah I'm not saying you can't hit him out of the super, you can. I'm just saying trying to do that can be kinda risky, since if you accidentally trade you're gonna take pretty considerable damage and Honda's gonna be able to set up whatever kind of meaty situation he wants on you.

Jiu-hook
12-02-2008, 05:17 PM
I think he's saying if you trade. That doesn't happen that often. j.short should beat super clean unless you mess up.

Mixah
12-02-2008, 05:19 PM
ok
depends on the hit then, gotcha. i thought you meant it always trades, which isn't the case.

USUALLY, i can just react and s.lk him out of it. it's usually less safe, but i'm more comfortable with it.

the j.lk, i think needs to connect at the very tip of his foot.

MiloDC
12-02-2008, 09:33 PM
For anyone who still thinks that Blanka was weak in classic Super Turbo:

http://ie.youtube.com/watch?v=CHxrvC1XkYA (http://ie.youtube.com/watch?v=CHxrvC1XkYA)

Mixah
12-02-2008, 11:16 PM
For anyone who still thinks that Blanka was weak in classic Super Turbo:

http://ie.youtube.com/watch?v=CHxrvC1XkYA (http://ie.youtube.com/watch?v=CHxrvC1XkYA)

Komoda's the reason i picked blanka as my main, after seeing this:

http://www.youtube.com/watch?v=t7IYz77ucbI

kineticsoul
12-03-2008, 01:24 AM
I really like rainbow rolling into the bite. I've had a lot of success with it and if you keep mixing up your game you can sneak a RR into a bite with no problems. You can also beat out Dee Jays vertical kicks with a jumping fierce. I'd love to play some blanka matches if anyone catches me online.

E C
12-03-2008, 08:01 AM
Seems mostly useless, but Rainbow Roll can get the 3 hits if Blanka is cornered and the opp is right next to him. Multi-hitting LK RR also gives him bite opportunity.

crackbone
12-03-2008, 08:24 AM
For anyone who still thinks that Blanka was weak in classic Super Turbo:

http://ie.youtube.com/watch?v=CHxrvC1XkYA (http://ie.youtube.com/watch?v=CHxrvC1XkYA)

Komoda is also one of the best Blanka players out there. It's like showing Pony Zang videos and then saying Zang wasn't weak in ST.


You can also beat out Dee Jays vertical kicks with a jumping fierce.

What's the timing/spacing on that? Is it specific or loose?

shinblanka
12-03-2008, 10:34 AM
I've never been hit out of jumping backwards and short kick against honda super! The only time I get hit is when is miss time my jump and I land before the super hits me. Or if I jump towards him and uses the super as anti air. I find rushdown special throwing honda harder to fight against than couching tiger hidden turtle honda. :lol:

shinblanka
12-03-2008, 10:53 AM
Komoda's the reason i picked blanka as my main, after seeing this:

http://www.youtube.com/watch?v=t7IYz77ucbI

It cool to have respect for players, but to start playing with a character because I saw a vid of a top player is a reason I will NEVER understand. Maybe if this was basketball and you like jordan so you based your game around him. I guess I understand it if that how you look at it sir. I wouldn't but I understand now. The reason why I started playing with blanka is because I played with "The Amazon" on the old NEC game called "Pro wrestling". He was green and his throw was the "face bite". I'm pretty sure the creators of sf2 play "pro wrestling" and made their own version of "the amazon" in sf2 and called him blanka! He's even from brazil just like "the amazon"! Damn I'm old as fuck! :lol: Some of you guys weren't alive when that game was released. Ya'll was still swimming in your daddys balls! :lol:

MiloDC
12-03-2008, 10:55 AM
Komoda is also one of the best Blanka players out there. It's like showing Pony Zang videos and then saying Zang wasn't weak in ST.

He *wasn't*. Zangief beat Ryu and Ken 6-4, for crying out loud (and still does). There are plenty of videos on YouTube of Zangief taking names (e.g. Jodim vs. Alex Valle (http://ie.youtube.com/watch?v=ntZn4LPVRTY) and Kuni Funada vs. Alex Valle (http://ie.youtube.com/watch?v=MseoSZO7hAY)).

In a match with players of *equal skill*, Blanka can OWN. The Komoda videos clearly show that. (By contrast, I have yet to see top Cammy players owning players as good as they who use other characters.)

If you suck and you are matched vs. people who don't suck, then yes, you WILL lose with Blanka (as opposed to your sucking and still being able to pull out some wins with O.Sagat or Claw or Boxer).

DevilJin 01
12-03-2008, 12:01 PM
K proving Blanka isn't low tier in classic ST is not really the point of this thread but whatever. We all suck compared to them any ways.

Oh and Komoda is good. Uses my color too.

omni
12-03-2008, 12:42 PM
i dunno if blanka had this in regular st, but he can also do jab ball -> super to mix it up, similar to how balrog does whiff upper -> super (strong ball works also)



That worked in ST also. No one used it because his super sucked in ST.

I played for about an hour last night, just beating up on scrubs because I'm a bully like that. I got way too much mileage out of dumb hop forward tricks. It's all sheninigans but so far, I think Blanka is a dirty little rodent in this version.

Derek Daniels
http://lowfierce.blogspot.com

Mixah
12-03-2008, 08:46 PM
It cool to have respect for players, but to start playing with a character because I saw a vid of a top player is a reason I will NEVER understand. Maybe if this was basketball and you like jordan so you based your game around him. I guess I understand it if that how you look at it sir. I wouldn't but I understand now. The reason why I started playing with blanka is because I played with "The Amazon" on the old NEC game called "Pro wrestling". He was green and his throw was the "face bite". I'm pretty sure the creators of sf2 play "pro wrestling" and made their own version of "the amazon" in sf2 and called him blanka! He's even from brazil just like "the amazon"! Damn I'm old as fuck! :lol: Some of you guys weren't alive when that game was released. Ya'll was still swimming in your daddys balls! :lol:

NONO, I don't mean I wanted to be like him. Thing is, I used to think Blanka was just balls and bites... nothing special. Then I saw crossups with hops, random ass shit with s.lk and j.lk, hop forward vertical ball shennanigans... and i'm like... "oh shit... this is my kind of character"

i stopped playing ST from 99 - 2k8 just because I couldn't find a character I liked... then in March, I saw that video and I was like WTFZ!

Raistlin X
12-03-2008, 09:38 PM
first, i'd just like to thank you guys. before reading this thread i was getting crushed by hondas and giefs, but now i beat them a good 80% of the time. it was just a matter of knowing the matchup and this thread informed me on the counters i needed.

with that being said, the things i'm having trouble with now are:

- a *GOOD* shoto (they exist) who knows how to zone with fireball/sweep/jab DP. if komoda can beat daigo (he has) i know there's a way through this. i just can't seem to find it.

- a good keepaway dhalsim who zones with limbs/yoga and uses drill to stuff jump ins.

- chun's head stomp.

- any combos. sometimes they link, sometimes they don't. it's gotten so finicky i've just been using tick throws instead because at least they're reliable.

Mixah
12-03-2008, 09:55 PM
ok

1. Good shotos... every shoto player that I've played that I called good play differently. Few pointers:
- Don't make a habit of jumping forward over fireballs. Get in about half screen, BAIT the fireball and j.hk his arms. It's seriously, cat + mouse games. You NEED to bait fireballs for j.hk's and bait dp's for free balls. if either have a super, play extremely safe and don't do anything that can be countered, even 1/5th of the time. You'll regret it. if they jump in hk, you can block... or you can be creative and rememebr that the beginning of his back hop is invincible... back hop and play with them. Something I do a lot is back hop, then hop back in and bite, or back hop and counter their attempt at a fireball with an hp ball that hits before their fireball animation is over... or if they want to do a DP, wait and slide... if they are smart and will try to walk in and fuck bait you into their DP... remember that blanka and sim have the longest range normal throws in the game... you can bite them if they're within their jab range.. There's a lot you can do here. Make sure you watch their legs and see what's going on before you make your choice.

2. Keepaway Dhalsim... OK, I'm CONVINCED this matchup is 10/0 Sim... Not to say he's completely unbeatable, but it takes a lot of work. If they're baiting you to ball and they will counterattack... Just don't ball. lol. Seriously though. I almost NEVER ball a keepaway dhalsim EXCEPT lp ball to move in SOMETIMES, or if it will kill. Keep two things in mind... if they drill you from afar, s.mp and sim's throw has the same distance as blanka's. you can counter his throws about half the time, if they don't do it properly. Your ball can get out of it too sometimes, but you might eat an hp for that. RealDecoy told me this thing he does... he'll do a super from full screen to bait a yoga fire... the screen will go all slow and really weird and shit.. then he just does an HP ball reversal, and it literally comes out of fucking nowhere. You can't see the shit... BUT... I dunno how good that would work in a real fight. tried it twice, and I got punished for it... once with a reversal super... wasn't fun. This is a very hard fight to say the least.

- Chun is his other really horrible matchup. If you don't have to worry about headstomps, j.lk, fireballs, c.mk, and s.mp all will wreck you. The headstomps, block, back-hop, vertical ball. should do the trick most of the time. YOU NEED TO KEEP MOVING in this fight. You might not have a chance to charge much, but take advantage of s.mp, s.lk (has nice range), c.mk, j.lk. You can counter a j.lk with a hop forward vertical ball.

- combos: basic shit...
j.hp, c.mk, c.mk xx ball
j.lk crossup, c.mk xx vball (just a little easier than changing your charge direction... haha)
electric, super (hold) hit meaty crossup style (takes time to learn the timing for this, so practice mode will be your friend), c.mk xx vball

other stupid shit to deal damage (don't tick the same way every time. be creative)

go near them when they're down, BEFORE THEY WAKE UP, crossup hop, vertical ball. Most of the time, it won't be blocked, and you NEED to be in ball mode before they wake up, but hit them as they wake up, or you will be thrown.

electric, super, release super meaty BUT DONT CROSSUP (you should only do 4 chips instead of 5). The thing that makes blanka pop up is getting the fifth hit, blocked or hit), throw... yes, you're using a super to tick throw ;)

after the bite, you can do a few things... slide (can be reversal'ed by DP, Flame Kick, and a few others), hk rainbow roll (if they don't do shit when they get out of the throw, you'll crossup, but this can be punished by every character in every way... so do it if you will win with it (and have a lot of life in case they predict and punish)... super immediate hp ball will crossup hit, but once again, can be punished... and my personal favorite: hop forward and throw again. LMAO

a few other harder combos / mixups that you can work on...

- j.hp, s.lp, b+mp 1 hit, ball - cancel the headbutt into ball. you need to start charging as soon as you jump, and getting the headbutt after the jab takes practice. does nice damage though (I think 60% or so). I mostly do it without the s.lp, because it's easier, and it's easier to cancel the headbutt too.

- j.hp, s.lp xx electric (then you can do some of the super shenanigans I mentioned before

- j.hp, c.mk, c.mk xx ball

- j.hp, c.mk xx hop forward, bite

all those can be done with any of his jump-in attacks (lk, hp, hk, mk are most common, I believe)

j.lk crossup, c.lk xx hop forward (crossup), c.mk xx vertical ball is one of my personal favorite ways to deal damage... I can't ever get the shit on GGPO though.

Decoy
12-04-2008, 09:14 AM
Nice post Mixah. I'm too lazy for such a breakdown so you're input is much appreciated. ;-)

I agree that Sim is HARD. Don't know about 10-0 but damn near close to it. Also, a patient turtle DJ that knows what he's doing is also a bitch to get in on. I have some tricks for getting in but it's still very difficult matchup. But, once you're in on him, you gotta finish him off. Up close, Remix Blanka's mixup has gotten very very good.

~Decoy

Mixah
12-04-2008, 09:26 AM
errr... nevermind this shit... i was doing something else that i'm not getting into right now ;)

shinblanka
12-04-2008, 09:30 AM
Nice post Mixah. I'm too lazy for such a breakdown so you're input is much appreciated. ;-)

I agree that Sim is HARD. Don't know about 10-0 but damn near close to it. Also, a patient turtle DJ that knows what he's doing is also a bitch to get in on. I have some tricks for getting in but it's still very difficult matchup. But, once you're in on him, you gotta finish him off. Up close, Remix Blanka's mixup has gotten very very good.

~Decoy

Yea a good turtle deejay can be a bitch to fight against. Not as bad as a good sim, chun li, or feilong imo, but still nasty.

Mixah
12-04-2008, 09:32 AM
I still think DJ, Sim, and Chun are the worst fights...

I gave up hope on ever beating NKI, Afro, or Cole

an average chun raped my blanka 15 straight, and i came back with cammy, using only basics and it was about 9/6 him... wtf is that shit? lol

cole double perfected me 3 times in a small set...

and furious keys just owns me the fuck up with dj... :(

i still haven't played a fei that hurts me badly... any suggestions of people to play? GGPO or XBL?

DevilJin 01
12-04-2008, 10:31 AM
Actually I almost beat NKI during Evo 2k7. Granted it was on the iffy port of CCC ST but hey...I'll take what I can get. His Chun is mad good though and I had trouble getting even one win on him during casuals at Final Round. I feel I might do slightly better against him now but it's still a bit of an uphill match either way and I still honestly don't understand it fully.

What I have learned to do is just be patient when she zones with fireballs and don't walk forward at her unnecessarily when she has meter. Mainly because your walking forward animation leaves you open to get supered for free. You have to be standing still or blocking to not get hit by her super activation. Good Chuns stick to the ground in this matchup but if you ever catch Chun jumping forward at you with j.LK I found well timed pimp smack beats it clean (vertical j.HP). Other than that...I just try to take advantage of any knockdown opportunities I get since she doesn't have a super strong DP type move and just stay patient through the fireballs.

BTW do you have to block her df+HK command overhead the same way you did in old ST?

I hear DJ is tough but I haven't run into anyone who's given me serious problem with him. Sim...yeah he's tough for everyone except a couple.

SwmmrManShen
12-04-2008, 04:12 PM
so akuma is really good. antiair demon is scary. juggles are scary. air fb is scary. anyone got good stuff against him yet?

Mixah
12-04-2008, 07:24 PM
Hop forward under his air fireballs and bite him?

with raging demon... just be careful... don't ball (at all), don't jump too much... you'll be fine. He's like playing any other shoto, just be more cautious when he gets meter.

DevilJin:

the d/f+HK thing is the same in this game.

DJ - play furious keys on GGPO. his counters my Blanka really well. Also, I want to watch this fight...

Good shit against NKI... you're definitely better than me at that matchup... but seriously, there's few good chun's on GGPO... so yeah.

orochizoolander
12-05-2008, 02:29 AM
I'll read this tread when I have time but I jsut picked up blanka 2 seconds ago he is hella fun to use I think he'll be my 3rd main so if someoen can post some basics I'd appreciate it.

Several hondas raped me just now is it just me or is this a bad match for monster?

Mixah
12-05-2008, 03:02 AM
I'll read this tread when I have time but I jsut picked up blanka 2 seconds ago he is hella fun to use I think he'll be my 3rd main so if someoen can post some basics I'd appreciate it.

Several hondas raped me just now is it just me or is this a bad match for monster?

read the thread. yes, the entire fucking thread.

there's stupid tips on beating honda (it's a problematic matchup for shitty players only, unless you're fighting kusumondo or something)

and there's basics all over this thread.

SentientProgram
12-05-2008, 06:07 AM
Awesome post mixah, some real gold there.

I was about to notepad some notes on the fei long/blanka match, figured why not write it here.

Seems like it's best to play pretty safe, try to bait jumpins and counter with an early vball. if he's doing his QCFP punches, jump straight up lk beats those but don't jump up lk too much or you'll get punished. Don't try to jump straight at him too much if he can reversal well, flame kicks beat most jumpins good. If you are going to jump in for a tick/combo, make it unpredictable or as a meaty deep crossup on wakeup (any merit for faking a crossup? seems better to be safe). Poking with c.mk and canceling into ball is great now, and gets you farther away so you can out-poke him. IMO you really only want to be balling against fei if you can do it safely, such as after a bufferable normal.

and geif, why not:

you want to be really careful in this match and poke geif from far away. It's a good for blanka, but you have to be on your toes if your opponent is good. Back hop is great in general against gief, stuff like jump in HP then just backup - mix the hop with a few low forwards into whatever. Ball is great against geif but if he seems to be spamming lariat don't even bother because you do NOT want him to knock you out of a ball (huge damage --> knockdown gg). If he's spamming lariat do stuff like vertical jump roundhouse, jump towards roundhouse. j.jab beats tons of geif jumpins. I don't think you really even need to s.mp AA geif unless they know the matchup super well. So overall just play it safe, panic HP ball is good when geif is being aggressive, get most of your damage though poking with normals (sweep, slide, low short/forward/j.feirce/j.roundhouse/j.hp/j.jab/j.lk (of course), and s.mp as AA if you space it right are your best normal tools here. )

Sorry if any of that's been said, or if it's inaccurate/ranty.

Anyone have some real good character specific shenanigans?

EagleJin
12-05-2008, 08:32 AM
Great post, Mixah! Thanks for the info.


ok
j.lk crossup, c.mk xx vball (just a little easier than changing your charge direction... haha)


I use this a lot, but adding an lp for the extra "awesome"-factor :p.

j.lk cross, c.mk, s.lp, ball (or rainbow if it's a srk happy opp. They do exist online..)
j.lk cross, c.mk, s.lp, hop [insert random stuff that hits]

Also, I find c.mk, s.lp alot easier to do than c.mk, c.mk. But lp is likely to miss if cross fails. Not an impossible hit though.

I'm also trying to find any links possible (just because.. You never know):
s.mp:
s.mp
c.rh
c.mk
s.mk (kick, not knees)

This is what I usually do at some point in just about every match. Try links, try this and that.. The success rate and win count isn't the important thing :D

Buktooth
12-05-2008, 09:46 AM
chun's df+rh is not the same in this game; it never has to be blocked as a cross up, ever. also, you're blanka. up ball that shit

fwiw, nohoho destroyed my chun at mwc. i didn't have an answer to jump short when he was too close to trade with a fireball

shinblanka
12-05-2008, 11:08 AM
chun's df+rh is not the same in this game; it never has to be blocked as a cross up, ever. also, you're blanka. up ball that shit

fwiw, nohoho destroyed my chun at mwc. i didn't have an answer to jump short when he was too close to trade with a fireball

I think that's where nako got her jumping short kick from in cvs1! They work about the same!:woot::amazed::amazed::amazed::looney::rofl:: wgrin:

zass
12-05-2008, 01:28 PM
Any tips vs DeeJay? I can't do anything vs DeeJays that sit there mashing low strong, it hits everything I do (even balls, even the jab ball into bite). And of course upkicks if I jump in.

I tried down forward HP, but that actually seems to lose to lhis ow strong too :(

Mixah
12-05-2008, 01:39 PM
Any tips vs DeeJay? I can't do anything vs DeeJays that sit there mashing low strong, it hits everything I do (even balls, even the jab ball into bite). And of course upkicks if I jump in.

I tried down forward HP, but that actually seems to lose to lhis ow strong too :(
this is from a previous post.


DJ... I personally believe turtle DJ will beat Blanka 10-0... c.lp rapids can't be hit by anything.. j.lp owns him up... and don't you dare jump in.

there's two ways I found to deliver damage... it's really your only hope, I think..

get a good distance away while he's c.lp (make sure he's not going to max out) and lp ball, c.hk... that should hit or trade with c.lp... if that doesn't work... try it again?

if you see him j.lp, jump up and bitch slap him

that's about all that I know to fight a turtle ass DJ.

if all they're doing is the c.lp and c.mp wall of defense... bait him to do an upkick.. if you can manage to get a safe distance (about 45 degrees) from his upward spin kicks, and straight jump to bait that shit out, you can HK him and depending on where his animation is, will trade and you eat a max out chip and start over, OR you knock him down, you get the fuck in and bite him until you're at the beef patties in his stomach.

blitzfu
12-05-2008, 01:54 PM
Any tips vs DeeJay? I can't do anything vs DeeJays that sit there mashing low strong, it hits everything I do (even balls, even the jab ball into bite). And of course upkicks if I jump in.

I tried down forward HP, but that actually seems to lose to lhis ow strong too :(

Have you tried Short Rainbow Roll so you land just outside range of his cr.Strong in order to bait his Upkicks? How about Forward Hop? That shit has better low invincibility to get inside or maybe crossup and bite his noggin.

Mixah
12-05-2008, 01:58 PM
c.mp beats hop forward. and if they spam it, blanka is very limited on their options

lk rainbow roll does work though.

shinblanka
12-07-2008, 10:00 AM
c.mp beats hop forward. and if they spam it, blanka is very limited on their options

lk rainbow roll does work though.

Crossup jumping short kick beats him aa clean from what i've seen/done to deejay's. Once you are on him don't stop.
:confused:

Mixah
12-07-2008, 05:08 PM
Crossup jumping short kick beats him aa clean from what i've seen/done to deejay's. Once you are on him don't stop.
:confused:

I said that...

the crossup is good, but if they can react to up kick you before you're high enough to be safe, then you're fucked.

SentientProgram
12-08-2008, 11:12 AM
I said that...

the crossup is good, but if they can react to up kick you before you're high enough to be safe, then you're fucked.

Any advice on what to follow up a bite with vs DJ? can't crossup, can't really jump in - unless I'm mistaken. usually I just meaty c.mk but I have a feeling this isn't optimal.

Mixah
12-08-2008, 11:14 AM
walk in and bait a c.mp or c.hk

meaty c.mk isn't optimal because it puts him at a distance where you have to start over again.

SentientProgram
12-08-2008, 11:17 AM
walk in and bait a c.mp or c.hk

meaty c.mk isn't optimal because it puts him at a distance where you have to start over again.

and then punish with what if I can bait a low strong? Just a low forward or something?

one thing meaty low forward is nice for though is to buffer it into hop --> bite/upball. As a rare shenanigan.

Mixah
12-08-2008, 11:18 AM
low strong... you gotta watch. if you see it coming, c.mk xx ball

if you see the sweep, expect a max out after it... if they do an upkick, this method is fucked - block c.hk ball.

and yes, the low forward is the easiest to counter.

i've said... this matchup is not in blanka's favor at all. you need to play gimmicky and take risks in this fight.

SentientProgram
12-08-2008, 11:26 AM
general question: I'm always trying to jump at bison midscreen after a bite but a good bison I'll see just jump back (and do some normal). If I try to hit him out of the air with a jumping jab but it always is just short. What should the wakeup games look like between bison/blanka after a bite?

Mixah
12-08-2008, 11:29 AM
if he wants to do his jumping shit, just throw a ball out there. you need to pay attention and work your reaction time up.

if he scissors, block and you get another bite... if he jumps forward, upball

just counter what he does.

if he stands there, hop in and bite... slide works too.

SentientProgram
12-08-2008, 11:29 AM
low strong... you gotta watch. if you see it coming, c.mk xx ball



yeah but if I walk forward I won't have charge :( maybe with a 2x c.mk

*edit* one more question: is bite free after blocking scissor kicks from any range? seems like I can't always get it, like if he does it shallow.

thanks mixah btw, you rock

Mixah
12-08-2008, 11:30 AM
i gave you different options there. i didn't say use them together.

SentientProgram
12-08-2008, 11:33 AM
i gave you different options there. i didn't say use them together.

lol, I guess I've been reading that notation wrong for years, my bad.

Thanks for the advice, real gold. I'll post some more questions/things I've noticed later.

Mixah
12-08-2008, 11:36 AM
well, i also should have said walk in OR bait..

Nando
12-08-2008, 11:47 AM
AY Mixah, were do you play?

Also, I'm new not new to fighting games, but I'm new to breaking them down, it's hard.
But today I almost threw my stick at my tv....
DOes ken Rape Blanka in priority? and it's not fun playing against shotos that lag...

Mixah
12-08-2008, 11:51 AM
i play on GGPO mostly

as for shotos... yes, they hurt blanka... horrible matchups, but not unwinable.

every time they hurricane, you should have free balls.

omni
12-08-2008, 12:31 PM
I have free balls.

and I honestly think only elite shotos give Blanka a hard time. I bully 90% of the scrub shotos on XBL.

So one match I've been working on a lot here lately is Blanka vs. Blanka, out of necessity. Everyone keeps picking Blanka online.

If you mash on Electricity at the beginning of the round - it beats the other Blanka trying to do ball. It does a grip of damage also since it's counter hit damage.

Almost always block the ball high, this lets you counter quicker. The strategy that I've been trying to implement is push the other blanka into the corner as soon as possible. Once he is in the corner - you can punish every blocked blanka ball (even if blocked low - which lets you stay charged for up ball if he jumps). From there it's just a slow death for the other Blanka IMO. All he can really do is try to play footsies or go from some hop trickery which you should be able to react to.

Derek Daniels
http://lowfierce.blogspot.com

SentientProgram
12-08-2008, 01:08 PM
didn't know you should block the ball high, good stuff. Am I mistaken in that I saw blanka still able to punish a hit ball with another ball?

reposado
12-09-2008, 11:19 AM
How do blanka fight guiles? I keep hearing its a easy fight but i find turtle guiles just as hard as deejay.

Mixah
12-09-2008, 11:31 AM
How do blanka fight guiles? I keep hearing its a easy fight but i find turtle guiles just as hard as deejay.

slide under sonic booms...

bait flash kicks.. and punish with balls...

that's it really...

it's not an EASY fight... but it's easier than DJ by a long shot. Mostly because guile's game is more about sonic booms than DJ's is about Max Outs...

Guile's punish options (eg flash kick) don't hurt as much as up kicks...

umm....

There's not much else to it... Just look at it as DJ with more openings. Learn to use his slide... Also, you can punish C.hk easily... and you can hop over his crouching kicks (unlike DJ), so you can get easy bites... that's all.

E C
12-09-2008, 03:48 PM
Thanks for tips, Mixah. Defensive Honda and Gief in general still give me problems, but I just need to stop sucking and also learn to play a lot simpler than I'm used to.

Any tips on how to fight Claw? Not just Blanka-only tips but basics against his wall diving tricks (I hate asking for answers to basic shit).

SwmmrManShen
12-09-2008, 03:55 PM
if your having trouble with gief dont forget cr.hp, it beats his sweep at most ranges i believe, just dont whiff it cause he can sweep you if you do that

remember, vs gief stay away! dont play bite games, up close, reversal spd = pain in the membrane

zass
12-09-2008, 06:45 PM
and I honestly think only elite shotos give Blanka a hard time. I bully 90% of the scrub shotos on XBL.

I'm with you on that. I've found DJ and Shotos to be my worst matchup. Beating bad players on XBL doesn't count.

I played a good 3 match set with DGV's ryu, and had a very hard time with his following strategy:

He stands there doing low jab, which hits my ball, my hop, and my d/f slide.

So my options are reduced to jump in or walk forward. Jump in is terrible since I eat a DP into a crossup setup, so I rarely do that. That leaves me with walk forward. This is tough because of ryu's fierce FB -- it's very fast, and Blanka is a very fat character that gets hit on the way up (I think he actually MUST be blocking before the FB comes out or else he'll get hit). So there's a tough range for blanka where he's just out of range of low fierce where fierce fireballs can't be jumped over on reaction. I find it very difficult to get past fierce FB .. hesitate.. fierce FB.

I was able to get the occasional "lucky" jump in, where I do good damage, but I felt lucky. Obvious shenanigans follow, but I still just ended up losing on fierce fbs. Also, I really don't like the "jump in and hope he was going to throw a fireball otherwise I eat a DP and setup" strategy. I want a more solid gameplan. The rounds that I won felt "lucky" (as in I won because he screwed up, not because I had a solid strategy).

I wish this game supported replays so I could just post them :(

Ken is also tough but at least my low fierce trades with his fireball.. where ryu's beats it clean. That's really the clincher where I just don't know what to do to get in.

Tips? Thoughts?

Mixah
12-09-2008, 07:48 PM
Thanks for tips, Mixah. Defensive Honda and Gief in general still give me problems, but I just need to stop sucking and also learn to play a lot simpler than I'm used to.

Any tips on how to fight Claw? Not just Blanka-only tips but basics against his wall diving tricks (I hate asking for answers to basic shit).

ok


defensive honda... it's all about experience... learn what works for you and what doesn't. the shit that works for me wont work for most.

A big part of my game is using his standing short kick. I can knock honda out of his headbutt with it. I make my opponent know that they can't safely do headbutts against me. now, as far as his attempts at zoning, use a horizontal ball to prevent yourself from being cornered and Ochio ticked. That's about the only universal tips you can give... j.lk works wonders against honda.

Gief... LEARN HIS JUMP FORWARD DISTANCE

stay there and play footsies. if they walk forward, c.mk, if they hop forward, slide, if they green hand, block and reversal ball, if they lariat, slide, if he jumps, s.mp... that's all of gief's options there. shouldn't be a problem.

as for claw... a turtle claw is the only way claw can safely beat blanka. blanka's throw will rape claw's range, you can't safely wall because of vertical balls beating it, he can't safely do a lot of his zoning shit because you get free throws... turtle claws, i still have a lot of shit to work on getting through to.

for ryu... TRY to bait hados... when you learn what they will fall for, use that shit to bait fireballs. you get free jump-in hk's... there's a good starting point weapon for you.

Mixah
12-10-2008, 10:20 AM
I learned something new today against honda.

if you're getting frustrated where, every time you go to tick, you get Ochio thrown...

j.lk, land, back dash will make honda HP, and you're out of his range, you get a free ball

LP ball whiff, s.lp xx back dash will make honda HP and you're out of his range... you get a free ball...

DEEEEEEEEEEEEEEEP like black guy on midget DEEEEEEEEEEEEEEP j.lk will prevent the ochio from actually coming out... but it's a risk... do it meaty, but watch... LK headbutt will own you up.

reversal vertical ball will beat one of the meaty headbutts... but i don't know which one yet.

omni
12-10-2008, 11:53 AM
He stands there doing low jab, which hits my ball, my hop, and my d/f slide.


Julien,

Does sweep hit in this range? I can't remember what has more range off the top of my head - low fierce or sweep. I know slide is bigger than both, but you are right, low jab owns it up.

The only thing I can think of is maybe walking up and trading sweep with fireball. If he does red fireball then yeah, you both should be knocked down - but at least you are pushing him into the corner. If he does blue then you shouldn't get knocked down.

I do feel like there is a range though where you can see fireball and jump over it. You are right though, most smart ryu players don't fireball at that range. But on the plus side, they aren't doing damage to you either if they aren't attacking.

Here are 2 vids of decent ryu's vs blanka:

http://www.youtube.com/watch?v=-bW26v6rTac
http://www.youtube.com/watch?v=Y5RluRaOIcA

It's an uphill battle for sure. I got some mileage out of mixing up fierce ball and jab ball.

On a totally unrelated note - I think knocking fools down and doing 'meaty' strong electricity (maybe all buttons? i only do strong for some unknown reason) you usually get pushed back if they block both hits. At this range most people try to stick out a button to counter but shoto sweeps will whiff, letting you hit theirs back.

Derek Daniels
http://lowfierce.blogspot.com

Mixah
12-10-2008, 11:55 AM
why does komoda keep throwing j.hp against hado? j.hk hits free

Mr. Mamation
12-10-2008, 11:56 AM
jumping Fierce is the awesome and smacks bitches away.

Mixah
12-10-2008, 11:57 AM
it doesn't reach ryu / ken's arms though. j.hk will reach the arms and you get a free hit if you jump the fireball.

Mr. Mamation
12-10-2008, 12:02 PM
oh i thought you meant jump strait up Fierce. That is the best move ever made.

Mixah
12-10-2008, 12:04 PM
Nah. Bitch slap is the DEFINITIVE move. SGS? FUCK THAT SHIT, SLAP YO FAYCE!

shinblanka
12-10-2008, 02:03 PM
I'm with you on that. I've found DJ and Shotos to be my worst matchup. Beating bad players on XBL doesn't count.

I played a good 3 match set with DGV's ryu, and had a very hard time with his following strategy:

He stands there doing low jab, which hits my ball, my hop, and my d/f slide.

So my options are reduced to jump in or walk forward. Jump in is terrible since I eat a DP into a crossup setup, so I rarely do that. That leaves me with walk forward. This is tough because of ryu's fierce FB -- it's very fast, and Blanka is a very fat character that gets hit on the way up (I think he actually MUST be blocking before the FB comes out or else he'll get hit). So there's a tough range for blanka where he's just out of range of low fierce where fierce fireballs can't be jumped over on reaction. I find it very difficult to get past fierce FB .. hesitate.. fierce FB.

I was able to get the occasional "lucky" jump in, where I do good damage, but I felt lucky. Obvious shenanigans follow, but I still just ended up losing on fierce fbs. Also, I really don't like the "jump in and hope he was going to throw a fireball otherwise I eat a DP and setup" strategy. I want a more solid gameplan. The rounds that I won felt "lucky" (as in I won because he screwed up, not because I had a solid strategy).

I wish this game supported replays so I could just post them :(

Ken is also tough but at least my low fierce trades with his fireball.. where ryu's beats it clean. That's really the clincher where I just don't know what to do to get in.

Tips? Thoughts?



Crouching roundhouse kick will hit him clean out of ducking jab punches. It will also beat that fb if he tries to throw a fp fireball in your face. Jab balls are your friend. You can jab ball then sweep fools or jab ball into the bite if they are waiting to block the sweep. No rainbow balls against good pshoto players. You will eat counter damage on a dp or a sweep. Bite:woot::rofl::rofl: his face as much as you can sir.

Python9109
12-11-2008, 08:53 AM
What are Blanka's three toughest matches (minus Akuma)?

Mixah
12-11-2008, 08:56 AM
DJ, Chun, Sim.

Moxt
12-11-2008, 06:09 PM
Someone asked this a few pages ago but I never saw an answer:

I'm having trouble linking c.mk into anything, be it another c.mk, but especially a F.Ball. Are there any timing tricks, other than just grinding it out in practice mode?

I'm working on putting together j.rh->c.mk->f.ball, as this seems to be the classic Blanka bread-and-butter combo. I'm linking j.rh->c.mk every time, but I've only gotten c.mk->f.ball twice out of 50 or so tries.

SwmmrManShen
12-11-2008, 10:15 PM
im starting to feel akuma is up there with chun and DJ in blankas bad matchups, or is it just me.

The Mullah
12-12-2008, 06:06 AM
Someone asked this a few pages ago but I never saw an answer:

I'm having trouble linking c.mk into anything, be it another c.mk, but especially a F.Ball. Are there any timing tricks, other than just grinding it out in practice mode?

I'm working on putting together j.rh->c.mk->f.ball, as this seems to be the classic Blanka bread-and-butter combo. I'm linking j.rh->c.mk every time, but I've only gotten c.mk->f.ball twice out of 50 or so tries.

whip to charging d/b faster + deeper j.hk = success.

zass
12-12-2008, 11:24 AM
Someone asked this a few pages ago but I never saw an answer:

I'm having trouble linking c.mk into anything, be it another c.mk, but especially a F.Ball. Are there any timing tricks, other than just grinding it out in practice mode?

I'm working on putting together j.rh->c.mk->f.ball, as this seems to be the classic Blanka bread-and-butter combo. I'm linking j.rh->c.mk every time, but I've only gotten c.mk->f.ball twice out of 50 or so tries.


I've noticed that linking c.mk is harder than linking (joystick neutral) s.mp. For example, it's super easy to do

crossup lk, (joystick neutral) s.mp, c.mk

but harder to do

crossup lk, c.mk, c.mk

It seems that you have to press the button much earlier for c.mk. If you can do that, however, there's the great combo of

crossup lk, c.mk, c.mk, horizontal ball.

Basically I've found that you have to link or combo off the c.mk very very fast compared to say chun li, ryu, or dictator.

Lastly, if your opponent is dizzy and you want an easy combo from the front, I recommend

jump hp, (hold joystick back), s. mp (this will be headbutt), horizontal ball.

The reason this one is easier is twofold. For one, the headbutt seems easier to combo than the c. mk, and secondly, if you screw up, you'll get 2 hits from the headbutt which will do reasonable damage.

Hope that helps!

funkpanda
12-12-2008, 11:31 AM
So... anyone else think blanka/gief matches are 10-0 in Blankas favor? Attempt tick throws on ME will you!?

zass
12-12-2008, 11:36 AM
So... anyone else think blanka/gief matches are 10-0 in Blankas favor? Attempt tick throws on ME will you!?

I would have thought that too until i played #1 ranked Haru Tejyo (I'm sure it's jodim from GGPO) and he fucked me up 3-0. It wasn't even close.

Mixah
12-12-2008, 11:39 AM
Well, it's NOT 10-0 in Blanka's favor..

It really depends...

IF your blanka is good and their gief is at the same level, it's probably around 9/1 just on the fact if you fuck up, you get SPD'd to death.

IF their gief knows the matchup, you better be damn good. (I know from playing frijoles)

FreshOJ
12-12-2008, 01:29 PM
I've noticed that linking c.mk is harder than linking (joystick neutral) s.mp. For example, it's super easy to do

crossup lk, (joystick neutral) s.mp, c.mk

but harder to do

crossup lk, c.mk, c.mk

It seems that you have to press the button much earlier for c.mk. If you can do that, however, there's the great combo of

crossup lk, c.mk, c.mk, horizontal ball.

Basically I've found that you have to link or combo off the c.mk very very fast compared to say chun li, ryu, or dictator.

Lastly, if your opponent is dizzy and you want an easy combo from the front, I recommend

jump hp, (hold joystick back), s. mp (this will be headbutt), horizontal ball.

The reason this one is easier is twofold. For one, the headbutt seems easier to combo than the c. mk, and secondly, if you screw up, you'll get 2 hits from the headbutt which will do reasonable damage.

Hope that helps!

Here's a good spot for my reappearance. :)

Just wanted to add onto what zass said...bottom line close standing strong is Blanka's best move to link into and from. If you want easy combos, link to close standing strong and you can follow up with almost any attack crouching or standing. (Jump fierce or roundhouse, neutral close strong, close fierce is an easy combo to try from the front while crossup short, neutral close strong x2, crouch fierce is...as you would guess...a painful crossup combo (on bigger characters, IIRC).) Crouching forward kick is a little harder to link from, but definitely useful from point-blank range (i.e. after a crossup) and especially because you can interrupt it.

Once you get really good, you can do something fancy like crouch forward, (neutral) close strong, Horizontal Ball...but that's only if you don't like the ease of the crouch forward (x2), Horizontal Ball combo that zass gave earlier.

*sigh* Here I am talking about a game I don't have yet. :( One day...

Oakeshott
12-12-2008, 04:01 PM
Read about half the thread. Just a couple additional tips:

j.lk is about the safest thing you can do in most situations, especially if it's not deep.

s.lk - just as good if not better, but requires timing of course. s.lk snuffs out Psycho Crusher, and Headbutts from Honda clean, among many other things. It also snuffs out honda's slaps in some cases (go to training and learn the range). A very good thing to throw out now and then. Good alternative to the j.lk to mix it up. It's too high to snuff out low attacks, but c.lk is awesome countering many things, especially slides.

Wheasas original ST Blanka did great against T.Hawk and Zangief, I'm actually having trouble against the really good Hawk and Gief players. I probably just need more patience though. I'm not talking about your run-of-the-mill players, but the ones that are supposedly really good at those characters. Avoid bite, and poke a lot. Okay to jump in if you position it out of throw range. When I won, against those tougher Hawks I ended up using Elec more than usual, and it's also safer to Elec gief because he has no range on his c.hk

A good Chun Li beats me clean. Most Chun Li's are easy of course, but play someone like Chunbelievable and you'll have a hard time getting the most wins, if any.

All other match-ups seem fine lately. DJ used to give me a headache, but I've worked around that, with j.lk at my side to snuff out things and zone in.

Onyx_Chameleon
12-12-2008, 04:48 PM
ok
j.lk crossup, c.lk xx hop forward (crossup), c.mk xx vertical ball is one of my personal favorite ways to deal damage... I can't ever get the shit on GGPO though.

Love the post hommi. Did my struggling Blanka wonders in 5 minutes lol
I have a decent gameplan but i need lots of polishing, thanx

Regarding your post above: Another good cross up I use that would be good if you manage to get it off online (lag fucks over the timing sometimes) would be this

A simple f+mp (1-hit) d/f+punch/kick (cross up) c.mk xx whatever ball

or

When you condition your opponent, you could replace the c.mk with a c.sk then
recross them over with a j.k. The crouching short kick sets up the jumping cross up nicely.

Blank is a offensive monster lol

Mixah
12-12-2008, 07:44 PM
the headbutt for me is typically countered more... but that works too.

DevilJin 01
12-13-2008, 11:56 AM
im starting to feel akuma is up there with chun and DJ in blankas bad matchups, or is it just me.

Akuma's hard for anybody I think.

SentientProgram
12-13-2008, 01:38 PM
crouch forward, (neutral) close strong, Horizontal Ball...


how do you get the close strong without losing charge? I don't get it. PLEASE TO EXPLAIN PLEASE

Moxt
12-13-2008, 10:00 PM
Thanks all - that was a big help. I played around in training mode for a while and I just wasn't hitting the FP ball quick enough. It's much faster than what I thought it would be - I hit f+fp immediately after I hear the c.mk and that seems to do it. I can do j.rh -> c.mk -> f.ball about 80% of the time now. I haven't done the 4-hit yet, but I'm still working on it.

zass
12-13-2008, 10:47 PM
how do you get the close strong without losing charge? I don't get it. PLEASE TO EXPLAIN PLEASE

He means vertical ball. Charge, then cr.mk, move to neutral, hit mp, then stick to up and hit kick for vertical ball.

Lakercrono
12-14-2008, 04:56 PM
Anyone here have any good strats against e. honda? I find that if I can get in close and bite them to death, that usually works, but that damn headbutt is annoying. Sometimes I can electricity the headbutt, but other times, it doesn't work/we trade damage (with blanka losing).

Another thing (that doesn't only affect blanka): What determines grapple throw damage (i.e. bite) and escape? Is it anything other than pressing left and right on the joystick? I've played a player who could escape my bite after one or two bites, and whenever he grappled me, he could get in like 10. Any help would be appreciated.

Mixah
12-14-2008, 07:20 PM
s.lk j.lk beat headbutts.

Oakeshott
12-15-2008, 09:49 AM
E.Hond

j.lk is your best friend in this match-up. It'll hit him a lot and open up opportunities. Stay on your toes and out of the corner, it's impossible to out-turtle him in this match-up.

Although if you are cornered, s.lk will snuff out his slaps, especially on start-up, so that can help get you out at times.

Mixah
12-15-2008, 09:56 AM
errr.........


OK, there's a few things that don't work with what you said..

1. don't ever rush down with j.lk because LP headbutt will snuff it out. You can apply pressure, but don't abuse it.

2. if you stay in the corner, you can bait his headbutt and beat it (lp only beats it on startup, hence a good anti air move). from there, you will cross up if you hit the lk, thus eliminating the oricho tick, and you get to bite for free.

3. s.lk will throw off their timing and will beat headbutts (and the super). so if yo'ure cornered and you're baiting the headbutt, change your rhythm with the s.lk

FreshOJ
12-15-2008, 11:44 AM
He means vertical ball. Charge, then cr.mk, move to neutral, hit mp, then stick to up and hit kick for vertical ball.

You can end that combo with the Horizontal Ball, too, though. Charge down-back and press the forward kick button to do the crouching forward kick, release joystick to neutral and press strong punch right as the kick ends to link the close strong punch, and then press the joystick forward+punch to end the combo with the Horizontal Ball. (Think standing move into Flash Kick, but you're pressing the joystick forward. In Guile's case, you'd get a Sonic Boom.)

If you can do it with vertical moves, you can do it with horizontal ones, too. But, like I said before, that's if you really really want to show off. Crouch forward (x2) XX Blanka Ball is much easier and more practical.

Oakeshott
12-15-2008, 12:00 PM
errr.........


OK, there's a few things that don't work with what you said..

1. don't ever rush down with j.lk because LP headbutt will snuff it out. You can apply pressure, but don't abuse it.

2. if you stay in the corner, you can bait his headbutt and beat it (lp only beats it on startup, hence a good anti air move). from there, you will cross up if you hit the lk, thus eliminating the oricho tick, and you get to bite for free.

3. s.lk will throw off their timing and will beat headbutts (and the super). so if yo'ure cornered and you're baiting the headbutt, change your rhythm with the s.lk

I didn't mean to imply you'd do nothing but j.lk, or that it will work 100%. It's just a vital asset to the fight, and putting Honda where you want him. I can usually come out on top with most decent honda's, but haven't had too much luck against an expert Honda. J.lk certainly opens up a door. Blanka needs to get in close, but at the same time, you don't want to be command'thrown, so it might be good to hop around more than usual with a cross-up, before going in for a bite.

Mixah
12-15-2008, 01:48 PM
even though honda's c.mp will both knock you out of crossup hops AND cause you to be orochi? no thanks.

Just crossup lk with blanka. he literally can't do shit... crossup lk, c.mk, vertical ball... dizzy, start over.

Oakeshott
12-15-2008, 04:57 PM
Oh you thought I meant his command-hop. I probably shouldn't say 'hop' when I'm talking about his jump.

Mixah
12-15-2008, 06:54 PM
oh ok.

A.C
12-16-2008, 08:56 AM
question: how do you beat Balrog's headbash loop? he would simply throw > walking crossover > throw > walking crossover > throw > ...

i never played vanilla ST, so it could be common knowledge. but i lost probably 5 games by allowing this loop to succeed. my timing could have been off, but i was trying everything i could think of to no avail. is a counter throw my only option??

The Mullah
12-16-2008, 09:22 AM
up ball/counter throw/back hop.

Nothing is sweeter than back hopping and counter throwing spd's rekkas etc.

SwmmrManShen
12-17-2008, 09:06 AM
if a player is not mixing up his throw loops at all, he is vulnerable to reversals and counter throws (i learned this by abusing blanka bite myself)

If all boxer does is walk under tick into throw, which is good no doubt about that, you have to know your reversal timing to stuff that throw or tick if his timing is bad. Defense in ST is hard, but like in football, offense wins games, but defense wins championships. Gotta learn defense to be successful in the long run.

Im still working in it, i know that much

Mixah
12-17-2008, 12:51 PM
Blanka bite has more priority than headbutt, so you can learn the timing and counter it.

If they play tricks, this is a stupid method, but it will save you a few matches until you get it down (it worked when I played graham wolfe... so it does work... just not guaranteed of course) is just mash a direction and HP as soon as they start to walk under you. if they hit you meaty mk though, you will be dizzied (that is, if they're good). it's something to have under your bag of tricks, but don't depend on this EVER. If you get out of one or two successfully, they will most likely change their gameplan.

Khiempossible
12-17-2008, 01:08 PM
don't forget that jump back fierce will counter hit headbutts/psycho crushers if you time it right.

this is really important cause it does like 5x more damage than j.short.

I also don't recommend trying to grab honda too much, he can negative edge reversal oochio everytime.

Honda has 3 things that he can do that basically blanka can do nothing about

1) jab headbutt a jump in
2) hhs pressure
3) butt slam meaty mixups.

as a blanka player you need to know how to not get into these traps.

this is hard. It means

1) not jumping in without crossing up
2) not getting knocked down/reset

Honda also beats a lot of your tricks. whiff ball/dash tricks are out of the question since honda can just headbutt you out of the dash/ball.

anyways, my strat vs. honda is open with wait, then jump back fierce. this will beat a headbutt done first thing (you'll block) and if he honda waits then you fierce his headbutt.

After that it's turtling. a press a lot of s.short s.jab s.strong mixed up with j.short and jump back fierce and electricity as these moves will all counter hit a headbutt that he does. If honda goes for the headbutt you counter hit and you can now crossupshort him into crossup short or crossup short s.strong/c.forward back into crossup short repeat until he dies.

honda can't get out unless he jump back jabs. if he times it wrong, a jump short will beat it, but if you see it/predict it, your own j.jab beats it out.

honda's other option is to hhs out of there (it will make a crossup short whiff) from here you have to land and punish or if he recovers you go back to jump away fierce and wait to get in again.

if honda is randomly butt dropping, an electricity will trade more often than not (occasionally it'll beat it, sometimes it'll lose). safer is to just jump jab it, reset him, then go into crossup short shenanigans.

you can't just electricity randomly, cause HHS and all of honda's normals will beat it clean (honda's towards + roundhouse sweep, low strong etc). It does trade/win in your favour if he does headbutt though. (cause you get the awesome knockdown into... crossup short).

Be super wary though, cause electricity has mad start up and will not beat meaty buttslam, crossup buttslam, meaty headbutt or HHS, or if honda waits, he can punish with his his sweep.

one interesting tactic I've seen is close range electricity, you have to space it right, where if honda tries to press a button he'll trade, but he can't be blocking it (if he blocks it he can punish it). This tactic is really solid, cause honda can only jump back from this position, he can't walk back cause the electricity puts him in block animation. He can't attack cause electricity beats it clean, and he can't walk foward without getting hit.

but basically the match is pure turtling until one of you gets on top of the other. blanka loses to all of honda's shenanigans, and honda loses to all of blanka's shenanigans. honda has advantage mostly just because jab headbutt beats all your non crossup jump ins clean

Khiempossible
12-18-2008, 07:20 AM
I don't want to give away my dirty gimmick,

but can anyone test this for me? I'm told that it hits crossup.

back to corner, bite -> roundhouse arc roll hits crossup.

it's then punishable on hit by a free combo, but bite into a free ball shenanigan is like 40% damage.

dirty trick for the win?

this works in ST too.

Mixah
12-18-2008, 07:27 AM
that works. i use it frequently to get me the match. just don't use it often

another one that works, j.lk, s.lp (like you're going to tick) and cancel to mk ball. crossup again, and it avoids things like shoto sweeps to punish. it's easy to punish, but it could work mid-pressure game

By the way, THANK YOU SOOOOO MUCH for that Honda post.

SwmmrManShen
12-18-2008, 08:19 AM
ok, im not sure if its lag, but what is your best option to punish ken whiff jab dp? i often just wait for him to get bored and do something else cause i really dont want to get hit and knocked down by a jab dp. i know slide is not good, and cr.hp seems to be a little too slow.

Decoy
12-18-2008, 01:12 PM
Here's a match I had the other night vs Mad Possum's Chun Li.

http://www.youtube.com/watch?v=XweuJuxHo30&feature=channel_page

It shows off some mixups and counters vs Chun. No disrespect to Mad Possum, I just wanted to demonstrate some Blanka tactics. He just happened to fall victim to them. ;-)

EDIT: Sorry, link fixed.


~Decoy

A.C
12-18-2008, 01:18 PM
"This video has been removed by the user."
~YouTube

I'd be interested in seeing that vid, as I have all kinds of trouble against Chun-Li players & their j.lk

SwmmrManShen
12-18-2008, 02:15 PM
i cant wait to get back to playing STHD online again, i need to level up my blanka

AcEtUrNeDjOkEr
12-18-2008, 02:20 PM
Here's a match I had the other night vs Mad Possum's Chun Li.

http://www.youtube.com/watch?v=XweuJuxHo30&feature=channel_page

It shows off some mixups and counters vs Chun. No disrespect to Mad Possum, I just wanted to demonstrate some Blanka tactics. He just happened to fall victim to them. ;-)

EDIT: Sorry, link fixed.


~Decoy

Damn, that was nice!:woot:

Oakeshott
12-18-2008, 03:19 PM
Is it just me, vs. Scrubs, or do all of you Beasts breathe a sigh of relief when you see Akuma? This match up seems pretty safe in Blanka's favor.

With Blanka, I'm yet to run into one that gives me way too much trouble. Some people know how to set up an SGS pretty well, and that will get you if you let them set it up, but I've learned how to avoid those. A 'good' akuma might get in one round, but I'm able to work around his tricks for the next two rounds.

With Honda, Akuma gives me a very hard time, but not Blanka.

If anyone feels the contrary, lemme know. Maybe I'm just not running into a good Akuma yet. There are some really good players I've fought, but they never pick him. I played this one Akuma when it first came out, and HE gave me a hard time, but that was then. You're really only in trouble when Akuma knocks you down and knows his wake-up game.

I'm really bad at retrospective analysis when it comes to how I win my matches with Blanka. For me, it just works. Name any trick Blanka has, I've probably used it.

Mixah
12-18-2008, 05:57 PM
that's because honda's not that good vs. shotos

as for akuma... i've yet to play an akuma player that i think is good... i seriously see air fireballs all day, and it's gay...

Khiempossible
12-18-2008, 07:24 PM
I hear rainbow roll has advantage on block these days now. what do people do after a blocked rainbow roll? how much does it have? is it awkward to count, cause it's a like a jump and depends on impact?

I had a dream last night about crossup rainbow roll low forward xx vertical ball being a combo.

that would be nuts.

Mixah
12-18-2008, 07:26 PM
OK, i have a massive question

how do I determine if the rainbow roll will land or bounce off?

jchensor
12-18-2008, 08:44 PM
Once someone gets hit by it?

The first few frames of the move, when they hit, it will just keep going. Once Blanka rolls up into a ball, finally, it'll bounce off.

Do this for fun (if it still works in HD Remix)... go to Training Mode and pick Blanka vs. Dhalsim. Have Dhalsim walk into Blanka and then do the Short Rainbow Roll, I believe. It'll hit like four times. ^_^ if that doesn't work, try the other strengths, I don't remember which one it was. Again, it might not work anymore in HD Remix, but it worked in regular ST.

- James

Khiempossible
12-18-2008, 10:10 PM
Once someone gets hit by it?

The first few frames of the move, when they hit, it will just keep going. Once Blanka rolls up into a ball, finally, it'll bounce off.

Do this for fun (if it still works in HD Remix)... go to Training Mode and pick Blanka vs. Dhalsim. Have Dhalsim walk into Blanka and then do the Short Rainbow Roll, I believe. It'll hit like four times. ^_^ if that doesn't work, try the other strengths, I don't remember which one it was. Again, it might not work anymore in HD Remix, but it worked in regular ST.

- James

I've seen that before.

in other news I feel that the sim matchup is finally on par or 6-4 in our favour.

accordint to this: http://curryallergy.blogspot.com/2008/09/super-diagram-turbo-version-2.html

two of the best american blanka players feel that blanka loses in classic to sim 6 or 7 times out of 10.

I now feel that blanka has advantage in this matchup. keyly anti air super being sim's only really damage and anti air in ST is gone, cause you can hit him in the air every time. and counter grab noogie will never happen.

safer rolls are a bonus, but they're still punishable.

Mixah
12-18-2008, 11:02 PM
Hmm... gotcha, thanks.

Khem
12-19-2008, 02:38 PM
A few questions if no one minds. I think my Blanka is pretty decent, pushing 400 wins and 100 losses, still a lot to learn. For the most part I don't have too much trouble with the exception of Fei, Dee Jay, Balrog and a good Guile. I'm convinced Fei is just a horrible matchup, I find myself clueless against him and I learned fast to not use any specials against him. Dee Jay can be quite frustrating at times as well, I typically lose the majority of matches to a good Dee Jay.

Anyway, my question is in regards to those that turtle. Good people that really know what they are doing turtling, especially Guile (sometimes a good Ken). Patience is obviously key here, but I find myself always getting beat. With Guile I try to keep pressure and keep a short distance and forward slide under sonic booms and charging down/back for an upward ball. In the long run I can't ever get in close without getting flash kicked. It's like my only strat against a good turtler is to constantly slide but they catch on quick and it goes horribly downhill. I either slide under endless barrages of sonic booms and have him block or I get my health chipped away, and getting close results in flash kicks (with the ocassional slide knocking him down in the corner). I can bait many Guiles into flash kicking, but they also generally aren't very good. I've played a few GOOD turtling Guiles the past 2 days and I'm clueless.

A good ken can be fairly annoying as well with well timed fireballs and shoryukens, but I rarely bump into them, so it's not a big concern for me. A solid Guile, Fei, DeeJay, and Balrog, the majority of the time I can't beat them, I've pulled out wins here and there but the majority are in their favor. Are there any general strategies against these guys or is it simply bad matchups for Blanka?

Mixah
12-19-2008, 02:47 PM
Good shotos are rough.

Fei, we've gone over in this thread a lot. You have to be very careful, and know how to punish his stuff a lot.

DJ, I think is Blanka's worst matchup, so it really comes down to you needing to know a lot about the game to win this match constant.

Boxer... slide... a lot... I get a lot of free hits with slides and sweeps. electric also counters hk charge punch into throw and if you bait headbutts into them for free, that's good too.

Guile should be a lot easier... he SHOULD be like fighting DJ with more punishing options. If you're having a hard time with guile, then dont' fight DJ's and expect them to be easier.

Slides and bites are really the only two things you need to beat guile.. crossup lks will beat flash kicks as well.

Khem
12-19-2008, 03:08 PM
Good shotos are rough.

Fei, we've gone over in this thread a lot. You have to be very careful, and know how to punish his stuff a lot.

DJ, I think is Blanka's worst matchup, so it really comes down to you needing to know a lot about the game to win this match constant.

Boxer... slide... a lot... I get a lot of free hits with slides and sweeps. electric also counters hk charge punch into throw and if you bait headbutts into them for free, that's good too.

Guile should be a lot easier... he SHOULD be like fighting DJ with more punishing options. If you're having a hard time with guile, then dont' fight DJ's and expect them to be easier.

Slides and bites are really the only two things you need to beat guile.. crossup lks will beat flash kicks as well.


With Balrog all I pretty much do is slide while charging, works great on most but I've had a few flat out destroy me. I'll definitely read up on what has been posted about Fei.

Most Guiles I can easily beat, it's the ones that turtle in a corner and are damn good at it that shut me down. With most turtlers of any kind sliding, and hop into bites then cross ups slaughter them. But those damn corner turtles....

The only thing I find myself able to do is get just outside of flash kick range, and try to time sliding under sonic booms for a knockdown, or jump just as he begins to sonic boom. Overall the end result for me was tons of flash kicks.

Mixah
12-19-2008, 03:22 PM
corner turtle guiles... just slide into him and wait til they do something dumb. if they don't... walk up bites... bait them with rushing down. it takes rushdown control. you have to control your rushdown all th etime.

don't jump in too much. that is all.

balrog isn't a match in blanka's favor at all... so losing is what you have to deal with a lot... unfortunately. just hold tight and take some time... watch real decoy play... watch khiempossible play... they're two of the best blanka's that I've seen on ggpo.

they will teach you the fundamentals. don't just go to youtube... watch all their matches... watch a whole set. you'll learn a lot.

Khem
12-19-2008, 03:27 PM
Will do! Thanks for the great advice and quick replies! Greatly appreciated!

Mixah
12-19-2008, 03:30 PM
oh, and watch komoda's matches for inspiration. realisitcally, you probably wont get to be as good as him... but he has a LOT of shit that you can learn from... Komoda destroying the fucking shit out of everybody with Blanka... he inspired me

nohoho
12-19-2008, 03:57 PM
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