View Full Version : Blanka Vs Turtle/Uppercut
crazydiamond
12-16-2008, 10:47 PM
What you you do to beat a ducking Ryu or Sagat player with more vitality that just turtles and uppercuts when you jump?
Think about it all of your options seem to be gone.
If you ball you will get a projectile on rebound.
If you dash to try and throw you will get a counter throw. So nobody wins.
If you jump you get a SRK or Tiger Uppercut or even a Heavy Kick with Sagat.
If you saving you get a Hurricane or Tiger Knee.
You can't slide cos he's blocking low.
What can you do?
PS. I have one idea but I won't say it to see if anyone says it.
Thanks.
MastererBetty
12-17-2008, 12:07 AM
slide to get in or whiffed ball into elec?
crazydiamond
12-17-2008, 12:35 AM
slide to get in or whiffed ball into elec?
Sliding won't help as you still need to do something after the slide. If it's too deep you will have recovery frames and if it's just at the tip it won't be of use anyway.
Whiffed ball into electricity is not bad but I imagine Sagat's crouching HP could stop that pretty easily and if it's the only thing you are doing Ryu or Sagat should be able to projectile it from a distance.
Feudalazrael
12-17-2008, 01:25 AM
As long as you're not in the corner blanka ball will not be punished by projectiles on rebound.
Infact if he attempts to chip you with a projectile on rebound and you have meter immediately use ex blanka ball for a free hit.
Other options would be to walk up close and do cross up jumps. Those are hard to punish with SRKs and tiger uppercuts. Faking focus attacks (dash cancel backwards immediately) to lure some hurricane kicks or tiger knees would give you more chances to punish.
DO NOT do full screen blanka balls as those are easily countered. Try to stay within half screen distance for best effect.
ArC_man
12-17-2008, 01:47 AM
If you've trained them to tech the throw every time you hop in, try hop -> ex up ball, you'll nail them if they mash throw. I'm pretty sure ex up ball also can't be punished unless they have ultra (or you're in the corner).
Joe BrO
12-17-2008, 08:31 AM
Theres always a oppurtunity for lp ball to throw or poke just mix it up...jump straight up... dash around and try to force them to make a mistake if they dont want to move throw them
crazydiamond
12-17-2008, 10:41 AM
If the Sagat/Ryu player knows this strategy they will usually walk right back to the corner so crossing up isn't an option. Square jumps will eat a tiger uppercut the same as forward jumps.
My idea was to do an instant saving attack and then dash cancel into electricty. Because they would have less time to react from blocking the saving. Would that work?
MAGUS1234
12-17-2008, 10:53 AM
just walk into your save attack range, which is outside almost all thier moves and all of their cancelable moves, then start charging that bitch till then fidget, if they jump dash out of it...etc
crazydiamond
12-17-2008, 09:54 PM
just walk into your save attack range, which is outside almost all thier moves and all of their cancelable moves, then start charging that bitch till then fidget, if they jump dash out of it...etc
Actually yeah, I think this is the way to go. I'll need to work on my saving reflexes. Thanks.
syngin
12-29-2008, 02:30 PM
If the Sagat/Ryu player knows this strategy they will usually walk right back to the corner so crossing up isn't an option. Square jumps will eat a tiger uppercut the same as forward jumps.
My idea was to do an instant saving attack and then dash cancel into electricty. Because they would have less time to react from blocking the saving. Would that work?
There's no corner protection from cross-ups - i.e., if they're in the corner, you can still cross them up.
crazydiamond
12-30-2008, 01:59 AM
There's no corner protection from cross-ups - i.e., if they're in the corner, you can still cross them up.
Really? Thanks, I didn't know that!
Ninja Wallace
03-01-2009, 05:17 PM
Really? Thanks, I didn't know that!
Yeah, you'll basically push them out of the corner and take their place. However, them being in the corner can give you an advantage, because they can't walk out of blanka ball or ultra range when they see it coming.
play footises with them, not necessarily trying to do any damage just get them thinking about something other than the jump in and test their reaction time...see if they can uppercut your poke on reaction.
kasmapalities
03-02-2009, 10:34 AM
just walk into your save attack range, which is outside almost all thier moves and all of their cancelable moves, then start charging that bitch till then fidget, if they jump dash out of it...etc
lol, put this in terms for a noob that doesn't understand the lingo yet.
dsinnie
03-02-2009, 10:50 PM
just walk into your save attack range, which is outside almost all thier moves and all of their cancelable moves, then start charging that bitch till then fidget, if they jump dash out of it...etc
lol, put this in terms for a noob that doesn't understand the lingo yet.
go to about the range of your focus attack
:mp: + :mk:
if they jump
:uf:
or
:u:
or
:ub:
then you...
keep holding
:mp: + :mk:
and
:r::r: or :l::l:
then let go of
:mp: + :mk:
and go from there....
if they don't well they will get hit..
SwmmrManShen
03-03-2009, 08:44 PM
after playing this matchup alot in ST, turtle fireball/dp chars can be a pain for blanka.
the key is PATIENCE. blankas natural advantages are speed and deception, wait for your opportunity to score a knockdown and go for cross ups/mix ups. If the player is just inactively sitting in down back in the corner, like previously stated go to just outside their sweep/low poke range.
don't just mindlessly jump at them. don't give them free damage and a knockdown to boot.
and don't forget your hop is fast and tricky.
Powered by vBulletin™ Version 4.0.2 Copyright © 2010 vBulletin Solutions, Inc. All rights reserved.