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RagingStorm101
12-10-2004, 12:57 AM
So what's his strategy and match ups? I think he's like Sagat...you can rush a little but you should turtle too. Best grooves are already established: A, N and K. A groove is probably his best with RCing, Dash, and hop. N has that Alpha Counter Movement, which is awesome to escape Sak's GC CC (and the only way for Blanka). K is good because Blanka can use the Rage and low jump.Plus you don't even have to use his super (although you should). Just bite them, whiff mp blanka ball and electricity. If you repeat that a few times, you'll have done a lot of damage. I'll get back to this thread later (going to sleep. 3 am man). I hope there will be contributions.

noodleman
12-30-2004, 09:26 AM
you should actually rush....alot. Once you start rushing down, you can mix it up with some smart RC electricity, up and down with jumping rh, cr.lk, and cross ups with mk.

Backhop is the too good. Mash it when someone's doing links/fancy combos, so you can escape relatively safely if they miss.

IMO K Blanka is better than N Blanka, and C Blanka is better than those two. so my rating is A, C, K, P, N, S. You don't REALLY need counter movement, it's really only needed for one match up (abet a common one) - A-Sak. Against a-sak there are other things you can do to avoid getting hit with free cc (like back hop). You can even dash alot so you're not grounded when they activate, so you can bounce out of the cc instead of taking the full hits.

But to this day, I feel THE worse matching for Blanka is Eagle. I swear ALL of eagle's normals stuff all of your normals. He can cross you up with jump rh. cr.mp beats out Ball for free, or they could just block and punish with fp. And his anti-air beats you out everytime.

RagingStorm101
01-06-2005, 07:32 PM
Eagle players are few but there are some good ones. Anyway...I think you're right about the counter movement. If you're in a roll groove, you could just RC electricity or Blanka Ball to escape GC. But C Groove is definitely good for Blanka; the reason why I put N for Blanka is also cuz he shares some traits with K Blanka. Powerup (stock), run(not that great compared to Dash), low jump BUT he gets RC. That's like K Blanka with roll and no JD. I also think K Blanka is better than N Blanka so no arguing there.

Oh I'll just add some more easy misc. stuff for the hell of it. After Punch Throw (hold back for charge) and use mp blanka ball. It'll whiff and get you on the other side. After that, just do electricity (if you can RC, great. If you can't (due to no roll groove or just can't), you can always press lp, mp, fp, lp, fp. There are a lot of ways to get electricity fast: it just involves 5 button taps and ending it with fierce.

noodleman
01-07-2005, 08:49 AM
i'll add to your tactic..if you move back a millisecond before you mp blanka ball, you won't cross up.

epsilon_
01-07-2005, 12:52 PM
I think N Blanka is easily the best Blanka, with A just under that. There is NO WAY P blanka is better than N. RC and Lowjump is just too fucking good. Some of the best lowjump moves AND RC's in the game. N Blanka is the best Blanka also because of Counter Roll, this makes his fight against Sakura so much easier.

vasAZNion13
01-07-2005, 01:24 PM
i think it goes...

A/N/C/K/P/S

i've tried both A and N blanka, and imo, having dash is way more useful than having small jump(i.e., the knockdown, and stupid random crossup, rc elec under pressure is much more effective than small jump rh/crossup j.fwd)

although i do rate N higher than C, because C relies more on AA super/wakeup super or the really uncommon c.short, s.jab xx super. whereas N relies on basically the same thing, but at least he gets his uber small jumps

plus A-blanka has that stupid 50/50 activation bullshit anyways.

Alphastorm
01-07-2005, 03:48 PM
tutling with 3 lvls of C blanka is >>> N Blanka. They both have RC and I agree the dash is better for him.

lord sharky
01-08-2005, 11:19 AM
i put blanka as part of my new P-groove team.
any suggestion w/ P-blanka?

noodleman
01-11-2005, 06:12 AM
standing :hp: is so good for baiting out low parries. it looks like you can punish it, but you can't. tap down after every blocked standing :hp:, watch for free parries.

abuse low jump when you can, if you do an early :hk:/:hp:, it's hard to counter. :mk: is also and excellent cross up. if you're close enough after the small jump, mash electricity for some free chip. or hop back for some safety.

and like C-Blanka, build some meter, and once you have meter, you're free to turtle, with occasional rush down. defensive crouching blanka with meter = dangerous blanka.

lord sharky
01-12-2005, 12:57 AM
tnx.
i do a lot of low jump + hk.then wait for them to counter then parry.
i'll try using s. HP as parry bait..
what's his best anti air aside from the super??

epsilon_
01-12-2005, 04:09 AM
Low Jump up s.fp, Block, Jump Back Fierce.

AkAaTa
02-07-2005, 08:07 AM
I don't know about you but my c blanka lands short short jab level 3 ball all the time :O i'd still rather have activation tho just so i can do stupid complicated stuff then drop them on the easy ass jumping fierces >_<

Mickey D'
03-04-2005, 09:53 PM
Against p groovers Blanka doesn't have to be so worried against eating a wake up low parry. Blanka can do c.mk xx back hop to get away from it all. It makes the parry useless, as well as sets up some mental games.

DragonSama
03-08-2005, 03:58 PM
Not to mention his s.HK is a great AA move and if you are start charaging you can catch them on the way down with a HP Ball for free.

RagingStorm101
03-09-2005, 09:42 PM
Nah they can block by the time they land or the FP Blanka ball will whiff (most likely this). IMO the groove order after ANK would be: C,P,S. C Blanka can RC so that's kinda important in high level. P Groove is also pretty good but I don't like using charge chars in P groove because then after a parry, i can't retaliate with a super as fast as qcf qcf + P for example.

More stuff...
DL can cross up after a knockdown. A level 1 DL crosses up differently from a level 3. It's all about timing. Plus, different characters have different wake up times (or something like that) so it's not always going to be the same. Sagat is probably the best to practice the crossover DL with because he's commonly used.

Ben Lee
03-19-2005, 01:20 PM
i like blanka's C groove because its the only groove with air guard, very useful if your fighting someone thats good with bison,vega,maki and other high jumping characters. Blanka is also a very great rush character that has a lot of mixups like instead of finishing a combo with a ball hit him with a slide punch or a crouching HP or command dash forward with a throw. Blanka's crouching moves are awesome when using turtle style.

noodleman
03-22-2005, 11:17 AM
c-blanka is good, but i'd say a-blanka is the best. having cc activation helps in situations where you would've had to block is a good thing. Since it's well known that blanka has THE worse alpha counter in the game.

but then again, just about everyone can benifit from having invincibility from two buttons :P

and while c-blanka can get BIG damage off a counter-hit lvl3 direct lightning, c-blanka can't do much damage unless he's charged. With damaging and relatively simple cc's, a-blanka can easily do big damage without a charge.

I guess it all depends on your style of play. If you like to turtle, c-groove's for you, if you like to mix up/rush down, a-groove's probrably made for you.

as for high jumping characters, jump straight up fp is still a VERY good anti-air option against them.

though i should incorporate his command hop forward more into my game for some mix up. hop back is very good as well. It can get you out of many, MANY sticky situations.

popoblo
03-22-2005, 12:20 PM
at texas showdown, i asked bas and otaku who they thought the best character was in the game. they both agreed on A-blanka, so A-blanka is CLEARLY better than C-blanka. having the ability to punish something without a charge is huge, and you have a lot more situations to hit your CC than you do with a level 3. interestingly enough, they said K-cammy was second.

peace

noodleman
03-22-2005, 12:52 PM
that is interesting...since it's almost general consensus that p-cammy is the best version of cammy....but this is the blanka thread, so i'll try to stay on topic :P

Ben Lee
03-27-2005, 02:32 PM
A blanka is probly the best but it all depends on what style you use him. i can go either way. i hate blanks air weakness though but then again i dont jump that often anyway

vasAZNion13
03-27-2005, 03:23 PM
at texas showdown, i asked bas and otaku who they thought the best character was in the game. they both agreed on A-blanka, so A-blanka is CLEARLY better than C-blanka. having the ability to punish something without a charge is huge, and you have a lot more situations to hit your CC than you do with a level 3. interestingly enough, they said K-cammy was second.

peace

do you still think that N-blanka is the best blanka on paper? :)

K-cammy, wtf? well i guess i can see it. hit/confirm s.fierce link super, and you get TWO chances(if not three) to land a easy s.fierce, super

so does BAS still do A-bison as his R2? or A-blanka now? since he said A-blanka is the best

popoblo
03-29-2005, 10:11 PM
do you still think that N-blanka is the best blanka on paper? :)

K-cammy, wtf? well i guess i can see it. hit/confirm s.fierce link super, and you get TWO chances(if not three) to land a easy s.fierce, super

so does BAS still do A-bison as his R2? or A-blanka now? since he said A-blanka is the best

yes, on paper, N-blanka is the best character in the game. in reality, A-blanka has too many chances to hit his custom. theory fighter for life!

P-cammy is dope, sure, but P-groove in general kinda sucks because they don't get access to enough supers. the 40% damage increase plus at least 2 supers per ROUND gives K-cammy the edge IMO. otaku would rush me down for giggles in casual play with K-cammy until i caught on. lots of running low forwards and hit confirming the super off anything and everything.

BAS was using A-blanka as his R2 at TX showdown IIRC. he would also use vega as a battery or user sometimes in casual play. RC jab rolling claw is DIRTY AND CHEAP.

peace

noodleman
04-12-2005, 07:35 AM
how often do you guys use the jab ball (for movement)? And how often do you rc it?

does anyone use command hop forward outside or random mix up during block strings (like blocked cr.lk, st.lp xx hop to cross up, throw or something)? And again, how often do you rc it?

vasAZNion13
04-12-2005, 08:17 PM
how often do you guys use the jab ball (for movement)?



all the fucking time. after c.rh(hit) do jab ball, rc elec :D

Dentron
04-13-2005, 11:10 PM
how often do you guys use the jab ball (for movement)? And how often do you rc it?

does anyone use command hop forward outside or random mix up during block strings (like blocked cr.lk, st.lp xx hop to cross up, throw or something)? And again, how often do you rc it?

I rc hop when im being pressured in a corner sometimes, its probably your best option if you get there because even if u hit with an RC ball you can be punished and rc electricity is pretty hard to do when they are all over you, and its safter than a roll (i would think because its harder to super due to OTG properties of the hop)

Shinogawa
04-23-2005, 11:29 AM
hey guys, i`m learning a-blanka , but i don't know any moves about it.. seen it lots of times in arcades but still can't get it.. my a groove team is ken,akuma,ryu or sometimes i changed ryu to sagat. So any tutorials for a groove characters?

Nick T.
04-23-2005, 05:36 PM
hey guys, i`m learning a-blanka , but i don't know any moves about it.. seen it lots of times in arcades but still can't get it.. my a groove team is ken,akuma,ryu or sometimes i changed ryu to sagat. So any tutorials for a groove characters?
Blanka:
During the majority of the match you should be building meter to land the CC.
Also throughout that time you should be playing the matchup as it is.
Mix up cr. mk and kkk back hop and baiting for a hole to activate through.
Getting knockdowns.
Crossing up and mixing it up from there.

Akuma:
You should be trying to land knockdowns.
Do wakeup mixups.
Crossup fireballs

Shinogawa
04-23-2005, 09:41 PM
thx for the advice! will try it out!