Blanka thread

OuroborusOuroborus plays 3s just to trollJoined: Posts: 7,211 ✭✭✭✭✭ OG
Blanka is probably my best character in ST and despite him being ranked fairly low, i think he has enough strengths to make up for his weaknesses.

heres an overview of his specials:

rolling attack aka blanka ball:

this move is instant, hits on the first frame and can not be thrown. its good using to whiff to get in and throw or crossup, etc. since this move is fast and instant, its great to stop tick throws with and to punish whiffed moves. however, most characters can attack him back when its blocked, and a handful of characters can even hit him back even when it connects.

up ball:

like the blanka ball, its also instant, making it one of the fastest anti airs in the game. despite it having low invincibility (about a frame or two), it still has relatively high priority

electricity:

its pretty good as a last minute clutch anti air if you dont have the balls charged up or the right angle for his normals anti air to connect. also its pretty good after a knockdown into whiffed ball crossup (or not). dont over use it, use it sparingly, but remember this move exists

jungle hop (forward):

this move is pretty fast and sorta hard to react to. it goes over some normal moves but there is some slight recovery in the end where you can get thrown or punched. fortunately, blanka has one of the best throw ranges in the game, and possibly the best throw in the game, so its pretty hard to counter throw them unless your opponent is fishing for this attack. like cammy's hooligan combo, the last thing you want to do is be predictable with this move. learn the range where he stops and lands so you wont hop right into your opponents arms.

jungle hop (backwards):

mainly, its used to build meter and making your opponent whiff an attack so you can retaliate with your normals or specials.

ground shave super:

this super is pretty bad but still has its uses seeing how he builds meter so fast. for opponents that cant react to it (especially midscreen or closer), its a good way to close the match via chip damage. also its a decent anti air for the first or two hits (rest will whiff) due to its invincibility. keep in mind it goes under most thin fireballs. also beware that its fairly punishable when blocked.
ssf4ae tier list regarding Gen:

D Proto: and where is Gen?
oORYUOo: you cannot tier what you cannot see
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Comments

  • DAWOLF57DAWOLF57 Going ape sh!t Joined: Posts: 464
    What are your BnB's with Blanka?

    I'm Practicing Jump in deep MK, low MK, low MK, Blanka Ball but I'm having alot of trouble. I dont think it's reliable.
  • jchensorjchensor Salty Chen Joined: Posts: 1,934 admin
    Actually, Blanka's up-ball has no invincibility at all. It just hits on the very first frame, so it catches people off guard. And unless the move that is attacking you has invincibility of its own, if you use the Up-Ball as a wake-up, the worst that can happen is you'll trade.

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  • Missle LaunchMissle Launch Pretentious Crank Joined: Posts: 22
    How versatile is Blanka's hop?

    I've recently noticed that he has that. I want to learn Blanka, now, just to put that little hop of his to use: a stupid reason; but I've got nothing else to do.:wgrin:
    With this post, I will have assuredly reached a new low.
  • GrahamGraham Joined: Posts: 571
    I've recently noticed that he has that. I want to learn Blanka, now, just to put that little hop of his to use: a stupid reason; but I've got nothing else to do.:wgrin:

    use it as a cheap escape backwards, first few frames are invincible. or lockdown/mixup escape
  • SystemSystem Joined: Posts: 508,676 admin
    meter build spam. i try leap in--> choke but idunno if it works on non-noobs
  • NoAffinityNoAffinity Saikyooooooo!!!! Joined: Posts: 474 ✭✭✭✭✭ OG
    You can leap behind a "waking" opponent, crossing them up on wake up. It's good for mixing up the pace, too. And, as mentioned above, a head chomp->leap in->head chomp is always a tough one to counter. The japs like to do it against waking opponent->standing jab->roll combo.
  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 56,782 mod
    Fuck all the other characters. It's all bout the green monster.

    Seems this is the only Blanka thread so I'll revive it. What I'm trying to figure out though is how do you do a b,f Blanka ball (horizontal) after his forward hop? I saw this in an Xmania match vid and it made me go WTF cuz it seems like in order to do it you'd have to do some type of charge partitioning. I noticed the Blanka player threw a c.MK while crouching just before doing this. Forward Blanka hop requires you to hit forward plus all 3 kick buttons as far I know.

    Ain't nothin, Capcom's ruthless still producin.  Cut em a check or find yoself toothless.  Keep it shill with no confusin.  Niggas say I'm shill...they ain't hard I can prove it YEEEAH


  • Master BigodeMaster Bigode Touhoufag Joined: Posts: 879
    Fuck all the other characters. It's all bout the green monster.

    Seems this is the only Blanka thread so I'll revive it. What I'm trying to figure out though is how do you do a b,f Blanka ball (horizontal) after his forward hop? I saw this in an Xmania match vid and it made me go WTF cuz it seems like in order to do it you'd have to do some type of charge partitioning. I noticed the Blanka player threw a c.MK while crouching just before doing this. Forward Blanka hop requires you to hit forward plus all 3 kick buttons as far I know.

    I think you need to charge :db:, c.MK, release :db:, press 3 kicks for the forward hop and then you press :r:+:p:.
    Obviously, you need to do it fast.
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  • SilksSilks What're ya countin'em for? Joined: Posts: 799
    DevilJin: I think what you saw was the (from first player side) charging db/d/df, press df+3 kicks, u+roundhouse. It was simply the vertical ball up close. The roundhouse's range was probably what deceived you. But if you look at the vid you saw again, you'll see that blanka bounced off the opponent at a slightly different angle than the horizontal ball. I think I saw the same exact vid and had the same reaction.
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  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 56,782 mod
    That's probably it. Thx.

    Ain't nothin, Capcom's ruthless still producin.  Cut em a check or find yoself toothless.  Keep it shill with no confusin.  Niggas say I'm shill...they ain't hard I can prove it YEEEAH


  • UltraDavidUltraDavid commenta..ttorney?? Joined: Posts: 6,053
    Yep, Silks is right.
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  • SystemSystem Joined: Posts: 508,676 admin
    Can someone tell me how to do the front leap and then roll? Komoda is doing this in this clip at 00:30



    Thanks for help :rolleyes:
  • BernieBernie Dumb skeezers Joined: Posts: 1,799
    Hold down or down forward for the charge while doing the hop. It's a hot trick.

    btw, there's already a Blanka thread. It's probably best to post in there seeing as there's already some info.

    http://forums.shoryuken.com/showthread.php?t=122700
  • SystemSystem Joined: Posts: 508,676 admin
    Thanks Bernie. I thought it was a blanka ball after the leap, but it is a vertical ball. This makes it more clearer for me. In the future i will post in that link.
  • SystemSystem Joined: Posts: 508,676 admin
    re: something fatboy wrote in the vega thread.
    This is a first pass (ie unfinished) rough draft of a Blanka vs. Vega item.
    ---
    Claw with capital 'C' = the character -- skinny spaniard.
    claw with lower case 'c' = the actual, pointy claw on his hand. This will mostly refer to it coming at you in the form of a crouching strong.

    sac throw = sacrifice throw = When you get hit (typically by a jump attack) and then throw your opponent.

    Blanka vs. Claw
    version 0.9
    by Harahi (tl: nohoho)

    1. Outlook for Blanka
    With an anti-air with suspiciously big invincibility that's charged back, fast normal attacks with good reach, quick movement and jumping all letting him attack or hold back as he likes, Claw is a tough opponent. His combined strengths are top class.

    Nevertheless, one pillar of his strength -- the wall dive -- can be countered relatively easily with a vertical ball. Also in terms of sheer damage, Blanka has the edge. We can't shake the fact that Claw has the advantage, however.

    2. Flow of the Fight
    Because of the suspicious anti-air [flip kick], Blanka must suffer while being unable to launch a surprise rush. If you find a chance to rush that could be the fight right there, but Claw can just jump away. At this point we must rely on trading horizontal balls with Claw's crouching strong and the fight can get really messy.

    Claw is looking to use normal pokes, the slide kick, jab rolling attacks or a jump in rush (or jump in -> whiff -> throw.) He might just turtle up, too.

    3. How to Fight
    Against the claw, you can score hits or trade by using the horizontal ball. So versus the crouching strong poke, use a horizontal ball to avoid being pinned down. Note that if you get carried away with trade=OK balls the fight can spin out of control, so be careful.

    Blanka's vertical jump is somewhat effective. You might get hit as you leave the ground or you could eat a slide kick as you land, so use it only sporadically.

    When Claw hesitates with the crouching strong and becomes defensive, you can use a jab ball -> bite. If he's able to react to the ball you're better off holding off, but this is generally pretty effective. If Claw tries a slide kick the jab ball will hit him really nicely.

    Electricity can also beat or trade with claw attacks. When it hits you get a knockdown which is really sweet, but there's some lag when you stop and it gets beat by the slide kick, so you can't use it too much. One trick is to bait a slide kick with electricity and then horizontal ball, but the electricity lag got longer [since earlier games] and this became less effective.

    Isolated slide punches and crouching roundhouse kicks don't work well against Claw. When he's on the offense the slide punch will often get beat as it's starting up. If you use it poorly he'll jump in and hit you with a combo. You might want to use it here and there. Blanka's crouching roundhouse is even more useless. Claw generally won't be in range so just forget about it.

    We want to avoid letting our opponent dictate the pace of the fight, so when you see him give up his charge [he walks forward] you should jump in as you see fit.

    From that jump in we're looking for an offensive rush but it's tricky because Claw is so tall. When you jump at him it's best to use strong punch and medium kick since weak jump attacks are vulnerable to sac throws.

    Anti-air is vertical jump fierce. With the proper timing you should be able to knock him down. You might eat a claw sometimes, but with the proper timing you should be able to avoid this, I think. Blanka's other anti-air attacks -- vertical ball and standing strong -- both get beat easily, so stick with the vertical jump fierce.

    To take down Claw's wall dive, the vertical ball is your main weapon. Also: electricity, vertical jump fierce and escaping jump jab or strong. Try to use a roundhouse vertical ball right as he leaps off of the wall. If your opponent stops you, mix up the timing of the vertical ball or use a horizontal ball to run away. Electricity is rather effective but note that Claw can grab you with the Izuna Drop if he's really slick. Vertical jump fierce and escaping jump jab and strong attacks can be used on a case by case basis.

    When you knock Claw down you definitely want to go for okiseme. It's tricky [to cross-up] since he's so tall but...
    Also, using electricity to shave a bit is an option. If you do a horizontal ball after making him block the electricity you can catch him if he tries a slide kick. If your opponent becomes wary of that, you can use a "whiff electricity -> bite" trick, right?


    ---
    nohoho notes:
    Claw can usually block and counter the slide punch. It does, however, beat Claw's crouching strong nicely. Blanka's crouching strong and standing short work somewhat well against the claw, too. With some luck, standing roundhouse can be used to dodge slide kicks.

    When you get knocked down, a wake-up horizontal ball either beats or trades favorably with most of Claw's okiseme options (though the final hit of Claw's rolling attack = no good.) Also, the horizontal ball generally works well interrupting Claw's crouching strong -> rolling attack attempts.
  • SystemSystem Joined: Posts: 508,676 admin
    I'm wondering why Blanka's j.jab isn't mentioned all that much. It has really good range and priority; it extends further in front of Blanka than j.fierce and stays out a pretty long time. I see Blanka players use it to get in against Sim and Chun.
  • NKINKI Mashers Joined: Posts: 1,788
    No joke, j.Jab is the truth.
    It was a fun ten years.

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  • zasszass Da 'Mizer Joined: Posts: 1,122
    Harahi is the best Blanka I've ever seen. Komoda eat your heart out.
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  • SystemSystem Joined: Posts: 508,676 admin
    I'm kinda wondering what positional uses Blanka's diagonal jumping strong and diagonal jumping forward are good for. So far my mental checklist of Blanka diagonal jumping attacks looks like (and please correct me if I'm wrong):

    j.jab = air-to-air, many hitting frames
    j.strong = ???
    j.fierce = powerful, low hitbox for countering certain anti-airs
    j.short = crossup mania
    j.forward = ???
    j.RH = range and power
  • SystemSystem Joined: Posts: 508,676 admin
    I'm kinda wondering what positional uses Blanka's diagonal jumping strong and diagonal jumping forward are good for. So far my mental checklist of Blanka diagonal jumping attacks looks like (and please correct me if I'm wrong):

    j.jab = air-to-air, many hitting frames
    j.strong = ???
    j.fierce = powerful, low hitbox for countering certain anti-airs
    j.short = crossup mania
    j.forward = ???
    j.RH = range and power

    J.strong I believe is his best air to air attack, other than jump straight up fierce. J. fwd doesn't have any use that I can think of.

    Use j.jab in situations where you will get out prioritized from other attacks from a jump-in. It's good against a lot of things.
  • SystemSystem Joined: Posts: 508,676 admin
    Yeah dXp uses strong for air to air.

    Jump medium kick can beat some slide kick air defenses. Less effective than jump fierce but easier to time. IIRC there's an example or two of this in the recent Mikado vids. AFO vs. Gian maybe.
  • fatboyfatboy I beat anorexia: 10-0 Joined: Posts: 1,853
    SNip blanka's Kicks....

    j.jab = air-to-air, many hitting frames, great priority, no blue box on arm.
    j.strong = Does more damagem than jab, however his arm has poor priority compared to jab. Strong has blue box all over his arm,
    j.fierce = powerful, low hitbox for countering certain anti-airs
    j.short = crossup mania
    j.forward = fair range, above average priority from afar, poor priortiy if your close. Meaning make sure to hit with his extened foot, not his leg.
    j.RH = range and power, but poor priority. Tons of characters can even jab him out of ths if Blanka does not place his feet just right. He has a really small hit box at the end of his foot along with a really big blue box.

    *Additions are bolded and for the diagonal jumping attacks only.
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  • SystemSystem Joined: Posts: 508,676 admin
    I KNEW his j.jab was better than most thought. No blue box on the arm at all!? That explains a lot. It is a great tool to get in on characters like Dhalsim and Chun. I knew the j.RH had poor priority. I mainly just use its range after fireballs and whatnot. j.short and j.jab FTW!
  • fatboyfatboy I beat anorexia: 10-0 Joined: Posts: 1,853
    It is a great tool to get in on characters like Dhalsim...

    Just FYI, I would not say it is GREAT versus Dhalsim. It is just another tool. Every one of Sims AA normals can beat it. However, if you use it on conjuntion with his other jump-ins, it messes with Sims postional AAs to allow Blanka to sqeak a hit in at some angles.

    I knew the j.RH had poor priority. I mainly just use its range after fireballs and whatnot.

    Becareful, you may get the hit, but if they throw a slow FB (Guile/SIm), you will land on it and get knocked down.
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  • SystemSystem Joined: Posts: 508,676 admin
    Just FYI, I would not say it is GREAT versus Dhalsim. It is just another tool. Every one of Sims AA normals can beat it. However, if you use it on conjuntion with his other jump-ins, it messes with Sims postional AAs to allow Blanka to sqeak a hit in at some angles.

    Any tool in a match up against Sim is GREAT :wgrin:
  • SystemSystem Joined: Posts: 508,676 admin
    Hi guys~
    i've recently decided i wanted to be a fulltime blanka player
    i just wanted to know who does blanka have a disadvantage against?
    i know honda is really hard to fight
    but what about Dhalsim,Boxer and Claw?
    i know theres going to be a lot in ranbats im gonna be at

    is it C.Lk>C.Lk>Blanka ball or C.Mk>C.MK>Blanka ball?
    and which is best for overhead MK or LK?
  • GonzalesGonzales Half Crazy Joined: Posts: 465
    i would also like to know about the honda machup cause i considered playing
    blanka but i dont want to get counterpicked by some pussy who decides to use honda
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  • UltraDavidUltraDavid commenta..ttorney?? Joined: Posts: 6,053
    Honda - Blanka is pretty even, actually. Both characters can play a pretty good turtle/run away game and both characters can pressure the opponent on the opponent's wakeup. Once either character gets his turtling set up, it's really hard for the other character to get in, which means that this matchup is really about doing enough damage and getting into a good enough position to set up that turtle game. For you Blanka players, Blanka's far jumping short has a great hitbox that beats just about all of Honda's attacks, including headbutt, butt slam, antiairs, and jumping attacks (but not at some ranges), so his turtle game consists of him doing jumping short or back jumping short over and over again. Blanka can play pressure games with crossup jumping short or max-range jumping short into nonsense, ball crossups, electricity, and so forth. He can play at mid-range too with jumping short (what, it's a good move) and standing short. Honda actually doesn't want to turtle as much as people usually think, he just wants to control Blanka's options.

    It's an even and interesting matchup that can be played differently by different players. You can YouTube some videos of good players playing it if you want to see how it works out.
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  • EvilSamuraiEvilSamurai Joined: Posts: 2,668
    What about Vega vs. Blanka matchup?
  • GonzalesGonzales Half Crazy Joined: Posts: 465
    Honda - Blanka is pretty even, actually. Both characters can play a pretty good turtle/run away game and both characters can pressure the opponent on the opponent's wakeup. Once either character gets his turtling set up, it's really hard for the other character to get in, which means that this matchup is really about doing enough damage and getting into a good enough position to set up that turtle game. For you Blanka players, Blanka's far jumping short has a great hitbox that beats just about all of Honda's attacks, including headbutt, butt slam, antiairs, and jumping attacks (but not at some ranges), so his turtle game consists of him doing jumping short or back jumping short over and over again. Blanka can play pressure games with crossup jumping short or max-range jumping short into nonsense, ball crossups, electricity, and so forth. He can play at mid-range too with jumping short (what, it's a good move) and standing short. Honda actually doesn't want to turtle as much as people usually think, he just wants to control Blanka's options.

    It's an even and interesting matchup that can be played differently by different players. You can YouTube some videos of good players playing it if you want to see how it works out.

    really?
    huh i never thougth about using jumping short to space honda i was under the impression that honda's air game was better than Blanka's

    i was also wondering about sagat i know you can slide under high fireballs
    but the problem is o.sagats beaslty normals:(
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  • UltraDavidUltraDavid commenta..ttorney?? Joined: Posts: 6,053
    Sorry guys, I'm a Honda player, not a Blanka player.

    By the way, I should say that I still think Honda beats Blanka, but it's close, 6-4 max.
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  • KINGKING あなたの母親の膣 Joined: Posts: 2,589 ✭✭✭✭✭ OG
    yeah, blanka's jump short is a pain in the ass against honda. ;(
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  • EhondaEhonda Nothingness of Xband Joined: Posts: 399
    Honda vs Blanka
    Honda - Blanka is pretty even, actually. Both characters can play a pretty good turtle/run away game and both characters can pressure the opponent on the opponent's wakeup. Once either character gets his turtling set up, it's really hard for the other character to get in, which means that this matchup is really about doing enough damage and getting into a good enough position to set up that turtle game. For you Blanka players, Blanka's far jumping short has a great hitbox that beats just about all of Honda's attacks, including headbutt, butt slam, antiairs, and jumping attacks (but not at some ranges), so his turtle game consists of him doing jumping short or back jumping short over and over again. Blanka can play pressure games with crossup jumping short or max-range jumping short into nonsense, ball crossups, electricity, and so forth. He can play at mid-range too with jumping short (what, it's a good move) and standing short. Honda actually doesn't want to turtle as much as people usually think, he just wants to control Blanka's options.

    It's an even and interesting matchup that can be played differently by different players. You can YouTube some videos of good players playing it if you want to see how it works out.


    Ummm no! Yes this match is not as lopsided as you may think, but Honda still holds a decent advantage. Hondas hands and the timing of his headbutts are key in this matchup. I can get a free chip of energy off of Blanka every other time he jumps with short. its all a timing issue. Even if Blanka Turtles Honda only needs to do repeated Hands across the screen until he is within Hands range then punish with block damage.... With either a well timed headbutt or chip damage from hands. It does create many problems for Honda but it is beatable. As for crossing up Honda ... very tough to do against Honda...at least against mine. You really need to avoid playing aggressively against Honda with Blanka you just play into Hondas hands. (never jump in on Honda) I still say its perhaps 7-3 or 6.5-3.5 in favor of Honda, it all depends.
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  • fatboyfatboy I beat anorexia: 10-0 Joined: Posts: 1,853
    For you Blanka players, Blanka's far jumping short has a great hitbox that beats just about all of Honda's attacks, including headbutt, butt slam, antiairs, and jumping attacks (but not at some ranges), so his turtle game consists of him doing jumping short or back jumping short over and over again. . .

    This is good advice. :tup: Ehonda's a rock star:rock:!

    However, I would like to use the jp. forward kick in some situations. It does 50% more life. However it has little less invulnerablity though out his hitbox (ultradavid) on his leg compared to the Jp.short, but is able to hit farther out on his foot. (YBH)

    One thing to remeber is that it does not stay out nearly as long thorugh out the jump arc like the jp.short. So, you'll need to learn to place it better in your jump arc, as compared to just throwing out the jp. short.

    If you think you'll land on top of honda's head butt (back, butt, and legs) as you are jumping away, use the the forward, if you think you will land closer to honda's head use short.
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  • UltraDavidUltraDavid commenta..ttorney?? Joined: Posts: 6,053
    I only know this matchup from Honda's perspective, but I'm pretty sure Blankas were throwing out jumping short most of the time. I know you want the hitbox as strong as possible on the foot, isn't short better for that? And you want it out there for as long as possible, since you never know when Honda's gonna try a max range hands or headbutt or something. And if you're pulling a max range jumping attack, you probably want short to try to get an easier safe jump out of it.

    Unfortunately I could only find one Honda v Blanka on YouTube, even though I know more are out there (I have a bunch on my hard drive, for example). But you can basically see here that I'm pretty much right about how Blanka should play it. It's not 7-3, best case for N Honda it's 6-4.
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  • ToyRobotTerrorToyRobotTerror Magnificent Bastard Joined: Posts: 2,078
    I only know this matchup from Honda's perspective, but I'm pretty sure Blankas were throwing out jumping short most of the time. I know you want the hitbox as strong as possible on the foot, isn't short better for that? And you want it out there for as long as possible, since you never know when Honda's gonna try a max range hands or headbutt or something. And if you're pulling a max range jumping attack, you probably want short to try to get an easier safe jump out of it.

    Unfortunately I could only find one Honda v Blanka on YouTube, even though I know more are out there (I have a bunch on my hard drive, for example). But you can basically see here that I'm pretty much right about how Blanka should play it. It's not 7-3, best case for N Honda it's 6-4.
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  • EhondaEhonda Nothingness of Xband Joined: Posts: 399
    I wish i could have taped the nohoho vs myself matches. they were some classic Honda vs Blanka matches. He would be the person to ask from the Blanka point of view. We have played exactly 20x and its 14-6, BUT....the first was a 3-0 $$ i think we played 3 more games after this and I went 2-1. we played again at a tourney in philly a few weeks later and it went 2-1 , 2-3 then either 3-1, 3-2 or 4-2 i forget if the finals was best of 5 or 7 games. So i stand by my 7-3 advantage BUT the next time we play will be probably the accurate score. he made the adjustment this time to narrow the score now its my turn to adjust to his new play style vs my Honda. Its a constant learning relearning experience. Just when you think that you have it all figured out someone else brings something new to the table to think about.
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  • GonzalesGonzales Half Crazy Joined: Posts: 465
    Ummm no! Yes this match is not as lopsided as you may think, but Honda still holds a decent advantage. Hondas hands and the timing of his headbutts are key in this matchup. I can get a free chip of energy off of Blanka every other time he jumps with short. its all a timing issue. Even if Blanka Turtles Honda only needs to do repeated Hands across the screen until he is within Hands range then punish with block damage.... With either a well timed headbutt or chip damage from hands. It does create many problems for Honda but it is beatable. As for crossing up Honda ... very tough to do against Honda...at least against mine. You really need to avoid playing aggressively against Honda with Blanka you just play into Hondas hands. (never jump in on Honda) I still say its perhaps 7-3 or 6.5-3.5 in favor of Honda, it all depends.

    yeah i agree with honda having the advantege cause i've played Blanka in tournaments and i cant count the times when im winning a macht and somebody counterpicks me with honda
    ST-Guile
    TMNT Tournament Fighters- Armaggonz
    SF4-Dictator
    "You do not truly know someone until you fight them."
  • EhondaEhonda Nothingness of Xband Joined: Posts: 399
    I am much more comfortable fighting Gief, thawk, cammy and fei than i am now against blanka. Ive played the top Fei-long and Cammy and Zangief players and none have gotten the best of Honda.
    aka Nothingness from xband
    t+ T+ -r+ m+ s+ v+ M+ o+
    http://uk.youtube.com/watch?v=n6J6aUfa2_8 (me playing ST and losing
    SUMO
  • ToyRobotTerrorToyRobotTerror Magnificent Bastard Joined: Posts: 2,078
    any thoughts on shotos?
    Fuck skrulls
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