Blanka thread

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  • OuroborusOuroborus plays 3s just to troll Joined: Posts: 7,247 ✭✭✭✭✭ OG
    i totally agree that honda vs blanka is not as bad as people say.

    i think his hardest matchups are the two black guys. (deejay and rog)
    ssf4ae tier list regarding Gen:

    D Proto: and where is Gen?
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  • SystemSystem Joined: Posts: 508,676 admin
    Hey hey I don't think that you can extrapolate character balance data from our w-l record... you just have my number, homeslice. Cen beats me 3 out of 5 games with Zangief. Don't mean Gief beats Blanka just means I need a new effing hobby.

    Neat trick Blanka vs. Honda is standing jab cancel forward hop vs. sumo missile. Gives you a cross-up chance kinda. Pretty difficult tho'. Besides timing the jab (luck mostly,) if I've got a charge I'm fucked if I don't get some other special move.
  • ToyRobotTerrorToyRobotTerror Magnificent Bastard Joined: Posts: 2,078
    So is dj one of his worst matchups? I cant jump in, i cant crossover since all his moves beat mine. Also can someone explain how i fierce balled through ken's and ryu's super? Ryu i semi understand but i thought the hitbox was bigger on ken's reppas.
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  • Master BigodeMaster Bigode Touhoufag Joined: Posts: 879
    So is dj one of his worst matchups? I cant jump in, i cant crossover since all his moves beat mine. Also can someone explain how i fierce balled through ken's and ryu's super? Ryu i semi understand but i thought the hitbox was bigger on ken's reppas.

    Ken's super has a startup of 2 frames, so you probably were very close to him when you did it.
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  • ToyRobotTerrorToyRobotTerror Magnificent Bastard Joined: Posts: 2,078
    Ken's super has a startup of 2 frames, so you probably were very close to him when you did it.

    I did it on the third repetetion
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  • FreshOJFreshOJ It's the God in me.. Joined: Posts: 1,485
    any thoughts on shotos?

    I just read through this whole thread and realized there's no advice on how to beat Ryu and Ken. While I can't see Blanka being FB/DP trapped or having problems getting in on them due to his quick jump, dashes, and slide, I can't see this matchup being in Blanka's favor, but it'd be nice to have some expert insight.

    My usual strategy against them is to poke with crouch fierce and crouch roundhouse from long range and mix that up with some dashes followed by crouch strong or crouch forward, the occasional slide, and whiffed jabs or strongs to bait psychic DPs. If they throw a Hadouken and I didn't just block a meaty one or just recover from a move, I jump and punish them...if they were actually silly enough to do that with me in jumping range. Otherwise, I'll lull them to sleep with his poking game and then try a couple of jumping attacks...or an empty jump into bite. Obviously, poking with the Horizontal Ball or Beast Roll is giving away a free hit, as they'll either jab or DP him out of the air or block and Hadouken, but I sure will hit one of their crouch forward or roundhouse attempts with a H.Ball if I can. They can't safe jump against you, but in case they try, Vertical Ball or Grand Shave Roll if you have it charged. Otherwise, you can beat just about every aerial attack they have with Blanka's usual anti-air normals (from far range to close: stand roundhouse, stand fierce, stand strong). Crossups can only be stopped with a well-timed Vertical Ball or the Grand Shave Roll, if they're foolish enough to jump in on you with a charged Super meter. (Does Electricity work in that situation? I just thought about that.)

    Of course, if they do what I usually do with Ryu or Ken against my brother's Blanka...stand or crouch and mash on jab while outside of Blanka's crouch fierce range, well...you could be in trouble. At best, crouch fierce may catch someone off guard once or twice, but usually a mashed jab is easily turned into either a psychic jab DP that stuffs the crouch fierce with ease, a fierce Hadouken that will push back upon hit or block, or a "fake" Hadouken attempt (you know...the old-school fake Hadouken...crouch, stand up, and throw a jab) that might get you jumping into a DP. You'll have to bait and punish DPs from there on out as that tactic renders most of Blanka's moves ineffective. Yeah...that's...not easy at all.

    Any other insights? Did I miss something?
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  • ToyRobotTerrorToyRobotTerror Magnificent Bastard Joined: Posts: 2,078


    havent seen it posted before.

    Editing is a bit lacking but damn those setups are awesome!
    Fuck skrulls
  • Duck StrongDuck Strong Yin to all Yang Joined: Posts: 7,783 ✭✭✭✭✭ OG
    Neat setups. I also like crossup short, cr. fwdxxcrossup hop into bite.

    He forgot to include any touch of death combos:

    crossup short, cr fwd, cr fwdxxball

    crossup short, st strong, st strong, cr fierce
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  • LogosLogos Mountain Beast Joined: Posts: 754
    Is there any AA Blanka can use against Claw's j.fierce? Been having lots of issues with that.
  • ShinVegaShinVega Shoryuken'n est. 92' Joined: Posts: 191
    s.Strong/s.Fierce, and maybe s.Roundhouse. I haven't tested yet, but hit box diagrams suggest should work. Note: I'm eyeballin' it. Will test shortly.
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  • Professor JonesProfessor Jones Joined: Posts: 213
    Jump straight up fierce.
  • LogosLogos Mountain Beast Joined: Posts: 754
    Oooooh, right. Good call. Didn't even try the j.fierce. Thanks for the help, guys.
  • SentientProgramSentientProgram XBL:HaffDolla Joined: Posts: 141
    Does anyone have any tips for fighting Boxer? It seems like blanka almost has to rely on being tricky/unpredictable/lucky to win this fight.
  • SystemSystem Joined: Posts: 508,676 admin
    You have to make due with a handful of low percentage plays. Round start range happens to be the worst. Tough nuts, eh. Anyway from there:

    -lucky low roundhouse
    yea: This is the main route to victory for blanka-boxer. Do a strong ball then okiseme. (low forwawrd -> bite, low forward x2 -> ball, etc.)
    nay: barlog players are waiting for you to whiff this so they can tag you with a low dash punch.

    -standing jab
    yea: stops this and that: dash punches, standing fierce
    nay: doesn't really accomplish anything when it hits. damage, position, psychological gains are negligible

    -standing short, standing fierce(?!), crouching forward
    yea: see above
    nay: jab seems easier to time

    -vertical jump (w/ medium kick, or whatever)
    yea: if you happen to catch him in the middle of a low rush this is very sweet. jump kick -> standing strong -> bite or standing fierce
    nay: loses to dash upper and low dash -> headbutt

    -walk forward
    yea: fuck it, just walk all the way up and chomp the dude
    nay: requires komoda magic
  • fatboyfatboy I beat anorexia: 10-0 Joined: Posts: 1,853
    -walk forward
    yea: fuck it, just walk all the way up and chomp the dude
    nay: requires komoda magic

    Just laughed out loud.... so true.... :wink:
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  • SentientProgramSentientProgram XBL:HaffDolla Joined: Posts: 141
    Thanks Nohoho for the matchup advice, however bleak.
  • fatboyfatboy I beat anorexia: 10-0 Joined: Posts: 1,853
    *******Not a Blanka Expert********
    Thanks Nohoho for the matchup advice, however bleak.

    Bleak, is the right choice of verbiage here. Not sure which context you used it in. But both work.

    bleak (1) /blik/ Pronunciation Key - Show Spelled Pronunciation[bleek] Pronunciation Key - Show IPA Pronunciation
    ?adjective, -er, -est.
    1. bare, desolate, and often windswept: a bleak plain; a bleak description.
    2. cold and piercing; raw: a bleak wind.
    3. without hope or encouragement; depressing; dreary: a bleak future.

    However, I prefer the later: Blanka's future is bleak when fighting Rog.

    I love Blanka. He is my second favorite character. However, I have to admit Blanka is out classed in damn near everyway in this match up. Their tier rating is couldn't be father apart: S-rank (top) vs. C-Rank (bottom) http://curryallergy.blogspot.com/2008/02/tougeki-08-st-rules-plus-character.html

    Rog has better or easier:
    • Super combo
    • Regular Combo's
    • Normals
    • AA's
    • Pressure game
    • Rush Down
    • Tick throws (repeatable)

    To be honest, Blanka has to rely on 'Shenanigans' to win his match ups. Especially the fight with Rog. Rog's game play is too solid. His 'Stable [Game Play] Strategies' are too good. That is why he is a top ranked character.

    See Stable Strategies vs. Shenanigans Here:
    http://www.shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo#Strategy

    Simply put, Blanka needs a little bit of luck (take some chances), or Rog needs to make an error or two for this match to be competitive.

    'On paper,' Rog is better in many categories (see list above). However, in real game play this is where the difficulty comes in:

    Stopping the Rush Down.

    Rog has TOO many weapons on the rush. He can apply pressure and still maintain a tight defense. His ability to maintain and overlap his different charges really limits Blanka's options for approach. Rog can counter almost everything Blanka does on reaction or high % moves. A good player will hide this ability while maintaining his rush in one form or another.
    • Jumps/Jump-ins can be beaten with BHB, or DF+ kick rush.
    • Blanka Balls can be punished with rush punch. Whether hit or blocked the exchange is in Rog?s favor (damage wise it goes to Blanka if hit: 20% damage to 19% damage), but Blanka gets knocked down.
    • Electricity beaten by DF+ P rush, and a variety of normals.
    • X3 Hops are beat by many normals and rushes.
    • Jab roll (fake to chomp) is beaten by normals or traded with rush punch.* I have played Afro's Rog (too F'n Good), and if he has a lead in life he just rushes non-stop once up close, he doesn?t care if you exchange a ball with any rush. You lose about the same amount of life, but as stated above he gets his knock down, builds meter, and takes a big chunk of life of you.

    So basically , this leaves Blanka with few options other than getting a lucky trip (df+ HP or cr. HK) on a rushing Rog, or sticking out a high priority normal to poke the rush.

    If you have ever looked at Blanka?s frame data, many of his moves have an average wind up, a small active hit window, and fair recovery. Meaning if you are not spot on with your counter/ zoning poke, you?re eating some kind of rush punch in your face. So, you can see the risk/reward ratio isn?t in Blanka?s favor. However, this is his only option. I believe this is what Nohoho was describing IMHO (ICBW). The few options Blanka actually has in this match are not real sustainable or stable strategies for long term victories.

    You need to take a guess somewhere during the match and trip up a Rog. (As with most low tier high tier match ups). Whether it is because he blindly does something stupid, you make a blind guess for a counter, or you find a way to fake him out. Getting in for a throw or getting a knock down is key. Then you have to start some crafty mix ups and shenanigans (see Komoda Blanka Vids) to try and press your advantage, which in themselves are guessing games, and have an equal % of working or not.

    Generally speaking, Rog dictates the tempo of the match and you have to find/ create the openings respectively. Once, you have the opening, you need to get the biggest bang for your buck.

    However, that is what I find so satisfying with Blanka. If you can take a little gamble, fake out and out think your opponent, you can pull away with a very satisfying win.

    *Disclaimer* I am not expert, nor I am trying to sound like one. This is just what I have experienced in my game play with Blanka. There are many other experts on this from whom I would gladly take criticism.
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  • ToyRobotTerrorToyRobotTerror Magnificent Bastard Joined: Posts: 2,078
    Ume slide under regular dashpunches -> knockdown. Feel joy sweep through your body until you eat a headbutt trying to crossup. c.mk stuffs a lot if you can tap into ume and/or the well of komoda magic.
    Fuck skrulls
  • LogosLogos Mountain Beast Joined: Posts: 754
    Yeah, I hate that matchup. Doesn't seem as bad as Chun or Claw to me, but it's still annoying as fuck.

    There's nothing better than doing a slide and hitting Boxer cleanly out of his super, though. :rofl:
  • SystemSystem Joined: Posts: 508,676 admin
    fatboy - spot on
    Logos wrote:
    [Boxer d]oesn't seem as bad as Chun or Claw to me









    *head explodes*
  • LogosLogos Mountain Beast Joined: Posts: 754
    I meant fighting him with Blanka, lol. Not in terms of overall tier ranking. That's just my personal experience.

    Edit: Literally just finished a long-ass set with a great Boxer player and I take that back. He just poked me to death and I had practically no answer. I see what you guys mean now.
  • ToyRobotTerrorToyRobotTerror Magnificent Bastard Joined: Posts: 2,078
    I think blankas worst is dj. Shit is like 9-1. Unless you are AFO who seems to make them not turtle.
    Fuck skrulls
  • HellionHellion .5 Beat Combat Joined: Posts: 888
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  • ToyRobotTerrorToyRobotTerror Magnificent Bastard Joined: Posts: 2,078
    chun cheats with her cheatbutton
    Fuck skrulls
  • deadfrogdeadfrog Joined: Joined: Posts: 6,787
    Does anyone have any tips for fighting Boxer? It seems like blanka almost has to rely on being tricky/unpredictable/lucky to win this fight.

    I'm a big ol' scrub and I feel like all of my matches using Blanka are this way! :rofl:
  • ToyRobotTerrorToyRobotTerror Magnificent Bastard Joined: Posts: 2,078
    well if you have godly execution you can grab certain rushes. I think c.mp and/or c.lp goes under regular p rushes and st.hp. doing early c.mk stops them. Claw isnt that bad as people makes it you just have to be patient.
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  • EndlessEndless Death Before Dishonour Joined: Posts: 2,023
  • ToyRobotTerrorToyRobotTerror Magnificent Bastard Joined: Posts: 2,078
    Komoda magic>ume
    Fuck skrulls
  • SystemSystem Joined: Posts: 508,676 admin
    ^It's all based on the fact that komoda can charge up and create fear with his force. That wins a lot of the baller matches for him. he use that fear to make you actually play, which means he can get mid and close range and fuck you up... or he can turtle up with the force and bait, then fuck you up on reaction.

    Basically he charge up ASAP and turn the balling into a unbeatable skeleton strategy. Imagine the match changing once he get full force from a fight. Once he has the force, its all over.
  • KyokujiKyokuji Needlessly Perverted Joined: Posts: 2,926
    A lot of Komoda's success has to do with the fact that he knows Blanka's normals inside out. At what exact range they'll beat other moves/pokes, where they're safe, etc., etc. Plus, he's not afraid to pressure with leap shenanigans whenever he can. He's willing to take a DP or two if it means it keeps them guessing.
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  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 57,842 mod
    A lot of Komoda's success has to do with the fact that he knows Blanka's normals inside out. At what exact range they'll beat other moves/pokes, where they're safe, etc., etc. Plus, he's not afraid to pressure with leap shenanigans whenever he can. He's willing to take a DP or two if it means it keeps them guessing.

    He uses my color too. That's why he's the bestest from now.

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  • KyokujiKyokuji Needlessly Perverted Joined: Posts: 2,926
    I prefer pineapple Blanka myself.
    "Getting herpes on your face is not a cost-saving solution."
  • EndlessEndless Death Before Dishonour Joined: Posts: 2,023
    Komoda uses the same colour as me, but I think I might switch back to Turbo Blanka
  • ToyRobotTerrorToyRobotTerror Magnificent Bastard Joined: Posts: 2,078
    I prefer pineapple Blanka myself.
    mango :arazz:
    Fuck skrulls
  • KyokujiKyokuji Needlessly Perverted Joined: Posts: 2,926
    I've seen the CPU do fierce electricity and then almost immediately block/roll after when I try to punish. Is there any way to replicate this? I'm assuming not, since I've never seen it done, but I'm curious because "can't be done" and "really hard to do" are two very different things.
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  • SosageSosage Mopping Up Your Salt Joined: Posts: 1,807 mod
    mango :arazz:

    Please. It is obviously all about mint chip teal.
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  • KhiempossibleKhiempossible NAGEHAME User Joined: Posts: 3,254
    What's the gameplan vs. DJ?

    his low strong low forward low fierce and low roundhouse destroy my normals. So he sits there and does that until i jump into his up kick or fail to slide under his max out.

    the best I've come up with is fierce blanka ball trading/beating his low roundhouse and low forward. but even then blocked ball = free max out.
    "Win when you can; lose when you have to; but always play cheap" - Familyman
  • KhiempossibleKhiempossible NAGEHAME User Joined: Posts: 3,254
    So I figured some shit out.

    jump fierce is the only thing that has the remotest chance of beating dj's upkicks. that or crossup LK which I think beats it pretty clean.

    to beat c.RH you need to either ball it on whiff or trade it as it comes out. Or you can low strong if you're spaced right. or you can j.fp it early.

    low strong is basically unbeatable.

    short upball will merk all but his deepest crossups and merk most of his jumpins. other wise just dash out of the way. you can sac throw or evade it entirely depending on the spacing.

    my gameplan is usually to start with a back dash and keep 2/3rds of the screen away. I then jump over max outs as i see thacem come and bk dash to bait things. If i see a low ruondhouse i'll ball it. If i see him jump you can either try to anti air him or just back dash and trip guard punish him if he pressed a button. I'm either going to jump and do nothing if i'm far and then back dash or I'm lucky, jumping in and fierce punch if i'm close enough. this leads to mixups (dash grab, back dash bait, low forward xx whatever, s.strong xx whatever, another jump).

    if he's not doing much I'll play footsies to get inside and then try and trade a sweep with a max out (honest to god max out is friggin impossible to slide reliably).

    if i can set up a knockdown it's straight shenanigans until yuo win or go back to punish low roundhouse/low forwards.

    dj is a frigging bitch.

    when in doubt just block. all of dj's ish is murder his normals are murder; his max out is murder and his upkick is frigging murder.

    As an aside I learned a neat trick. After a knockdown you can dash over their body just before their reversal timing. And as the opponent gets up they will be facing the wrong direction. I've had great success applying this vs. supers (ryu's, dj's, chun's, boxers, fei long etc.) are all 1 directional. but also works vs. uppercuts and fireball reversals. great bait out. vulnerable to reversal grab though.
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  • SystemSystem Joined: Posts: 508,676 admin
    Well, Blanka is my 2nd character, he's awesome, unpredictable, can dizzy quickly and not to much people plays him, this is why i love him :bgrin:

    If you do not know it, s.strong BEAT ALL Gief air attacks, works perfectly :tup:

    Any tips for using s.strong or s.fierce as antiair with the rest of the cast???
  • SystemSystem Joined: Posts: 508,676 admin
    Most characters don't want to jump on Blanka, but generally s.fierce is anti-air from far and s.strong from closer. Don't quote me on that, though. Another option is just block and then grab.
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