Blanka thread

1356

Comments

  • SystemSystem Joined: Posts: 508,676 admin
    i was playing blanka against my buddy who plays ryu, and it seems that ryus j/f forward always seems to beat out my s.fierce and s.roundhouse anti air attacks. should i be using s.strong or am just not timing the fierce and roundhouse?
  • SystemSystem Joined: Posts: 508,676 admin
    I think s.strong trades with it, you might have to do it a little early. It will trade in Ryu's favor damage wise, but you can do a cross-up ball as he lands.
  • idi0tidi0t Joined: Posts: 80
    can anyone give me a strategy against shotos? jumping over fb with RH rarely works
  • deadfrogdeadfrog Joined: Joined: Posts: 6,787
    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.

    Is there any no-turbo way to replicate ANY fierce rapid-press special move?! :sad:
  • KyokujiKyokuji Needlessly Perverted Joined: Posts: 2,926
    Yes, just jump first or buffer it during another normal.
    I was talking about canceling the electricity almost immediately, but I figure it's just more CPU BS like Deejay throwing 2 projectiles in a row.
    "Getting herpes on your face is not a cost-saving solution."
  • SystemSystem Joined: Posts: 508,676 admin
    can anyone give me a strategy against shotos? jumping over fb with RH rarely works



    Use the slide more.
  • SystemSystem Joined: Posts: 508,676 admin
    when i play against ryu's i like to safe jump to bait ryu into doing a shoryuken. i wait for him to whiff then i punish with either a bite or a c.mk > fierce blanka ball. i prefer blanka bite cuz its easier and i can either cross up with a strong blanka ball, or try a meaty slide. i dont spam slides as much against ryu because ive been psychic dp'd out of my slide. its good to throw it once in a while to surprise and pressure him. and unlike max outs and sonic booms, i dont think u can slide under hadoukens(though i might be wrong on that)
  • SystemSystem Joined: Posts: 508,676 admin
    The point of the slide is to hit them at the startup. You also need to space it right. It keeps your opponent guessing as to what you will do when up close. You can mix it up with hop, c.RH and the like. Safe jumps are all well and good, but you need the knockdown first.
  • KhiempossibleKhiempossible NAGEHAME User Joined: Posts: 3,254
    I really like empty jumping over fireballs from max screen then backdash on landing. beats anti air sweep tactics.

    command dash anti air is pretty strong too. gets by the whole tick trap if you'd have been forced to block. Sets up grabs and stuff during their trip guard.

    sometimes it doesn't work cause even after dashing you'll get hit. But it's pretty solid otherwise. Just gotta know the situations.
    "Win when you can; lose when you have to; but always play cheap" - Familyman
  • SystemSystem Joined: Posts: 508,676 admin
    Yeah, the backdash after empty jump is great against Chun. A good tactic against Shotos is to empty jump just beyond their sweep range, and then punish their whiff with a forward hop to bite or upball.
  • KhiempossibleKhiempossible NAGEHAME User Joined: Posts: 3,254
    It's too bad that most characters can throw a jab fireball then jump attack to beat your empty jump.

    is there any viable defence to chun's j.short? that thing destroys I'm always victimized into blocking it.
    "Win when you can; lose when you have to; but always play cheap" - Familyman
  • SystemSystem Joined: Posts: 508,676 admin
    is there any viable defence to chun's j.short? that thing destroys I'm always victimized into blocking it.
    If you have charge an early uppball works well (if it hits before she gets her j.short out). If not jumping straight up fierce beats it unless she is to close.
    If you doesnt have time for any these a backdash into ball will sometimes get you out of trouble.

    I never tried this, but maybe a well timed foward hop would get her to wiff the jumpin and land within your bite range..
  • KhiempossibleKhiempossible NAGEHAME User Joined: Posts: 3,254
    If you have charge an early uppball works well (if it hits before she gets her j.short out). If not jumping straight up fierce beats it unless she is to close.
    If you doesnt have time for any these a backdash into ball will sometimes get you out of trouble.

    I never tried this, but maybe a well timed foward hop would get her to wiff the jumpin and land within your bite range..

    I don't think any of that shit beats the classic setup I deal with: Jab fireball -> jump short.

    seriously that shit is cheese. jab fireball -> j.short c.forward c.forward jab fireball into mixup/runaway back into jab fireball.

    chun is such cheese.
    "Win when you can; lose when you have to; but always play cheap" - Familyman
  • SosageSosage Mopping Up Your Salt Joined: Posts: 1,807 mod
    If you have charge an early uppball works well (if it hits before she gets her j.short out). If not jumping straight up fierce beats it unless she is to close.
    If you doesnt have time for any these a backdash into ball will sometimes get you out of trouble.

    I never tried this, but maybe a well timed foward hop would get her to wiff the jumpin and land within your bite range..

    A couple nights ago I discovered j.strong was a pretty useful weapon in this match up. Of course it is one of his better jump ins, but I found that I had to replace any set ups requiring j.short/forward with it. So either the Chun I played against wasn't using her highest priority normals or I've been a fool for not trying it this entire time.

    Yeah. Once you can get around that stupid FB set up, you can start to make Chun panic.

    I need massive help with o.ken and Honda. Honda eats everything I can pop out. J.straight up short/forward can punish headbutt, but it has to be nicely timed. J.straight up RH sometimes punishes splash. I try spamming s.short, but the recovery isn't all that great. =(

    O.ken seems to be a lot more dangerous at well spaced fb trap, l.rh set ups than the other shotos. And of course j.dp. The FB trap is what fucks me the most. I can only think of possibly j.rh working out (having the reach to possibly trade with a well spaced l.rh). It's embarrassing eating this damn FB trap and then having anything I poke out jab dp'd. What are other Blankas doing with these two guys?
    It Was Tuesday -- 925 SFV Weekly ... http://www.itwastuesday.com
    SRK Mod ...cause I enjoy destroying your fun...
    Rindoukan Yellow Belt ...cause I paid 49.95 for lessons at the local strip mall and now I can karakusa online...
    RIP KS2
  • KhiempossibleKhiempossible NAGEHAME User Joined: Posts: 3,254
    against honda there's only two tools.

    well timed s.short will beat headbutt clean.

    and j.short will beat headbutt.

    most of my games against honda involve jumping repeatedly with short. Good hondas can jab headbutt it (honda's only anti air that beats it) so the idea is force him to lose his charge. Or depending on him not doing it (a. cause he doesn't know it's his best/only option or b. he fucks it up).

    once you land a single j.short either air to air air to ground blocked or air to ground hit or cuonterhitting whatever you can just repeatedly j.short honda to death. mid screen crossing him up endlessly until you bait a reaction. If he jumps, you'll want to j.jab next time to counter hit all his air normals then setup a dirty meaty crossup as he lands from air reset. if he's mashing fierce just keep crossing him up. if he blocks you can tick trap him safely.

    and of cuorse if you land one deep you can combo strong strong low fierce and dizzy him.

    against shotos (which are all hard matchups) you might j.fp/rh to beat anti air sweep if they do it early. If they do it late empty jump and 3k back dash works well.

    I often just sit at max screen and do that. wait for a fireball and empty jump back dash repeat. It doesn't do anything but build you and him bar but neuters his fireball game. He'll be forced to do 1 of two things. That's a) move closer where you can start to do lucky trades with c.FP/c.RH vs. fireballs or jump RH early punishing a fireball. I'll back dash after the j.RH cause there's nothing you can do afterwards that will beat an uppercut.

    Or b) he'll throw a jab fireball then jump forward +RH/jab/strong or something. This will counter hit your empty jump clean (or he'll land perfectly on top of you as you land with a deep meaty crossup). Anyways a really early j.jab is pretty effective at taking out those air to air attacks. I've only ever seen chun early j.short beat it consistently. an early j.jab will take out air HK as well. from there it's air reset and you can do shenanigans. If you're at a spacing that is geting you crossed up without either of you successfully anti airing each other forward dash on landing can get you out of the crossup. Or just don't jump at that spacing.

    If they're doing a lot of sweeps to try and anti air you and whiff one, you can 3K dash over the whiff and grab them for free.
    "Win when you can; lose when you have to; but always play cheap" - Familyman
  • Homer PimpsonHomer Pimpson Questionable Joined: Posts: 1,179
    http://youtube.com/watch?v=8S8CcUlsAwY&feature=related

    Im sure some or most of you have seen it, or hell, may even be posted in this very thread. It is a funny video somebody made of Komoda, biting peeps ftw.
    GGPO: MrSimpson
  • KyokujiKyokuji Needlessly Perverted Joined: Posts: 2,926
    Is it just me or does up-ball hit as an overhead point blank?
    "Getting herpes on your face is not a cost-saving solution."
  • rogueyoshirogueyoshi Nothing Comes Easy Joined: Posts: 1,929
    Is it just me or does up-ball hit as an overhead point blank?
    it might actually be that case that its hitting you as an unblockable (like normal ball point blank). but im not sure if up-ball has 0-frames of startup though.
    nignagnog: minority report
    nignagnog: you got punished for your future crimes
    BossG: anybody that's black already suffers under pre-crime laws
  • fatboyfatboy I beat anorexia: 10-0 Joined: Posts: 1,853
    yes there is a 0 start up. There is 50/50 chance it is un-blockable at point blank range.
    Am I hungry? Sure, I could eat...
  • MixahMixah Joined: Posts: 8,130
    i just wanted to mention a tricky little reset in the corner that i do (inconsistently as FUCK on ggpo, but about 90% IRL)

    near the corner, sweep (they can't be fully in the corner, unless they're one of the few that you can crossup while cornered)

    hp ball (do it like this... charge back, f+HP and HOLD FORWARD AND FIERCE), you crossup, then hit back and let go over fierce). as soon as you land, you do the super and should pop up back over the opponent and hit them meaty as they rise... so what happens in a more visual fashion...

    P1 = Blanka
    P2 = let's say.... Guile...

    Blanka's on the P1 side and Guile's on P2

    Blanka sweeps and crosses up

    Blanka should now be on the P2 and Guile moves further away from the corner than where he was before the crossup (obvious)

    Blanka does the super and does a small hop forward (YOU MUST LAND as Guile rises up)

    The ground shave hits on the P1 side, but Guile's sprite is still in the same direction as if he was on the P1 side... from here, blanka will roll back into the corner which makes him stay on the ground, so you can c.mk, xx hk vertball.

    seems complex, but it's not... it's also a lot more forgiving on timing than it seems too.
    Beat... That's all.
  • fatboyfatboy I beat anorexia: 10-0 Joined: Posts: 1,853
    I'll try that THANKS! ^^^^^^^^^^^
    Am I hungry? Sure, I could eat...
  • KhiempossibleKhiempossible NAGEHAME User Joined: Posts: 3,254
    can someone explain the dic vs. blanka match to me?

    I always get raped. Every bison player online murders me. I literally have no clue how i'm supposed to fight this guy.

    blanka ball is unsafe
    dic's jumping everything beat my anti air balls
    the only thing i've had marginal luck with is j.jab

    but eventually i'll get hit by j.strong x3

    I've learned I can slide under psychocrusher, but I can't punish them

    in fact psychocrusher basically counterhits all my moves

    everytime i get into a poke war, I have to fight dic's s.forward into scissor kick, which is safe.

    every tick setup is crap, cause bison seems to grab me before i can ever grab him. or i'm dealing with bisons tick setups, anyways, I always seem to lose. I can never grab anyone online.

    so basically I have no idea what i'm doing.
    "Win when you can; lose when you have to; but always play cheap" - Familyman
  • DecoyDecoy You better block. Joined: Posts: 497
    can someone explain the dic vs. blanka match to me?

    I always get raped. Every bison player online murders me. I literally have no clue how i'm supposed to fight this guy.

    blanka ball is unsafe
    dic's jumping everything beat my anti air balls
    the only thing i've had marginal luck with is j.jab

    but eventually i'll get hit by j.strong x3

    I've learned I can slide under psychocrusher, but I can't punish them

    in fact psychocrusher basically counterhits all my moves

    everytime i get into a poke war, I have to fight dic's s.forward into scissor kick, which is safe.

    every tick setup is crap, cause bison seems to grab me before i can ever grab him. or i'm dealing with bisons tick setups, anyways, I always seem to lose. I can never grab anyone online.

    so basically I have no idea what i'm doing.

    No prob Khiem. Dictator is one of my favorite fights. Blanka has many options to counter Dics moves.

    First thing you should do when fighting Dictator is to keep him honest with the PC. That means that you have to know how to stuff it clean and fortunately Blanka has the perfect move for that.

    Jumping back with FP destroys PC. The added benefit is the amount of block-stun it creates. That means you can get a free bite if you're close enough.

    Also, stuff his head-stomp attempts with jump straight up FP. Bitchslap him back to the corner.

    If you're too late to counter a PC, just block the first 3 hits holding back then switch to the forward position for the 4th hit. Immediately after the PC ends, do a crouching FP for a free hit.

    Dics super can also be countered. Just block the first 2 hits and the 3rd will fly over you. Then you do a crouching FP for another free hit.

    Devils hand can be stuffed with standing MP. I usually buffer a forward hop then I go for the cross-up tricks or a tic bite.

    I have more I can share later. Right now I'm eating a sandwich lol.

    ~Decoy
    XBL Tag: Real Decoy
  • MixahMixah Joined: Posts: 8,130
    Thanks Decoy, that's awesome.
    Beat... That's all.
  • KhiempossibleKhiempossible NAGEHAME User Joined: Posts: 3,254
    thanks decoy. jump back fierce is godly in that matchup. so is mixing it up harder.

    headbutt hitting low is too cheap. train people to block it then start cancelling to dash.

    I have question, what's the best way to deal with ryu coming down with a jump towards roundhouse done reasonably early at 45 degreesish? It seems beats both my up and horizontal ball if it's already extended, beats s.strong, and i can't dash cause the spacing at which he's doing it will either punish me crossup if i try to dash under or will punish my dash if i dash backwards.

    do you guys have experience with this?

    cause if i block i'm either dealing grab setups or high/low mixups or some combination of the above into a long block string that ends in fireball, where jump towards roundhouse becomes an option again.

    is there consistent solution to ryu's j.roundhouse? It's not meaty, but ryu has frame advantage.
    "Win when you can; lose when you have to; but always play cheap" - Familyman
  • MixahMixah Joined: Posts: 8,130
    reversal back hop seems to work. electric will either lose or trade hits. back hop has some invincible frames. it wont give you the advantage, but it will prevent you from getting hit, and allow you to start charging down earlier than if you just block it.

    if they're in his crossup range, just block it. if they're going in too deep, electric will work (it will hit his non-extended leg)
    Beat... That's all.
  • MixahMixah Joined: Posts: 8,130
    i need help vs. turtle deejay

    when he spams c.lp and NOTHING other than that... what the fuck do i do? can't ball.. can't hop... can't slide.... can't jump in (crouching charges... doh!)

    dude doesn't fall for a single bait to make him do the spin kick so i can get free combos...
    Beat... That's all.
  • KhiempossibleKhiempossible NAGEHAME User Joined: Posts: 3,254
    i need help vs. turtle deejay

    when he spams c.lp and NOTHING other than that... what the fuck do i do? can't ball.. can't hop... can't slide.... can't jump in (crouching charges... doh!)

    dude doesn't fall for a single bait to make him do the spin kick so i can get free combos...

    I noticed that low forward beats it once you get close enough. but then he can start doing low jab max out and just push you out again.

    but yeah, it's pretty gay.

    I need more help vs. dic.

    I'm playing zaspacer online and his short short forward scissor kick trap kinda owns me hard. I don't know how to get out.

    jab psycho crusher is still friggin safe

    scissor kicks I can't beat. I can trade with them randomly though, both low MK and slide will randomly trade with them.

    I still can't grab him for shit.

    he mashes fierce and gets out every time. I can't land j. short deep enough for some reason.

    and his jump back gets him out of every sticky situation.
    "Win when you can; lose when you have to; but always play cheap" - Familyman
  • MixahMixah Joined: Posts: 8,130
    s.lk will knock bison out of scissors kicks... timing for it's so fucking hard tho since it's such a fast move... takes a lot of practice, and the lag on ggpo doesn't help at all.

    i found a nice way to bait deejay... lk hop back balls... he sees it and stops jabbing getting ready to do the kick... sometimes he does it, and i get free knockdown + ground mixups.
    Beat... That's all.
  • KhiempossibleKhiempossible NAGEHAME User Joined: Posts: 3,254
    s.lk will knock bison out of scissors kicks... timing for it's so fucking hard tho since it's such a fast move... takes a lot of practice, and the lag on ggpo doesn't help at all.

    i found a nice way to bait deejay... lk hop back balls... he sees it and stops jabbing getting ready to do the kick... sometimes he does it, and i get free knockdown + ground mixups.

    dj should throw a max out if he ever sees you back hop. max out > ball. I almost never ball in fireball matchups unless the opponent is knocked down.

    if dj wants to turtle just out turtle him.

    from full screen dj can't punish you if you jump forward over a max out j.jab beats everything air to air and j.fierce will take out an anti air slide.

    if you pull life advantage, you can out turtle dj.

    still though, I can't figure out how to beat bisons kicks into scissor kicks into knockdown into crossup back into trap bullshit.
    "Win when you can; lose when you have to; but always play cheap" - Familyman
  • MixahMixah Joined: Posts: 8,130
    i turtle that and just throw him after scissors. if he's too far away, free balls on wreckless trappers, and slide on ones that know what tehy're doing... either slide or sometimes take a chance, forward hop and bite.
    Beat... That's all.
  • SosageSosage Mopping Up Your Salt Joined: Posts: 1,807 mod
    i turtle that and just throw him after scissors. if he's too far away, free balls on wreckless trappers, and slide on ones that know what tehy're doing... either slide or sometimes take a chance, forward hop and bite.

    Yep. Any scissor that lands two hits and isn't short is wide open for bite. Obviously, the deeper the better. I also believe a well timed jump straight up short/forward will beat it (like Honda headbutts and Bison Pshyco Crushers).

    About DeeJay, I don't see out-turtling him being a very strong option. Maybe I have to see others play the match. I just don't see *any* projectile heavy match up being a good set up for Blanka to wait out. Unless you have your vertical hop timing for the different speed projectiles down very well. *shrug*

    There isn't much I can propose for this match up. I think it is one of his harder fights. If only he could slide under Max outs as easily as Sonic Booms... There is always getting your low.fierce timing down to punish/trade Max Outs, but when that is a good option is very situational. Hard hard hard. =(
    It Was Tuesday -- 925 SFV Weekly ... http://www.itwastuesday.com
    SRK Mod ...cause I enjoy destroying your fun...
    Rindoukan Yellow Belt ...cause I paid 49.95 for lessons at the local strip mall and now I can karakusa online...
    RIP KS2
  • MixahMixah Joined: Posts: 8,130
    I'll have to agree with you on that one sosage.
    Beat... That's all.
  • SystemSystem Joined: Posts: 508,676 admin
    About DeeJay, I don't see out-turtling him being a very strong option. Maybe I have to see others play the match. I just don't see *any* projectile heavy match up being a good set up for Blanka to wait out. Unless you have your vertical hop timing for the different speed projectiles down very well. *shrug*
    Blanka do not always need to vertical hop over projectiles when turtling, he can also back dash to a range where he can safely forwad hop over the projectile.

    He can also use short upball over projectiles, imo its easier to do against slow projectiles and harder against fast projectiles (compared to vertical hop).
  • DecoyDecoy You better block. Joined: Posts: 497
    Blanka do not always need to vertical hop over projectiles when turtling, he can also back dash to a range where he can safely forwad hop over the projectile.

    He can also use short upball over projectiles, imo its easier to do against slow projectiles and harder against fast projectiles (compared to vertical hop).

    I find that breaking a FB characters zone game is the only effective way Blanka can get in and do his thing. That just means blocking multiple FBs while trying to creep into range or doing things to throw off their timing of the FB barrage.

    Also, short upballs are no good vs FBs of any speed. MK upballs are best to avoid getting hit.

    One thing that works for me is the arc ball over fireballs then c. mk into vertical FP ball. This works only if you have them guessing and you KNOW they are gonna do a FB.

    ~Decoy
    XBL Tag: Real Decoy
  • KhiempossibleKhiempossible NAGEHAME User Joined: Posts: 3,254
    I find that breaking a FB characters zone game is the only effective way Blanka can get in and do his thing. That just means blocking multiple FBs while trying to creep into range or doing things to throw off their timing of the FB barrage.

    Also, short upballs are no good vs FBs of any speed. MK upballs are best to avoid getting hit.

    One thing that works for me is the arc ball over fireballs then c. mk into vertical FP ball. This works only if you have them guessing and you KNOW they are gonna do a FB.

    ~Decoy

    that works. I do them randomly as guesses when I have a tremendous advantage and feel like gauging my opponents learning skills. or showing him my yomi skills.
    Blanka do not always need to vertical hop over projectiles when turtling, he can also back dash to a range where he can safely forwad hop over the projectile.

    He can also use short upball over projectiles, imo its easier to do against slow projectiles and harder against fast projectiles (compared to vertical hop).

    that's how i turtle. works best vs. dj and chun, the idea is to back hop to full screen and be at full screen when they throw their fireballs. from here you can jump towards them when they throw their fireball and either j.jab or j.fierce and beat everything they do. j.fierce has ridiculous priority vs. anti air normals and j.jab beats almost everything air to air.

    The only way to beat that strat is to guess blanka is going to do exactly that and give up all the space they've built by trying something risky. Chun can actually super I think so watch her bar and super skills. But really you only need this strat to the point where you break their game down and get a second jump.
    Yep. Any scissor that lands two hits and isn't short is wide open for bite. Obviously, the deeper the better. I also believe a well timed jump straight up short/forward will beat it (like Honda headbutts and Bison Pshyco Crushers).

    About DeeJay, I don't see out-turtling him being a very strong option. Maybe I have to see others play the match. I just don't see *any* projectile heavy match up being a good set up for Blanka to wait out. Unless you have your vertical hop timing for the different speed projectiles down very well. *shrug*

    There isn't much I can propose for this match up. I think it is one of his harder fights. If only he could slide under Max outs as easily as Sonic Booms... There is always getting your low.fierce timing down to punish/trade Max Outs, but when that is a good option is very situational. Hard hard hard. =(

    the secret to sliding under max out is to start the slide just before it hits you. not like parry timing but when it's about s.jab or s.strong distance from your body, you can slide under it every time. the only problem is that dj will usually recover and can block before he gets hit.


    The secret really to beating fireball characters is to bait a fireball when you're in a position to jump safely. that's pretty much all their is to it. it's why decoy says to walk forward and block. it forces the opponent to keep throwing fireballs or run away to get his space back. he's either going to give you a wide gap to get in or throw a dumb fireball -> jump in combo xx death.

    I love straight jumping on wakeup. so many grab mashers online.
    "Win when you can; lose when you have to; but always play cheap" - Familyman
  • MixahMixah Joined: Posts: 8,130
    there are a lot of tick scrubs online.
    Beat... That's all.
  • SentientProgramSentientProgram XBL:HaffDolla Joined: Posts: 141
    You guys forgot jump up lk when dealing with psycho crusher. Great move, beats PS most of the time.
  • DecoyDecoy You better block. Joined: Posts: 497
    You guys forgot jump up lk when dealing with psycho crusher. Great move, beats PS most of the time.

    Jump up LK is good but jump back FP is better because it beats Psych Crusher all of the time.

    ~Decoy
    XBL Tag: Real Decoy
  • MavrickMavrick "I Am Cold Blooded" Joined: Posts: 975
    How don't know how ture that is DECOY i hit you with it plenty of times on 360 play when you jump back and, FP its like 60-40 Blanka but when bison hits even if its a double hit. It still swets bison up for a cross or a PC again as long as its not going into the corner
    As my dear friend Wax once said "this game is like the special olympics - even if you win you're still a retarrrd" Quotable Quotes
Sign In or Register to comment.