Mavrick, post: 1372532 wrote:
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
Khiempossible, post: 1372517 wrote:
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.
Ticholas, post: 1372534 wrote:
I find that if he's to close for you to do standing strong punch, standing jab works well, It sticks out shorter then strong which helps if he's right on top. Not sure if its 100% safe but I've had good results using it so far, it also works a treat against hurricane kicks.
MinhHoang, post: 1372540 wrote:
Hey does anyone know how to get lightning to come out easily? I've been having a lot of trouble trying to get it out.
Khiempossible, post: 1372543 wrote:
ya. all the chun links you have are mistagged.
Mixah, post: 1372512 wrote:
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.
Mixah, post: 1372547 wrote:
This is found here.
end of the first round against the guy's ken.
Khiempossible, post: 1372556 wrote:
I don't even know what amazon river run is and I main blanka.
Grog, post: 1372567 wrote:
Depends on who you're up against too, if they have a good reversal you're going to eat a lot of damage always going for a low hit on their wakeup.
geadom, post: 1372568 wrote:
I cant do crossup short, st.strong, forward-backward strong, i never get the last part (headbutt) to hit. Any tips?