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DevilJin 01 · Get some shill in yo system · mod

Its cool. I ended up doing a lot of eating around different places and money matching, hanging out in the salty suite etc. You were the first good Spencer I've played in a while so it was good playing you the few games I did. Next major we meet up I should have my new theory team ready.


DevilJin 01
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  • Re: The SFV Lounge: SRK is ALIVE. AE Hype is BACK! DISCORD going the way of DISCO

    I only play Capcom games and only the Capcom games that I like.

    Which is why I'm waiting for Anniversary Collection so I can play more of the Capcom games I like.
  • Re: The SFV Lounge: SRK is ALIVE. AE Hype is BACK! DISCORD going the way of DISCO

    HNIC Mike wrote: »
    HNIC Mike wrote: »

    Idk i played like 10 Blankas last night ranging from diamond up to ultra diamond and i dont think i got hit once by slide under a fireball. Every time it hit it was random catching me not crouch blocking.

    Think that'll change pretty fast once people start learning him. Like if you throw a fireball from at least round start position it's extremely easy to slide under on reaction. Anything past that, just keep walking forward or coward crouching until you're in that range. Bad Ryus will keep throwing fireballs, good ones will stop throwing them since they will get punished. Either way you stop them from throwing fireballs.

    On top of all of the other options he has EX command grab is projectile invincible, his VT1 horizontal balls are projectile invincible and his up balls are full invincible on start up and projectile invincible as well. Basically in the long run you're not going to be having a very successful fireball game vs Blanka. Guile and Nash at least have the recovery and frame advantage on block to bait his tools better, but Ryu is just gonna be walking on eggshells to throw any fireball.

    Nah. Inside round start distance he has to guess for fireball punishes. Thats where anyone with a good fireball game will throw them. 90% of the cast has easy punishes from round start and further.

    Its easier and less risky to just try and jump or coward crouch. Inside half screen distance also makes slide into a ryu crouch hp punish on block. Slide comes out pretty quick but there is a decent period on start up where its vulnerable to projectiles. Thats why i was saying it might be one of the few moves in the game where its better vs slow projectiles.

    I dunno if you can call that range inside the "guess" range. If you're throwing fireballs at that close of a range that's basically the "i want to use fireball as a poke" range. Which sets you up for Blanka's buttons any way.

    If you wanna throw fireballs at that inside range then that means you're basically letting Blanka play footsies with your fireball. When that happens you then have to deal with things like...

    1. His long ranged 8 frame sweep which Ryu can't s.LK, sweep or even raw ex fireball punish on block at max range. Risk reward completely in Blanka's favor here as he can fish for something that can CC any of your buttons and will guaranteed CC your fireball attempt. Giving him HKD and free safe jump/mix up. Unless you're sitting on super (which probably won't happen too often with Blanka's offense) you're going to have to stop throwing fireballs if you dont want to be put in a bad situation very soon.

    2. c.HP which has slower start up, but also CC's, is only minus 3 on block and pushes back on block.

    3. EX command grab which is projectile invincible and can punish on reaction from that range.

    Add in VT1 and then you're dealing with projectile invincible blanka balls and his new ground shave rolling move that is also projectile invincible. Ground shave will hit you at that range on reaction and can juggle when held down.

    Then add in all of his constant movement based shenanigans that punish you if you throw a fireball at all and it's just going to be way too much for a Ryu player to control. You just wont be throwing many balls at a Blanka that understands their data. The random ones that dont care to learn the character you'll get by, but i give it a few months before the people who still are using Blanka know their options and you can't throw much any fireballs.
    Post edited by DevilJin 01 on
  • Re: The SFV Lounge: SRK is ALIVE. AE Hype is BACK! DISCORD going the way of DISCO

    Go ninja
  • Re: The SFV Lounge: SRK is ALIVE. AE Hype is BACK! DISCORD going the way of DISCO

    Things with Blanka so far.

    - Neutral jump HP will be one of his go to AA's. This has always been good as an air to air based AA since ST. Mainly because it works where he extends his arm without committing to any movement. Can do early neutral jump HP to catch people jumping early like before. The hit box itself doesn't stuff buttons as well as in other games, but if you use it early can still counter hit people out of jump attack attempts.

    - Whiff punishment is pretty solid with sweep and slide. Sweep is like Karin's with slightly faster start up (8 frame start up, Karin is 9). If your reactions are good you can catch whiffed c.MK's and heavier buttons with his sweep pretty easily. Slide can punish heavy buttons on whiff reaction wise and can use it to punish predictable medium footsie attempts. His slide can pretty easily whiff punish Abigail's s.HP so if he whiffs at anything but an irrelevant range you get a free slide.

    - s.HP CC can easily be hit confirmed into command dash. Very good to catch people being predictable with pokes and confirming into dash and combo if it hits. The s.HP itself is minus 6 on block, so certain characters with fast ranged EX moves like Chun Li you'll want to use it more as a counter poke/buffer than to force them to block. Against most other characters you can fish for it more easily.

    - Command hop and V Skill allow him to be very mobile on the ground and can easily get into pressure/throw range off one good hop or V Skill.

    - V Skill into HP follow up is a great anti air. Can just go into coward crouch and watch for someone to jump. HP follow up into MK/HK up ball does about 160 - 180 damage and 200+ stun.

    - Landing electricity on hit will be important as it's basically free oki aftewards and push towards the corner.

    - Combos into LK upball are preferable when you can get them as also great oki after.

    - Don't see why he should have much problems vs Ryu. V Skill crouch any fireball attempted from a far range and then once you walk in you're easily within range to slide or sweep any other fireball attempt. Basically once Blanka walks within about half screen he can't throw fireballs safely anymore. Baiting him by going to coward crouch is strong as well since the kick hop follow up arc will easily hop over and punish any predictable patterns in his fireballs.

    - s.MP is another solid poke/whiff punisher. 0 on block and combos into s.LP on counter hit.
  • Re: The SFV Lounge: SRK is ALIVE. AE Hype is BACK! DISCORD going the way of DISCO

    Have they said anything about us getting Blanka for free for a week, like we did with Sakura?

    No. No news so gotta pay for him

    For Ibukis V skill, mainly you use the charged version from a range to make pokes whiff and punish them. Only minus 3 on block so relatively safe if they do block it. Once you get used to where to space it its very strong when people get predictable with their pokes. It's a projectile hit box so once it's out it'll stuff most anything that isn't a projectile or projectile invincible move on the ground