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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.

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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: Blanka - General Discussion

    Sakura's j.HK is one of the best jump buttons in the game and with what I've tried against that, you're only going to get trades at best when she's active. Just gonna have to hope you have charge and can get a MK/HK upball in time (although they dont start up super fast either). Electricity isn't really meant for AA anymore.


    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

    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

    I already like SFV overall so it's just another day with some changes. Like GetTheTables said, if you already liked it you'll keep liking it. If you have problems with it, you're still going to have problems with it (unless you were an Abigail player where the problems you didn't have got fixed).


    Ibuki is still good so that's all I care about. Certain anti airs getting better is nice, but I dont jump unless to make a read on something or there is no other choice any way. Unlike Season 2 there's probably no zero to hero characters except for Kolin, but I dunno if she'll be like top 5 material. Top 10 at best. Tiers are probably about the same, just that the too honest characters are better at being honest.
  • Re: The SFV Lounge: SRK is ALIVE. AE Hype is BACK! DISCORD going the way of DISCO

    Blanka is looking really good. They made him fit into V's system really well and he has about everything you need on paper to be good in this game. Including 3 bar unga triggers and safe/plus pressure after a normal cancel. SFV its much easier to convert things into scary damage so he won't have the hit you like a flea unless he red focuses problem he had in IV.