Blanka needs meter for his reversals. Meter to do his most damaging combos. Meter to keep offense momentum after a knockdown. Meter to beat specific moves.
Thats a lot of meter! How do you prioritize that meter usage? How do you efficiently gain it? What is a waste of meter? What uses of meter are underrated? I can manage my opponent’s meter gain and usage?
When I wakeup I’ll try to start answering these.
I’ll make a couple of tables, then throw out some basic matchup related meter ideas.
Basic Super Meter Concepts
Yeah my magicwand skills suck!
The super meter is 1000 “points” long and is divided visually into 4 blocks of 250. When one of these blocks is filled it begins glowing blue conveniently to show that it is in fact full. Various actions will fill the super meter by a set amount as the match progresses.
The following actions will gain you super meter, super meter gain variables will be in parentheses if applicable.
Hitting the Opponent with a Normal Move Attack
Getting the Opponent to Block a Normal Move Attac(50% gain)
Performing a Special Move Attack
Hitting the Opponent with a Special Move Attack
Getting your Opponent to Block a Special Move Attac(50% gain)
Hitting the Opponent with a Focus Attack
Getting your Opponent to Block a Focus Attack(50% gain)
Getting Hit By Your Opponent’s Attack(50% gain)
Blocking an Opponent’s Attack(25% gain)
Focus-Absorbing an Opponent’s Attac(50% gain)
[*]Throwing the Opponent
This meter can be used for different things. Super moves(consumes 4 blocks), FADCing a Special, EX, or Normal move(2 blocks), or using an EX Move(1 block).
Whiffing to create meter:
Normals don’t create super meter on whiff in sf4, so special moves have to be whiffed to gain meter. Upball and rainbow roll are obviously not options because of their slow recovery so you’re left with electricity and horizontal ball. The light versions of both moves recover the most quickly, and in the case of horizontal ball doesn’t move you too far forward.
LP Electricity -
20 meter gain
LP Hori Ball
30 meter gain