If they’re being predictable with Cannon Drill then back up (hop back into electricity) then walk forward to the point where just the tip of CD will hit, then do a focus attack to absorb and punish it. Not a solid or a reliable strategy but you take damage where you can in this match.
So there’s no unblockable on Cody off backthrow dash anymore, right?
Not that I have found. You can still make j.hp a 50/50 though like you can vs. cammy.
Played a lot of matchs VS a Cody, it was damn tight.
I feel this match-up like Vega : not bad, but very hard to play correctly.
Footsies : all pokes are good here, but be careful about his cr.mk (slide) and his forward mp, don’t let him get close with it and avoid the corner. The goal is to have a knockdown and to not falling in the ground, he has a nasty okizeme too.
DON’T use EX Horiball if he has EX, you will eat 130 damages, even if he try to bait you with rocks, use slide if you’re at good range or doing nothing, also DON’T use EX horiball/sweep/crouching fierce if he has U2 witch is very fast (7 frames). Don’t jump on him, he has good AA (back mp, neutral jump hp etc…), and don’t let him jump, his jumps doesn’t have great hitbox, you can AA him with classic AA like crouching strong but the timing is weird, i was eating a lot jump roundhouse from him because i was doing my AA too early… so the goal is : avoid to be close with him because he will KILL you at this range, avoid to fall and the corner because he has a good pressure and mix-ups and a lot of damages, score a knockdown, his wake up is bad : his only “reversals” are :
- EX criminal upper : start up 7 frames
- EX Zonk : start up 11 frames
I think it’s not a bad match-up, but you need to play really good on the ground here, stay mobile, AA him, avoid his pressure and score kd like i said… U1 is the best, because you can punish a lot of stuff with it like LK criminal upper etc…
But seriously, be sure your Ball will makes a kd if you use it on combo if the Cody has U2 because if it’s not the case… a lot of damages in your face lol… sad face
You can safeball (LP) Cody so U2 only hits you with the “sand splash thing” and the rest whiffs completely, so you can punish him afterwards.
This is fantastic. Thank you!
I understand the safeball’s concept but i don’t know how to use it, any “setups”?
Ok, if i do cr.mk x2 ball lp on block, the U2 don’t punish or just the first hit like you said, there are other “setups” ?
it’s less about setup, and just more about learning the spacing. Just try different strings and see what you you like to do. Then figure out where you are roughly.
Check the OW MY BALLS thread and I have a setup in there.
Not sure where to post this exactly. Figured here or the General Discussion thread. Any Blanka’s looking to run the Cody/Blanka match in the next day or two on PSN or XBL? Looking for Blanka mains that are intermediate to advanced.
Could use more anti-Cammy tips… recently there’s been alike an influx of Cammy players… and I always feel like she’s the hardest match up for Blanka… but I guess the Cammy players here are mediocre so… I was holding it up pretty well… until… recently either more players are learning Cammy and the original Cammy players are getting better…
The arcades in Hong Kong are all set to 5 rounds… and I think this is important for this match up simply because meters is pretty damn important… usually if they are good… they kinda need to beat me the 1st round… when i’m meterless… it makes their game easier… and they can dive kick pressure me better… since i have lack of EX upball… and it’s seriously the only solution if you’re in a disadvantage position (meaning you just got knocked down… or you’re under frame traps…) in a neutral position… there’s other options… but i pretty much feel like if you’re knocked down and you don’t have any meters… you pretty much lost especially if you’re cornered.
My game plan is usually to stay at mid range… outside of LP ball range… outside of her LK cannon drill range… and build my meter electricity… bait her with whiff s.LP, focus/cancel a bit… maybe even throw in LP ball if she’s far away… I try to look for places where she might be considering to jump in and dive kick me so i can kinda counter it with my own jump moves (done early)… i also try to find places where she wanna play footsie with me… so i can kinda try jumping in… although the objective is really not to jump and her DP is seriously too good… however… not jumping at all doesn’t work either… so while playing footsie… i kinda need to get a read on when she might be throwing out moves…so i can ‘safely’ jump in… keep in mind the moves with longer range that is good for her footsie… have crap recovery… and the moves that recovers fast… are moves that blanka can beat with his own normals… but his normals lose to dive kicks… so it’s kinda like a mind game going on there…
I also make sure i don’t sit back… for charge too long… i rather move back for the back charge then crouch back and wait… unless i have a significant life lead … otherwise being an immobile target… to me… makes the match super hard… considering she can cannon drill you safely… she’s got a fast dash… and she can always dive kick you if you try to poke her with normals…
After back throw… depending on the player… i mix it up between… dash -> jump MK … which can get DP… and dash-> empty jump which will make her DP the wrong direction and you can punish her…
One thing that bothers me about this match the most is really… there aren’t really any reliable safe jump setup against her… if I’m missing any… please do tell…
And part of my game to beat her really is… trying to score one knockdown and mixing it up between… throws, tech counter, jab xx electricity, and block against DP… which is pretty much standard against all characters… but since she’s got less life… it’s a bigger threat for her…
other than that it’s really to try to keep an advantage when i am on one… and retreat when the situation is back to neutral… and build meter as much as possible…
another point is… her s.HP is a good counter to ex rainbow… if you plan to land the ‘hard to block reversal’ it can get her… however… if she knows the s.HP timing… and your ex Rainbow is anywhere close to her… either her… close s.HP comes out… or far s.HP comes out when you wanna make it purposely whiff so you can punish her on recovery with a throw or whatever… this is considerably more annoying compared to those characters like Ryu/Ken who likes to use c.HP and i can anti their anti-ex rainbow ball …
coward crouch works… against cammy special… but like Ves said… it’s too risky and too much of a gamble to rely on it… since one of her main pokes is c.MK… she’s perfectly happy using that against it… and your only counter against it… is hop into throw which works… but if she decides to cannon drill you instead… you kinda lose to that while you’re hopping…
-LAU
Safejumps vs. cammy
f.throw whiff mp ball, j.hk
u1(hit low), whiff lp ball, backdash, j.hk
super, backhop, whiff lp ball, j.hk(not a true safejump but makes dp whiff)
On b.throw you want to do dash j.hp not j.mk, early j.hp hits in front, late hits in back, and she can’t dp out.
I say baiting punishable things and doing near max damage punishes is really important(and pretty much the only way to win this at a high level). Safejump a dp? dash cr.mk xx elec or hop u1 it, don’t slide it!
Don’t forget that st.mp pushes her very far out while cr.mk doesn’t. this is important for elec combos and knockdown ball combos.
With U1 stocked and her crouching the only overhead combos that are safe vs. her are overhead u1, and overhead, cr.jab xx ex ball, so be careful.
Also useful vs. Cammy forgot to mention is this setup deep in the corner.
f.throw, whiff hp ball, whiff cr.mp
then j.hp hits front side and j.mk hits in the back, or you can empty jump low but you always land outside the corner so you completing your combo keeps her stuck. Also makes dps whiff for all 3 versions.
Ves:
Thanks for the tips these will proved to be useful…
for some reason I thought the whiff MP, jump HK setup didn’t work on cammy because of her wake up timing… maybe i need to make sure i’m doing it right…
-LAU
If you hit j.hp a bit early it can whiff, just practice.
So I’ve been thinking that Blanka has a slight advantage vs. Cody for a month or two, and realizing I probably would have beat Momochi(who is way better than me) if I didn’t have the execution of a 5 year old I feel confident saying that now.
I forgot if it’s you or someone else who was telling me awhile before that Blanka was at disadvantage… so what’s new?
-LAU
Ugh…what do you do in the Cammy matchup? It seems so hopeless. Her jump ins will beat your anti airs clean most of the time.
Here’s some of my advice… I also find this match up pretty hard… but still doable…
try to make sure you have some meters at all time… you will need that upball to help you beat out her dive kicks and frame traps…
which means round 1 is gonna be pretty damn tough…
I think some other players might disagree with me but I personally think you can not play too defensive in this match up… you will need to take risks… and holding downback will get you killed
There’s really no best solution against dive kicks… and against EX dive kicks there’s practically no good solution…
this MIGHT or might not be useful to you… but coward crouch (CC) goes under pretty much everything Cammy does outside of c.LK/c.MK/c.HK and i guess that somersault into the low kick … it goes under dive kicks both regular and ex… i can’t remember if it’s good enough to go under her dp if you’re next to her… however… CC is still not a good solution against dive kicks because even if you avoid the divekick and try to cancel into electricity or upball… you’re still gambling… you might not be fast enough… or she might still be able to beat you out of whatever you try to cancel out of CC.
against normal dive kicks… s.HK and electricity works alright everything else is more of a gamble…
against ex dive kicks like i mentioned before it’s more of a gamble… i would imagine it beating everything but maybe… ex electricity done pre-emptively might be able to beat it… but that’s kinda crazy to do… I would just suggest block it and man up the pressure.
In general… my game against Cammy is to try to play footsie and pay attention is the cammy player is the type that likes to throw out her cannon drill (qcf+K) or not… if she does… pay attention to the range she does it… there’s certain range she’s pretty much completely safe but she’ll need to hit at the tip… if she miscalculates… you should punish her whiff… if you block deep… you should be able to U1 or just jab into ball/electricity to punish her… also keep in mind if she likes to do that it also means she’s open to getting FA by you as well…
meanwhile… if Cammy is playing her regular footsie game… she should be using c.MK and s.HK a lot… c.MK you should more or less treat it like Ryu’s c.MK… but with a tad less range… you beat it the same way you beat Ryu’s c.MK… which is to use s.HP… as for s.HK… this is the move that’s gonna be a bit more difficult to beat… your s.HP is generally not a good solution and i think your s.MP might lose to it as well… to beat this move… there’s several options… you can c.HP to outrange her… you can focus it… because she can’t cancel it… or… you can predict that it’s coming and jump in HK against it… she can probably block it in time but probably not fast enough to dp you out in the air… but from there you can apply post j.HK pressure… either do electricity pressure… or do your usual throw/footsie/shimmy/gimmick/whatever game from the big frame advantage you got from the j.hk. If she’s playing her footsie right… it should make it slightly easier for you to jump in on her… if she’s looking out for your jump ins… you should be able to get a bit closer to her and probably poke her… jab xx electricity pressure her etc… IMO this is the main game against Cammy…
here’s some other tips…
Focusing should be used to go against the following… her s.HK, her dive kicks, cannon drill… but like anything abusing it will get you killed even faster.
Building electricity is pretty risky against cammy… because you’re a sitting duck and her cannon drill will beat it… and even if you can end it fast enough to block it… she can do it at the right range where you can’t punish her…
During Round 1 without meter… i tend to be a bit more aggressive… if i’m in a ‘neutral’ position against her… meaning i didn’t get knocked down… both him and i are just trying to engage our range for footsie… if i see her jump… i will tend to jump at her and hope to beat her air to air… the reason is… there’s a higher chance i will win… but even if i do lose… it just become a guessing game for both of us when we land… to me it is much better than dealing with her dive kick and not being able to anti-air properly and getting knocked down without meter for her to put me into a vortex of constant knockdowns.
another gimmick… that kinda works alright against cammy once in awhile is… when using CC… most cammy will tend to try to get close to you and sweep you or c.MK you… however Hop cancelling will go over that… which if you time it right will land you a free throw… it takes some risks to do… and it’s a gimmick so you can’t really abuse it… but it’s somethign that you can keep in mind.
ex Rainbow is also another move that you’ll probably try not to use as much compare to other matches… because… her s.HP close and far beats it pretty good depending if you’re trying to hit her or make it whiff near her to throw/whiff punish… also her DP hitbox and active frames is so ridiculous it beats it pretty easily…
your ex meter really should only be used for ex upball… to beat out those dive kicks and to stop her frame traps…
if you’re in significant lead and have meter… then like most other matches… going full defensive isn’t a bad idea…
back throw, dash, j.MK will get hit if she does her DP
however back throw, dash, j.HP should make it whiff
also back throw, dash, empty forward jump also makes her dp whiff…
Against certain jump ins… i might just hop underneath her sometimes…
hope some of this helps
-LAU
Best solution to the cammy matchup is to not play Blanka.