DJ can punish roll on hit with Ex Sobat ?
could use some dudley tips here…
main problem:
i don’t know how to approach dudley… should i just turtle and wait? but once he’s in it’s nearly like fighting against yun… (well not that bad… but his offense is nuts)
his s.HP (i think) seems to have ridiculous amount of ‘priority’ he’s like just throwing it out there and it’s hitting out most stuff i try…which is kinda annoying…
anyways… i think right now main problem is lack of experience… played the guy once and lost so that’s why i’m wondering
-LAU
I have troubles with the jump HK of dudley, this thing beat all AA of Blanka, expect the ex upball.
nj.hp is by far the best AA vs. dudley, it beats all of Dudley’s jumpins including j.hk. You can aa with st.hp, cr.mp, and some other stuff, but you will trade a lot and if you mess up you eat too much damage.
He has a st.hp and a f.hp, they have a similar hitbox but the f.hp makes him slide a lot farther. The recovery on this normal is not that good, especially on the f.hp version. If you are out of range you want to whiff punish it every time. If you are in range of it, remember that this is dudley’s primary poke, and Blanka has multiple counterpokes for this.
st.jab -> faster than any of dudley’s footsie normals, while it won’t lead to any real damage to you, it keeps dudley in check. Out hitboxes his jabs, and will counterhit all of his slower normals.
cr.mk -> This more of a predictive thing. in the ranges dudley likes to throw those moves out, you can throw it out and it will poke him out of them. cr.mk also has great recovery so it’s hard for dudley to whiff punish. At some ranges it goes under the early active frames of the st.hp!
electricity -> a bit of a gimmick, but if you can condition him to throw out st.hp/f.hp, electricity goes clean under. EX will generally be able to tag him. Good for mind games.
The key is whiff punishing and throwing out the jabs though. You want to irritate him and force him to jump, or to whiff a fierce so you can sweep it. Dudley is very vulnerable to Blanka’s mixup game, espcially when he doesn’t have bar.
Blanka’s normal footsie normals like st.mp, st.hp, cr.mp, cr.hp and sweep aren’t too good to throw out here because of how fast dudley’s fierce is. St.strong is okay sometimes, but you don’t want to get counterhit. You just have to be patient.
In order for Dudley to beat/trade with anti-airs, he usually has to do it early. You can do a level 1 focus attack to catch it and if Dudley goes for cr.lp/lk you can usually get a crumple. The only problem is that you have to backdash after the FA and if he blocks you lose a lot of ground. nj.hp usually beats it clean, but if he jumps “under” you it can lose/trade.
Neutral jump HP is awesome against Dudley, effectively.
They are few hit jumped like that, who beat the crouch MP.
Like the jump MP of Fei Long, or the Jump MP of Sagat.
Played against one of the two Dudley i lost to today…
and totally beat him by a landslide… to the point i’m wondering how did i lose to him last time (even though it was really close)
I guess what I did different this time was occasionally throwing out st. MP although it traded sometimes… he couldn’t exactly start a combo as far as i’m concern and it beats out most of the other stuff he does… as long as I’m playing my footsie correctly and don’t trap myself in the corner it’s all good
now i need to look for a stronger Dudley to make sure i got this match up in the bag
-LAU
I need some tips on what to do against good run stop pressure from fuerte
jab os xx hop? If he follows thru on the runs you’ll be on the far side, and Fuert doesn’t deal well with quick turnaround imo. As long as he’s not stocking Quesadilla bomb or baits the odd dash stop-turn or slide, you’ll be in a good position to cr.lk xx elec/throw or jab xx elec.
Also, post HKD, his hitbox on wakeup is very squatted, so I generally keep to ground mixups/baits here. Then 1.5 lenghts away, ready to jab or backdash Tostada presses.
Keep from jumping 1 to 1.5 lenghts away, his Gaucamole dp is big, and AA st.hk xx ex.dp is one of his easier moves. Buffered elec is nice to do too if you see and pedict a pounce. Ball<dash,slide therefore a no win situ.
How to deal with Honda ? … i have troubles in this match up, his stand HK is terrible.
vs honda
in AE if he doesn’t have meters… he can no longer rely on LP headbutt to AA you… so it’s a tad easier to go offensive on him… you also wanna prevent him from gaining meters…
just gotta play this match slow… if he isn’t charging it means he can’t headbutt you to punish MP balls… if he is holding onto charge it means you can walk up to him slowly make sure you’re outside of his LP headbutt range and whatever he does he’s gotta take some sort of risk…if he’s sitting and waiting you might need to throw out random moves to bait him check his reaction with whiff balls/dash ins…
it’s basically a really patient match up kinda stupid… whomever loses their patience first will probably lose.
if he’s doing standing HK against you i can’t imagine him charging or you are probably walking in too close on him.
-LAU
Vs Honda, it’s very hard.
He have better pokes, better stamina, better damages, Blanka doesn’t have really any safe approaches against him.
Without the LP headbutt AA, it’s a lil bit better, but just a lil bit.
I dont think its a bad MU!
It was 5/5 in super IMO 5,5/4,5 for blanka in AE
if you score a knockdown just hop over and kill the charge.
and it really depends on who loses the patience first.
whoever hast the life lead has a big advantage.
think of playing with honda against blanka! its the same thing! its hard to get in!
If the Honda is good and have a strong defense, tell me how to approach him and score a kd, you just take too much risks and if you fail, you lost so much life and it’s impossible to make a come back if the Honda turtle.
like i said before… the game is all about patience… he can’t approach you properly without taking risks… you can’t approach him easily either… like i said… his only real way to punish your blocked ball is headbutt… but to headbutt he needs to be charged… so… it forces him to stay put or move backwards which in both cases kinda sucks positioning wise… anything else he does is gonna take some sort of risk one way or another…
you can anti air honda equally if not better than honda himself… and in comparison… honda scoring a knockdown isn’t as scary compared to blanka scoring a knockdown… however honda makes it up with damage.
any special honda does he’s taking a risk if you’re outside of LP headbutt range… and if you’re within LP headbutt range and you know he’s got a chance to do it… if you catch him with a neutral jump you punish him pretty big for it as well…
Most likely a good honda will probably try to corner you and chip you with hands… but to do that he kinda needs to move forward or wait for you to come close… but if you’re just sitting back chilling… he can’t get at that range once he moves forward you can MP ball him… and if he gets in a habit of trying to interupt you it’ll mean HP ball will smack him or trade with him in your favor… if he’s waiting to block HP ball and punish… it means he’s open to LP ball whiff to mixups…
Yes there will always be risks involved… and that’s just how the game goes… but like mentioned before it’s a game of patience…
-LAU
Nice analysis, it’s a 5-5 for you too ?
I generally try and rush him down and do anything to cut his charge or keep me closer than mid screen.
But then I’m an idiot. But whatever works
I think i’m too impatient vs Honda.
There are pokes that work well against his far standing HK ?
tell me what Honda can do to approach Blanka!
like LAU said:
in AE Honda has a hard time AA your jumpins without meter (slight edge for jimmy)! in super he has LHeadbutt (even MU) as he will have in 2012!
I like this MU cuz it teaches you patience like no other!
in AE I feel like its 5-5
-LAU