Any Fuerte tips?
^ need some too… fuerte tips that is.
I find neutral jumping his shenanigans works pretty well from full screen. When he does that wall jump splash into you thing, nj avoids it and you can combo him on the way down. Up close he could predict it and air throw you. Focusing–>releasing his running in splash/mixups works unless he does that flying throw, mix in some backdashing. Funnily enough, I’ve also put a stop to the majority of his stuff before just by ducking and mashing c.lp.
When you get knocked down is when fuerte becomes a tremendous pain in the ass, fortunately bison has so many ways to get out. Wouldn’t even bother to try and guess correctly which side he splashes you. Teleport, backdash, ex psycho etc…
You can punish him pretty hard after a knockdown. He doesn’t have a great reversal, I think his ex guacamole(air throw) is the only thing that will get him out after getting knocked down. This move just lands him right behind bison if you don’t jump.
You can jump over his Ultra II
So I just had a little session with a good blanka and I’m having a really hard time when it comes to formulating a game plan. He turtles better than me. His specials are better than mine. Electricity alone stuffs hs/dr/sk/pc. He can destroy my charge so easily with hop shenanigans. When he is hoping back and forth around you, he could be going for a grab, electricity, (ex) up ball; mashing jabs/shorts usually gets you CH. I find it more annoying than having to deal with shotos’ 50/50s. I usually do fine in most match ups by simply playing a solid footsie game, but I’ve found it quite ineffective when it comes to dealing with Blanka… I jab 80% of the balls on reaction but then again, he has no reason to b.ball in the first place.
Am I the only one struggling with this MU?
The problem with teleporting is you can get punished for it with a grab or a slide. Also, a blocked PC can be punished with U2. And if you are in the corner, forget about it. I wonder if a well timed back dash would do the trick…
You MUST play aggressive against El Fuerte players. Try to get them into a corner, then rape them.
Jump over this Ultra2 and be aware of your wake up options. Don’t crouch all the time, cause his body press will hunt you down.
nope i have the same problem. i dont get why people say it’s in bison’s favor. it’s really an uphill battle imo and have yet to develop a solid approach. i just try and keep the bastard in the corner when i get him there and make sure i milk every knockdown for what it’s worth. after blocked scissors and pressure, you have to keep it up while staying on the ground, but he has so many more offensive options it’s tough. i can’t ever mash jabs during hop shenanigans because like you I get CH, basically I just try not to ever get in that situation. the only advice i can give is to obviously keep on the pressure and don’t let him jump out of it and play an evasive game when you need to. it’s going to suck if he has a life lead and need to get in on him again but it might be better to take a poke or two getting back in rather than block and let the momentum shift if he goes on the offensive.
I also forgot to mention that once he got a life lead (or not) and got me down to about 150 hp he would back away to the corner of the stage and use shout of earth. I tried to ultra2 [gets stuffed], ex psycho since its airborne [gets stuffed too strangely], jumping (when I’d expect him to SoE) between the ground pounds [only to land on the last shockwave] (1 frame start up and you cant jump between the pounds because the hitstun locks you in)… so either way, you’re just forced to eat the damage…
Really annoying match up =/
^ if its true that there’s no way to avoid the chip, then that is borderline broken. if blanka has an invisible pixel of health and you have a life lead with more or less the amount of health SOE takes away in chip at full revenge meter, you’ve basically lost the match which is kind of ridiculous. U1’s massive chip was fine because you could avoid it. It was tricky but possible. Maybe not every character had a way to do it, but you don’t have to put yourself right next to him when is knocked down with a flaming revenge meter. there were ways to work around eating full chip. Now every character has to win while maintaining enough health to survive a full chip. I don’t know what Blanka’s HP is, but I’m guessing it should be less than what it is now because he needs some type of handicap to balance that BS out. another way to put it is that everyone is basically starting with health MINUS ultra chip and there’s no reason anyone should walk into a matchup with an automatic health disadvantage. It’s not even the same type of argument you make as a grappler playing against sim, seth or a projectile character where losing health is an investment towards taking big damage. unavoidable damage is something else entirely.
I seriously hope I’m missing something here !
If my memory is right I was able to hit Blanka’s ground U2 with EX stomp in practice mode. However I think there is some guessing involved because he can do the anti-air version instead, that one probably beats the EX stomp. I don’t know if you can see the difference between the two versions in time, haven’t messed around with this a lot so far.
that’s strange i’ve beaten his ultra 2 with my ultra 2 clean plenty of times…
Okay, I think I figured out what I was doing wrong. When Blanka reaches for the ground with his fists during the flash, you can actually start inputting the U2 motion (or headstomp/ex headstomp; both work) which will beat SoE cleanly, if you do it any later, PP will get blown up. I used to wait for the end of the flash to perform the QCFx2 which is the reason why I found myself to always be locked in hitstun from the first pound. You also can’t really mash the ultra because you’ll just get a teleport instead BUT I’ve actually found out that if you do mash teleport [forward KKK], you can actually grab him right between both pounds! The things you learn in training mode <3.
I didn’t mean any of those would get out of a guessing game completely, just better than the wakeup block guessing game. Forward teleport PPP shouldn’t get slid or flying thrown, unless he was expecting it and waiting for you to teleport.
Oh boy lets not get me started on how much ass the recovery on teleport is lol
So your problem is that you’ve teleported to avoid those things and he had time to come back and still beat the crap out of you OR he expected you to teleport and waited for it?
My problem with it I guess is that it is so much worse than every other teleport in the game when it I don’t understand why that is. Sure situationally useful but the recovery feels like they have all day to punish you especially on a forward PPP.
I just want to make a quick note that 90% of the match up thread is from the old thread which is somewhat outdated with a splash of new information on how the new ultras alter a bit of the match up. By all means they’re never a blueprint for all your game plans.
They’re more like general points.
On Fuerte: I have 2-3 Fuerte matches on my YT channel and I got thrashed. I did however notice one thing from the beatings, don’t give Fuerte any breathing room to plan his attacks. Normals cancel into Dash and into Splash/Throw shenanigans. You aren’t gonna be able to do shit if you decide to charge and block. You’ll have to surrender a lot of charging.
Depending on how good the Fuerte is with dashing you can, much like interrupting Hayate’s and Machine Gun Blows, randomly stick out some c.LK c.MK c.MP to stop him a bit. I realized I should have thrown out more s.MK to stop him as well, but that also shouldn’t be too much of a habit because they can just stop short and splash or throw you from the dash. Either stay out of his mix up zone or corner him.
Dashing under Fuerte’s probably a good idea as well since their moves work in the toward directions, there’s no way for them to really change their course of direction.
^^ links mang? And I think that’s really simple but good advice. Stay out of his mixup zone and corner him when you can and never let him leave. I find EX PC somewhat useful in this match when spaced from a relatively safe distance. Stops runs and if he blocks at least it gets you in his face and closer to the corner. The thing is that he’s going to be so twitchy that you can’t rely on him just standing there (I guess you can’t really rely on anyone doing that but fuerte especially) and your spacing will probably get messed up by the time you throw it out there, but it can be worth it sometimes if you catch him on a run and score that knockdown before he does.
Oh and if anyone is selling blueprints to fight Blanka I’ll buy it. I hate that green bastard.
it’s great though that a well timed EX Stomp can avoid/beat Blanka’s SOE. It seems like no one else really has the luxury of a move that flies and attacks the opponent from any distance. Good to know, I always just assumed I’d get shocked!!! I retract my statement about starting the match minus SOE’s chip to your health, at least for Bison. Other characters are probably not so lucky, I can’t even think of a move that stays airborne any longer than tatsu and that might just barely avoid it, but unlikely. I’ve been chipped out before because I just sat there and took it, but now at least there’s a straightup answer.
You’ve probably played better Blankas than the ones I’ve played, but my advice is to switch actively between turtling and RTSD. If you get frustrated, it’ll get you killed against Blanka (he’s probably one of the most annoying characters in the game, by design). He’s my secondary and all of his shit is unsafe. The problem is that good Blanka’s don’t really do anything that’s unsafe or heavily punishable. What I mean is: Obviously Blanka Ball is heavily punishable, but what happens when he rolls right in front of you and then throws you? Well, then you can obviously mash crouching jab and beat this, but then he spaces is so that he lands in front of your hand and then does a jump in combo or slides. Obviously there are ways to beat THIS too, but then he does something else. Blanka players have to rely on trickery because his specials suck so much. Anyway, when he’s in this mode, just try to out-think him. Don’t think too hard though, because then Blanka players will do unsafe moves (hp blanka ball) just to keep you honest. When you knock Blanka down, you can RTSD. His specials are too slow and his reversals are unsafe on block or hit, so you can punish with scissors for a re-knockdown (of course be wary of Ultra). If he wakes up and backdashes or backhops, you can probably OS slide or roundhouse (haven’t tested it).
Also, a lot of characters can avoid U2s chip. The Blanka board has a lot of info on this on their Ultra thread.
Blanka makes you have to learn to turtle, anticipate mindgames (lp ball), and neutral jump attack (to deal with his jump attack, cLP, repeat spam).
I still stand by the fact u can cMK from a decent distance away, into lk SK, everytime he has to wakeup