Did you do jab ET? I did fierce and it beat most jumping attacks or at least trade (vs. Akuma).
Well he got d,u+K now for AA
Is there a Blanka discord?
Sakuraās j.HK is one of the best jump buttons in the game and with what Iāve tried against that, youāre only going to get trades at best when sheās 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 isnāt really meant for AA anymore.
Things with Blanka so far.
-
Neutral jump HP will be one of his go to AAās. 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 doesnāt 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 Karinās with slightly faster start up (8 frame start up, Karin is 9). If your reactions are good you can catch whiffed c.MKās 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 Abigailās 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 youāll 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 itās 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.
-
Donāt 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 youāre easily within range to slide or sweep any other fireball attempt. Basically once Blanka walks within about half screen he canāt 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.
flurbdurb
Messing around in training mode and found this. Sorry for the brightness the video editor i used added an instagram filter for some reason
No because I heard in the streams that there is no difference between jab and fierce electric thunder like it used to be in SF4. Is there a difference?
Sakuraās j.HK is one of the best jump buttons in the game and with what Iāve tried against that, youāre only going to get trades at best when sheās 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 isnāt really meant for AA anymore.
Yes thatās what I found out too, but itās not just sakura. Iāve played vs Ryu and Menat yesterday both of them jumping HK straight out beat electric thunder, didnāt even trade. That feels so weirdā¦ hop forward + electric thunder and LP roll + electric thunder are almost useless now, because they are so easily punishable.
Wild Lift is sick. If you pre-empt their jump you can juggle it into itself and follow with ball or slide pretty easily. Being able to do it from a crouch adds to the fun.
Command grabās startup having a small leap like Raid Jump is going to bungle people.
CH cr.MK, cr.MK xx Ball if you wanna relive the glory days.
Any tech for the TC? Stopping on the second hit seems reasonable for oki.
No because I heard in the streams that there is no difference between jab and fierce electric thunder like it used to be in SF4. Is there a difference?
I couldāve sworn Fierce ET has at least a wider horizontal hitbox - going to do some testing.
Iām also personally not big on characters that donāt have 3 frame buttons, because I dont like having to hold fake ass frame traps. At least he has a command grab and Iāll take the EX up ball all day.
Oh so different versions of Electricity have different range? I was thinking Electricity had short range.
c MK seems like his best button by far. Iāve been doing j MK, c MK, c LP, b,f+HP. But I read d,u+LK is a better hit confirm special for oki purposes. If it was all blocked, after the c LP, another c MK is in range, which can of course be special cancelled into hop or b,f+LP. But Electricity is waaay out of range.
People arenāt ready for his HCB+P. Itās netted me lots of round wins!
Oh so different versions of Electricity have different range? I was thinking Electricity had short range.
c MK seems like his best button by far. Iāve been doing j MK, c MK, c LP, b,f+HP. But I read d,u+LK is a better hit confirm special for oki purposes. If it was all blocked, after the c LP, another c MK is in range, which can of course be special cancelled into hop or b,f+LP. But Electricity is waaay out of range.
People arenāt ready for his HCB+P. Itās netted me lots of round wins!
That command grab is crush counter city though, so donāt spam it.
characters that can punish lp. ball (outside of super/vt)
cammy- drills
blanka- hp ball, ex ball, vt1 ball, super
rashid- ex flying douche kick
mika- ex but
necali- mp dash punch claw thing (in vt hp works) super
alex- mk and ex elbow, vt1, super (only at close range)
kolin- super, vt2 fowards dash
zeku- vt1 dash. old- ex fireball kicky. young-run slide
juri- mk flippy flip kick, charged v skill, super
ibuki- super, kunai, ex kunai, vt2
laura- ex elbow, vt1 elbow
karin- mp flippy dippy bullshit overhead, mk tenko
nash- mk scythe kick, vt 1, super, vt2?
bison- mk and hk scissor kicks, slide
birdie- bull head, ex bull horn
sim- mp, hp, mk, hk
fang- ex lean over and poke the other guy with your wierd ass fingers
rog- dash punches, super
urien- mk shoulder (only works if ball is done point blank. can link cr.lp after) , hp shoulder, ex shoulder, aeigis
abigail- sweep, super
sakura- dash lk
characters who need super, vt, range specific shit or can not punish at all
ryu- super, dash lk (only close range)
ken- vt1 ex tatsu, super (only close range) dash mk/lk (only close range)
akuma- super, raging demon
menat- orb recall/soul spark, super (close range only)
vega- vt1, slide (only close range)
chun- super
guile- super, ex boom (only close range)
ed- super, dash lights (close range only)
gief- nothing although can react with flex or charged hp. can get vt1 after the flex
when Blanka is in the corner lp. ball is extreamly unsafe. Also if there are any mistakes/anything i missed please let me know
Can Abigail not punish with cr. rh. or VT2? Canāt test it right now.
It is extremely frustrating that EX ball getās stuffed by light attacks. What a waste of meter.
Yeah, I never even use meter for Ball, Rainbow Roll or Electric Thunder. I save it for reversal Vertical Ball or CA.
It is extremely frustrating that EX ball getās stuffed by light attacks. What a waste of meter.
EX Ball is only good for combos if youāre willing to spend 2 bars for a EX upball afterwards
Can Abigail not punish with cr. rh. or VT2? Canāt test it right now.
he cant punish with vt2 but cr. rh works