Blanka Labwork Thread

It works, haha.

You don’t input the option select super immediately like cr.lk, you have to wait a few frames.

The option select slide comes out a little late if there is a whiff, but it won’t come out on a hit/blocked cr.mk.

low short gets blown up by upkicks, so remember you are gambling a bit.

vs. ex grab your best option is just to never be in range when it happens. walk back can induce whiffs though

ves is right, mk into os slide works fine. not even that hard actually.

low short loses to rh and ex upkicks, but not short, so its not totally bad. And the idea is to use the fear of attack rather than actually attacking.

Mixing in some ambiguous electricities on their wakeup might also make the uppercut motion difficult.

Wow, this option select idea aint too bad. Now if only i could do low short into electricity with an option select slide in case the short whiffed. Ive been trying, its not working, lol.

Low short into slide os is a lot easier though. and I mean a LOT

Basically you have to do the electricity very fast because you need a slight pause for the slide input to not count towards the electricity, or you’ll get elec on whiff.

So inputs are like cr.lk lpmphpmp pause a few frames, df.hp.

The getting the pause a few frames down is the hard part to be honest. if you are getting blocked slide you need to shorten the pause, if you are getting an elec on whiff you need to pause longer or do the electricity input faster.

I can’t do this pianoing at all, I have to slide, and about twice as fast as I normally do.

ugh. Its josh spamming the boards hour.

The os slide has to be realy perfectly timed, no matter if u use the lk or mk, or they can block.
plus if they uppercut, the os insures that you are too far away to really punish.

lol, my new strategy, after knockdown, walk towards and block, then walk away to avoid ex grab.
I am pure genious.

OS against yun, not so sure its that great.
Against rose? YEA!!!@!@#!@#@!#

yeah I don’t os yun wakeup, it doesn’t favor you.

if I’m doing jump stuff I try to space where upkicks won’t hit me. On ground I just do lots of baiting and dash elec.

Honestly the most important things in the match is just knowing what angle divekicks you use st.mp for, how to buffer electricity, how to punish whiffed dives, and playing good footsies.

Watch that taku vs. MDR match in the vs. Yun matchup thread, it really shows how you play the match at a high level.

Don’t forget that u1 is a guaranteed chipout vs. Yun too!

Thanks.

While I see how blanka beats yun, its not easy at a high level. I’ve had lots of experience, and its still a toss up, frankly primarily because of the ex grab.

Next game I’m gonna wreck yun’s ex grab@#!@#!@#!@#

yeah, you have the tools to keep him out, and dash electricity in the corner is terrible for him. You can also punish all whiffed/blocked upkicks with a hard knockdown when most characters can’t.

I like focus backdashing vs. yun to be honest. keeps you from getting grabbed.

I’m testing out the **f.throw, f.dash, f.hop, crossup j.mk **safe jump setup on everyone. Right now I’m on Ibuki and it seems like she can just sweep out of it but the timing is super strict, 80% of the time I’m getting a counter hit but the other times she is kicking me right out of it. Other than the sweep it seems everything else wiffs or doesn’t come out (unless she has ex, then her DP and Hien both beat it clean.) I’d almost say it’s still a viable setup on her if she doesn’t have EX just because the timing seems so strict.

Also, this setup is 100% safe on Balrog from what I can tell.
Works On:
Balrog (100%)
Dee Jay (Unless he has EX, then EX upkicks wins)

Sorry if this stuff has already been posted, just trying to contribute.

Just don’t try this one on the twins, or other 4 frame dp-ers like the silly that I am >_<.

Currently my two go-to safejumps after f.throw are this set up and f.throw, mp.ball, j.hk. Problem with the latter is that while it’s safe, all they have to do is block, and it’s not really deep/close enough to get a lot of mixups other than elec->sweep/throw going.

I need to get me some new tricks. Also need to work on my elec, my sliding has been really lazy and i’ve been wondering why i’m dropping frame traps only to realize the number of mp elecs i’ve been getting through messy execution. Really hard to grind something like that out of the system after so long >.<

(Edit: whoops, other way around on the safejumps, mp ball set up is safe vs 5+, durr)

Yea I assume it won’t work on anyone with a decent DP, still gonna try to test it out.

**f.throw, f.dash, f.hop, crossup j.mk **works on Bison even if he has ex, he can do ex head stomp (and hit you on the way down) but it’s pretty slow so you should be able to block it.

my only problem with that setup is no meter build.
Plus i dont think the crossup will ever be ambiguous.

you are probably not doing it frame perfectly. you should be hitting ibuki meaty.

you can safejump deejay.

Remember this setup is frame perfect. you have to hop the frame you exit the dash, and you have to dash frame 1.

Also this setup works on the twins. THEY DO NOT GET UP EARLY, YOU GUYS JUST HAVE BAD TIMING.

I mean I don’t mean to be a dick or anything, but I have verified who this works on based on knockdown timings, the only characters who get up early from f.throw are the characters who you can do f.throw, nj., j.hk on.

Anyways it’s not supposed to be ambiguous, it’s supposed to continue pressure on a knockdown. In situations where you can kill with jab xx elec, cr.mk xx hp ball chip it’s amazing. Also if you expose someone to safejumps, you can do non safejumps that are super ambiguous(including unblockables) and they will be less likely to reversal.

I hear that man. Get them less jittery, less prone to reversals. Safe jump hk reinforces dominance. Plus the widely available safejumps per char equals less dancing before wakeup. Dancing leads the downed opp to believe there is a setup coming. Whereas a speedy continious flow cloaks true intent. :slight_smile:

Did you know these setups ?

knew some of them, some are in the thread.

will look it over tomorrow. cl.hk stuff seems good.

Oh sorry, i didn’t translate the stuff, you want a translate ?

no no, it’s fine, I can understand enough.

I have google translate for the rest.

if you want to, go for it, but no rush.

Just something I’ve noticed on replays against shotos; people seem to duck tatsu kicks and let them pass. Hoping to time a slide (if it is anything other than a light kick tatsu). Rather than risk guessing and missing a punish, do people realise that cr.mp stuffs them all cleanly (except ex, but nobody just throws out ex tatsus on their own, hopefully). Coming towards or going past a crouch, cr.mp will teach then not to ground tatsu ever. Sorry if this is obvious to everyone, it’s just I’ve seen lots of blankas let them fly overhead without touching them. Wierd.
I know the slide will get a knockdown, but i’d prefer shotos to realise tatsus are pointless, you can’t escape the corner with them, follow a slow fireball with them, or randomly throw them out.