Blanka Labwork Thread

So I’ve been working on stuff, but I’ve been too lazy to write it down. Going to make some spreadsheets for various knockdowns.

This post is pretty much just to motivate myself.

Speaking of motivation

In recent practice, I have found that crossup fp is a lot easier after slide or rh knockdowns compared to forward throw. Not sure why, and its happened enough times where Im sure there is something about how opponents get up after the throw vs the normal attacks, that I think there is something legitimate occuring.

sure it just isn’t the speed difference? you can pretty much go full speed on a sweep knockdown on f.throw you have to wait and time it and everything.

Perhaps, however, my timings likely vary after rh and slide (due to the large active frame windows), and even so, I still hit it quite frequently. After forward throw, especially to beat like a ken uppercut, the timing seems pretty tight. could all b in my head, lol

If you’re facing a Boxer that’s just crouching and doing random jabs, you can use st/cr.hp and if it trades you can combo into slide. Easy to confirm. You can also use it as a trade OS. Just move into slide position and double or triple tap punch after the move connects. You can also use this against wake-up crouch tech or jab.

deejay wakes up 2f late from f.throw I guess. reliable deejay f.throw safejump.

f.throw, whiff hp ball. j.mp

Nishikin safejump (?) vs Sagat seen on Yubiken stream:
b.throw into corner, st.mk, j.mk

was that a vertical or crossup j.mk?

is this footage stored? Can it be seen again?

thank you

I saw this. It looks like it should crossup but it hits at the front and you land behind sagat.

So I was at T13 and got knocked out by and Abel and didn’t even make it out of my pool lol. Anyways, went to do some mms and surprisingly I had a line up of people. Won like vs 20 people straight and won like $600-$700 bucks. So I decided to challenge Dieminion, the venue was so loud that I couldn’t hear the sonic boom and he started to abuse it, I was winning 2-1 and was on game point 3 times but at the end he pulled it off 3-2 for him. As it seems he knows how to block the unblockable by wiggling his stick either left right or right left or doing it left right left, who knows. After a few blocks he turned over and said bet you didn’t know I can block it lol. At the end he said he was quite impressed with my patience in the game, he says he destroys all the blankas in Japan. Hmm interesting.

I played a guile at the arcade a couple of weeks ago who could block it. I just started doing empty jump low/throw, hah. You can start mixing in some other stuff like focus dash instead of normal dash to hit in the front with other jumping normals.

Technically if you start to block at the last possible frame (i.e., first frame that the crossup mk is connecting with guile’s hitbox) then all unblockables are actually blockable. Its just the timing is similar to a one-frame link, and is really hard. I’m guessing by wiggling the stick, Dieminion is increasing the chances that he is blocking at that 1 frame where the crossup mk is connecting.

How consistent was he in blocking the unblockable? 90%? 100%?

Blanka’s unblockable is much easier to block than others IMO. The greater the number of frames between wakeup and collision, the easier an unblockable is to block.

THANKS BACKTHROW NERF

SF4 is a broken piece of crap. Unblockables likely only continue to exist because the core 3d graphics part of the engine cannot be augmented in such a way as to remove unblockables. For a game with so much strategy and slow pace, something like unblockables really fucks everything up. Good riddance to this pos.

So its really just a super hard to blockable and not an unblockable? FG terminology is really weird sometimes.

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The only REAL unblockables were those in SUPER (before the patch) where Ultra animation freeze made blocking impossible during a 1 frame window

These unblockable setups are just REAL HARD to block, usually with a 1 frame window to block the right direction. If you hold back or forward before the right moment, it’s the walking animation that puts you in a state where you always end up blocking the wrong way, so it feels unblockable under normal circunstances.

Oddly enough SFxTK uses a 3D engine that looks almost the same but there’s no unblockables there, so Capcom could probably remove these unblockables in AE if they really wanted to, but it seems they’re part of the strategy of the game now (kinda like unblockables and TAC infinites in Marvel), so it’s unlikely that will see a fix for that.

Angry much? :smiley:

ST is even a bigger broken piece of crap and people still play, love and praise it.

sfxt has unblockables, as do some older games. The thing is that the hard knockdown styled gameplay of sf4 causes people to be in the same position a lot so they are easier to practice and pull off in gameplay.

He blocked like 75% so 3 out of 4.

I don’t play this game, but I read in some places that there were no unblockables in SFxTK