Blanka Labwork Thread

Not really useful but lp elec doesn’t knock back as far on hit as mp or hp. So you can do st.jab xx lp elec, kara f.hop, then be in range to combo on fat characters.

meaty(normal wakeup characters)
cr.hk, nj, far st.mp

you are +7, but your followups are limited because of the range you are at. In corner against fatter characters it is possible to do sweep. meaty st.mp -> sweep. meaty st.mp -> sweep.

Seems really good against Rufus. Can’t messiah you and U2 is blocked. You can also follow up on rufus midscreen more than other characters.

Ves find this out for me. What frames am i at on landing after doing c.MK xx hop?

Fox:

I’ve been playing with that mixup for awhile, so while we wait for Ves’s super frame knowledge, I can tell you already that you are certainly minus frames.

The thing is, is the crouch MK blocked, hit, or counter hit.

On block, you are seriously minus, perhaps 3 or 4 frames, or worse. You can be punished with low jab if you try to press any button, but if you block you might not be punished, it depends perhaps on distance. It also depends on whether or not the opponent reacts with a quick fast move like low punch, or something slower like a low strnog or fierce.

On CH its yay for you city. While I prefer to go for the low RH on ch low mk, the hop after ch mk presents a lot of mixup potential and opportunities. For example I find it relatlively easy to do ch mk ~ hop, low short-stand jab elec.

Regardless, Ves, you are super awesome, and I simply dont understand how to count frames very well, so I would appreciate your input. I do feel, however, that my gut reaction is about ballpark correct.

BIG QUESTION:

Since this is all in the same ballpark, what are the +/- frames for hop after standing lp and hop after low short? This is for block, hit, and ch as well.

:frowning: I wish i wasnt so frame useless, but my guess is that the low short and low mk are exactly the same, or extremely close, whereas the standing lp has slightly worse frames than either the low short or low mk. These are my guesses based on intuition, so I would love to hear some empirical knowledge.
On hit, I would say you are about even on frames, or likely -1 or -2. This is just my speculation based on experience, but the same caveats from previous paragraph are the same.

hop is 22 frames. cr.mk is +1 on block and +4 on hit.

that means cr.mk xx hop leaves you at -21 on block and -18 on hit. you can get punished by nearly any move in the game.

oh…i didnt knew you can jForward.HK/HP -> Ball
okay, this link is useless and brutal hard, BUT…ehm…ehmmm…no,its just useless

does somebody know how much frames you have to do U/B st.MP after j.ATTACK?
damn i hate jumping back after trying to do this…

the reason i asked is because if someone does a move buffered like a DP which is like what a total of 30 or so frames? Your hop will go through it Then you’re at +9.

Not enough frames to do c.MK / ultra to punish it. Does that make sense? getting an idea of certain characters specials/normals that you can hop through in a string and how many + you’ll be on the other side. Good info i think.

additional question Ves. Hop is 22 frames and c.MK on block is +1. But it almost seems like i’m cancelling out of c.MK to hop. Is this not the case? I can’t do c.HK hop or c.HP hop like i can do c.MK hop. So it feels like i’m special cancelling it. Why does it seem this way?

yeah ilitirit is wrong you are canceling.

mk
block -9
hit -6
ch -3

jab(or other light attacks)
block - 12
hit -9
counterhit -8

Math is simple
cr.mk block stun is 13 frames/hitstun is 16 frames. jab is 10/13. then you just subtract hop duration. All frame math is addition and subtraction.

This is why raw hop “mixups” are actually ass. If the other guy doesn’t panic he should punish you or at least block 95% of the time.

I played 2 long sets with SHGL yesterday and his hop BS does not work on me for the most part because I know that I can pretty much do anything and tag him.

The only problem with the above numbers is that you actually do have to time your counter if you don’t have a chainable jab/short because you will not auto correct if you press the button immediately and even some special moves will be hopped straight through, which is why you see people get hit after hops. It isn’t because they don’t hit buttons most of the time, it’s because they hit them too fast.

@ Josh. i think cr.short does more frames of hitstop than st.jab, which is why it feels like your opponent is in blockstun longer.

close cr.mk xx hop
close cr.lk xx hop
close cr.lp xx hop
close st f/b mp(RockCrusher) xx hop
close st.lk xx hop
close st.lp xx hop
far st.lp xx hop

afaik, no recovery frames for the hit so to me they seem cancelled?

:edit: soz Ves, thought you were away.

Note:
The point of this thread isn’t just so I can do everyone’s math for them, the point is for you guys to understand the underlying concepts that I’m talking about so that you can come up with stuff as well.

I would assume everyone on here can at least read frame data, knows how to use training mode beyond as a thing to practice combos, and can add/subtract. Thats really all you need.

Edit:
rockcrusher on hit is 2 frames safer than mk.

Isn’t the u/b mp input into the pre-landing buffer? Seems that way. Late inputs don’t come out because of landing stun e.g. no mp at all… and too late equals a jump back.

haha, try to do a jump-in u/b mp without a hit/blocked normal in the air before. Now that’s tight. More often than not I just get a vocal roar just before hitting the ground. Strange. Much easier after a j.attack hit/block. Although it does make a somewhat useless extra type of taunt.

Thanks ves that’s what i was looking for. I didn’t understand the math behind it i can do the rest now :smiley:

Yeah my bad. Anytime you can just substract the block/hit-stun from the duration of your next move (check Vanilla’s frame data, or calculate it manually).

So i have the feeling that anti air upball knocks down the same number of frames no matter what.

If you empty jump after the knockdown and do a cr.short you are +5 if your opponent teched on the first possible frame. I think Cammy/Sagat get up in the same number of frames as normal knockdown characters, and Blanka gets up 1 frame slow.

so I think upball knocks down for 43 frames(38 frames of jump+ 5 frames of cr.short) which means it is possible to safejump off of it consistently, but you just sort of have to just wing it because there isn’t any timing mechanism you can use to cheat things. You have to wait about 5 frames to safejump.

I think the only possible exceptions to this might be if you upballed a super jump or something where both characters are extremely high, but I haven’t tested it.

i disagree

What do you think then?

see the little triangle button under his post ves? click it

Ok I have a question about FADCing Blanka Balls.
Obviously linking shorts after a DC’d ball is a tight link but just how tight.

I could do the math but im not sure on which frames the FADC is possible during Blanka Ball.

Id like to do something like… cr.Lk cr.Lk st.Lp xx HP Blanka Ball FADC cr.Lk cr.Lk st.Lp st.Lp xx hop U1
or any other Shenanigans after FADC Blanka Ball

I just really like the Blanka pressure game but after reading the above frame data regarding the neg. frames on Blankas crossup hop mixups Im thinking I better stick to tighter links. So Im wanting to work more with the FADCs.

Ok so this is what im thinking the answer to my own guestion is:

Blanka Ball causes 26frames of hit stun
Blankas forward dash is 21frames.

So potentially there should be +5 frames to work with off of a FADC Blanka Ball.

And with a 4frame startup on cr.Lk and st.Lp, we’re dealing with a 1frame link (2frame plinked cr.Lk)

Am I missing anything here

focus dashes have 4 non-cancelable frames, but are also 1 frame shorter than normal dashes. You can’t end up better than +2 unless you counterhit.