Tested my high/low mixup in tournament play, it worked.
I still need to stop sweeping so much.
I came up with some new stuff in the process.
Tested my high/low mixup in tournament play, it worked.
I still need to stop sweeping so much.
I came up with some new stuff in the process.
ok i did not know that, about the dash frames on FADCs. domo
but
Why is it that I can combo cr.Lk after a FADC’d Blanka Ball?
EDIT:
Shit I guess I cant.
I suppose when TSRAI does it, it was off a counter hit, and after I saw the video I just started trying it without ever actually noticing wether it was comboing or not.
Well GD, back to it I suppose…
CH probably.
counter hit FADC ball is +5 so you can do some pretty sick stuff off of it. It’s hard to trap into it however because you generally have to be giving up guaranteed damage.
ok thanks guys.
Ive really been fooling myself over the last week working on FADC Balls and lp xx hop mixups. Totally unsafe stuff.
Id like to get some matches with a few of you and get a feel for a better approach with blanka. Videos only do so much.
Do you play any other characters?
The Blanka mirror is not a typical Blanka matchup. I literally sit on my ass and do option select balls off of low jab for half the match.
u so pro.
I play alot of other characters Im just getting my feet wet with blanka.
Cammy, Gouken, Ken and some of those other fools. Ive used alot of char.
Well add me up, no real time to play today, I have homework to do, but we’ll see if our connection is good.
I’m west coast though so it might be iffy.
One of the new things that I came up with.
Safejump vs. Akuma
cr.hk, wait, max range nj.hp.
If timed correctly you will not only block a dp/be able to jump out of a demon, the j.hp will actually be uncrouchable and he won’t be able to walk out either. Against teleport you can hop into slide to catch him. Possible to do on reaction but you can OS it if you are sure he won’t DP and are worried about your reaction times.
You can combo into cr.mk xx ball after which does 280~ or walk forward st.lp xx hp elec which does 260~
I have all setups I used posted somewhere in the thread. Mostly used the sweep ones.
You can also delete your posts you know instead of just editing them.
See next to save where it says go advanced then delete? GIVE IT A TRY.
safejump vs. Honda, Rose(no U2)(for now)
U1(don’t hold buttons), back hop, lp ball, j.mk
Edit:
perfect safejump off of U1(no buttons held) tested vs. Rose U2(4 frames)
U1, whiff jf.attack, cl.lp(buffered from the jump), nj.hk or crossup j.mk.
Edit:
Think my f.throw math is off a bit because that shouldn’t work if my math for that is correct.
nj+j.hk should hit on frame 80 off of f.throws but it whiffs against all but characters I have pegged waking up on frame 78 I just realized.
fuck. someone frame cap this for me.
if you input a horizontal ball like b, f+p~lp+lk(or just lk if you did a jab ball) you’ll tech during the startup frames(at least some of them) of the ball when you are throw vulnerable.
If you do a non jab ball though you will get jab ball kara’d into ex ball if you have meter.
This also works for electricity if you input the last input as lp+lk. i don’t think it matters for rainbow/upball because you are throw invulnerable, but you still seem to tech, or at least it happened on my one upball test.
As far as I can tell you’ll only tech during the first 1 or 2 frames though.
If you are canceling cowards crouch into a move it stores inputs. I had never realized this before, I thought it just had a buffer that was a few frames, but you can do crouch -> input f.hop immediately for instance, and once you hit the cancelable frames of the hop you will automatically cancel into hop.
I was hoping this would let me cheat charge, but at best it lets you get perfect b.charge off of a f.hop or ball.
Linking far st.mp after a crumple is very easy, allows for slightly more damage than low forward, so if you are linking ultra or comboing into ball it leads to more damage.
What’s the setup for maximum meaty +frames with overhead?
I realized I had miscounted the frames on f.throw. all of the f.throw data should be bumped up 2 frames. Somehow I’m stupid and messed up, even though all of the safejump stuff is right.
Off of a f.throw I need to find something new.
If normal wakeup time is 81 frames and frame 31 is the last frame of overhead you are going to want to find things that total to 50 frames before activating overhead.
actually Lp roll -> dash is 50 frames but it is hard to hit it exactly.
Edit:
overhead -> sweep is hilarious too bad it does terrible damage/stun and you can’t loop it.
meaty setup for corner.
sweep, whiff cr.mk, overhead. should be +6 but it has odd hitbox issues. can link to ultra or do jab xx ball xx super fairly easily though.
dont know if this is well known but j.HK/HP crosses up against fatties in the corner!
j.HP crosses up against chars like ryu in the corner!
is this known or should i test on all chars?
its not THAT big but i think its nice to know…
How did you get this to land? I was always too far away after the overhead.
Also (to clarify), for the time being, no safejumps vs 6 frame and lower reversals have been found?
It can cross-up midscreen as well. The problem is that the setup for a standing opponent causes to them to end up in a position where they can block the jumping attack by holding any direction.
was testing in corner vs. honda haha.
all the f.throw setups work on reversals lower than 6 frames, and the dash -> hop ones work on 4 framers, but I haven’t updated the list because there are so many character exceptions that I don’t want to get into atm.