Saw Saikyo Blanka use an interesting setup on the NSB stream now. Against MDR’s Rufus, he did a ball combo into EX Focus, forward dash cancel, then surprise forward. I don’t know if MDR mistimed the jab, but it whiffed and Saikyo countered from the other side. Does this work in Super?
you’d be +2 after the FADC, hop is 22 frames, so it isn’t really anything ground breaking.
You are at massive frame disadvantage, but I’m pretty sure if they mash jab it will never auto correct, however after the jab whiffs they should still be at frame advantage +8~ because the average jab is around 12 frames and should be able to punish you anyways.
I assume MDR just panicked and probably hit a slow button or attempted something that didn’t come out because of the side switch. The only safe hop mixups are when you hop into meaty on a knocked down opponent or reset, but things like that can really mess with your opponents head.
Blanka Fuzzy Guard setups
I really wish J.hk’s hitbox looked remotely like it should because these would be really good.
Anyways Blanka has a few fuzzy guard setups, and I don’t think I’ve seen those talked about anywhere. I would only recommend using these if either jumpin in the setup would kill the other guy, because they are EXTREMELY punishable on hit and do not combo into one another generally(except vs. Sagat).
His most damaging one is blocked j.hk/j.hp, nj.mk(60 damage). It only works on tall characters(Sagat, Thawk, Vega, Seth, Deejay, Abel) as far as I can tell.
His much cooler looking fuzzy guard only works on Sagat as far as I can tell. It’s blocked mp/mk/hp/hk, jf/jb lp. does 40 damage. would probably be the coolest thing in the freaking world to win with though.
Practical uses-
You f.throw your opponent when you both are extremely low on life, but slightly out of chip range. He knows he can’t chip you out with his reversal(or he’s out of meter and can’t really reversal) and you know you can’t ball him to chip out. So you could do safejump j.hk, slightly delayed fuzzy nj.mk, and the odds of him actually blocking that are very very slim.
Also f.throw, focus dash, focus dash, crossup j.mk is interesting vs. abel. ex TT whiffs, ex COD is blocked, roll leaves him right next to you, super is stuffed, u1 is blocked, u2 whiffs(auto corrects with Blanka behind him), but due to inputs in this game being stupid EX falling sky comes out a lot when trying to input other things and will grab you.
Can you briefly explain the definition of fuzzy guard? It has something to do with the animation of blocking low and high but I couldn’t really figure out what. Does that mean (in your example) that it looks like Sagat should be able to block the (I’m assuming) instant overhead but actually can’t?
You pretty much got it, the initial attack sticks you in a standing block animation, so when you attempt to crouch block the second jumping attack, it hits you because you are still transitioning from standing to crouch block even though this jumping attack would not normally be an instant overhead.
After blocking your safejump people will normally transition to cr.block to guard against your ensuing cr.lk/mk.
Edit:
you can do blocked j.hk, jf.hp/hk on Sagat, but it will not combo on hit.
Oh damn, you can do blocked j.hk, jb.hp vs Sagat. THIS IS VERY GOOD.
New option select off of f.throw vs. sagat
f.throw, whiff mp ball, j.hk(safejump), delayed cr.hk, fuzzyguard jb.hp.
this is pretty much guaranteed damage vs. Sagat. If he uppercuts you’ll block. If he backdashes you’ll sweep, if he blocks the j.hk, you’ll immediately go into jb.hp which will more than likely tag him. If he does happen to block both of those things, he can only punish with mk super(250 damage) or with U2, all other reversals are blocked including kara uppercut.
4 OPTIONS IN ONE.
Adapted from Jav1ts’s setup for Boxer.
safejump into option select strong vs. Rose is so powerful. not only will you block super/ultra, and make soul throw whiff, as well as tagging her backdash, if she does ex spiral you will counterhit her out of it and be free to combo her as you are +8
I still need to figure out a decent setup though, it’s hard as of now to get it just right. Might change the normal out for instance. She’s free on wakeup though for sure.
that fuzzy stuff is a little strange…
when i do j.HK -> nj.MK on sagat it sometimes combos, but that fuzzy nj.MK doesnt hit, if j.HK is blocked
and on the other hand, if that fuzzy stuff hits (after blocked j.HK) it doesnt combo if j.HK hits…
tested it in training mode…
to combo it you have to delay the nj.mk by a bit. the timing is odd. if you delay too much a blocked j.hk will not lead to a blocked nj.mk, but will combo on hit.
Not really worth worrying about though, I think the setup I posted vs. sagat is the only fuzzy guard setup worth anything for anything other than cool points.
Comboing into j.lp in a tournament is my goal now though.
Doing safeslide tests.
Chun was a bust because EX SBK sucks you up.
2nd character I am testing now is Deejay. Safeslide is very very good against him. all of his reversals(except Ultra) whiff, get stuffed, or blocked, and you end up with frame advantage after a blocked slide if you time it correctly which allows you to counterhit trap him.
the drawback to this is that it works best in the corner because it’s hard to give up a chance for a real mixup midscreen off of a throw. elec combo into meaty slide seems very good in the corner vs. him though if he doesn’t have ultra stocked and the timing on it is so simple because you just slide right after doing electricity.
Probably going to compile a list of things you should be punishing with U1 that you probably aren’t as a personal project.
I want to do stupid damage against supposedly safe moves.
Ugh, I’d like to be able to punish Chuns who spam sweep. It’s -5 on block, but I didn’t have much luck punishing it unless they did sweep at like point blank range. I don’t know, maybe I didn’t input the Ultra fast enough when I tried to punish Chun sweep that hit me at just the tip.
sweeps are iffy because the first hit of Blanka’s ultra has limited reach. Sweeps tend to do decent pushback and can be made safe from that.
I’ll probably make a general punishment list with U1, U2, and a few other things.
fuzzy guard stuff vs. sagat in the corner is sort of funny.
ambiguous j.hp that is impossible to see what side it hits on, then you have to block an instant overhead crossup way which is totally unintuitive. TU whiffs too. Don’t know how often you’ll throw sagat into the corner though.
ilitirit was talking about resets before and I didn’t mention that I actually had some reset ideas because I thought they were sort of dumb. However I have a renewed interest in them.
Off of a level 2(much more character specific) or 3 focus Blanka can do some cool reset stuff with his jumpins. Mostly nj.mk/hk and jf.mk seem to do the best. After you connect the jumping normal you dash or hop to create an ambiguous mixup.
One I find tricky, tested vs. Deejay.
Lvl 3 focus, f.dash, crossup j.mk, wait a few frames, dash electricity
You dash under and the elec hits crossup. you can also not add the pause and do cr.lk xx elec on the same side. Just something to think about if you do a big combo into dizzy mostly.
I think Blanka’s best meaty combo now is cr.lk, cr.mk, st.lp xx elec. It is character specific, but it is all 2 frame links and does 212 damage and I think 330 stun. Will post a list here as I make it.
after cr.hk, whiff j.hk
Guile
Honda
Ibuki
Gouken
Rufus
damn this works on a bunch of characters but you have to do the cr.hk very meaty(deep jump in, crossup after focus) to get it to work. Only works on those 5 from a normal footsie sweep, lame. I was hitting it on Guile the other day and thought it was awesome.
Against a crouching opponent following up a jumpin with far st.strong can lead to a lot of crazy combos due to the high chance of the st.strong landing meaty.
j.hk, far.mp, cr.hk works on crouching ryu/ken for instance.
Just messing with some stuff.
can dash over ibuki’s feet(dash dash off of f.throw, or sweep in corner).
Good thing to research, I’ve found myself braindead on too many occasions… looking at a massive opponant recovery from an, for examps whiffed cody ruffian kick, blocked rog rush, dj b->hk, fa’ed guile cr.hk etc…
I seem to be more into getting it out for normally ‘safe-jump’ ins scenarios by opponants, or baited hop punish trained players. The 4fr start could concievably fvk with a lot of blocked specials. Payback time is in order. Bring it on… fvk the faux pas - elephant in the room/round status. I’m not ashamed.
U1 Dynamic hitbox research is vital for pushback alright. I’ve had far too many “wtf, your leg was out?!?!?” moments. True that.
Understood, and sounds cool. Hard with spasmodic appendages though. Only wish I had a decent set of paws… that didn’t mash under any kind of demanding punishment ritual.