Yeah, sorry I meant to say back step or rainbow row not vertical. I thought it might have been something like negative edge that was messing me up. Keeping the forward button down while doing the horizontal row does work, but it feels kind of weird for me. Is it possible to just press and release the buttons quick enough so that there is no negative edge? Thanks.
That’s possible.
I need to use this, I have a friend who complains that Blanka is a gimmick factory and ohhhhh man will this get him.
Anyone have any ideas on what blanka should do against chunli. Every move she has seems to beat anything blanka does.
Just be patient.
You don’t have any sure fire ways to punish her in this game. My best bet that I can tell you… You need to pull a haymaker, jump a fireball, see if she jumps back… If so, hop forward and vert ball her before she lands.
Punish up kicks with vert ball
At a certain distance, a forward jump HP will beat her lightening legs.
All in all, you need to out play her, and Chun needs to make mistakes for you to win.
Watch this:
It’s not going to give you GREAT advice, since this is Komoda playing…
But, if you have any questions as to WHY he did anything, let me know. I’ll answer as best as I can.
[media=youtube]JAjetrDKlXk[/media]
Medium Punch is your best friend in this match. Use the standing medium punch anti-air. When jumping at her and when anti-airing her attacks (trying to jump at you with her light kick or whatever) . Also you can use the rock and roll head to anti-air her. I actually don’t find this match to be that frustrating, yeah she has an advantage but one mistake costs her big.
Thanks to both of you, these are all very helpful tips!
Those crossups at 1.28 look insane. I really need to work on blankas spacing in order to get the most ambiguous crossups possible. I have also been working on his j.hk, c.mk, c.mk, fierce roll combo because it usually dizzies and deals great damage.
Just thinking about this again…
Hold the kick button… you’ll avoid negative edge completely.
Hey guys, have a question
Is it smart to do st. LK after the bite, say versus Guile? I’ve been doing it lately and it seems that it wins against flash kick attempts. I use it in other situations, too, i think its a great poke to keep the pressure on ground. What are your thoughts about st. LK ??
Bump
Blanka damage and stun data:
close
12 dmg, 0-5 sd, 40 st, 2 super
17 dmg, 5-11 sd, 60 st, 4 super
-
12 dmg, 0-5 sd, 40 st, 2 super
19/19 dmg, 5-11 sd, 60 st, 4 super
-
far
12 dmg, 0-5 sd, 40 st, 2 super
17 dmg, 5-11 sd, 60 st, 4 super
22 dmg, 10-16 sd, 80 st, 5 super
12 dmg, 0-5 sd, 40 st, 2 super
19 dmg, 5-11 sd, 60 st, 4 super
24 dmg, 10-16 sd, 80 st, 5 super
cr
11 dmg, 0-5 sd, 40 st, 2 super
17 dmg, 5-11 sd, 60 st, 4 super
22 dmg, 10-16, 80 st, 5 super
11 dmg, 0-5 sd, 40 st, 2 super
17 dmg, 5-11 sd, 60 st, 4 super
22 dmg, 5-11 sd, 130 st, 5 super
neutral
12 dmg, 1-7 sd, 40 st, 2 super
21 dmg, 5-11 sd, 50 st, 4 super
26 dmg, 11-17 sd, 60 st, 5 super
14 dmg, 1-7 sd, 40 st, 2 super
21 dmg, 5-11 sd, 50 st, 4 super
26 dmg, 11-17 sd, 60 st, 5 super
diagonal
12 dmg, 1-7 sd, 40 st, 2 super
21 dmg, 5-11 sd, 50 st, 4 super
26 dmg, 3-9 sd, 40 st, 5 super
14 dmg, 1-7 sd, 40 st, 2 super
21 dmg, 5-11 sd, 50 st, 4 super
26 dmg, 11-17 sd, 60 st, 5 super
command headbutt
18/18 dmg, 5-11 sd, 60 st, 4 super
command slide
24 dmg, 5-11 sd, 130 st, 5 super
H.Roll
24 dmg, 9-15 sd, 100 st
26 dmg, 9-15 sd, 100 st
29 dmg, 9-15 sd, 100 st
V.Roll
22/24 dmg, 9-15 sd, 100 st
24/24 dmg, 9-15 sd, 100 st
26/26 dmg, 9-15 sd, 100 st
B.Roll
11+24 dmg, 1-7 sd, 30 st
11/24 dmg, 1-7 sd, 30 st
11/24 dmg, 1-7 sd, 30 st
Electricity
22 dmg, 9-15 sd, 100 st
24 dmg, 9-15 sd, 100 st
26 dmg, 9-15 sd, 100 st
throws
26(28) + 4...
super
17 dmg, 0-4 sd, 20 st
Trivia: what’s Blanka’s missing cl.RH?
Edit: The data is the same for O.Blanka. I have added it all to the Wiki. Since it has the frame data, the stuff for Born2SPD’s images is done:
Blanka (ST) - Shoryuken Wiki
O.Blanka (ST) - Shoryuken Wiki
St.LK is one of the most godlike pokes in the game. His entire leg is completely invincible. It beats Honda headbutts and Scissor kicks and such. Likewise, you can bait a SRK with it and sweep them on their way down.
Blanka Diagram and Tourny Trends
“When I first started working on this I thought I would come up with a scientific approach to character rankings. That was foolish of me. It’s the ineffability of tier lists that makes them fun to discuss! Some characters are stronger than others, but the precise order is unknowable. Good news is that a simple name change was enough to keep the ship afloat” - NH2
In this post, Nohoho compiles a list of match-up diagrams for Blanka from various sources, and presents data from actual tournaments, with a distinction between overall matches and top player matches. This is a must read for every ST fan. IMO, this is the kind of stuff which should be on the first page.
Edit: he links a couple of Japanese websites. You can use Google Translate to at least read the characters’ names and get a grasp of the rest.
Very good stuff from nohoho. Id like to see the same for gief.
Looks like both charts show Blanka to have more wins against Guile, but I remember Guile having the favorable matchup numbers. Any idea what gives?
Either it is close to fair, or Guile is more vulnerable to mistakes. I’ve seen Guile winning more recently, but it has been some time I do not see Kurahashi and D playing as Guile. The exception is some danisen ranking video, but Kurahashi used lots of characters in those rankings.
Imo it’s slightly in Blanka’s favor. Blanka can slide past through his fireballs, and has superior range on his footsies. Guile is able to st.lk to beat his fireballs, and use his jab to keep him at bay, but Blanka can easily jump on in Guile once he lost his down charge.
I believe o.guile has an easier time with this than n.guile, due to the fact that he can hold charge while throwing out st.lk. Guile can win it as long as his reactions are on point and he’s able to turtle well in the corner, but if Blanka gets in once, it can get over quickly.
At mid level its in blankas favor because cr hp slide is brain dead vs guile sonic boom. But once you reach Japanese guile level, it is slightly in guiles favor because fagot turtle fortress of invincibility. Blanka bite is this matches best friend. Three bites and wrap it up, go home and make Brazilian BBQ.
That doesn’t even seem like it’s the case with the Japanese level though:
The “top player” graph includes fights amongst the following players.
…
Guile: Kurahashi, Muteki, ShootingD, Kikai
…
Then the graphic shows Blanka winning 8 and losing 7 to Guile.
That low slide/high fierce/hop bite threat against Blanka and the neutralized booms is just a real pain for me. St. lk to beat low slide doesn’t really do enough damage to matter, and st. hk seems to get stuffed by the slide half the time. I’ve had some good luck w/neutral jump mp and hp lately, but it doesn’t seem to be enough.
Well, 15 matches is not a great number, in terms of statistics. Also, top players also make mistakes. There is quite a bunch in last year’s SBO semis and finals.
Do you have a good Blanka player nearby, so you can practice? Blanka is much more dangerous online. His bullshit becomes much harder to apply offline, and even more against top notch reflexes. His slide is also easier to block.
Guile has a few more tools in that match, BTW: his donkey kick stuffs a number of Blanka’s pokes, including the slide, and neutral jumping Forward beats most Blanka’s air attacks.
Finally, two things: the original table from that sorta recent Arcadia diagram had different colors to show agreement of lackthereof. We do not know if players actually agreed or not. And the last thing: even though Otochun is clearly the one with the best tournament record, Komoda is regarded as the best player by many.* Even when we consider top level competition, there is still skill difference.
*XSPR asked a few players - from Tokyo? - about this, you can see it in his interview, which is in this section.