any thoughts on shotos?
i totally agree that honda vs blanka is not as bad as people say.
i think his hardest matchups are the two black guys. (deejay and rog)
Hey hey I don’t think that you can extrapolate character balance data from our w-l record… you just have my number, homeslice. Cen beats me 3 out of 5 games with Zangief. Don’t mean Gief beats Blanka just means I need a new effing hobby.
Neat trick Blanka vs. Honda is standing jab cancel forward hop vs. sumo missile. Gives you a cross-up chance kinda. Pretty difficult tho’. Besides timing the jab (luck mostly,) if I’ve got a charge I’m fucked if I don’t get some other special move.
So is dj one of his worst matchups? I cant jump in, i cant crossover since all his moves beat mine. Also can someone explain how i fierce balled through ken’s and ryu’s super? Ryu i semi understand but i thought the hitbox was bigger on ken’s reppas.
Ken’s super has a startup of 2 frames, so you probably were very close to him when you did it.
I did it on the third repetetion
I just read through this whole thread and realized there’s no advice on how to beat Ryu and Ken. While I can’t see Blanka being FB/DP trapped or having problems getting in on them due to his quick jump, dashes, and slide, I can’t see this matchup being in Blanka’s favor, but it’d be nice to have some expert insight.
My usual strategy against them is to poke with crouch fierce and crouch roundhouse from long range and mix that up with some dashes followed by crouch strong or crouch forward, the occasional slide, and whiffed jabs or strongs to bait psychic DPs. If they throw a Hadouken and I didn’t just block a meaty one or just recover from a move, I jump and punish them…if they were actually silly enough to do that with me in jumping range. Otherwise, I’ll lull them to sleep with his poking game and then try a couple of jumping attacks…or an empty jump into bite. Obviously, poking with the Horizontal Ball or Beast Roll is giving away a free hit, as they’ll either jab or DP him out of the air or block and Hadouken, but I sure will hit one of their crouch forward or roundhouse attempts with a H.Ball if I can. They can’t safe jump against you, but in case they try, Vertical Ball or Grand Shave Roll if you have it charged. Otherwise, you can beat just about every aerial attack they have with Blanka’s usual anti-air normals (from far range to close: stand roundhouse, stand fierce, stand strong). Crossups can only be stopped with a well-timed Vertical Ball or the Grand Shave Roll, if they’re foolish enough to jump in on you with a charged Super meter. (Does Electricity work in that situation? I just thought about that.)
Of course, if they do what I usually do with Ryu or Ken against my brother’s Blanka…stand or crouch and mash on jab while outside of Blanka’s crouch fierce range, well…you could be in trouble. At best, crouch fierce may catch someone off guard once or twice, but usually a mashed jab is easily turned into either a psychic jab DP that stuffs the crouch fierce with ease, a fierce Hadouken that will push back upon hit or block, or a “fake” Hadouken attempt (you know…the old-school fake Hadouken…crouch, stand up, and throw a jab) that might get you jumping into a DP. You’ll have to bait and punish DPs from there on out as that tactic renders most of Blanka’s moves ineffective. Yeah…that’s…not easy at all.
Any other insights? Did I miss something?
[media=youtube]yd1EM-ViZl4[/media]
havent seen it posted before.
Editing is a bit lacking but damn those setups are awesome!
Neat setups. I also like crossup short, cr. fwdxxcrossup hop into bite.
He forgot to include any touch of death combos:
crossup short, cr fwd, cr fwdxxball
crossup short, st strong, st strong, cr fierce
Is there any AA Blanka can use against Claw’s j.fierce? Been having lots of issues with that.
s.Strong/s.Fierce, and maybe s.Roundhouse. I haven’t tested yet, but hit box diagrams suggest should work. Note: I’m eyeballin’ it. Will test shortly.
Jump straight up fierce.
Oooooh, right. Good call. Didn’t even try the j.fierce. Thanks for the help, guys.
Does anyone have any tips for fighting Boxer? It seems like blanka almost has to rely on being tricky/unpredictable/lucky to win this fight.
You have to make due with a handful of low percentage plays. Round start range happens to be the worst. Tough nuts, eh. Anyway from there:
-lucky low roundhouse
yea: This is the main route to victory for blanka-boxer. Do a strong ball then okiseme. (low forwawrd -> bite, low forward x2 -> ball, etc.)
nay: barlog players are waiting for you to whiff this so they can tag you with a low dash punch.
-standing jab
yea: stops this and that: dash punches, standing fierce
nay: doesn’t really accomplish anything when it hits. damage, position, psychological gains are negligible
-standing short, standing fierce(?!), crouching forward
yea: see above
nay: jab seems easier to time
-vertical jump (w/ medium kick, or whatever)
yea: if you happen to catch him in the middle of a low rush this is very sweet. jump kick -> standing strong -> bite or standing fierce
nay: loses to dash upper and low dash -> headbutt
-walk forward
yea: fuck it, just walk all the way up and chomp the dude
nay: requires komoda magic
Just laughed out loud… so true…
Thanks Nohoho for the matchup advice, however bleak.
Not a Blanka Expert*
Bleak, is the right choice of verbiage here. Not sure which context you used it in. But both work.
bleak (1) /blik/ Pronunciation Key - Show Spelled Pronunciation[bleek] Pronunciation Key - Show IPA Pronunciation
?adjective, -er, -est.
- bare, desolate, and often windswept: a bleak plain; a bleak description.
- cold and piercing; raw: a bleak wind.
- **without hope or encouragement; depressing; dreary: a bleak future. **
However, I prefer the later: Blanka’s future is bleak when fighting Rog.
I love Blanka. He is my second favorite character. However, I have to admit Blanka is out classed in damn near everyway in this match up. Their tier rating is couldn’t be father apart: S-rank (top) vs. C-Rank (bottom) http://curryallergy.blogspot.com/2008/02/tougeki-08-st-rules-plus-character.html
Rog has better or easier:
[LIST]
[]Super combo
[]Regular Combo’s
[]Normals
[]AA’s
[]Pressure game
[]Rush Down
[*]Tick throws (repeatable)
[/LIST]
To be honest, Blanka has to rely on ‘Shenanigans’ to win his match ups. Especially the fight with Rog. Rog’s game play is too solid. His ‘Stable [Game Play] Strategies’ are too good. That is why he is a top ranked character.
See Stable Strategies vs. Shenanigans Here:
http://www.shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo#Strategy
Simply put, Blanka needs a little bit of luck (take some chances), or Rog needs to make an error or two for this match to be competitive.
‘On paper,’ Rog is better in many categories (see list above). However, in real game play this is where the difficulty comes in:
Stopping the Rush Down.
Rog has TOO many weapons on the rush. He can apply pressure and still maintain a tight defense. His ability to maintain and overlap his different charges really limits Blanka’s options for approach. Rog can counter almost everything Blanka does on reaction or high % moves. A good player will hide this ability while maintaining his rush in one form or another.
[LIST]
[*]Jumps/Jump-ins can be beaten with BHB, or DF+ kick rush.
[*]Blanka Balls can be punished with rush punch. Whether hit or blocked the exchange is in Rog?s favor (damage wise it goes to Blanka if hit: 20% damage to 19% damage), but Blanka gets knocked down.
[*]Electricity beaten by DF+ P rush, and a variety of normals.
[*]X3 Hops are beat by many normals and rushes.
[]Jab roll (fake to chomp) is beaten by normals or traded with rush punch. I have played Afro’s Rog (too F’n Good), and if he has a lead in life he just rushes non-stop once up close, he doesn?t care if you exchange a ball with any rush. You lose about the same amount of life, but as stated above he gets his knock down, builds meter, and takes a big chunk of life of you.
[/list]
So basically , this leaves Blanka with few options other than getting a lucky trip (df+ HP or cr. HK) on a rushing Rog, or sticking out a high priority normal to poke the rush.
If you have ever looked at Blanka?s frame data, many of his moves have an average wind up, a small active hit window, and fair recovery. Meaning if you are not spot on with your counter/ zoning poke, you?re eating some kind of rush punch in your face. So, you can see the risk/reward ratio isn?t in Blanka?s favor. However, this is his only option. I believe this is what Nohoho was describing IMHO (ICBW). The few options Blanka actually has in this match are not real sustainable or stable strategies for long term victories.
You need to take a guess somewhere during the match and trip up a Rog. (As with most low tier high tier match ups). Whether it is because he blindly does something stupid, you make a blind guess for a counter, or you find a way to fake him out. Getting in for a throw or getting a knock down is key. Then you have to start some crafty mix ups and shenanigans (see Komoda Blanka Vids) to try and press your advantage, which in themselves are guessing games, and have an equal % of working or not.
Generally speaking, Rog dictates the tempo of the match and you have to find/ create the openings respectively. Once, you have the opening, you need to get the biggest bang for your buck.
However, that is what I find so satisfying with Blanka. If you can take a little gamble, fake out and out think your opponent, you can pull away with a very satisfying win.
Disclaimer I am not expert, nor I am trying to sound like one. This is just what I have experienced in my game play with Blanka. There are many other experts on this from whom I would gladly take criticism.
Ume slide under regular dashpunches -> knockdown. Feel joy sweep through your body until you eat a headbutt trying to crossup. c.mk stuffs a lot if you can tap into ume and/or the well of komoda magic.
Yeah, I hate that matchup. Doesn’t seem as bad as Chun or Claw to me, but it’s still annoying as fuck.
There’s nothing better than doing a slide and hitting Boxer cleanly out of his super, though.