Blanka thread

Most characters don’t want to jump on Blanka, but generally s.fierce is anti-air from far and s.strong from closer. Don’t quote me on that, though. Another option is just block and then grab.

i was playing blanka against my buddy who plays ryu, and it seems that ryus j/f forward always seems to beat out my s.fierce and s.roundhouse anti air attacks. should i be using s.strong or am just not timing the fierce and roundhouse?

I think s.strong trades with it, you might have to do it a little early. It will trade in Ryu’s favor damage wise, but you can do a cross-up ball as he lands.

can anyone give me a strategy against shotos? jumping over fb with RH rarely works

Is there any no-turbo way to replicate ANY fierce rapid-press special move?! :sad:

Yes, just jump first or buffer it during another normal.
I was talking about canceling the electricity almost immediately, but I figure it’s just more CPU BS like Deejay throwing 2 projectiles in a row.

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Use the slide more.

when i play against ryu’s i like to safe jump to bait ryu into doing a shoryuken. i wait for him to whiff then i punish with either a bite or a c.mk > fierce blanka ball. i prefer blanka bite cuz its easier and i can either cross up with a strong blanka ball, or try a meaty slide. i dont spam slides as much against ryu because ive been psychic dp’d out of my slide. its good to throw it once in a while to surprise and pressure him. and unlike max outs and sonic booms, i dont think u can slide under hadoukens(though i might be wrong on that)

The point of the slide is to hit them at the startup. You also need to space it right. It keeps your opponent guessing as to what you will do when up close. You can mix it up with hop, c.RH and the like. Safe jumps are all well and good, but you need the knockdown first.

I really like empty jumping over fireballs from max screen then backdash on landing. beats anti air sweep tactics.

command dash anti air is pretty strong too. gets by the whole tick trap if you’d have been forced to block. Sets up grabs and stuff during their trip guard.

sometimes it doesn’t work cause even after dashing you’ll get hit. But it’s pretty solid otherwise. Just gotta know the situations.

Yeah, the backdash after empty jump is great against Chun. A good tactic against Shotos is to empty jump just beyond their sweep range, and then punish their whiff with a forward hop to bite or upball.

It’s too bad that most characters can throw a jab fireball then jump attack to beat your empty jump.

is there any viable defence to chun’s j.short? that thing destroys I’m always victimized into blocking it.

If you have charge an early uppball works well (if it hits before she gets her j.short out). If not jumping straight up fierce beats it unless she is to close.
If you doesnt have time for any these a backdash into ball will sometimes get you out of trouble.

I never tried this, but maybe a well timed foward hop would get her to wiff the jumpin and land within your bite range…

I don’t think any of that shit beats the classic setup I deal with: Jab fireball -> jump short.

seriously that shit is cheese. jab fireball -> j.short c.forward c.forward jab fireball into mixup/runaway back into jab fireball.

chun is such cheese.

A couple nights ago I discovered j.strong was a pretty useful weapon in this match up. Of course it is one of his better jump ins, but I found that I had to replace any set ups requiring j.short/forward with it. So either the Chun I played against wasn’t using her highest priority normals or I’ve been a fool for not trying it this entire time.

Yeah. Once you can get around that stupid FB set up, you can start to make Chun panic.

I need massive help with o.ken and Honda. Honda eats everything I can pop out. J.straight up short/forward can punish headbutt, but it has to be nicely timed. J.straight up RH sometimes punishes splash. I try spamming s.short, but the recovery isn’t all that great. =(

O.ken seems to be a lot more dangerous at well spaced fb trap, l.rh set ups than the other shotos. And of course j.dp. The FB trap is what fucks me the most. I can only think of possibly j.rh working out (having the reach to possibly trade with a well spaced l.rh). It’s embarrassing eating this damn FB trap and then having anything I poke out jab dp’d. What are other Blankas doing with these two guys?

against honda there’s only two tools.

well timed s.short will beat headbutt clean.

and j.short will beat headbutt.

most of my games against honda involve jumping repeatedly with short. Good hondas can jab headbutt it (honda’s only anti air that beats it) so the idea is force him to lose his charge. Or depending on him not doing it (a. cause he doesn’t know it’s his best/only option or b. he fucks it up).

once you land a single j.short either air to air air to ground blocked or air to ground hit or cuonterhitting whatever you can just repeatedly j.short honda to death. mid screen crossing him up endlessly until you bait a reaction. If he jumps, you’ll want to j.jab next time to counter hit all his air normals then setup a dirty meaty crossup as he lands from air reset. if he’s mashing fierce just keep crossing him up. if he blocks you can tick trap him safely.

and of cuorse if you land one deep you can combo strong strong low fierce and dizzy him.

against shotos (which are all hard matchups) you might j.fp/rh to beat anti air sweep if they do it early. If they do it late empty jump and 3k back dash works well.

I often just sit at max screen and do that. wait for a fireball and empty jump back dash repeat. It doesn’t do anything but build you and him bar but neuters his fireball game. He’ll be forced to do 1 of two things. That’s a) move closer where you can start to do lucky trades with c.FP/c.RH vs. fireballs or jump RH early punishing a fireball. I’ll back dash after the j.RH cause there’s nothing you can do afterwards that will beat an uppercut.

Or b) he’ll throw a jab fireball then jump forward +RH/jab/strong or something. This will counter hit your empty jump clean (or he’ll land perfectly on top of you as you land with a deep meaty crossup). Anyways a really early j.jab is pretty effective at taking out those air to air attacks. I’ve only ever seen chun early j.short beat it consistently. an early j.jab will take out air HK as well. from there it’s air reset and you can do shenanigans. If you’re at a spacing that is geting you crossed up without either of you successfully anti airing each other forward dash on landing can get you out of the crossup. Or just don’t jump at that spacing.

If they’re doing a lot of sweeps to try and anti air you and whiff one, you can 3K dash over the whiff and grab them for free.

Im sure some or most of you have seen it, or hell, may even be posted in this very thread. It is a funny video somebody made of Komoda, biting peeps ftw.

Is it just me or does up-ball hit as an overhead point blank?

it might actually be that case that its hitting you as an unblockable (like normal ball point blank). but im not sure if up-ball has 0-frames of startup though.

yes there is a 0 start up. There is 50/50 chance it is un-blockable at point blank range.