Blanka thread

i just wanted to mention a tricky little reset in the corner that i do (inconsistently as FUCK on ggpo, but about 90% IRL)

near the corner, sweep (they can’t be fully in the corner, unless they’re one of the few that you can crossup while cornered)

hp ball (do it like this… charge back, f+HP and HOLD FORWARD AND FIERCE), you crossup, then hit back and let go over fierce). as soon as you land, you do the super and should pop up back over the opponent and hit them meaty as they rise… so what happens in a more visual fashion…

P1 = Blanka
P2 = let’s say… Guile…

Blanka’s on the P1 side and Guile’s on P2

Blanka sweeps and crosses up

Blanka should now be on the P2 and Guile moves further away from the corner than where he was before the crossup (obvious)

Blanka does the super and does a small hop forward (YOU MUST LAND as Guile rises up)

The ground shave hits on the P1 side, but Guile’s sprite is still in the same direction as if he was on the P1 side… from here, blanka will roll back into the corner which makes him stay on the ground, so you can c.mk, xx hk vertball.

seems complex, but it’s not… it’s also a lot more forgiving on timing than it seems too.

I’ll try that THANKS! ^^^^^^^^^^^

can someone explain the dic vs. blanka match to me?

I always get raped. Every bison player online murders me. I literally have no clue how i’m supposed to fight this guy.

blanka ball is unsafe
dic’s jumping everything beat my anti air balls
the only thing i’ve had marginal luck with is j.jab

but eventually i’ll get hit by j.strong x3

I’ve learned I can slide under psychocrusher, but I can’t punish them

in fact psychocrusher basically counterhits all my moves

everytime i get into a poke war, I have to fight dic’s s.forward into scissor kick, which is safe.

every tick setup is crap, cause bison seems to grab me before i can ever grab him. or i’m dealing with bisons tick setups, anyways, I always seem to lose. I can never grab anyone online.

so basically I have no idea what i’m doing.

No prob Khiem. Dictator is one of my favorite fights. Blanka has many options to counter Dics moves.

First thing you should do when fighting Dictator is to keep him honest with the PC. That means that you have to know how to stuff it clean and fortunately Blanka has the perfect move for that.

Jumping back with FP destroys PC. The added benefit is the amount of block-stun it creates. That means you can get a free bite if you’re close enough.

Also, stuff his head-stomp attempts with jump straight up FP. Bitchslap him back to the corner.

If you’re too late to counter a PC, just block the first 3 hits holding back then switch to the forward position for the 4th hit. Immediately after the PC ends, do a crouching FP for a free hit.

Dics super can also be countered. Just block the first 2 hits and the 3rd will fly over you. Then you do a crouching FP for another free hit.

Devils hand can be stuffed with standing MP. I usually buffer a forward hop then I go for the cross-up tricks or a tic bite.

I have more I can share later. Right now I’m eating a sandwich lol.

~Decoy

Thanks Decoy, that’s awesome.

thanks decoy. jump back fierce is godly in that matchup. so is mixing it up harder.

headbutt hitting low is too cheap. train people to block it then start cancelling to dash.

I have question, what’s the best way to deal with ryu coming down with a jump towards roundhouse done reasonably early at 45 degreesish? It seems beats both my up and horizontal ball if it’s already extended, beats s.strong, and i can’t dash cause the spacing at which he’s doing it will either punish me crossup if i try to dash under or will punish my dash if i dash backwards.

do you guys have experience with this?

cause if i block i’m either dealing grab setups or high/low mixups or some combination of the above into a long block string that ends in fireball, where jump towards roundhouse becomes an option again.

is there consistent solution to ryu’s j.roundhouse? It’s not meaty, but ryu has frame advantage.

reversal back hop seems to work. electric will either lose or trade hits. back hop has some invincible frames. it wont give you the advantage, but it will prevent you from getting hit, and allow you to start charging down earlier than if you just block it.

if they’re in his crossup range, just block it. if they’re going in too deep, electric will work (it will hit his non-extended leg)

i need help vs. turtle deejay

when he spams c.lp and NOTHING other than that… what the fuck do i do? can’t ball… can’t hop… can’t slide… can’t jump in (crouching charges… doh!)

dude doesn’t fall for a single bait to make him do the spin kick so i can get free combos…

I noticed that low forward beats it once you get close enough. but then he can start doing low jab max out and just push you out again.

but yeah, it’s pretty gay.

I need more help vs. dic.

I’m playing zaspacer online and his short short forward scissor kick trap kinda owns me hard. I don’t know how to get out.

jab psycho crusher is still friggin safe

scissor kicks I can’t beat. I can trade with them randomly though, both low MK and slide will randomly trade with them.

I still can’t grab him for shit.

he mashes fierce and gets out every time. I can’t land j. short deep enough for some reason.

and his jump back gets him out of every sticky situation.

s.lk will knock bison out of scissors kicks… timing for it’s so fucking hard tho since it’s such a fast move… takes a lot of practice, and the lag on ggpo doesn’t help at all.

i found a nice way to bait deejay… lk hop back balls… he sees it and stops jabbing getting ready to do the kick… sometimes he does it, and i get free knockdown + ground mixups.

dj should throw a max out if he ever sees you back hop. max out > ball. I almost never ball in fireball matchups unless the opponent is knocked down.

if dj wants to turtle just out turtle him.

from full screen dj can’t punish you if you jump forward over a max out j.jab beats everything air to air and j.fierce will take out an anti air slide.

if you pull life advantage, you can out turtle dj.

still though, I can’t figure out how to beat bisons kicks into scissor kicks into knockdown into crossup back into trap bullshit.

i turtle that and just throw him after scissors. if he’s too far away, free balls on wreckless trappers, and slide on ones that know what tehy’re doing… either slide or sometimes take a chance, forward hop and bite.

Yep. Any scissor that lands two hits and isn’t short is wide open for bite. Obviously, the deeper the better. I also believe a well timed jump straight up short/forward will beat it (like Honda headbutts and Bison Pshyco Crushers).

About DeeJay, I don’t see out-turtling him being a very strong option. Maybe I have to see others play the match. I just don’t see any projectile heavy match up being a good set up for Blanka to wait out. Unless you have your vertical hop timing for the different speed projectiles down very well. shrug

There isn’t much I can propose for this match up. I think it is one of his harder fights. If only he could slide under Max outs as easily as Sonic Booms… There is always getting your low.fierce timing down to punish/trade Max Outs, but when that is a good option is very situational. Hard hard hard. =(

I’ll have to agree with you on that one sosage.

Blanka do not always need to vertical hop over projectiles when turtling, he can also back dash to a range where he can safely forwad hop over the projectile.

He can also use short upball over projectiles, imo its easier to do against slow projectiles and harder against fast projectiles (compared to vertical hop).

I find that breaking a FB characters zone game is the only effective way Blanka can get in and do his thing. That just means blocking multiple FBs while trying to creep into range or doing things to throw off their timing of the FB barrage.

Also, short upballs are no good vs FBs of any speed. MK upballs are best to avoid getting hit.

One thing that works for me is the arc ball over fireballs then c. mk into vertical FP ball. This works only if you have them guessing and you KNOW they are gonna do a FB.

~Decoy

that works. I do them randomly as guesses when I have a tremendous advantage and feel like gauging my opponents learning skills. or showing him my yomi skills.

that’s how i turtle. works best vs. dj and chun, the idea is to back hop to full screen and be at full screen when they throw their fireballs. from here you can jump towards them when they throw their fireball and either j.jab or j.fierce and beat everything they do. j.fierce has ridiculous priority vs. anti air normals and j.jab beats almost everything air to air.

The only way to beat that strat is to guess blanka is going to do exactly that and give up all the space they’ve built by trying something risky. Chun can actually super I think so watch her bar and super skills. But really you only need this strat to the point where you break their game down and get a second jump.

the secret to sliding under max out is to start the slide just before it hits you. not like parry timing but when it’s about s.jab or s.strong distance from your body, you can slide under it every time. the only problem is that dj will usually recover and can block before he gets hit.

The secret really to beating fireball characters is to bait a fireball when you’re in a position to jump safely. that’s pretty much all their is to it. it’s why decoy says to walk forward and block. it forces the opponent to keep throwing fireballs or run away to get his space back. he’s either going to give you a wide gap to get in or throw a dumb fireball -> jump in combo xx death.

I love straight jumping on wakeup. so many grab mashers online.

there are a lot of tick scrubs online.

You guys forgot jump up lk when dealing with psycho crusher. Great move, beats PS most of the time.

Jump up LK is good but jump back FP is better because it beats Psych Crusher all of the time.

~Decoy