thanks
i noticed something odd the other day. playing as blanka, i had ehonda trapped in the corner with a slight gap between us, and after scoring a knockdown, i did electricity on wake-up, and honda just turtled until the timeout (despite having about 30% health). this was on my green ssf2x board.
a couple of days later, i was playing the CPU on the hyper anniversary rom on my laptop, and same thing again. is there not a safe attack honda can do that doesn’t trade damage at that point? and does it work against any other characters?
i know it’s only against the CPU and that doesn’t mean it’s a viable tactic against a real opponent, but considering how cheap the AI usually is on the asian hyper anniversary rom, i was surprised i could just win the fight by just mashing jab for 40 seconds
I’m fairly certain Honda can at least throw you in that situation.
Does anybody know any good uses for his knee-kicks (close LK/MK)?
And can you combo them in anyway?
Not a true specialist, but i think this move comes more or less randomly : it’s a double hit, but the hitbox seems to be shorter, and the startup slower than the double hit with the head. I dont know any combo that would be more efficient compared to what you can do with the double head hit. My thought is you can do well without that move (double knee), but heh, sometimes hitting your opponent like that just looks cool, doesnt it.
They’re not random. They come out automatically if you are standing close to your opponent, like with his MP. LK will kick once and MK will combo.
But yeah, besides the coolness factor of it I haven’t found any good uses for them either. Because in every instance where you can do it you might aswell just do something better.
They have 14 and 12 frames of startup, and the same 12 recovery frames from the headbutt, according to T.Akiba’s frame data info.* It is just too much, I believe. They can avoid avoid attacks that are very close to the ground, but I suppose it is simply a not good enough advantage.
*Thanks to NKI.
I don’t know if anyone cares about this, but I know that atleast the MK-knee kicks are comboable. I did it once by accident while I was fighting a Ryu I think. I believe I did a j.mk -> MK knee kicks for a 3-hit combo. I have not been able to replicate it in practice mode, though I haven’t tried very much. It looked very cool!
Now I did this online playing ST while I’ve tried to replicate it in AE. Maybe it doesn’t work there. Anyway, check it out. Doesn’t seem very useful, but it’s fun!
The enemy must be crouching for that to work. All aerial attacks to the hitstun of a short when the enemy is standing. That is just 11 frames, which is longer than the startup of the move.
Oh, alright, thanks for the info!
what’s the best method for hop into electricity? mash 3x kicks and jab? i’m not getting it very consistently :xeye:
and trying the cross up ball into super in the corner, i haven’t gotten down yet. am i right in thinking that after a bite or sweep, you do horizontal, hold forward as you cross them up, then hit the other direction and punch? :wonder:
MP works better for me jpj
@Nohono -
Why does Blanka’s electric sometimes beat Honda’s headbutt, but not all the time
Copied from HDR subforum
[media=youtube]2j_9V7h_nx0[/media]
Ah, sick and thank you. So what’s the seecret?
Is that really a glitch? I’m probably missing something, but it looks similar to Boxer’s dash -> super (b, f + P, b, f + P). Easier on the corner since Blanka’s horizontal rolls recover instantly when they reach the corner.
Yeah nevermind, there’s nothing special about it. I was trying to do it again it on a laggy tv and I figured I must be missing something. It’s pretty simple pie. Thanks for the video link, VF4.
If you want to do some dumb super shit:
charge back, headbutt 1-hit, xx kkk and crossup (hold forward, as when you crossup, it becomes back, then forward+p and you get the super. So ryu thinks he’s going to DP you? nope. free super.
Blanka BnB combo help!
Everytime I try to do j.hk>cr.mk>hp.blanka ball, I get vertical roll instead. What could I possibly be doing wrong? Any advice is welcomed. Thanks.
If you’re actually vertical roll, the things you’re doing wrong are hitting both up and kick. If you’re getting back step roll, it’s probably that you’re negative edging(releasing) the kick button as you’re doing the roll command, which then activates the back step roll. I usually keep the kick button pressed after a cr.mk and then do the roll so there’s no danger of an accidental back step roll.
Hope that helps.