How to play Blanka, from a Blanka hater point of view:
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[]The best thing to do here is to make him thinking he has a handle on the match, and he’s controlling it. This will make him rush you and this is where you get to show what you have
[]Make sure you know that Blanka’s rolling is punishable on block with a Neckbreaker. Start your vortex and have fun. EX rolling -> EX neckbreaker punish -> Vortex bis
[]Watch out to Blanka’s small hitbox. Your main combo here should be cr.LP st.MK xx Tsumuji/Neckbreaker/Ultra2 if you feel godlike. If you have trouble linking cr.LP to st.MK, you can do cr.LP -> target combo st.LK st.MK xx special.
[]Take time to learn Blanka’s jump. I still have some trouble with it but a lot of Blankas heavily use the fact that Blanka’s jump is short and fast, you don’t have a lot of time to react, but if you can just b.MP as an anti-air you can mindfuck him
[]DON’T. DO. ANYTHING when Blanka is doing his electricity. I know Mingo & Izuna will come here and tell me "but man, you can easily break Blanka’s electricity with [insert normal here] ", but this heavily depends on your spacing, the electricity he’s using, and your… “nervousness”. Analyze what he’s doing after electricity and counter him. Getting knocked down each time I try to punish it and try makes me rage so I personnally prefer not trying to punish it and see what happens after.
[]Use heavily the cr.MP OS neckbreaker. If Blanka dashes/walk, you get him. If he does a rolling, you get him as well, although the neckbreaker whiffs. cr.MP is a very useful zoning tool againt Blanka
[]Against Blanka’s ultra 1, if you don’t have much health left, after you block the first hit, do a HK command dash to get out of his ultra. This won’t punish him, but at least you’ll avoid the massive chip damage
[]I also like to use Ultra 1 against Blanka. If you’re fast enough, you can just U1 Blanka’s classic sequence when he does a LP rolling, stops in front of you and tries to throw you.
[*]Of course, always block crouching, to avoid getting hit by his slide. He is -11 on block so you can just st.MK - or cr.MP - to neckbreaker to punish it.
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And I think I said everything. Remember, once you get the life lead, just wait for him and punish whatever he does.
I know that when said, it looks easy, but… I’m the first one to complain about Blanka and I still personnally hate this matchup. So please kick his ass for me \o/
If you want to avoid Blanka’s U1 chip, you’d might as well just backdash and then HP or EX Raida. You might want to practice the timing a bit if you plan on using it in a tournament though.
Spent a couple minutes in the lab testing Blanka’s ultra. I forgot that he can delay his roll by holding :3p:, so scratch my idea of Raida.
A more guaranteed punish seems to be mash backdash at the start of his ultra when he jumps up and then mash cr.HP as an antiair before he lands.
You can also mash backdash and then regular jump back LK option select another jump back. You most likely won’t hit him but you’ll certainly be in a better position. There seems to be some timing/spacing requirements for this? So I guess just practice it, or use the above cr.HP guaranteed punish.
I went to my local casuals today, and a Oni/chun-li player went against me (that I knew for a year). And since there is not alot of info about he Oni match-up, I have a question:
can Oni hit you out of your vortex off of ex tsumuji, M.K tsumuji, neckbreaker with Ultra one, where he shoots the hadouken up in the air instead of towards you?
From what I know, I think I may have done the kunai timing wrong, or there might be a situation based on what I did to the ender to always make it hit. How do I avoid Oni’s Ultra 1 from hitting me during vortex set-ups?
Your timing is off on the kunai set-ups. I’m assuming he’s doing Ultra1 on wake-up reversal? If so, just adjust the spacing and timing of your kunai so that you end up on the safe side of his Ultra1.
If you are still having trouble in this matchup, I would suggest you master a few of these setups so that your offensive game is much stronger, solid, better, etc.
I think I’ve found one of my worst psychological matchups. His braindead parry just annoys me so much. Putting him down does not mean anything as what will be following is purely random: if you kunai/safe-jump, will he parry? block? If you empty jump to cr.LK, will he parry? Block? Counter you? if you empty jump to throw (or U1), what will he do? That basically means that one of Ibuki’s best assets, which is obviously taking advantage of a hard knockdown, just does not exist in this matchup.
It’s basically a whole janken game, I feel like this matchup is even more random than the Fuerte matchup.
Out of the subject, but I just noticed that in Lemres’ signature, we can find his characters at SF x Tekken. So you choose your character before even playing the game? =)
I have played SFxT and my characters (if I were to play it again) are definitely Steve and Raven. Steve is amazing and Raven is one of the few characters with great visual mix-ups. Both Ibuki and Rolento were not what they used to be so they’re basically different characters to me.
Go for empty jumps into overhead, cr.Short hit-confirms, Kasumi Gake, launcher resets etc. Gouken is very free on wake-up, Ibuki has great mix-ups outside of the Kunai. The only time I use the Kunai in this match-up is one that’s close (like after a TC10 reset or forward throw). Another thing is that going for meaty pressure is grand also.
Scrub Goukens will mash throw any opportunity they get, take advantage of this.
As I just said earlier, all of your mixups can be summed up as a janken, since his parry can supposedly break all of your attempts. This is what annoys me. Why did they give him a non-stuffable reversal like this one
You basically have to be creative and prevent him from mashing parry. It actually all sums up to mind game.
A good gouken will just parry your overhead btw
The overhead is to beat throws. If you do a safe-jump, and people recognise it is one, they block. Almost everyone does a OS stand-tech. My point being is that you should use these shorts of mix-ups against Gouken. Which Reversal are you talking about, EX Tatsu? That whiffs on a crouching Ibuki as far as I know, so by doing a meaty cr.Short you’re safe from it.
In order to parry all levels, he has to spend meter. If you do a safe-jump, he has to guess if you do the overhead or not as not only does it beat throws, doing the overhead will also hit during his recovery frames of the EX Parry. Consider how much damage Ibuki gets vs. Gouken when making the correct guess on wake-up, and also remember that Ibuki resets the situation. Gouken has good meaty pressure after a parry, but so long as you’re not doing a reversal EX Kazegiri you should be able to see where it hits.
Above all I used to think he was very difficult for Ibuki, and besides Blanka/Dictator, it was the number 1 match-up I lost back in Super. However now after seeing how Iyo deals with the match-up, and how MingoDynasty views the wake-up game, I consider it to be in her favour.
Parry is annoying but you just have to get rid of the notion that you have to jump at and/or vortex Gouken on wakeup. Then you’ll realize how bad of a wakeup game he has once you learn how to apply basic meaty pressure.
As good as Gouken’s get, parrying Ibuki’s overhead is extremely difficult. For one thing, Gouken has 3 different parries (low/medium/high). If he picks the wrong one he’ll just get hit. If Gouken wants to simplify his parry game, he has to spend meter. Second thing is that Ibuki’s overhead is very slow, which is a good thing. It’s so slow that if you do something that looks like a safe jump but actually do an empty jump into overhead (Iyo does this all day everyday), if Gouken does wakeup parry it’ll whiff because your overhead is still starting up, and then he’ll get hit. Gouken will have to delay his parry, which then opens him up to safe jump attacks or empty jump low or whatever.
Lastly thing which Izuna also mentions is the risk/reward is still greatly in Ibuki’s favor. A correctly read parry with overhead can land you a free tsumuji loop combo, for something like 300+ dmg. For comparison, Gouken’s parry only does 150dmg. Gouken’s parry also has huge recovery, like whiffed command grabs. If you bait it out with a backdash, you will have plenty of time to react with ultra 2 if you’re looking for it. Or if your reactions are really on point, you have time to dash up and ultra 1 punish. 500dmg vs 150dmg sounds hugely in your favor.
Oh yeah I haven’t played around with this too much but assuming you’ve trained Gouken to deal with meaty pressure, you might be able to do insta kunai vortex (which seems to have gone out of style since the super days) and he may not be able to react in time with Parry unless he’s mashing.
You mean I actually have to play mind games when I’m pressuring my opponent? What is this, Street Fighter?
Off the top of my head, if I were to round up what Iyo and F-Word think, her worst match-ups include Zangief, Dictator, Dee Jay, and Makoto. Cammy pretty much has a 6-4 match-up with each of these outside of maybe Dee Jay and is even with Dictator. I’d almost say Cammy vs. Makoto is 6.5-3.5, but that’s just me.