ball nerf do effect Ken match up but… i feel like it’s still similar in many ways… playing at around LP ball range is what i usually do… and i still use LP ball as a ‘long range poke’ against ken… if he tried to interupt it… it means other balls is an option but obviously you’re taking some more risks now compared to before but if you’re doing it right it shouldn’t be that much more. s.HP/FA/LP ball will keep ken from abusing his step kicks… and honestly even if ken do land his step kick on you… you should be fairly far range to avoid the type of pressure that you fear from ken when he’s within kara throw range… so i dunno if he’s a fight with serious disadvantage… to me it’s still fairly even.
Oni:
is similar to ken in many ways… i pretty much treat them the same.
DJ:
like Ves said… you’re not supposed to be jumping on DJ… actually if you’re jumping on DJ you should really reanalyze your offense options/mixup there’s much more to Blanka than ambiguous j.MK -> electricity combo… i’m not 100% sure but i think electricity can beat jack knife…it’s definitely possible if you space it properly… jackknife hits pretty high and if you’re attacking him with a move that makes blanka low… he can’t do anything about it… even if all you do is just crouch next to him that will give him problems because he can’t use any specials next to you…
DJ is not guile with awesome kicks… like ves say… i find him not that hard to hand as well
The problem with Ken is that if you are in lp ball range, he should have stepkicked you already. Like if he has chosen not to already he’s made a tactical error.
Elec is generally my go to vs. Deejay. Dash elec in the corner vs. him is really really not fair.
i’ll pay more attention next time I play a good ken… unfortunately I rarely get to play against the good Ken player that i know of because we generally play at different times… and ontop of that he recently changed to Oni.
You can preemptively ball in that range, but if he read that he can punish, it’s kind of iffy. You used to be able to do preemptive mp ball, and it was slow enough to CH the stepkick, too fast to be reacted to, and safe on block.
yes… that’s why in general balling now takes much more thinking now than ever before…
first i gotta find out how does my opponent react to LP ball… … does he wait and block it… does he interrupt it
Then from there i can decide if you can do MP/HP/EX ball… this is why nowadays when i use HP ball i hit my opponent most of the time… and when i don’t it usually don’t get punished because i use it sooo rarely.
like i said in the other post… kinda just need to rely on blanka’s normals.
Abel is tough, a good Abel can whip me online and an equally good ken(in my estimation) I can usually beat. So I think Abel matchup is def tougher than ken. What LAU said is pretty accurate with the Ken match, I just hate that he can punish mp/hp ball now, it def makes it harder and you have to deal with the step kicks with normals which isnt as easy due to the range.
Futile seems to think it’s really rough for Blanka. Though I don’t know if you know him. He does pretty well in SoCal tournaments, though he seems a bit “nah” at times.
He got 5th at a 128 man tournament in January in San Diego though, he’s solid. He got eliminated by Marn iirc. He also sent me to losers.
I don’t go around asking top Abel players why Abel stomps Blanka, though I guess I could make that a new community Q&A thing. “I play a lower tiered character, why is he free to you?”
When using nj to jump a projectile, does blanka have a best in air normal to use that makes his legs projectile invincible for the longest time? he jumps very fast and you really have to time your jump to clear a slow fireball. Any move that can help with that? (kind of like hondas nj HP)
I was thinking nj HK since he goes horizontal but does anyone use any others?
I checked the hurtbox data - since nj lp is active the longest I think it might best to use, and nj hk is good in startup and after active frames as well, but during it is a bit below him, its hard to do an exact comparison though, if no one else uses a move while in air I probably just have to jump later.
EDIT: Took it into training, its nj.hp, he just really scrunches up nicely during that entire animation.
nj.hk is also good but only if you do it on the way up(near apex)
It means there is a 4 frame pause between 4 frames of electricity being active 4 times. So 4 frames on then 4 frames off. Mp is 2 on 2 off. Hp/Ex is 1 on 1 off.
lp is 4(4)4(4)4(4)4.
mp is 2(2)2(2)2(2)2(2)2(2)2(2)2(2)2
hp and ex are 1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1(1)1
Oobviously they needed to abbreviate.