Chat about anything thread

His focus attack whiffing vs. most of Blanka’s crumpleable pokes does not help his cause at all either, especially with how stubby his dash is.

A lot of characters can bypass Blanka’s footsies using that strategy, but it sure doesn’t work as Deejay.

Even online, it’s not really hard to react against DJ’s stuff, it’s not like Guile.

The only thing witchcan struggle me is to punish his sobat from far/max range by stand jab xx HP Ball, it doesn’t make a KD most of the time and DJ can punish on hit with his EX Sobat.

lol… wow you truly know all… just a mere mention of your name and you manage to find it haha

-LAU

What would you guys think of a weekly topic thread discussing something very specific, and then the information could be compiled into the first post of that thread and be used as a resource for the guide thread? The idea would be to make that topic very important and a central discussion issue for the forum for that week and we could all try to compile and pool as much knowledge as we can.

There was that jumping normals thread before, but things I have in mind for topics are the following:

Decision making after f.throw - This is a big one because I think people have poor decision making after landing Blanka’s best knockdown tool
F.throw or B.throw, when?, why?, who?
Offensive use of balls vs. characters not named T.hawk
Extended conversation on unusual punishes(sliding rufus cr.hp/seth st.hp on hit come to mind here)
Using Blanka’s faster attacks(st.lp, cr.lp, cr.mk, st.hk, cr.mk etc.) in footsies - I see these really underutilized by most players even though they have great hitboxes. Most people rely on sweep and slower normals.
option selects - Trade Option Select st.roundhouse, option select hop/walk/dash/jump, stuff not normally done

etc.

good idea!
but I think we need some kind of moderator who chooses the topic each week (you ves?)
I would like to talk about the “offensive use of balls” because i really miss the opportunity to simply harass, chip and annoy some of the chars in the game!
I think that was a BIG nerf from super to AE!
so who does it still work on? what are the risks (ryu can U1 MP-balls on block now!)? what about MP-Ball safeballs?

EDIT:
what about coward crouch?

this hakan vid gave me some ideas…too bad I cant test them right now?
[media=youtube]fuvYNVsIgS0[/media]!

isnt it possible for blanka to beat and punish some OSs (like ryu’s OS tatsu/U1)
how many frames does it take for the CC to have upper body invincabilty?

The biggest issue here is that hakan can cancel to crouch while blanka is left canceling from crouch. Hakan’s crouch is much better than Blankas now.

MP ball is great vs. some charge characters(honda, deejay, guile) when they are walking forward as their punish options get shafted from their charge getting broken. I feel testing Rog/Chun players can be interesting here too.

MP ball safeballs are workable on a couple of characters, but overall are pretty meh to be honest, especially against characters with meter stocked. Use sparingly.

I think good LP ball usage is really important.

everytime I think about using LP ball, I prefer to just poke cuz I think it’s safer
many pokes beat ball cleanly and LP ball is really slow cuz you have to add travel time to the startup frames…
only advantage over a normal poke is chip dmg or shenanigans like LP ball into throw IMO…did i miss s.th.?

Very nice idea, i like it.

I was thinking about the elec blocstrings and how to capitalize it.

I think ves’s idea can be fruitful.
It might be good to list all the options after every setup, then be able to discuss the pluses and minuses of each.
Thats a lot of work though, just to get the topic started.

I’ll just say that for every setup, I just try to go for mad electricity chip cuz thats how i roll.

Yeah I think in depth discussion about what a setup does and the potential returns of it are important.

Also glad the idea is somewhat well liked, I’m gonna think about it a bit more and see what a good starting topic is.

One of the topics I eventually want to get around to is determining how to moderate aggression in gameplay. Basically situational gamestate awareness.

I’m getting tick-thrown by Ryu all day. Was his throw range buffed or something? I feel this is something I should know cos I sub Ryu but I only have problems teching his throws when I’m using Blanka.

Maybe Ryu’s are just kara throwing you more? Ryu’s kara throw is kind of sneaky.

Nah no kara throws. I think my timing is just out for some reason.

If its online play, breaking throws is extremely difficult. Whenever I play online, even when i was in california (and I rarely rarely play online), I literally have to mash throws to break them, like hit throw break 6 times, because my normal, non-online timing never works.

If its offline play, then I would just have a friend throw you randomly so u can figure out how to buffer some throw breaks, and know when to throw break ducking vs standing depending on the situation. Crouch teching throw break can be really dangerous, especially if your shorts are 4 frames, as if you do the tech too early, the opponent throws you during startup of your move.

I have the exact same problem Josh P. I always react too fast to throws and have to make myself slow down to match the lag.

if you’re getting tic thrown it’s probably because the frames of the move being used. people get thrown by balrog more because his jab is +4 and people aren’t used to that timing. (gotta tech a little later).

initial Matchup reads for 2012 for a couple of characters

Matchups that are better

Deejay 7/7.5 +.5/1 This matchup is so free now.
Sakura 6.5 +.5
Makoto 4/4.5 +1/1.5
Rufus 6 +1.5
Akuma 5 +.5
Fei 3 +1

matchups that are worse

T.Hawk 8/8.5 -.5/1 Still free, just slightly less free
Gouken 6.5/7 - .5/1 Slightly better for gouken with loss of unblockable, but fundamentally he still gets destroyed
Honda ??? This matchup sucks

Hi Ves, can you give me your reason for this 4 changes?
Only because of Ex upball change, or am I missing something else?

Deejay, ex upball and overhead are great vs. him. I’ve also realized I generally have a lot of meter vs. deejay, so I’ve been able to land the ex fadc combos against him a good amount.
Sakura, ex upball not being punishable really changes the dynamic of the match, you aren’t free to her when knocked down. Overhead is nice vs. her.
Makoto, ex upball and makoto’s nerfs really make the damage race really way more manageable. The change to EX Karakusa range means that it is easier to meaty her and start safe offense.
Rufus, the b.throw change is probably the biggest reason for this. Rufus is very vulnerable to throws now and he has to take at least a slide to get out. He also has a fat body for good overhead combos. Ex upball vs. him is a bonus. I think me learning to play this matchup better has also somewhat changed my opinion.

Seth is more more easy in 2012, don’t you think ? Akuma, why ?