Chat about anything thread

Blanka can safejump/stuff so many wakeup with nj.mp(hits lower)/hp, I really need to figure out how to integrate this.

Ves, could you explain that a bit? How do you do a neutral-jump safejump? I get the idea of arc’d safejumping… jumping early/short as a sort of bait, knowing full well that any attack option your opponent has for AA/wakeup will whiff. Is that right? But a neutral safejump? Eh?

Btw, ALT3 number 9… nice. Or number 10 if you feel like showing off.
I find the rest of them a bit blanka-tranny like, fine for a cabaret maybe.

The costume gives away beast roll revolutions, might make it easier to normal him out of rolls?
Although the pure size of the gaudy yoke disguises a lot of mixup close range normals, which is nice.

basically Blanka’s njs have a combination of Blanka’s hurtbox being weird defensively and a lot extension of his offensive hitbox.

so as the character starts to reversal, it isn’t making contact with Blanka, but if you have your proper spacing once their invincibility wears off and their offensive hitbox shrinks to just basically be their fist, they suddenly have a gigantic nj.hp hitbox all over them and Blanka is hitting them for the stuff version.

The safejump version is basically the same but for reversals with more horizontal reach Blanka tries to land before the horizontal momentum of the reversal catches up with him, but the massive j.hp will still be out there if they decided to do something else like wakeup block or whatever, which allows for the safejump.

basically you just stay out of range of the reversal but use your good hitboxes to do good things.

Nannie ggs earlier

I think part of your problem is that you play too many characters. When you only play 1 or 2, you are able to make a flowing gameplan that can react to the situations that are happening because you understand the character well enough to do so. When you spread yourself so thin, you tend to have only a few things to lean back on and if they aren’t working you lose because you don’t have anything else.

In our one mirror match I knocked you down initially and was able to ride the offensive momentum till you were dead because you were ALWAYS hitting buttons on wakeup. Blocking is good. You don’t have to do a reversal every time you get knocked down.

I’m on youtube watching AE Blanka mixed with some SSFIV online replays and even Japanese Blanka players are bad.

Even the high ranked ones do the same stupid stuff like raw meaty elec when the other guy has ultra stocked, or doing upball in non lethal situations where the other guy could punish but just doesn’t for some reason. Doing the same tick throw setup, and not using Blanka’s big time frame trap power at all.

I know you can’t completely eliminate risk, but it is a little bit sad to watch players who get to play against the greatest players on the planet not know how their character works really.

Nishikin and T SRAI are the only ones I’ve seen do anything interesting.

i think calling them bad is a bit extreme.

It might be, but it’s frustrating watching a player do the exact same thing he did in a losing round the next round including the same tickthrow setup that got teched 4 times before without ever going for the counterhit/whiff punish.

what do you do for delayed cr.techers? after looking at the hitbox of cl.st.mk i wanted to try it out but i haven’t had a chance to play any blanka lately. i used to just do cr.lk > cr.lk

I use cr.mk because it leads to counterhit cr.mk, cr.mk xx ball which does good damage and is hit confirmable.

I also like cr. mk, take a step back, cr. mk xx ball (if they can’t punish) which is either free chip or counterhits into combo. What I’ve actually been working on is hit-confirming the cr. mk, CH cr. mk, U1. It’s a 3 frame link, but it hasn’t exactly been easy for me to get done in real games. It’s a fairly easy hit-confirm in training mode though. Just look for the “Counter-hit” to pop up and then do the ultra motion as he’s pulling his leg back.

I always use cs.MK mullah. It’s the best imo. Doesn’t have much knockback and imo has better piority then c.MK. It also beats super armor and air moves. (rog/abel super armor specials and bk from viper). If you can hit it on superarmor then the 2nd hit becomes a CH making it +6 and easily able to combo s.LP xx eletricity. IMO the reason c.MK is better is better range and better frames on block.

Also Ves when put into pressure situations vs strong players we tend to make mistakes including doing the same things over and over again. I’m sure we are all at fault there. I think that you’re right we all need to improve our game. You’re approach of the game is understanding the mechanics and math portion of the character making people who have that lower in their priority more annoying to you. Like weeds/mullah focus more about the spacing/zoning portion of the game and are quick to point out those flaws. Anyway i think breaking down someones play is fine, i just thought the words you were using were a bit harsh for someone you’ve never played.

yeah up close I’ve been trying to use cs.mk more, but I find myself getting jabbed out of it at times because I don’t have the timing down. works better on a raw jumpin imo than in a string.

yeah I can understand tournament play and such, I’ve been there, but I wouldn’t consider playing casually at the arcade/online a pressure situation really.

I think I just really hate meaty elec because it sucks against most of the cast, but players forget to block it or are scared to reversal it for some reason.

oh so say you cross up mk you would do cr.mk to counterhit the cr.tech or throw attempt and then combo into cr.mk >ball. cr.lk >cr.mk puts you out of range for another cr.mk right?

might start doing cr. lk > pause> cr.mk >ultra for the counterhit hitconfirm off a blocked jumpin, should be easy enough

the reach thing is character dependent. not sure exactly who it doesn’t/does work on in crossup situtions. I just wing it.

Also yeah I use that to combo into things, it’s really good. i’m horrible at hitconfirming the ultra though I can hitconfirm into another cr.mk no problem always.

CH cr. mk also combos into sweep!

it does, but I think it is harder to hitcofirm and I think comboing into ball is the better choice because it does way more damage.

Isn’t it easier to hitconfirm into Ultra because it starts up faster than the cr. mk? Also Mullah- I meant cr. lk, CH cr. mk, U1 haha. But yeah, I think that frame trap definitely makes it scary for someone to crouch tech against Blanka.

technically it’s an easier link, but you have to do much more stick movement in a short amount of time, it also isn’t in my muscle memory. I see the counterhit pop up and magically a plinked cr.mk has come out for me out of nowhere. It’s just something I need to work on and it isn’t something I can practice in training mode and have it carry over.

hopped on SRKlive earlier, played probably the worst on there that I have, execution was terrible minus one game.

Cold hands+tired+preoccupied does not make for a good street fightering combo.

Versus City Blog Archive The Three Gods Rap ? Part 2

lol