How do you beat blanka’s jump mk to throw it makes me sooo mad
It was fun fighting your chun Skatan. Funny how I randomly went into the same lobby as you. Wanted to play you in Soul Cal as well.
Now, before I even start, I don’t know much about this game or Street Fighter period. This is the first Street Fighter I’ve played since I was a kid. I’m really a Tekken player. But I’m a pretty high level Tekken player so I at least no the concept of fighting games and reading people.
I just played a Blanka that did that all day. At first it was tough, but I figure out what to do against him. Chun has good anti air except when they are right on top of you. Upkicks are OK, but I’ve noticed that they get beat out by A LOT of stuff. And Blanka has the quickest jump in the game (?) so it could be tough.
First thing I’d say is don’t even bother using fireballs in this match. He’ll be able to get on top of you very quickly if you do. If Blanka tries to jump in from a distance, you can standing roundhouse him out of the air every time. If he’s right on top of you and does jumping forward/fierce (blocked) to throw, I don’t think you can get out of it with Chun. At least not if you’re in the corner, you may be able to jump out of there or attack him if you’re in open space after the jumping attack. If I have some life to spare I’ll eat the jumping attack, then I can get my throw off first especially if I’m in the corner so that way I can at least create some space. But of course with this tactic, you might eat a big damage combo so, you’d have to read that they were going for a jumping attack -> throw. You can also hit him out of the air with straight up + roundhouse too. If you do, you can start rushing him down cause Blanka’s ground game can not compare to Chun’s. So when you get him on the ground, keep him there. Chun’s standing strong seems pretty gay so I would say whore it. If you’re locking him down the way you should, standing strong will even hit him out of ball.
The point is, don’t let him get on top of you and I suggest somehow doing it without using fireballs that often. And if worse comes to worse, use Honda. lol
Scrub tactics from your friendly neighborhood Tekken player.
If blanka is jumpy, know that chun rapes him air to air. You might antiair him sometimes with stand MK, but i use straight jump HK and LK much more in that matchup.
To make upkicks work, you need to use the lk version and only do them as late as possible, because the invincibility time is short.
Be careful with standing strong against blanka, he’s one of the only (the only?) char that can duck under the close version.
Cammy can duck under it, too.
Anyways, yeah. Chun has a crapload of AAs against Blanka. S.Mk, Fireball, Neutral J.Lk, neutral J.Hk, J.Mk, J.Hp, Upkicks, S.Hp, and Lightning Legs all work on Blanka from different ranges. Learn to bait jumps and make him land on fireballs and you’re good.
Wow, I did not even know that the short upkicks even had an invincibility period. lol, I’m such a noob. I hope I didn’t sound too dumb with what I was saying. Just trying to help. Thanks for the knowledge. I really didn’t know what about short upkicks.
All the Upkicks have an invincible startup, but the weaker versions have the most amount of invincibility.
Ok a couple of questions for the masters
VS Cammy - after blocking her Super what’s the best way to punish her ?
VS Zangief - If I accidently throw him in the corner whats the best escape from his SPD?
VS Vega - How do I kill him till he’s dead dead dead!!!
VS T.HAwk - I dont fight T.Hawk
Thats all for now
V Cammy, take one step closer and far standing fierce or super if you have.
I don’t throw Gief, that means I let him get close enough for him to probably throw me.
Vega, sorry, I don’t have a definitive beat every Vega strat… if anyone does, share the secret that has evaded me for more than 15 years.
V Hawk, don’t throw a fireball… standing jab and short up kicks beat dives. Otherwise footsies is the best way to go.
Thanks to both of you. The only prob I have/had is when they are right above me. I don’t have enough time to charge up kick and i hold up after block and they still get the grab. I normally try to beat them to the jump in which when that happens I beat em out. The up kicks have always done nothing for me :mad: I’ll try the short version because I always use the roundhouse version. Thanks everyone
Answers to my own questions … sort of
VS Cammy - Chun’s Super is the best punishment true, but if I don’t have it what about a safe punishment. I played Syxx and he would follow up his super with a french kick and hit me out of just about every thing I threw at him so after that I would just wait and see what he did next so then he would get me with a hooligan throw LOL it’s a pretty good little trick I’ll try a fierce kikoken and see what happens
VS Gief - the only reason I would ever throw him in the corner is because he got me trapped with his chest splash and it was my last ditch effort to survive usualy a sack throw reversal I tried to jump away but that does not work! I was able to jump strait up once that may be the only way. But yeah I did let him get too close best not to let him in at all.
VS Vega - ???
VS Hawk - No kikokens is good advice that seems to get me in trouble the most. Also jumping on him = punishment for Chun.
Run-away zoning.
And praying/cursing.
Standing fierce will hit Cammy after a blocked super, take a step forward. Try it.
I dunno most Vega I play I try to predict a wall dive, I find st. strong good against a cornered vega.
Vs T Hawk I run, I usually try to run time down and stay OUT of his command grab range.
Timed fireballs.
Chun vs Chun what to do?
Charge super first and follow a fireball with it when needed. If she jumps from full screen jump second and tag with short or forward. Walk underneath closer jumps and tag with close standing fierce before she lands, going for throw can be a coin toss. Jump in with non meaty forward when she wakes up cuz up kick won’t safe her. You can then pressure combo her, start standing strong advancing or go for throw. Block kneckbreakers accordingly then go for reversal throw, coin toss sorry.
Be patient, most Chun players aren’t…
So whoever get corner trapped first loses?
Dope, will do, kinda burnt out today.
I don’t think I corner trap many Chuns. How is what I described a corner trap anyways? Above all I try to be patient against Chun and work to get open opportunities like the ones I mentioned. I might lock a player in the corner for a moment or so but I don’t have a lock down way of keeping them there.
This is just how I approach the match up.
Your pressure combo strategy with standing strong sounded like a corner trap to me. And it’s a good strategy because Chun can have a tough time escaping a corner.
Or is that just the Bison player in me talking?
I personally can’t keep her there with just standing strong. Eventually I have to block a c.forward xx kikkoken to push me back which can basically reset our positions unless I still have my super. Without a super, honestly I have been known to back up and start charging super again, especially if my opponent still has full meter.