It hits at knee-level, which is why it’s a good anti air (and bad at punishing lariat).
Ok then. Does coward crouch start instantly or does it have some startup time?
according to frame data, it is instant. i didnt know this either
Sorry, I made a mistake, all shoryus can hit Blanka out of coward crouch. I think you might be able to get away with it sometimes if you aren’t right next to them though.
Another bad thing about coward crouch is if you get hit out of it, it counts as a counter hit.
i believe coward crouch->super is a negative edge problem. Can’t tell yet, but i did it a couple times this weekend at SB4. It does the minimum amount of frames of coward crouch, 54 or something? no idea.
okay, so to requote myself, my apologies to the guy who posted saying you could cancel into super. for some reason, i decided to try it anyway and i got it to work pretty consistently. one time i even got an ultra after the cancel. back to the drawing board. D:
I’ve started to find a very useful way to use coward crouch, just blanka ball into Ryu/Ken and most will try and punish with a fireball but you can always get a coward crouch in and jump back up after the fireball before they can punish you.
It doesn’t work against Ryu’s ultra/super fireball though so be careful of that, but any time you can be certain of a blocked balnka ball, against Ryu and Ken, do it! Especially useful seeing as so many people play Ryu and Ken.
Also just using it against any long range fireballs from those 2 characters isn’t a bad idea as long as you have the health advantage, seems to really confuse them when you aren’t jumping over them as they normally want you to do.
Coward crouch works mighty well against cammy’s drill kick and her spin punch it nearly doesn’t make sense why drill kick will completely whiff but it does lol
-LAU
I have no idea why no one in this thread has touched on probably the best use for the CC…
When an opponent jumps in you CC to make their attack whiff and go straight into electricity. It’s a useful tool once you get it down and scares most of the cast from jumping in at you (on top of all of blankas other AA options…)
The hitbox is unreliable. Do it two frames late, and the hitbox have dramatically changed. Sometimes it hits, sometimes it doesn’t. I feel that CC->elec is a “show-off” move.
i dunno if i would call it a show off move. it seems to be the best way to use eclectricity as AA since it drops you low and cancels right in. elec does more dmg too than upball or c.MP.
To each his own, I guess. I just find c.mp and s.hk more reliable anti-air.
That said, during a casual match, I discovered that I unconsciously use crouch->elec against only one character: Claw. If he does his wall dives, I would instinctively coward crouch and mash elec. I have to do it early though, cause if I do it late, Claw can grab me out of crouch.
Not sure if this has been said but it can be used to avoid Fei Longs rekas, flame kicks, chicken wings, ultra and super.
If i duck under his first reka he will always stop and try to punish, you can pull out electricity fast enough to avoid this. Again duck then electricity will nock him out of his super and ultra.
Or better yet, crouch under a projectile then hop Forward + Ultra.
Definitely useful. Blanka needs that diversity when turtling.
oioioi, you can avoid ryu superfocus attack with it
i used it and then went rawr square + triangle = bite!
Can anyone confirm if this has been changed at all in Super?
Yes, I believe you have to return the stick to neutral if you want to manually come out of the crouch now. It’s not too bad as you can still hop out of it and retain charge, cancel specials from it, etc.
cool thanks.
Don’t know if this is relevant but I found that it also goes under a lot of throws - so sometimes it is easier to crouch than tech a throw.