After staying away from him for so long, I kind of lost my feel for Blanka. If anyone can answer these, I thank you!
Is cross-up Ball (not blocked) automatically able to be punished by a throw? I now only use it as a match ender. Maybe online is throwing my throw-tech timing off.
After EX-Rainbow Balls, I try to land on the opposite side that the ball hits them from to mix my opponent up. I haven’t used Blanka for a while now, but I can’t get him to land on the other side as easily anymore. I’m not sure if it worked only on specific characters, crouching characters, or what… but when I used it in the past, it seemed to fool my opponent frequently.
How often should I use non-EX Rainbow Balls? Currently I use them very sparingly and match-dependent. I’ll never use them on Sagat for example, because he has high-damage punishes for them if blocked. My biggest use for them is to end a block string for the potential cross up, but getting the spacing right has been a problem and if blocked = free punish. Really the only other times I use them (very rare) is to build meter over fireballs and as a psychic early anti-air if I don’t have a d/b charge. A little time learning the timing and spacing of his normals as anti-air will make using psychic RB’s even more unnecessary.
ilitirit:
this is how charge partitioning works… like any charge characters… instead of throwing a rainbow ball with **,f + K, i’m doing it with **,f,b+k, this will give me a little bit of more charge time compared to if you were to do ,f+K~. With this method it’ll allow me do regular ball, up ball, super, or ultra immediately after landing any rainbow ball (if you wanna do LK version you MUST charge partition it)
hope this is more clear.
Jim:
from my understanding, they should get a free throw if they time it right…actually they should be doing a full combo on you…
ROUGHLY (character dependent) 3/4 of the screen away. you’ll cross them up, if you just pull forward all the way… keep in mind you can control ball…
regular rainbow, depends on your opponent… if they aren’t FA it… .that means they are guessing the distance… chances are there will be a chance to mixup… honestly… i would try to avoid using it as an attack… but more like using it to set up for electricity or throw or to see how they are gonna react and punish their reaction. If you’re directly attacking them with it… most of the time you’re gonna get punished or blocked then reversed.
that is not charge partitioning. charge partitioning is when you partition a charge either side of a forward directional movement. In capcom games its possibly only in 3s, where you can charge 50% then dash forward and then complete your charge.something like that. what you’re describing is something else, i dont know if its got its own name but it saves you the # of frames it takes you to go from 6 to 4.
ok… the method above… is basically something I also learn by watching some Guile and Remy vids.
like i said… LK rainbow immediately to any charge moves… you must use this method… but it definitely catches people off guard… because usually once they see you miss they’ll either try to attack you or throw you (throw break…)
Blanka is an animal, no dirt only survival. fight or crouch. IMO, ball zoning into grabs and river runs is most likely what was meant. makes people super mad,like te stick vs plasma screen repeated hate mail kinda mad.
Electricity is not safe when whiffed. Just go into practise mode and set Blanka doing electricity so you can work out how to punish it with your character at different ranges. As a starting point: many low attacks beat it clean, and electricity can be thrown on its start-up.
I wouldn’t consider random electricity spam to be a dirty trick, it is just bad play. Learn to beat it. Unless you are having trouble with a particular set up, in which case I’d suggest posting it in the match-up thread.
hm… anything completely random sucks… however I would say that electricity used not at point blank have its use against some characters, example… rufus or boxer.
Agreed. That is why I would suggest posting questions about electricity used in this manner in the matchup thread. No one can really answer the guy’s question without knowing who he plays and therefore why it is giving him a problem.
I suppose there is an argument for random electricity being a ‘dirty tactic’ against Boxer (only fair in my mind, as outside of wakeup I find hop tricks are pretty much useless against him). Anyway, poster didn’t give enough info to get any real help, so I probably should have just ignored it.
I still wouldn’t say hop tricks are completely useless against boxer but you definitely can’t use it as easily compared to the way you use it for other characters simply because c.lp is ridiculously fast and boxers combo starter. So instead nowadays I’ll use hop to just jump outside of his c.lp range and try to either hp his c.lp or simply try to jump at him here.
Other than that hop tricks during his wake up works well simply because he can’t punish your blocked up ball when you’re hoping back and forth and also it’s also an easy bait for him to do headbutt as well.
IMO to beat boxer it’s kinda like beating guile and Honda where you’re looking to get one knockdown and go nuts at him with crossups (to make them lose charge and bait their anti air charge move) at the same time put constant mixup pressure. Obviously safe mixup is the key, but once they get out of it you’re in a disadvantage and probably need to find another oppurtunity to score your knockdown again
I haven’t really seen this mentioned… but it’s PROBABLY old news… just incase it isn’t… I just found this out recently. Not super useful… but like other Blanka stuff… it’s gimmicky and definitely can be used maybe once in a(long)while.
I realized how reversal adds an armor breaking factor to your special move as long as it’s not a projectile… after realizing this… I started to play around with Rainbow Ball… especially after block… and realize it armor breaks as well… so for those players who like to FA when they see rainbow ball (regular or ex) they are in for a surprise… this is especially useful if you’re down on life and trying to find a way to get in…
Obviously… you can’t abuse this just like any of the other Blanka long list of gimmicks… especially when there’s SOOOOOO many ways to punish rainbow ball other than FA… but… regardless it’s useful once in awhile…
Used this a few times with success… and definitely as gimmicky as it gets and probably character/player dependent
In the act of desperation… and i really seriously need another throw to win or change the tide of the game…
I’ll use my Super to whiff like using ‘fake ball’ just to get infront of them then throw.
This works well after a knockdown and you time your super to miss the meaty but now since you recover immediately infront of them and they are usually blocking… you can score a throw here.
LP/MP/HP super all have different range…
LP super is probably gonna be the most used… it’s a bit more than LP ball range…
I made my biggest comeback a few months ago… by pulling off all my shennengans after i was down with like 10% health left and the opponent had like 70% or something, I scored one one throw… follow by a cross up to tick throw… then finally pull this strategy off for the third throw… into a Mizuteru drop that landed infront (the guy thought it’ll cross up) and won the match…
another thing about this strategy (which i need to double check)… i think because it’s super… the ‘block detection’ hit box is much further out… so…unlike LP blanka ball where they can just walk backwards to avoid all mixup with this strategy they are pretty much just standing there blocking…
The above strategy actually works with Ultra as well… and I’ve done it in a match before… but I honestly wouldn’t advice it unless you seriously got nothing to lose.
Setup I use most often these days is f.throw, rainbow ball. lp rainbow puts you in front, mp puts you behind, and hp puts you a bit further behind so that you can punish whiffs with cr.hk (if they expect mp ball). Or you can do mp rainbow and then cross-up, or neutral jump. Mixing it up works very well for me, but after a while players start recognizing the distances.
i find i do a fair bit of damage after a f.throw by doing whiff ball > walk back cr.hk. Beats cr.tech and st.tech, blocks reversals too. I do it most of the time i get the throw, especially in the corner. If im’ outside of the corner i will go for a safejump as the walk back cr.hk loses to backdash pretty easily. There’s nothing dirty about the way i play, just trying to minimise risk.
i played the best aggressive blanka from the states i’ve ever come across online last night, god damn he’s hard to react to in lag. This guy was beastly when it came to hop mixups and combos into elec. I used to be able to slide whiff balls from full screen and anti air random jumps easily but last night it wasn’t happening. i’m a firm believer that a blanka who reacts to their opponents offense in the mirror match will win but i just couldn’t get it done, i lost quite a few times yesterday, was frustrating, but i knew the moment i sat down and missed cr.mk >st.lp 5 times in a row it would be a rough night.
After a forward throw, you do your Ultra 1… with a small walk forward… if you do this correctly you can hit the opponent on the back when they get up from wake up, but because you can adjust your small walk forward… if you walk TOO little you’ll hit them in the front… so you can say it’s a mixup for the opponent to guess if blanka walked enough to hit them on the back (block as if its a cross up) or hit them on the front… (block regularly)… because of how the game is… there’s a distance where it’s practically impossible to guess 100% of the time… also it’s also character dependent… fatter characters are harder to hit the back because you gotta make that walk a bit longer.
This technique can also be done after c.HK… but it’s generally harder to do it from here because unlike forward throw where the range is set… c.HK can hit them close or far or TOO far (in dhalsim’s case) and the frame you hit them at also varies as well… making it kinda unstable to use Mizuteru drop.