Fighting Blanka/Honda

I’m not sure what you mean by risky if you are punishing a BLOCKED blanka u1. You have to do an instant air version so use the lab to test when you should start buffering the 720 and release to up forward + 3k once out of block stun… you’ll do it low to the ground. If you don’t do it low, he’ll be a bit under you then it will whiff.

By risky, I mean timing. If it’s not perfect Blanka will catch you with his Ultra, it’s a big gamble unless you perfect it.

If you’re landing it consistently on Blankas then please show me videos.

Edit: Spent some time in the ol’ lab. I think Zangief’s U2 is perfect for Blanka if he chooses U1. His U1 startup gives you an eternity to buffer it. Even when I jumped up performing a move, it seemed like I was able to cancel into U2 in the air once Blanka’s body shifted upwards. Still need to do some more testing. I also punished a horizontal Blanka ball, if it had more range, U2 could punish Blanka after a blocked U1.

If Blanka by AE really has a closer ball and Zangief gets more range on U2, this could do a lot to even out the match as blocked Blanka balls might equal U2 punishment. xD Well, that’s wishful thinking, but we’ll see.

Guys: I’m happy to report success! I overcame a 15K BP Blanka, shit felt so good.

I just tried to incorporate things in my game from what I saw in the Zangief vs. Blanka video. I was patient (like, really patient and spaced myself accordingly), abused my pokes like hell and buffered into SPD when cornering him. Though the second round I got raped by his U2, I tried to jump up and on the second or third hit lightning was still across the ground and shocked the hell out of me. xD

I was doing A LOT of turtling, baiting, and just punishing in general. It’s too bad my ultra missed his sweep, was sure I would grab the fucker’s hitbox.

Um, that’s what I’ve been trying to say. Even with the shitty range of u2 you can STILL punish a BLOCKED blanka u1, you just have to time it so that it activates as soon as you leave the ground.

  • You can jump over the initial electricity strike and execute an EX Green Hand as soon as you land.