I'm gonna bite your FACE! (official blanka thread)

i have the same question. i went up against a dude who threw nothing but weak DP’s. i didn’t care & honestly thought it would be a good opportunity to work on my timing. but i just couldn’t get a ground game working at all. my only success was vertically jumping & hit him on the way down… but if he threw a medium/fierce i was done.

aside from patience, what is the best way to beat an onslaught of Ken jab DP’s?

Hey all, in preparation for getting this game, I broke out the CCC2 version of ST and tried to do crossups that I used to use in SNES SSF2 (yes, I know…that game).

With Blanka, I was reminded of something that I forgot he could do…he can crossup with jumping fierce. It looks like you’re hitting with his shins and knees when it happens, but it hits high, so I don’t think it’d yield anything but a sac throw against him…on standing characters. Other than that fact, the crossup short and crossup forward have been mentioned all over this thread. I wish he still had that crossup roundhouse, but oh well.

But…if somebody can get that crossup fierce to hit deep enough, crouching forward X2 XX Blanka Ball would be one potent combo.

Anyway…food for thought. :slight_smile: Trying to contribute before I get the game.

Yeah admittedly I have a tough time against scrubs who wanna run that shit all day too. Especially if there’s any lag it makes things difficult. c.HP seems to be his quickest long range poke for punishing things so I try to use that if I’m in range and feel confident in my timing. Otherwise I just stick to low blocking or walk up and throw a s.LK just to break things up and hope he does something else. If I’m feeling risky I’ll go for HP Blanka ball when close enough but you gotta be real nice with the timing on that. I would like to be able to sweep for a knockdown more often but sweep doesn’t come out quite fast enough for my tastes.

Yeah, I can’t punish Jab DP on block. I just have to get it too whiff, which fortunately isn’t too hard in a non-laggy game.

  1. honda vs. electricity

I posted about that like not even a page ago. It’s not a failsafe tactic. but there’s spacing where it’s amazing.

  1. whiffed jab dps you gotta learn to low fierce that shit. I sweep, but that’s hot sauce. and sometimes I’m so buff that I’ll do slide, but that’s more psychic than reactionary. if you’re really good, you can grab it, but you gotta be pretty close for that to happen.

blocked jab dp is completely safe midscreen, if your or your opponent is cornered however, a low fierce is free (or even blanka ball, but that will probably just get fireballed after hitting and you’re back in the corner waking up). blocked jab dp midscreen you can rainbow roll after blocking. It’ll beat fireball/second psychic dp/low poke. loses to wait and dp. safe on block apparently.

i can play dumb shit…

block the lp dp… fake like your’e going to walk at them and get another one… but meanwhile you backhop to whiff that shit out and BAM, free balls

random question because of deviljin’s presence…

when I play 3S, i like to use akuma or yang, but i REALLY like to use Ibuki… Is there just something about the way she plays that reminds me of Blanka… I can’t put a finger on it… but I find myself using the same principles when I fight.

I think ken plays more like blanka than anyone else.

in 3S? I hate ken in 3S. lol

Yeah…I picked Blanka because he generally fits my play style. Quick, aggressive character that has a lot of mind games and just straight up shenanigans. Blanka has several ways of pulling off crazy BS that will work just often enough to mess up people who aren’t super on their toes. He has some interesting matchups including one where he relies on basically nothing but his LK’s to win the match (Honda).

Ibuki I feel is similar in playing style. Has short and to the point but effective BnBs and I prefer to use her SA1 since it’s a more gimmicky super that relies on you putting the opponent in the opponent into a mindset where they can easily get hit by it. Blanka’s super is not the typical confirm your shorts or low strong into super kinda super and he has some dirty tricks with it that require more out of the box thinking.

I guess you could say 3S Ken is a bit like ST Blanka just in the sense that he relies on cross ups and confirming low normals to win matches but past that 3S Ken just isn’t gimmicky or moves around the screen enough in a regular match for me to relate them.

I thought I was cool with Ibuki and I pulled a 40 something hit combo with her SA1 against my buddy’s Urien… He still won… But I got my 40-hits and I was happy.

Oh you mean that combo where you have to waste your entire super art meter to do. It does do like more than half life if you can pull it off which is cool.

yeah, but right after I got it, he got me in a stupid unblockable loop… and you know how well she takes hits… lol

I think I need help. I’m starting to lose hope in myself with my currently main character, Blanka.

First, I like him for some of his strengths. No complete strategies, just some little tid-bits. This isn’t completely resolute, and far from the best Blanka, and that great of a player.

Guile - Guile’s so good in this game, it’s nice that Blanka holds his own (maybe still has it in his favor). With patience, Blanka can easily win vs. a good Family Man from what I can tell. Blanka’s slide can be punished, so it cannot be abused (nothing new here), but his range on c.Fierce, and sliding under sonic-booms on reaction at close range make for some massive damage. You can also dodge most sonic booms from across the screen with a slide (although at that range a jumping light-kick is safe, and will snuff out guile’s RH-sault). Don’t be afraid to run down the clock. A desparate Guile is much easier to deal with. Many a Guile will go for his cross-up combos/tick-throw (depending if you block or not). I found you can wake up with fierce electricity to stop this, and d,u+lk. Although sometimes it’s better to simply block, and out-throw him.

Zangief - this match-up was disheartening to me at first. But I found a lot of nice things. You are not going to be able to jump right in and bite him, not without setting the pace first. Jump-in+anything (lk being the safest, but other attacks are usually good, because a Gief generally wants to block and then SPD you), followed by immediate hop-back when you land, will simply not allow Gief to throw you, but it’s also safer than hoping forward. At some point, you will find it safe to tick-throw, or jump-in, hop-forward, counter-bite. Anyway, if you’re having trouble with Gief, just try those jump-in+hop-backs, and see what it does for you. Zoning him on the ground is just not going to happen for any great length of time, against a good Gief. Be wary of using your super for chip damage as well; a good gief will either jab you out of it, or SPD you. Zangief will jump in on you of course. If you have time to, jump-up fierce will snuff out his stuff, and standing MP is quite reliable, as mentioned before. If he’s jumping in on you as you wake up, I found it best to hop back a couple times (rather than trade hits with something with a chance of getting snuffed out); get out of that trap at all costs.

Honda - Some additional notes in general. Jumping in on Honda is scary, but you’re going to have to do that sometimes. Jump-in for a tick throw, and hop through his reveral throw attemps (it’s quick enough to go though his throw-attempt-turned-fierce punch. If you’re in close enough, it’s also quick enough to through the strong punch) and bite him. Standing Lk beats out a lot of his stuff, but if that’s all you’re doing, Honda’s in control of the match and will usually kill you.

Without much more analysis, Blanka seems quite formidable against DeeJay.

Having problems with Chun-Li and Dhalsim, because it’s so hard to get in on them. Chun-Li plays a mean fireball game, and will j.kick you out of any closing-in attempts. Dhalsim has many options to stop you from jumping in as well.

Still having trouble with a good Cammy for the same old reasons.

Vega is the same. Unless I’m mistaken (which is always likely), his c.mp is his greatest anti-Blanka tool, snuffing out everything. Blanka can’t jump in when Vega has a db-charge ready (db,f+k move). Blanka CAN stop most of the wall-jumping safely. Mixing up the timing and version of your d,u+k will keep him at bay, no matter what version of the wall-dive he does, you can also smack him with d,u+RH before gets to the wall, often times; ALSO, b,f+/fp will often keep him from even getting to the wall behind him, or at least mess up his positioning. As good as that sounds, Vega simply doesn’t need a wall-dive to beat Blanka.

Fei Long isn’t actually that bad. I’d say this is a good match-up for Blanka. Fei doesn’t have distance on his dp, so many flavors of j.lk attacks are safe, and open the door for a lot of things. Slide goes under rekkas, but is beat by a scary cr.fierce.

T.Hawk - I found this to be a nice match-up too. Your j.lp beats his j.lp. Your electricity beats his full-screen diving. Your electricity gets him out of his zoning/throw set-ups. Electricity, jumping lp to meet him in the air, and j.lk. You CAN bite the grapplers, but that should be icing on the cake, and not something you try to do all the time, that should be obvious – your One-Frame Bite Vs. Zero-Frame Command Throw.

Sagat - Walk under high-tiger shots, and j.RH on reaction to most tiger shots for a hit. This match-up is so good. J.LK to snuff out dp attempts.

For people having trouble against Blanka… just be patient. Also, if he’s biting you, there’s no reason you shouldn’t be mashing all your buttons, and especially mashing uf,db (or ub,df) like crazy to get out of it quicker and avoid half the damage. Don’t do immediate reversals. Be patient. If he hops and you’re not doing anything, he can be easily punished. Too many times, I see people spamming their jabs. Stop doing that. A smart Blanka is not going to do the horizontal ball all the time, or at random. Just like in ST, it’s a positioning move, and just happens to be safer on block/hit. The Blanka ball you should be worried about is NOT the one that hits you, but the one that positions him on either side of you on wake up, or positions him in-front of you for a bite. Some common spacing to keep in mind:

If Blanka’s elec hits you deep (your character’s leg is touching blanka), he can do his mp-ball at the last second to be on the other-side of you and electricity for chip-damage on wake-up. If he does the ball early, he can use electricity and recover quickly enough to counter your low attack with another ball.

After the bite, be prepared for some more mix-ups. He can go for an immediate slide, which will hit very quickly, and is generally safe for him to do (he recovers before you after the bite of course). If you’re in the corner, he can usually hop-back and do a lp-ball whiff into bite. If you’re not in the corner, he walks back slightly and whiffs the lp-ball as well.

Anyway, I’m trying to really figure out Blanka, and see if there’s a way through his match-ups. I found fireball games to be quite a headache. It may seem like he’s good against Ryu and Ken, but he’s not; it’s just that 99% of Shotos online don’t use them that well. Overall, I feel he problem chars are the same as before, and the ones he was good against are just a bit harder.

I think these are his worst Match-ups (in order):
Chun-Li
Dhalsim
Cammy
Vega
Ryu
Ken
Akuma

Everyone else is either even, in favor of Blanka, or not bad enough to be too concerned; I do feel his match-up with E.Honda has improved considerably.

I’m also not really the best player to talk about Blanka thoroughly, but I hope I learn him inside and out. I don’t feel like I’m good enough or know him well enough to decide what tier he might be, or whether or not I should continue using him.

I feel the footsie game against gief is one of the easiest. gief’s low roundhouse vs. your low fierce is pretty much you winning every time seeing as to how is only other options are lariat and low jab.

just walk around and play footsies with gief. blanka owns gief on footsies. if you’re losing to gief it’s cause your footsie skills are balls, not cause gief has advantage in that game. it’s like cvs2 cammy roundhouse vs. benimaru low forward. it’s not happening. you win every time. low fierce all his whiffs, block all his low roundhouses, then back dash if you’re scared. beats everything you need his jump, his low roundhouse and his grab.

gief can’t jump period. he’s got like 2 tricks. one is jumping at a range where if you strong you whiff. and he lands and gains position. the other is attacking early with roundhouse, but having it retract before s.strong hits it. he then lands and spds your whiff animation.

but blanka’s movement and pokes roll over gief. just don’t get knocked down even then you can still reversal ball pretty safely, it’s just hard to know the tick, try and escape first hit with ball, if your opponent is smart, by doing a multi hit tick, then you mash backdash instead of horizontal ball.

I completely disagree here. you NEVER need to take risks against honda. tick grabbing honda is just about the stupidest thing you can do, as is tick grabbing hawk and gief. the good command grapplers will reversal you every single time. it’s free for them. and honda especially since he can just block then negative edge every time. so the dash through his fierce is only reasonable against mediocre honda’s who don’t oochio.

It’s important to jump on chun-li and dhalsim. force them to look for it, cause anti airing blanka with either of those characters is friggin hard. blanka can basically j.fierce all of their options.

another important tool vs. chun is HK upball as soon as she’s airborne, force her to figure out how to beat that move, cause that move trades with both her j.short and forward = knockdown = go for the win. as soon as she finds a way to beat it, you have her beaten cause now she can’t be aggressive.

Khiempossible where can I find your blanka vids? (or a place for a collection of any good blanka vids… searched youtube already).

Im also getting beat by average bisons(dictator). What do you do about players who runs away and psycho crusher all day… I cant bite them since we dont end up in corners together, c. hp seems to not connect most of the time either… Someone earlier said back jump hp but that dont seem to work either for me.

Lastly I’ve tried Khiempossible’s doing the slide vs Fei’s flying chicken kick, it just goes under him… what am I doing wrong?

Thanks.

i will try something new vs honda next time i play the game, run back to full screen and electricity. When honda jab torpedos or walks forward i’ll just jump lk him. Without jab headbutt charged i fear nothing.

to jump back fp it, you need to time the fp such that the claw is extended while bison’s psycho crusher runs into it.

alternatively you can jump short it this is marginally easier, since j.short’s extended hit box lasts forever.

to block and punish you need to be midscreen. then while bison crosses you over you MUST switch your block (from left to right or vice versa), this allows you to recover earlier (why, i don’t know, but this is how its done). then you can low fierce PUNISH bison after he’s crossed you up.

lastly, it’s possible to oc.fp SLIDE under the psycho crusher. yup. just time it a little bit before it hits you, and you can go right under it. it doesn’t give you anything, but it works. maybe get you out of chip damage occasionally.

after that bison is one of the stupider blanka matches. you want to play it like you would vs. honda, turtle a lot until one you get’s a setup for shenanigans. then it’s shenanigans vs. shenanigans. a lot of tick grabbing, and fp mashing baiting.

if bison is smart he’ll knock you down then go for a xup HK early. you cannot upball out. if he’s not doing that, you can upball any other safejump.

block a lot vs. pressure strings. don’t press random low buttons. the big game you’re gonna play is s.short and slide vs. scissor kicks and s.mk.

if bison is pressuring, you can s.short his scissors, if bisons sees you s.shorting scissors, he can s.mk to counterhit. if you see s.mk you can slide under it and punish. and if bison sees slide he can scissor kick over it. etc.

really though, you just want a knockdown or reset.

if bison is jump happy, and he’s devil reversing/headstomping/jumping when you have charge, you can upball that shit for free.

you can’t upball meaty headstomp.

if bison is doing headstomp followup mixups, you can low fierce it if he’s going for the hit. you can horizontal ball if he’s going to run away, and you should probably block if he’s got the cross up.

bison’s only got 2 air attacks that you really need to be worried about, his straight short is high priority, and his s.strong x3 combo does damage. luckily though, straight short is defensive, and it means he’s reacting to a mistake you’ve made. so stop jumping when he’s waiting.

j.strong is also pretty defensive, cause it has a very short active animation. usually means you’re making a mistake and he’s waiting on your jump in order to intercept it properly. assuming you’re setting up your jumps, and he’s not setting up your jumps, then j.fierce basically owns the shit out of him. j.jab if it’s air to air, j.short if you’re crossing up. j.fp basically every other time.

alright, so you’v got bison on the defensive. what’s your strategy? crossup short s.strong grab is a combo vs. bison. he can’t even reversal super out.

after the grab you can either go back to footsies and look for another mistake, otherwise you can jump early roundhouse. if you do that right, bison has no option but to block (or reversal super) it’ll counter hit all his attacks, and beat his jump (a common bison tactic when they’re on the defensive is to jump out with strong). that’s really important, cause chasing bison is no fun.

just take advantage of every knockdown and reset with crossup short s.strong grab. bison can’t escape (unless you fuck up the crossup and he grabs you cause you didn’t combo, or you’re too close and he coutner grabs your grab. that shouldn’t happen too much though, cause your grab range exceeds his by about 10 pixels.

unless they changed this in HD (which may be), but you want to time the slide such that it trips fei as he lands, chicken kicks don’t hit slide, so just make him land on it.

Yeah you wanna wait until after Fei starts the Chicken Wing before you decide to slide. You’ll have a better chance of it landing on you when you can see when it’s going to fall on the slide. Sounds more like you’re pre-empting the situation and Fei Long goes flying behind you. Which isn’t always terrible since if you time it early enough you have enough time to walk behind or dash behind Fei Long and throw him, trip him or whatever even after your slide finishes. That’s how good slide is vs. chicken wing and I’m really glad I figured out a move that always beats chicken wing. I thought it was a lot harder than that.

I was watching mikado videos yesterday and I saw a blanka player (might’ve been AFO) do cr.mp vs chicken wing. It didn’t hit but it caused chicken wing to whiff and he would immediately punish with bite. After he did it twice the Fei never threw out any chicken wings anymore. It was pretty dope.

I’ll look for the link tomorrow, bed time now.

after a grab vs bison I find j.LP is great, if he jumps back it hits him out of the air allowing you to j.LP again. If he blocks either you can immeadiately tick into throw as you’re some distance away. jab is so good because its active frames last forever, so you don’t have to worry about eating a J.MP/HK to the face. Generally if i’m in range i’m jumping in with my inmvincible forearm.

Vs chicken wing, this initially started out as something i did in an attempt to get hate mail but now i actually do it as a legit tactic. Just start jumping up and down with LK. it beats everything. The moment the opp twigs that he’ll have to counter hit with early jump attack or rekka as you land start cr.hp or sliding him randomly.

In the corner, i will back hop the 2nd rekka and grab to get out of that corner bullshit. or just jump up and down LK.

If i have fei in the corner i’ll jump up and down lk him love it when they try to flame kick out:wink: