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

so after sweep ive been doing jab ball-> crossup lk.
should i be doing strong ball? or mixing it up between the two?

you can also walk back half a step whiff strong ball bite

but blocked sweep can leave you at so many different ranges. and each opponent you play is going to behave differently.

the ones i play are going to kill you for attempting the ball in the first place. or jump back (if their bison/ryu/chun/vega maybe) as soon as they finish blocking the sweep.

very character/opponent/situation/range dependent shenanigan you’re talking about here.

i mean, I’m usually using low roundhouse as a poke, so when i do it, i seldom have charge.

really what you should be doing is watching what your opponent does after they block the sweep and see how they behave. then yuo want to counter how they behave when you realize they behave a certain way.

also watch for what cue he’s reacting to.

are they reacting to the first frame of movement? are they waiting? are they reacting to when you take your first step? etc. etc.

larry you made this threat to me and it mad my wifey cry
good job sir

Gg’s sir. I’ll see you at IC3.

khiem, i should have made it more clear

after i knockdown with sweep, i use jab roll to advance

So…fighting against Cammy…I realized s.LK beats her dp+K and her qcf+K at the right ranges. Like I can just throw around s.LK’s and she can never spiral arrow me. I’m assuming that at a distance s.LK will beat her DP also? What are some other moves to use against her or situations I should look out for? What’s the best way to beat her hooligan throw?

Geif is fun to fight against but it’s hard if he splashes st mp or upball beats it out cleanly and slide beats out lariat but what do I use for pressure and to counter cr lk?

in that case i recommend the safe jump crossup light kick basically always.

and just be careful cause jab roll from too close will put you too close, such that when you cross up, it’ll whiff, but from that range you can probably just walk to the cross up range.

whiff ball into 50/50 cross up electricity is a marginally useful strategy.

same with ball/dash into t+strong is nice. if they block you still get a xup short, cancel after first hit to dash grab, dash after the second hit in case the opponent mashes a sweep cause he’s scared. pause and punish an uppercut etc. etc. counter poke with roundhouse. or just like s.short and play it safe

tons of shit you can do from that knockdown.

If your getting hit through the standing strong AA your either:

  1. Doing it too close.
  2. Doing too late.

If you giong to up-ball with Blanka always expect a trade. A trade in your favor but a trade non-the-less. You have to hit him earily in his jump before the splash even comes out or duing hit start up aninmation to beat him cleanly (don’t count on that often).

Or you can get nutty like me and do FP or MP RR after a RH sweep. I go for that meaty crossup so I can get a combo going. Very risky but sure looks good if you connect. :wink:

Something new I figured out tonight…

C.MP is fucking GODLIKE defense.

  1. It was beating and trading against Chun and Fei’s s.mp
  2. It makes Fei’s j.lp, chicken wing, and j.mk whiff
  3. I don’t know if this was mis-timing on my opponent’s part or not, but it ducked a close-in shinku hado, and hit Ryu as I was waking up - What happened was he was about his c.lk distance away, as I landed, he did a shinku as that would have killed me, and I accidentally c.mp’d when I banged my buttons as I thought I lost… I still lost, as he had about 80% life, but it hit him.

OK, just thought I’d mention things.

Also, something I saw Komoda do, but I don’t see a lot of Blanka players do… It’s fairly easy to connect too…
up close s.mp, s.mp, c.mp… all links together.

just wanted to add…

the secret to winning vs. gief is not being predictable with the slide, not whiffing pokes, not getting knocked down with the lariat and not getting cornered.

if you do that then you can just low fierce/sweep/s.strong/back hop everything else he has.

it’s a pretty boring match if gief tries to turtle on you. you may just end up sitting on your advantage and watching gief mash low jab for 60 seconds.

I’ve seen this… and I just lulz and whatnot… If the fight gets too boring, then BAM… dropped fool.

Thx fatty <3.

What can he do against turtling honda? nothing I try beats headbutt.

electricity beats headbutt.

but mostly j.lk and s.lk.

crossup lk xN is the easiest way to win this fight.

grabs are a nono since negative edge oochio beats you every time, same with front side jump ins.

some honda’s don’t know, but honda’s c.lk beats all your attacks as well…

it beats/trades strong, fierce or super… but not jab headbutt (i believe). if you stand full screen & bait you can use electricity to good effect, but at short range against the jab 'butt… i can’t remember it ever working.

obviously. jab headbutt is completely invincible for like 17 frames. assuming you’re reasonably distanced away from honda electricity wins/trades with headbutt in yuor favor every time.

i’ll pop it out after various pokes, cause honda’s sometimes get scared and go for anti poke fierce headbutt to build space/chip etc.

stuff like s.short, low forward c.fp electricity, into wait/react is a fairly safe pressure string.

alright, so all this electricity talk has made excited. here’s the frame data for original ST. I don’t think electricity was changed:

http://nki.combovideos.com/flame.html

if you scroll all the way down to electricity you’ll notice that

jab electricity starts up the fastest in 3 frames. fierce electricity being slowest at 7.

more interesting is that the hitting frames alternate. jab hits for 4 frames, then stops for 4 frames and alternates, meanwhile strong hits and stops hitting every 2 frames and fierce alternates every other frames

this implies that vs. honda and beating anything basically that FP electricity is most likely to win clean and least likely to trade (i.e. anti jump electricities).

further, if you look at the end: the pattern changes. I assume this is when the computer stops detecting mash inputs and will then do a particular pattern at the ending:

jab ending is: 6 hitting 4 non hitting 1 hitting 11 not hitting = 22 frames
strong ending is: 4 hitting 4 non hitting 1 hitting 11 not hitting = 20 frames
fierce ending is:4 hitting 4 non hitting 2 hitting 4 non hitting 1 hitting 11 non hitting = 25 frames

basically the fierce electricity is best as an attack, and strong electricity recovers the soonest after mashing.

Good stuff. I was wondering why my electricity kept trading vs. Honda.

So to make it efficient, would doing this work best?

LP x 5 to start up, then immediately switch to hp, and anticipate the end and end with mp.