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

Yeah that seems right.

Does all this still work well in HD Remix?

Taken from the wiki:

Bite Loops, buffers, and follow-ups

Basic, retarded, fun - like Dhalsim’s bullshit only a bit easier to escape.

Blanka’s bite range is simply sick, I think its actually larger than Sim’s, but anyway… generally j.LK or early j.HP tick into bite does wonders if not abused too much.

Once you land throw you can do the following:

  • j.LK > throw again xx repeat - this is obvious to get out of, but its one of those things that works because Blanka is so fast, even if you only get a second set of bites, damage is damage. BE CAREFUL, depending on where you are and where your opponent lands, you want to be sure that your j.LK is MEATY and the opponent does not have an opportunity to use a Shoryuken or other anti-air.

-j.LK > MP > throw MP ticks nicely into throw, but you have to be close enough…if not, you’ll get standing HP. Still safe, but you wanted that throw!

-j.LK > MP > leap > throw - You can even add a leap in here which if you’re close enough, will cross up. You dont necessarily have to go into a throw, a combo or a tick could be a better option.

-j.LK > x-over j.LK > combo attempt - the second c.LK should crossover when your at mid-screen so make them feel the rage (rawh!)… you also have the option of repeated j.LK’s if the first crossover attempt doesn’t hit.

-Slide - hilarious, but it works, people get so paranoid over the j.LK and trying to stop it they forget Blanka can just low knockdown them and start crossover ball fun again. You can also mix this up with c.HK since it is a bit faster.

-Leap forward twice to crossup > throw/combo this can be quite useful against characters which dont have reversals.

DSP EDIT: One of the most effective strategies, I have found, is what to do AFTER a successful throw. Basically, if you finish the bite, you land before your opponent does. When your opponent is landing, try to do a meaty crouching FP. Depending on where you were when you landed (in the corner, midscreen, etc) the FP will either whiff, or they will block it. If it whiffs, oh well, you were too far away to do the setup so just chill out. If they block it but their body does not move at all, you are probably too close to do the throw setup I am about to explain. BUT, in about 50% of the time, the opponent will be pushed just slightly back from the blocked crouching FP. THAT is your opportunity: immediately do a jab horizontal ball when you recover from the FP. It will advance you forward JUST ENOUGH to land perfectly in front of your opponent WITHOUT having them block the ball. They will undoubtedly try to block the ball, because they fear eating it, and this leaves them WIDE OPEN for you to land in front of them and get a second bite! CONGRATULATIONS, you’ve just done about 50% damage in only 2 moves! In addition, after the second throw you can try to do the same thing again, or you can walk forward and try to buffer into leap setups, or you can try to crossup. It’s your ballgame.

going for throw loops with Blanka is the most sure-fire way i know of to get people to rage quit. there is something about his bite that makes opponent’s blood boil. they’ll either quit or mirror match 90% of the time. if i want to get inside my opponents head, these are exactly the kinda loops i attempt.

ok wow.

i don’t know who wrote that in the wiki, but that stuff is all weak sauce. the exception is dsp’s trick which I use every once in a while, but no longer works the same way in hd. maybe i’m the only guy here who plays shotos, but here’s my two cents.

MIDSCREEN

after bite ->
j.lk against bison this is pretty free. vs. chun, dj, vega this will work occasionally, but only cause your opponent fucked up.

I actually recommend j.hp, since the hp hitbox is like amazing. and will beat an early chun up kick, early dj upkick and even sagat tiger uppe should elicit a trade at worst. however chun and dj upkcik will still beat it if they do it deep enough to get those invincibility frames. against basically everyone else I don’t recommend this strat at all. any decent shoto is going to uppercut. they’re basically waiting for it. fei, boxer and honda same thing.

what does work is a little bit of a footsie into crossup short counter poke. walk in and out (but more in). then crouch to bait a reaction, then jump.lk and if you’re opponent isn’t fast enough, a j.lk will be very very difficult to deal with.

this is the same thing with the j.lk mp mixups. those mixups are excellent. they just don’t loop at all. obviously if it’s online this is easier since reaction inputs are slower, and against scrubs who don’t know what’s going on.

but any top player who’s seen this at all (which all of them should) is either going to know how to defend it with jump out/invincible move. i.e. vs. chun some chun’s will charge then try and deep your jump with upkicks. you can beat upkicks if she’s not deep enough, but upkick will beat it clean if chun does it perfect. other chun’s are going to jump straight up short. which turns this into a stupid guessing game. and either way chun gets air reset which is much less damage than the grab, but gives her a lot more options. you can keep her in check with psychic jumps on top of her and play the game from there, but it’s not the loop the wiki pretends it to be.

meaty slide is safe. but every player i know is going to block it, and it doesn’t leave you in a terribly nice position, so i usually avoid it.

leap grab is punishable, double leap mixup is going to work once in a while. if your opponent should be able to punish this trick no problem, simply by waiting and pressing low strong/short/jab. double jab short into block/hit pressure into safe range is the usual outcome if they defend it properly.

bite -> low fierce -> whiff jab ball -> bite works once in a while. don’t abuse it, cause players are smart. in hd this doesn’nt work so well. since jab ball doesn’t travel as far. you can skip the low fierce, walk back and jab ball i believe. but it’s not a common tricki use, cause most good players are going to press low strong as a safety guess (unpunishable) and this will beat any ball you do from that position.

anyways here’s my tricks after a bite.

  • stutter step bite

very effective vs. shotos who try and low poke you when you get close. you gotta know the range they’re going to react to, cause you want to walk in, walk out watch them whiff low poke walk back in and red bite. trigger finger uppercut shotos as well.

if they mash low strong this is not going to work.

  • walk in s.short

yup this setup works every time.

  • j.fp

very effective against many people in the cast, bison chun and sim especially

  • walk in low short/forward xx dash bite

ya it’s my fuck i’m desperate for a bite trick, i only do it after an uppercut punish (via stutter step/s.short) to make them committed to blocking.

  • short rainbow roll bite

jacked straight from decoy, this will work once, any character with a decent reversal will kill you. this means it works best vs. sim (who wants to punish you for blocking), shitty claws who don’t understand how to use upkick every time you’ve committed to anything, bison and chun. but most bison’s and chun’s i play commit to jumping away after a bite, so it’s less effective here.

  • low fierce walk back whiff strong ball bite

the variation that you need to use instead of the dsp trick.

  • blanka ball as soon as you recover. i think if you time a mp ball perfect you can cross them up after the bite and land and meaty s.strong into mixup of your choice; it works easier near the corner. if you mistime however, you can still get a blanka ball that actually hits CROSSUP (but leaves you terribly punishable as you bounce off), might be worth it for the kill, but it’s pretty safe if they block it normally. keeps them honest.

in the CORNER the game is different, everything is basically more effective, but i’d like to add dash upball/electricity to the list of tricks vs. players like guile/chun/bison who may feel like straight jumping.

also j.jab meaty becomes a great tick vs. bison. i once beat a bison player 4 rounds straight in a tournament by getting him cornered bite -> j.jab meaty -> bite repeat to death.

very hard for bison to deal with.

i also use j.short a fair bit. it’s hard to reverse in the corner since if the reverse is not deep than it will whiff, and j.lk will hit their move crossup, then you will land on either side (there’s logic to it, such that in certain scenerio’s it will always happen in a particular way, but i don’t know them off hand, but sometimes you land between the corner and the opponent, other times the opponent lands between you and the corner.

anyways, grab -> j.lk right away beats a surprising amount of stuff. often uppercuts will fail (but uppercut will beat it), but stuff liek guile’s flash kick and chun and dj’s upkick will lose more often than not.

from here you can do basic j.lk mixup trees, into bite or whatever.

Goddamn, Khiempossible writing up the shit.

man, maybe one of you wikiers can like transcribe it there.

people come in all the time and ask the same repeated questions.

shit like: how do i beat honda? how do i beat bison? how do i use the search function? oh the search function sucks balls.

yeah…

My beef is that people should LEARN their hard matchups… not come in here for textbook shit to beat them… to play Blanka, you need to be creative… knowing all the textbook stuff is very important, bu you need to be CREATIVE.

dude khiem, good stuff!

Since I’ve been considering actually heading out to a few tournaments this year, I decided that I’m going to need a backup character to deal with my bad match-ups. It’s not that I don’t like a challenge but tournament time is not exactly the place to be experimenting and being overly risky unnecessarily IF you care to try to win.

So, I’ve made a tier list of characters vs my Blanka that I deem to be easiest to most difficult.

EASY
[LIST=1]
[]Zangief
[
]T-hawk
[]Guile
[
]Dictator
[]Cammy
[
]Ken
[]Dhalsim
[
]Claw
[]Ryu
[
]E. Honda
[]Chun Li
[
]Sagat
[]Fei Long
[
]Boxer
[]Dee Jay
[
]Akuma
[/LIST]
HARD

This is just from personal experience vs players of all levels.

Since I can charge pretty well, I’d like for my backup character to be a charge character as well. So far, I like Chun, Guile and Dee Jay. Any other suggestions?

Also, will any of the 3 characters mentioned deal with Blanka’s most difficult match-ups any better than just choosing Blanka?

Suggestions are appreciated. :slight_smile:

~Decoy

Seriously guys, what can I do against jab Srk’s? It’s driving me insane since nothing I do beats it and the recovery time is so fast, they keep spamming it. Help a scrub out :frowning:

time it to hit between them.

and wich attack would be best for me to try that? I’ve been tryoing c.mp but the timing is very tough for me.

Balls work well…

Realize, you need to be creative… blanka’s not a textbook character.

yeah I know, it’s just frustrating because I feel completely helpless againts these srk spamming kens. Thanks for the tip though, greatly apreciated.

By th way, read back some through the thread…

s.lk gives blanka an invincible leg… it will whiff against an SRK, but the SRK will whiff also. let’s you make them land into a sweep.

oh that sounds nice! I’ve been using s.lk against Fei long and it has worked pretty well so far, should have remembered to try that againt the srk. Thanks Mixah!

c.mp is godlike vs. fei long btw…

it will beat and trade rekkas, if the super hits the c.mp, you get pushed back far enough so it wont combo (and many times, but not always, the last hit will whiff, so you can punish)

also, c.mp will make an overhead chicken wing whiff, so you can throw :slight_smile:

I wanted to post a few dumbfucker combos that I’ve been doing lately (only can get them in local matches, not on XBL and GGPO… lag? all stun btw

j.lk crossup, s.mp close, s.mp far, c.mp

s.mp, headbutt 1 hit, xx hop forward, c.mk xx vertical ball

this one’s stupid, and i did it once… maybe you have some info on it?

j.lk crossup, c.mk, c.mk, c.lk… or some combination of that… I don’t remember who I did it on, but it was back when HD first came out… meant to do a hop, and that came out.

Who would of thought that wimpy looking move would have so many uses :smiley:

blanka has 4 underrated moves…

c.mp and s.lk as i stated above

c.hp has MASSIVE reach

ochio ~> ass drop gets beat by s.hp if they do the crossup ass drop :wink:

since it’s delayed, s.hp can actually be very useful.

use rog if you need to use a charge character.

about your tier list, what is fei doing so far up there? which feis are you playing? rog is my hardest match by far, it verges on completely unwinnable with an occasional smattering of random blanka rape with slides, cross up leaps and bites.