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

first up: vs. whiff jab srks, just watch, then low fierce, catch them while they’re falling. works every time. just make sure you react fast enough (harder online, but should be guaranteed offline). if you know their going to srk, and you react to the first movement, slide also works, but if you don’t react to the srk until it reaches the pick of its jump it’ll be too late to slide.

second up: extended s.fp has ridiculous priority, beat out a level 4 tap for me the other day (meant to slide the tap, got s.fp instead, and the extended fp beat it clean). I’m gonna have to experiment, i know nohoho uses s.fp vs. chun jumps a lot (cause it hits behind her leg).

lastly: decoy:

I’d pick dj tbh.

vs. akuma this is a fair fight as far as a i know (but there’s no akuma’s i’ve played, so i acn’t really judge this matchup).

dj however has fringe advantage vs. boxer, fringe advantage (as long as honda isn’t on top of you, dj gets fucked by tick traps, but so do boxer and chun and blanka) vs. honda, rapes blanka (my other difficult matchup), rapes fei, mirror’s dj (but i’d rather fight dj with blanka, than any other character). chun li is also fair, and he rapes sagat.

if you like totally retarded normals (low jab, low strong, low forward, low roundhouse, low fierce) 60% crossup combos that are easier than blanka’s, an equally devastating rush down game, solutions to most problems in the game (short lariat over lows, c.hk under highs, super, enormous j.hk hit box, max out, upkicks) i’d recommend dj.

and low strong/lowforward.

yeah.

broken normals.

Can you end that combo with a c.hp? I remember being able to do that on SNES SSF2 and I haven’t actually tried it on ST yet.

no idea… lol

i’ll check frame data to see if it’s possible

EDIT

7?3?17
?9?6?17

Nope. C.mp requires 17 frames to recover and C.hp requires 9 to start up. I don’t think c.mp does 26 frames of stun.

I’m sorry…I wasn’t clear enough.

I meant substitute c.hp for c.mp. :slight_smile:

Xup.:lk:, cl.:mp:, st.:mp:, cr.:hp: or Xup.:lk:, cl.:mp:(x2), cr.:hp:.

The latter is the one I used on SNES SSF2. I’m not sure if the first cl.:mp: would push back too far for the second cl.:mp: to come out and you’d get a st.:mp: instead. But… one of those should work. :slight_smile:

Yeah…to add a c.hp to the combo you posted would be impossible because your opponent is already at Blanka’s max range when the c.mp in your combo is hitting.

Oh…and you can’t forget…

Xup.:lk:, cr.:mk:(x2) XX :hp: Horizontal Ball.

oh, i don’t know… why don’t you try?

Close :mp: - @3@4@2

Stand :mp: - @6@2@6

Crouch :hp: - @9@6@17

If medium attacks put the opponent in hit stun for 16 frames, then a cr.:hp: will link after one cl.:mp: and just barely after a st.:mp: if you press :d:+:hp: exactly when the st.:mp: recovers. Is it possible to get two cl.:mp:s in that combo, especially given cl.:mp:'s 2 frame recovery time? Does the first one push too far back?

When I’ll actually get to try this is a mystery to me. Maybe I’ll get to try it on Saturday, but anyone that gets to before I do is free to post their results.

Chemistren has a tough Fei and on regular ST there is a Japanese player named Aribon (not sure about spelling) that is simply sick with him. Gave me all sorts of trouble.

Boxer is really tough too but I actually enjoy that fight. Fighting Afro and Graham a few times has been a good way to better learn that matchup. I think I have at least a half dozen baits and setups for Boxer that work very well.

Khiem, thanks for the feedback. I’ve been leaning DJ and Chun Li. I’ll try them out for a bit and see which one I get most comfortable with.

share some?

and my list is like…

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

But yeah… same for the most part.

EASY
[LIST=1]

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

i defy convention!

All your advice has been tremendously useful, thank you all for your input. I’m still having trouble timing my c.hp against the jab srk’s don’t know if its a lag related thing or not but you know what they say, practice makes perfect.

if you’re getting srked out of your punish you’re doing it too late. the thing vs. shotos is you’re always on the defensive. you can’t “beat” the srk or “beat” the fireball, so you’re always at the mercy of reacting to one of them. just watch for them. if you play shotos enough you’ll began to understand the situations when the might be done, and then you can focus on those times to look for them. if you predict the srk in advance it becomes much easier to punish it.

I’m not getting what the best way to beat Bison’s psycho crusher is. It seems unless your j.LK hits his hands as he’s flying he’ll trade or plain old beat you out of the air. s.LK seems to work sometimes but I think it’s another one of those things where you have to hit the s.LK from near max distance or you die.

Oh and can anyone tell me how to do Blanka ball into super?

watch how AFO defends against it in this matchup. http://ca.youtube.com/watch?v=J99Bp5MSjdo

and I don’t mean the one time he does straight jump short and gets hit. I mean all the times he does jump back fierce, s.short. straight jump short etc. to beat a potential one but bison doesn’t even do the psycho crusher.

anybody who finds fei easier than gief is my hero.

does anyone know how to setup offensive jumps? It’s probably the one thing missing from my game. the aggro/gamble type jump.

generally I jump when
a) I expect/see/pattern a fireball
b) it’s a crossup setup from close range
c) it’s a safe jump cross up

then I started to notice some aggressive ryu/dj players doing hard to deal wit hshit like low jab/low strong into jump roundhouse or crossup attack. mix it up with a second/third block string attack/fireball or wait to dp something or grab.

figured I should implement some of it into my game. i know komoda will setup a jump occasionally off low forward/low short.

I mean my style is pretty old school. and a lot of the players i play against are very oldschool (never jump at all).

but even then the straight jump is very hard to punish.

j.hp is sometimes easier to use instead of j.lk in this situation.

as far as blanka ball into super, the only reliable way that i’ve found is the corner tricks.

  1. crossup version.

near corner, sweep (on some characters, throw works here too, but it’s VERY difficult), hp blanka ball crossup, b+hp
what happens:
you charge back while sweeping, hit forward + HP (continue to hold forward), when you crossup that becomes b, and you immediately land from hitting the corner, then you hit the new forward +hp. what’s nice is that on certain distances, you’ll cross back up to the other side for a meaty they wouldn’t expect.

  1. no crossup version

any characters that don’t get crossed up from corner stuff can have this done to them. any crossup device (sweep or throw) while in the corner, charge back while doing this, f+hp as soon as you land (and hold forward), then just tap punch again when you land. you temporarily crossup when you do the blanka ball either over or under them, but then come back. Some situation will require you to tap back again, but since I don’t do this much, I don’t know what specific ones those are.

How did this thread slip into the 2nd page?!?! WTF blanka players? :wtf:

I think we’ve explored enough… let’s just shut up and beast… ARPE ARPE!

As a Blanka player who abuses j.lk > Bite as much as I can.

I have a very hard time vs. Ken who jump in > knee kick grab me. Similar to rog’s jab > grab.

Any help?

grab them first