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

I love the 8 times out of 10 reference. Not 4 out of 5, but 8 out of 10. :lol:

Anyway, I don’t remember for sure if I tried to upball him, but I know for sure I tried to Horizontal ball him and got grabbed out of it as well as electricity. Reversal electricity at that. Ya know… that’s really some dumb shit. Blanka should never be thrown out of a move where if you touch him you get shocked. Sweeps I understand. Some jumping moves, I don’t like, but ok. But getting THROWN out of it? That is sooooo stupid to me. That moves first 2 or 3 frames should be invulnerable. And I’m sorry I know this is all known stuff to you guys, but I’ve never really played Street Fighter before. I’ve been playing Tekken all these years. So I’m learning how the game works and I see all this shit and I’m like WTF!!!

the thing about doing the reversal ball is that boxer STILL gets free LRP everytime you do it, hit or block.

reversal ball gets you out of the grab every time, but a smart boxer is just going to LRP you for doing it. (is the ball damage worth the LRP -> knockdown mixup? not really imo)

I might try reversal back dash, eat the strong that comes out instead and then deal with the air reset with jump back.

if he’s weaksauce tick grabbing you can try and jump after the tick.

and even if you do counter grab 100%, boxer just turns the entire situation into a 50/50 mixup where he knows you’re going to coutner grab, he can kill you with walk back -> counter hit c.strong xx lrp

or even just low forward x2 link combo, or c.strong c.forward link combo. etc etc.

but yeah, it’s hard.

probably the thing i hate most in HDR. fp electrity comes out WAY too easy, and if you’r etrying to mash reversal grab you’re gonna get electricity instead and that’s a guaranteed death.

If you’re not in the corner after the headbutt throw and he doesn’t decide to hit you as soon as you land you can backwards command dash away. Can’t abuse it since he’ll catch on and hit you out of it but it’s worth it as an extra trick to have. Like said above…throw him first since your throw range is longer or ball. Ball gets you airborne on like the first frame so there’s no way he can throw you. Just have to have your timing down though since if he sets it up well with a tick you’ll have to reversal ball to escape.

oops, for some reason I didnt think of boxers ability to punish ball.

and then get low rush punched for you trouble.

I haven’t checked, but I still get low rush punched for doing blanka ball vs. boxer on block, and hit stun = block stun, so Im pretty sure it’s still free on hit.

OK so I came up with a new tactic today.

c.lk xx hp electricity

then you can:

lk upball (whiff), mp ball (whiff, last second cross up) c.lk xx hp electricity

lk upball (whiff), lp ball (whiff last second lands in front) c.lk xx hp electricity

mk upball (whiff), lp ball (whiff last second cross up), c.lk xx hp electricity

or walk up dash (cross up or not) c.lk xx hp electricity

c.lk xx hp electricity, lp ball, kkk hop (cross up) c.lk xx electricity

Etc etc. Yeah so after a knockdown you can essentially pul a vega type knockdown x1000.

Blanka’s Horizontal and Vertical Ball attacks have zero frames of startup and get you off of the ground. Either of these used as a reversal should not only make you avoid the grab, but should easily make you hit him. I just hope the recoil doesn’t leave you open to a Dashing Straight or a Super.

Edit: Yeah…that’s what I get for not reading all of the messages before replying. :stuck_out_tongue: You pretty much have to counter-throw him and watch out for meaty attacks. Not pretty at all.

Was blanka always able to do hop/jab ball/strong ball into super? Cause he can do it now. (not after a crossup ball, just normally, though it works after a crossup mid screen aswell).

I asked Damdai this question and he just happened to have Nohoho at his place at the time and if I remember correctly, Nohoho said no. It was not possible in normal ST.

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Dunno how else to ask, so…

How good is straight up j.mp/j.lp? Any uses other than stopping Chun’s j.mk and Hawk’s j.lp?

Trying to find a move which stuffs as much as possible, including turkeys.

basically guaranteed air to air.

take out air borne shotos, dj’s, bisons.

fucking great move vs. bison.

you can use the move like bison’s j.mp. do it as soon as you leave the ground and time your jump to intercept theirs. I tend towards the jump towards jab though.

I have a question about players using c.lp? I don’t use it much, but I think it’s got more value than blanka players give it credit for.

Ah, right. Thanks!
I’ve never seen any Blankas use it online… But old ST vids show off the jumping punches a lot, so it made me curious.

So what’s a good counter for the shotos’ crouching strong? I’ve found a couple good players who spam it and it seems to eat up most everything you can throw at it.

i think sweep beats it from max range?

yah, low strong owns you hard. if the player knows low strong, counter poke fireball and uppercut you’re pretty fucked.

cause players can double whiff low strong (if you jump the first one) and still dp you from your jump.

just gotta get in and mess around with their button presses. you can counter hit a spammer if you time it right, or like try and pressure with s.short. it’s my go to move these days. i’m thinking right now that s.roundhouse might be decent in this situation since it’ll hop a sweep/counter hit fireball from the right range/timing, but i’m not sure how it interacts with low strong.

you can also try and get close enough where a cross over lk will be hard to dp. most people can’t react fast enough to do that. especially if they’re spamming low strong. the players i play like to deep for max damage, but a crossover lk can’t be deeped.

i think it might actually be 16 out of 20

does electricity levels have the same damage ratio? ie HP will take more than LPs electricity

i dunno if it is on hit, but it wouldn’t surprise me, that matchup is so fucking stupid.

Balrogs cr.mk has a hitbox slightly smaller than your st.lk. To beat it with your st.lk you need to walk right into range of his other normals like cr.mp which will out range and beat your st.lk. You can trade with his cr.mk fairly frequently with your cr.hp but his cr.mk does the same damage and has a better hitbox, how fucked up is that? You are pretty dominated on the ground, and thats without him mixing in well spaced headbutts and LRPs. Overall, you can expect to get steamrolled more often than not. Annoyingly, nothing seems to have changed in sfIV.

Atmos8 is the best blanka i’ve played, i’ve picked up a bunch of neat tricks with him. I’m close to beating him now. Although i use it vs hawk and gief It never occured to me to use st.mp to cleanly swat blanka when he jumps in. Do any of blankas jumping normals beat st.mp? Also, does anyone else feel their grab range is completely gimped vs a crouching blanka?

remember the discussion of the Elec hitboxes. [media=youtube]LHWQ0qWCsUQ[/media] In that video it doesn’t seem the hitboxes go off and on, but remain active the entire time.

Maybe it is due to the capture device used…