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

that video was excellent.

i believe you’re right. I guess takibas frame data refers to animation cycles. and that fp electricity has a different frame cycle.

That video is nice.

The hitboxes on all electiricties seem the seem and the recovery seems to be worse with the FP one. Is there a reason to use FP over LP ? This is coming from a casual blanka player so forgive if its obvious. Best punishment combo [ie. dizzy]? I usually just do crossover short cr.mk x2 , fp ball.

i got the video here, gotta give credit to R C, i guess he plans to make one for everyone http://forums.shoryuken.com/showthread.php?t=175158

Ok so im kinda new to trying to play SF competitivly ( Play Smash though ) and decided to go with Blanka and DJ as my " Mains " since they match my play style. But my Blanka cant beat a GOOD Ryu/Ken/Akuma/Sagat. Most I beat that are on my level in skill or slightly higher but its the ones that have the high amount of experience that seem to do me in. And the other guy giving me a headache is E Honda. The only thing that seems to work is going defensive and let him come at you.

They Fireball trap me and then I go to get over they uppercut. If I get in I win usually by bitting them to death and keeping on them. But getting in isnt coming easy. And most often then not they are getting in on me.

Funny is people are telling me they are having problems beating Blankas with those guys. So I must be missing something.

Any help would be nice. Thanks in advance

Anyone know of any good guides for Blanka thats goes over every character?.

Don’t forget about slide :df::hp:

It’s one of your best ways to deal with projectiles.

Best punishment is super lol. That cross up combo is standard, but you can j.rh, c.mk xx BB. Or if you wanna be cool and just go for cross up shenanigans, do cross up lk, c.lk xx hp electricity.

s.mp xx hop (crosses up), c.lk xx hp electricity is dope lol.

Also I been getting full damage or near full damage off his super as anti-air wtf. I never could do that in ST.

I got alot of stupid crap I’ll post later.

Picked up Blanka as my main yesterday evening. I think I’m good for two days of practice… He feels natural to me. Do you guys tick with c.lk or c.mk?

Anyone use s.mk? I find that s.hk/s.hp tend to be more useful but trying to find a use for it (far s.mk I mean).

Having trouble counter-throwing with him for some reason. I know I shouldn’t, but it seems awkward to me. Also having trouble incorporating electricity into my game but that’s 'cause I play on this crappy pad.

Neutral jump mk is bomb. I like how all his jumping normals have uses. Never thought to use j.mp until I read through here a little bit.

Does slide still go under DJ’s max out? I can’t get it to work. :sad:

Trying to incorporate hops into my game a bit less predictably. What can I do after a blocked blockstring like s.lk crossup, s.mp, c.mk? I almost always do sweep which is a good choice, but would like to mix it up, other than c.mk canceled into hop. Seems too close to slide. I guess I could just do nothing and react to what they do. Would that be the right range for hop back, lp roll whiff, bite?

On that note, any interesting bite mixups? I usually do
-slide
-walk forward s.lk
-walk forward sweep (whiff ball if it hits to keep pressure up)
-walk forward c.mk or nothing, react to them

Anything else worth using? I guess rainbow roll is fun but impractical (lol, yes I watched decoy’s vid).

Especially after a corner bite, I need help. It’s an awkwardly close range and I don’t know what to do other than s.lk. Which is pretty beefy so I guess I could just stick to that.

Where are reversal hops useful? I’ve used them to close in after poorly timed fireballs, but that’s it. Reversal back hop has some options, right? Read about using it after a tick into attempted throw.

Sorry for a million questions just trying to improve… I know DJ is a really hard matchup but WTF do you do against c.mp? s.lk? It seems to beat everything else while retaining charge for upkicks if you jump.

Do any vertical jumping normals reduce his hitbox horizontally? My worst habit is trying to neutral jump over fireballs and eating them every time.

Last question, what’s his fastest normal, or maybe normal worth throwing out. C.mk? Can I use his c.mk defensively like a ghetto Dhalsim c.mk?

OK, I’m not a technical speaker when it comes to things but I can tell you what works for me…

A few things:

[LIST=1]
[]Jump in LK is great for a tic > bite
[
]Close C. MK is great for tic > bite
[]S. MK is great vs T Hawk and Gief
[
]S. MP is also very good vs Hawk and Gief
[]I do counter throws by holding BACK and NOT towards. It gives me the option of a counter throw or horz ball. I hold back, press FP and then go nuetral. I either get a reversal throw or a reversal horz ball. Too good.
[
]C. FH kick is good vs DJ’s attempts at shutting you down. S. LK is good and Jump up LK is good if you know the spacing. You can stuff upkicks.
[]After a block string I like to LK RR or jump up RH kick. If I connect it’s a free combo. RR is a possible free bite.
[
]Back hops are great vs Claw. (see the vid!) They are also a good for jump in, back hop into horz ball.
[]C. MK stuffs lots of things. Especially Guile’s C. MK.
[
]Best underused move is back flip kick. Try this: Early jump in vs any shoto, back flip while charging back - while they go for the sweep you will flip over it and smack them in the face with a ball. Looks pretty. :wink:
[/LIST]

Learn to use the jump up FP pimp smack for a counter. I use it vs Sagat all the time. If I corner a Sagat player they are done.

Good luck and welcome to Team Blanka. :wink:

Thanks for the tips. I don’t understand how pressing HP and going neutral will get you a horizontal ball if you don’t throw. Do you mean forward and not neutral?

Here’s 7 matches a Dhalsim player recorded:

[media=youtube]UsuVY_LHhVE[/media]
[media=youtube]7q6B_T6e28s[/media]
[media=youtube]rz4pGX4v_kc[/media]
[media=youtube]qUz9iM0JQ6M[/media]
[media=youtube]zSZvHPmf7Zs[/media] - personal favorite
[media=youtube]76CyurhNrVU[/media]
[media=youtube]u3T1KtNoBv8[/media]

Dhalsim’s not really a normal kind of match-up but pointers are welcome. I need to A) get a stick so I stop screwing combos up, and B) stop jumping after the second blocked fireball.

I only watched a couple of these videos, but it is 100% clear to me how you lost them and what you could have done to win.

1.) You don’t bite nearly enough. In the one you said it your personal favorite, you have like 4-5 chances to get a tick bite, but instead you tried a c.mk xx bb combo that he blocked and expected all the time.

2.) When you jumped over his projectiles you didn’t use the right kicks. I always use HK when jumping in on a fireball spammer. You may trade hits, but it’s better than just you being hit. If you are close enough I do a j.mk tick bite.

3.) You don’t bite nearly enough. When you did those rainbow rolls and ended up basically right at his feet…you should have went for a bite.

4.) You’re predictable. Every time you get within range to start a combo you do a c.mk or c.lk. He is going to catch on and expect it. You need to use that to your advantage later on in the match. Do a jab into a hop and end up on the other side of him then do a close medium punch xx electricity OR BITE HIM.

5.) You don’t bite nearly enough (Please tell me you see where I am going with this). When you did the LP BB and ended up really close to him, you could have hopped to the other side and bit him, or even used electricity OR BITE HIM.

6.) Do not use up balls to evade fireballs. You fall on top of them more than not.

I’m sure if I watch the other rounds I could point out more, but those 6 things listed above would have gotten you a win. period.

Super Turbo Blanka Vids

Hope this is helpful:
http://www.streetfighterdojo.com/superturbo/blanka/blankamatches.html

It’s a page with links to matches with top Japanese Blanka ST players.

Thanks :slight_smile: :tup:

When are you sages (mixah, decoy, khimpossible, etc) going to move to SF4?

I cant find much good strats there w/o you people.

I’m retiring from games. lol.

When I care about it.

This is officially the LAST blanka post I ever needed…

http://www.streetfighterdojo.com/superturbo/blanka/blankamatches.html

Hey guys, after working on this thing for at least a month, I think I may finally have a finished FAQ. But, I need your help in checking my work.

Check out these combos. I know some of them may not be all that practical, but what I really need to know is whether or not they work. Use the following key as you read.

, = Link Combo

  • = Chain Combo or Rapid-Fire Chain
    XX = 2-in-1 or Special/Super Move Cancellation
    NE = Negative Edge
    MP = Motion Partitioning
    CP = Charge Partitioning
    KC = Kara (Empty) Cancellation
    RC = Renda (Rapid-Fire Chain) Cancellation
    SC = Super Combo
    TT = Tick Throw
    @ = Dizzy Combo
    R@ = Re-dizzy Combo
    ToD = Touch of Death Combo

Basic Combos:

  1. Stand short, Bite (TT)
  2. Close strong, crouch short
  3. Close strong, stand fierce

Intermediate Combos:
4. Jump fierce, close strong, crouch fierce
5. Jump fierce, close strong, stand roundhouse
6. Jump roundhouse, Head Butt (1 hit) XX Fierce Horizontal Ball
7. Jump roundhouse, Head Butt (1 hit) XX Jab Horizontal Ball (whiff), Bite (TT)
8. Deep jump fierce, crouch forward XX Fierce Vertical Ball
9. Jump roundhouse, close strong, crouch roundhouse
10. Short Beast Roll (3 hits), close strong, crouch fierce (Point-blank range on Dhalsim, T.Hawk, Zangief, and Sagat)

Advanced Combos:
11. Cross-up fierce, close strong (x2), crouch fierce
12. Cross-up forward, crouch forward XX Forward Beast Hop, Bite (TT)
13. Short Beast Roll (3 hits), crouch forward, Head Butt (1 hit) XX Fierce Horizontal Ball (Point-blank range on Dhalsim, T.Hawk, Zangief, and Sagat)
14. Cross-up forward, crouch forward, close strong, crouch fierce
15. Cross-up fierce, crouch forward (x2) XX Fierce Horizontal Ball
16. Meaty Grand Shave Roll SC, crouch forward XX Fierce Blanka Ball (corner only)

Hi FreshOJ this project seems neat. There are two different potential audiences, however:

  1. people trying to step their game up with blanka
  2. combo maniacs

I think it’s important to focus on the two groups separately. And when it comes to the first group you need to include some notes. Bare bones list I think people’s eyes glaze over.

Although pardon the gloominess how many people are we actually talking about in either group? Does anybody care about any of this shit?

:coffee:

Where was I?

Oh yeah…

Something like this (you’re welcome to use this if you like):

Practical Combos

  1. jump fierce, close strong, crouching medium kick
    Starter combo for blanka. Fine for dizzied opponents or when you read a fireball close, etc.

  2. jump roundhouse, crouching medium kick, horizontal ball
    One of Blanka’s big weapons. Often dizzies. Catch them throwing a fireball and this can be the round. It’s a little tricky to have the ball charged in time. Make sure the jump kick is as deep as possible then cancel the crouching kick a little late. Hold the medium kick button down to prevent an accidental arc ball.

3a) cross up short, close strong, headbutt
Often dizzies. Link isn’t too hard. Doesn’t work well on skinny characters: Dhalsim, Chun, etc.

3b) cross up short, close strong, standing fierce
Doesn’t dizzy as well. Link is more difficult but it works on everybody.

  1. crouching medium kick x2, horizontal ball
    Link is somewhat difficult. Much easier if you do the first kick early as your opponent is standing up from a knockdown. Usually dizzies.

Bonus Combos

A) jump fierce, close strong, vertical fierce
Easier vs. tall characters. Mostly for goofing off. Beautiful way to end a round.

B) cross up strong, close strong, close strong, crouching strong
Quad strong. Vs. fat characters Blanka, Honda etc.

Man you know I just typed that up but now I’m clicking around Phil already did a good job covering this stuff here.

Although:

Yeah haha close strong crouching roundhouse is a zero frame link. Not bread and butter material. A lot of stuff on that wiki needs to be cleaned up oh well.

Maybe you guys can help me with some issues I’ve been having with Blanka. # 1 - how do I get in-close playing against very zone-inclined Akuma players? I feel my Blanka is decent, and I have a good game playing fireball/projectile guys minus Akuma and sometimes DeeJay. I want to know the most effective way to get close to Akuma using Blanka. # 2 how to defend Blanka against Vega’s grab wall dive? It seems to be about a 50/50 shot using electricity and I’ve found only the light kick verticle roll is half way effective; any other type of counter-special doesn’t seem to work too well with my experience playing that match-up.

I also have just a generic Blanka question. I want to know your opinions on Blanka’s bite, and how effective this makes him as a character. Personally, I feel it does too much damage and yes I know he doesn’t have any other throw minus the bite, but it just seems to be his bite is too overpowering.

How effective is Blanka without the bite? It seems to lose to Blanka mainly when the player is crossing me up with bite; it’s not easy to defend and typically you just end up having a throw/grapple contest.