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

guile has a few options in the corner

  1. press low forward to keep you zoned
  2. throw a sonic boom in a position you can’t slide on reaction
  3. wait for your jump then flash kick
  4. try and jump

my strategy is to sit just outside guile’s low forward range, at a position that let’s me hit his low forward if he presses low forward.

this position beats all of guile’s options assuming you don’t jump. your low forward will beat his low forward, if he jumps you can upball or even dash upball on reaction (because you have down charge) and if he blocks you can time him out. if he throws a predictable sonic boom you can slide and then cross up j.short as he wakes up. this will beat flash kick. if he blocks you get a free mixup, if he gets hit go for the combo and kill him.

but even komoda has difficulty against turtle guile. watch this vid to get some ideas: [media=youtube]vWha0XvA3v8[/media]

I was playing in a room with 4 people earlier and a blanka ended up owning everyone by constantly spamming j.lk(maybe it was j.mk?) and mix it up with either a bite or another j.lk. If he was against a fireballer he knew how to take advantage of the slide blanka has to avoid projectiles but also hit the opponent at the same time. This guy got a record of about 22wins 0 losses before leaving, I just want to know if theres some way to counter this strategy?

http://cache.g4tv.com/ImageDb3/134762_S/Street-Fighter-IV-Ken-Ryu-.jpg

I’m no Blanka expert but I do the j.lk mix up bite thingy quite a lot and the opponents that generally give me trouble are ones with fireballs and a good anti-air. Dragon punches work pretty well…

Slide only works for sonic booms btw?

It’ll also clear Deejay’s Max Out if spaced properly.

I thought the only projectile that would even be questionable for Blanka to slide under would be Sagat’s Low Tiger Shot. I know it goes under everything else for certain.

I’ll trust you on that but I remember first picking up Blanka and thinking it’d work on Ryu’s fireball and failed several times. I’ve seen other players do it and fail and I’ve not seen it in any videos either.

Sliding under a Sonic Boom is pretty easy.
Sliding under a Max out is harder.
Sliding under any other projectile is impossible.

I think those are the facts on the slide. I’ve never been able to slide under a Hadoken. This isn’t SFIV where you can easily slide under a low Tiger Shot.

high tiger shots.

and the second time I’m posting this:

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

Well, high Tiger Shots are kind of obvious. If Blanka can walk under them, of course sliding will work as well.

when talking about a forum where people post this:

you sometimes need to post the obvious.

There are times that I’ve gotten into the argument that Blanka should destroy Gief, and I had somebody attempt to argue using this point:
But what if the Gief is a good player and the Blanka isn’t? BLAH BLAH BLAH… yes, they tried to argue that with me… Not everybody on SRK has sense.

^^

Okay…alright…ouch. :slight_smile: My bad on that one. Sorry.

Edit: Yes, I did know Blanka can walk under High Tiger Shots. :slight_smile: Otherwise…yeah…I’m here to learn, too. :slight_smile:

Ok even if it’s annoying for some but i need help with blankas 2 worst matchups (at least for me) DJ and Rog.
I know there isn’t much blanka can do but what do you try against these 2?
I dont’ talk about lousy players but the kind that knows what they can do.

I faced a good DJ and a good Rog and they both destroyed me.

Against Rog i tried a lot of cr. MK, cr. HP, j. LK (crossover) and slide. Once Rog gets in (Headbutt+Buffalo Headbutt+ cr.MP (meaty)) seem to kill my blanka for free. A reversal Ball doesn’t help at all because Rog can simply st. HP me afterwards wich leads to more energy loss…

Against DJ i have a hard time getting in.
They just have to wait for me to:
jump–>upkicks
slide–>dreadkicks
walk–>max out

once i’m in i know what i can do even if i fail sometimes because is screw up my combo

Are these 2 muchups really like they seem like 9-1 or 8-2 or is there anything else i could try?

they’re both 9-1 bad.

the surest way to beat rog is to lucky guess a knockdown with slide or low roundhouse then safe jump him front side (cause if rog headbutts your crossup he’ll move away and it will be that much harder for you to punish). the only other thing you can do is low forward to counter hit various things. but it’s not a really effective tactic.

against dj it’s basically the same strat. dj can die if you get in. in fact it’s much easier to kill him, since his reversal grab isn’t half as long as rogs. but you need to footsie your way in and setup a crossup LK. then kill him. but this is usually impossible, since dj’s low jab and low strong and low forward just wreck every option you have (and prevent you from getting too close to grab while blocking/counterhitting everything else). all the while holding a downcharge such that he can upkick even after whiffing the low strong. and on your slightest slip up, he can jump away jab and buy himself a lot of space really easily.

DJ / Rog
Sim / Chun / Fei
Claw / Sagat / Cammy
Shotos / Honda
Blanka
Guile / Dictator
T.Hawk
Gief

That’s about how I put his matchups.

ok so nothing new here :frowning: i thought you guys came up with some new tactics :wink:

I have oune thing i would like to share with you which i think can make dj matchups easier…

Not sure its really working or if go lucky the 2 times i came up with it because i find it hard to consistently pull out. I tried to low upball from full screen over a max out (this is not so easy like it seems at least for me) then as soon as i land fierce horizontal ball.

The trick is to do the low upball by ending in an up-backwards position so that you dont loose your back charge and can immediately horizontalball after landing.

The bad thing is that i don’t consistently get over maxouts so i have lost more than 40% of my energy tring to get over them. Once i get the trick to work i often hit DJ by surprise. This can also just happen because after totally screwing up for some period of time i get 1 move right LOL

What do the experts think? Could this work better with some more practice?

Anything i didn’t know/try in these 2 matchups could help me, because right now i’m kind of frustrated when i see these 2 (DJ/ROG) on the vs screen :wink:

@MIXAH: I wouldn’t rank Fei as high as you did. The cr. strong works wonder against CW, and slide and straight j. LK do the rest. Just don’t ball in this match and you will have much less touble.

I wouldn’t spend the whole match trying to LK upball over max outs. A patient/turtle Deejay (Do they come any other way?) will smack that HP Hor. ball with LP upkicks or a max out. Getting hit out of the HP ball HURTS. You can slide under the max outs, or jump over them, but the spacing is tricky. You have to watch for that damn slide and standing HK that they love to zone you out with. LK Rainbow roll can be used to bait out the upkicks, but if you’re too close you’ll get knocked out of it. What you really need to be going for is that one sweet knockdown. Get that and you can do some biting. This matchup sucks balls IMHO.

I dont think that would work either… Most DJs I fight are mashing something like cr. jab when they’re not throwing maxouts…

another thing… don’t jump max outs a lot because you will get hit.

Is there a position i can safe jump over max outs? I know it does somehow work at max screen with a well timed HP. The j. HP beats DJs slide but i think he can catch me with his j. HK or st. HK