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

it’s just timing. if you jump earlier (i.e. guess) you can jump from further away. there’s no way I can tell you when to jump and where to beat what and what. I jump jab if I think he’s gonna air to air me, and j.fp if I think he’s going to ground to air me. but nothing beats deep upkicks.

the only real safe way to jump a max out is if it crosses up. but max out has the fast startup of all projectiles, so uhm. good luck?

ok i will try it out as soon as possible.

just curious do you use upballs to get over max outs (or even fireballs) at all?

if yes which version?LK,MK or HK?

^^

The Vertical Ball is a HORRIBLE choice for going over projectiles. Jumping is faster overall and better because you’ll actually be able to attack on the way down. With the Vertical Ball, not only are you wide open on the way down, but you even take longer to recover when you land from it. (Of course, if you’re fighting me and you want to give me a free hit/combo, please…do it.)

The Vertical Ball is for anti-air. Do not use it to go over projectiles unless you’re playing Street Fighter 2: Hyper Fighting!

Lol I don’t even recommend it for HF that much. If you abuse it, a good opponent will know how to punish it. But yah, HF vertical ball was super good. wish they brought that property back. Blanka sorta sucks without it.

what does you recomend to do when a blanka is facing ken?

patience.

pretty much what you need vs all shotos

the area where its safe to jump decreaesed alot since ken’s DP arc is like across the whole screen, so you really have to time your jumps right

your c.mk beats his c.roundhouse so you may be able to tag him and cancel into ball from really far that does decent ass damage.

and dont random ball, that shit will hurt if he shoryu’s it

rainbowball over maxout’s!

fuck c.mk vs. shoto sweep.

if he’s going to whiff sweep, then just dash up bite him.

good shotos are going to c.mk which has better range/safety xx fireball anyway

s.lk baits out dp’s.

s.lk and they will DP… then s.mp…

that frustrates the shit out of shotos all day.

Have you tried walking back and forth in and out of Blanka’s sweep (HK not HP slide) range? As a Boxer and DJ player this tactic gets the best of me all the time. The way it goes with me is that Blanka will Cr. HK every now and then to keep me blocking. I’ll try to find an opening, and when I think I’ve found one I eat a Cr. HK. Then when I think I’ve finally caught onto my opponent’s tricks, Blanka goes for the j.lk tick throw. I can spend hours stuck trying to figure out what my opponent is thinking. This keeps me on the defensive, which keeps me from attacking. So Blanka is free to do whatever he wants to me. : (

which version, MK or LK?

whatever the spacing calls for. you can grab trick him, you can make him block it, you can try and go over and hit crossup, you can do a lk from far away and try and gain space.

man go experiment and figure out what works.

anyways, after so much discussion I wanted to list all the blanka mixups we use. Unfortunately, I’ve been playing nothing but traditional ST, so many of ball setups I can’t list. I just find that over the course of a night I’ll experiment with a couple mixups, and then just end up patternizing myself to the few that work consistently. here goes:

s.LK setup via downed opponent/bite reset
-> low roundhouse/low forward xx blanka ball (spacing)
-> dash grab/upball/electricity
-> jump short/fierce
-> s.LK

all depending on what you think your opponent is going to do mash grab? reversal? low poke? sit and block? against guile and dj in the corner I will play this game all day long. both grab and knockdown will set this game up.

xup LK (setup via anti air up ball, close range sweep/slide, electricity, or falling reset)

-> bite
-> s.strong
->-> s.fierce combo
->-> xup LK
->-> bite
->-> low forward
->->->xx dash bite
->->->xx back dash bait
->-> f+MP combo
->->->(refer f+MP section)

meaty low forward (setup via knockdown, falling opponent)

-> bite
-> low forward xx blanka ball
-> xx dash bite
-> xx dash low forward xx upball
-> s.jab (combos)
->-> bite
->-> dash bite

meaty f+MP
-> xx dash bite
-> dash bite
-> low forward
-> xup lk

ambiguous x up ball (via electricity, any knockdown, cornered bite)
-> electricity
-> low forward
->-> (refer meaty low forward)
-> back dash (bait out)
->-> punish
-> meaty f+MP
->-> (refer f+MP section)

this following section is IIRC

bite
-> dash back strong ball bite
-> low fierce meaty, walk back strong ball bite
-> walk back jab ball bite
-> meaty slide
-> stutter step (aka walk up then db on the reversal frame)
->-> dash grab/electricity
->-> grab
->-> poke
-> dash bite
-> short rainbow roll bite

I feel stupid as shit asking this, but over the past couple of days I’ve been playing Hondas who are whoring sumo/butt splashes on me (the charge move, not the jump attack). For whatever reason my brain is seizing up on how to counter it.

I know you can j. lk it easily if they’re not on top of you, but what will happen is they’ll get one on me where I block it on the downward fall, and then they’ll just repeat. Can’t figure out what to do to reliably get out of it once it starts. Seems like hops don’t clear the hitbox, and jumping out/jumping moves gets tagged on the upward splash part.

Gonna test it tonight but thought I’d go for a shortcut and ask here.

electricity

Is that it? Standing fierce as Honda comes down seemed to work pretty well if you block it on the way up.

Guess I’ll just have to get better at reacting to it otherwise - I have a bad tendency to commit to the electricity too soon, or I flub getting it out after they start the splash.

try buffering PP during the block stun, then when you see it mashing out the rest is much easier.

but in HDR it’s easy as pie. I get that damn move all the time when I try and combo shit cause I double tap my buttons. makes xup short s.strong f+strong basically impossible.

My issue with blocking the first sumo splash (which I almost never let happen cause I’m spamming j.LK so much) is the tick grab/HHS mixup which will both counter electricity. I think it’s a mandated guess as to his options, unless you recognize the spacing really well. Which I don’t cause I never block that damn move unless I get knocked down, and then I die almost every time anyway.

You must single tap the buttons to stand a chance. :slight_smile:

If you re-learn the timing on all of your punch links so well that you only have to press the button once, you’ll hit those links without going into Electricity every time. It’s possible. Keep at it.

I just play ST instead. cereally

I posted a few vids of me at East Coast Throwdown this weekend. Check the channel.

FYI, I played half the tourney on a broken MASS stick and the other half I borrowed a few different sticks. Still, it was fun. Brown Blanka is where it’s at lol.