i actually base my blanka mu against punishing his balls… giggity. as a makoto player what else do i have to be afraid of? his jump is are ass and he can’t get in. also don’t give me this I’ve been playing blanka since vanilla bs. i play lap chi all the time and it don’t mean shit in the forums.
actually the other thing we may have problem is using AA against his j.hk, cr.mk from makoto is pretty good in that regard, but some characters cant use regular AA that well agaisnt that jump in.
Anti-airs seem to be the primary concern for most people at this point.
According to my testing, cr.HP should beat practically everything coming from afar, close MK(you don’t need to be that close for this version to activate) is good for attacks that come from a bit closer than the cr.HP angle is good for, and s.MP for ambiguous crossup anti-air. These should beat practically all common jumpins when timed correctly and LP Stinger acts as a DP that leads into Ultra 2 with no meter.
My current impression is that red focus combos aren’t useless only if you don’t have time to gain charge but that’s not very common either because if you do s.MP -> cr.MP you have enough time to get the charge necessary to link the cr.MP into sting, for example.
One thing where she differs from Vega is that she can combo into her ultra from practically everything, without meter.
the range/frame issues she has aren’t the worst. you can still crMP from most ranges and the crMK link is at least normally plinkable.
looking for corner setups post stinger, and setups post air throw, and setups post LP hands besides overhead
midscreen post stinger doesn’t look like much, just HK scramble and dive or fake
Well, I’ve managed to get low forward xx jab hands down
Now I just gotta find a way to slide low short xx jab hands consistently
@phantasy: I haven’t played this game seriously in almost 2 years. Any guide for plinking you recommend? I mained Seth before, so I never really tried to learn it.