I know we’ve gone here before but 95% of the time, as long as I blocked standing, mp palm punishes ex ball.
and I’m not going to ball at 19/20 ranges
Oh, I’m sure you would tear me up but I imagine most Blanka’s don’t have your skill and are unaware that I am baiting their ex ball from almost full screen solely because I want to punish it with the palm. I whiff on occasion but even when I whiff I rarely pay dearly for it.
blanka is one of several characters gouken can combine both crouching and standing jabs and couple shorts for 7 hit combo off of a jump in mp while hes standing. So J.mp(2hits)>cr.jab>st.jab x2>st.lk x2=7.
Cr mp>all tatsus, cr mk>all tatsus for a crouching Blanka.
Also J.mp>lk.tatsu will catch his crouching ass also.
Why are you bringing this up again? This is retardedly unnecessary.
New subject: how successful has close standing forward been for you gents on your wake up against Blanka? I’ve tried it a couple times to beat out normals, and when doing it, I almost always attempt the cancel into jab palm.
For me, close standing forward tends to stuff some of Blanka’s normals. While this can be pretty unsafe, if you’re rewarded by taking the risk (on block or more fruitfully, on hit) I feel it can shift the tide of the footsies metagame a bit in your favor. You just punished one of his options on your wake up, most likely pushing him to do something you’d expect besides a normal tick option; throw, electricity.
Being a three frame normal I’ll take this risk SOMETIMES on his wake up as well, and it’ll land from time to time.
Does anyone else think in this manner during gameplay?
I can’t remember the last time I played a non scrubby blanka, so the only wakeup pressure I get is the stupid jump or hop crossup jab in elec or throw mixup. I think blanka recovers from hop fast enough to do jab either meaty or timed so that itll stuff 3 framers.
What kind of mixup are you getting?
I think st cl mk is a good idea against some of his normal close blockstring pressure, most of his normals are actually pretty negative on block, barely any of them are neutral or even positive and apparently he has no chainable lights, only his far hard kick and far light punch are 3f startup. I’m looking at Blankas frame data right now and its fairly surprising how much startup and recovery he has. His active frames are relatively really good though, and Im assuming his hitbox must be goddamn amazing considering how often I get stuffed by his normals.
On his wakeup, he’s actually super free without meter, pretty much nothing with invin. So go meaty all day.
Because g0dhand mentioned in one of his posts that he wasn’t sure if it could punish. Doing my good deed for another poster. Sorry I offended you so…jeez.
cl.mk is a bad option. electricity is +10 and his strings starting with cl.mk/mp or cr.mp are going to put you at far range. It’ll trade with cr.lk, -> cr.lk, but only if Blanka did it non meaty, but he has auto timing setups off of every knockdown to make it meaty.
BLOCK.
I agree, in the situation you’re describing though, it sounds like both characters are neutral/even. I meant specifically on Gouken’s or Blanka’s wake up. I understand that Blanka has reversal up ball, and a bunch of other tools, but do any of his normals/specials that do not have invincibility have three frame start up? I ask because I don’t know for sure personally.
2 active frames for cl.st.mk don’t make it a great meaty but 3 startup frames can be good for counter hit fishing…if it is actually effective against Blanka’s weird hitbox. Maybe try f.st.hp for a meaty…5 active frames. Ex vertical ball or ex rainbow ball will not be hit by it.
Meaty cl. st. mp / os standing hard kick is good on Blanka, it catches his back dash as well as a bunch of other characters too. EDIT: (this is for when you can’t jump in on him, and he doesn’t have any meter. If he has meter he can reversal out with up-ball or rainbow… OR if you aren’t expecting reversal if he does have meter)
When he does that hop over shit after knock down, it’s kinda hard to tell if it he is doing that or regular dash. If he does regular forward dash he always stays in front, and if you hear him “grunt/bark” then it’s the command hop which crosses you over at close distance. If you don’t hear the grunt, then block normally, but this also gives him the option to cross up ball you if you aren’t ready. Blanka is annoying as hell.
i just found this out a little while ago. low parry (lp parry) stops blanka’s ultra 1.
that is all.
Keep in mind that’s only from right next to you and when he’s coming from far away. If he’s above you you have to hp kongo.
When Blanka starts U1 look at how much of Gouken is in the cinematic, if you see over half of Gouken in the cinematic is always low kongo, but if Gouken is barely in it use hp kongo. You have to block his U1 low, high, low thus the need for low and high counter.
are there any other ultras from other characters he can parry?
also why is it most goukens online never do focus attack into his ultra 1?
they’re always trying to set up his ultra with over the shoulder throw…but they never FA into U1.
why?
why never that set up for ultra?
his focus is fei good.
@axl_master
are there any other ultras from other characters he can parry?
-as long as the ultra getting parried doesn’t have armor breaking properties and ISN’T a reversal
also why is it most goukens online never do focus attack into his ultra 1?
-personal preference, maybe?
they’re always trying to set up his ultra with over the shoulder throw…but they never FA into U1.
why?
-no, clue. maybe since back throw deals lower damage than a crumpled opponent getting ultrad that the damage doesn’t get scaled as much? or maybe it’s just that they were able to pull off a back throw so doing u1 would be dealing the most damage in that situation?
why never that set up for ultra?
-i use whatever chance i get to hit my ultra, be it back throw or focus crumple. but i’ve played a lot of goukens that do both. so it just depends on the situation and how to deal with it
Here’s a list for vanilla sf4
http://wiki.shoryuken.com/Gouken_Super_and_Ultra_Counters_(SFIV)
Because of the amount of damage that gouken can get off even just one ex. I do believe that the standard hp x ex.palm dash tatsu will do more damage than, say, a 3/4 filled ultra meter. Also, people are used to not going for it because backthrow used to give you the clean full hit, while focus attack cuts the damage on the 3rd hit. Of course, backthrow now also gives you the damage reduction, but the habit kind of sticks around. Also, the threat of backthrow/ultra tends to be enough of a threat to catch people teching with a frame trap, so it’s good to keep that threat around when spending one ex can give you comparable damage.
Gouken’s focus has a great attack hitbox, but a poor charging hurtbox.
ex up ball s not soo scary…
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I guess I’ll put mine in here too.
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I got some Great Ryu matches I’m gonna post tomorrow, they we’re awesome!