have u tested j.mk for vertical ball?
I haven’t been able to hit him out of it at all. Every time I jumped, I got hit, basically trying every attack on the field. Considering Blanka controls where he wants it to go, trying to anticipate where it will be so you can hit him is kind of a losing gamble.
Blanka is probably Vega’s worst match up, but I think there’s a specific approach towards the match that will help everyone:
Basically, the match is going to be controlled by whoever has the life lead. If you have the life lead, you have to force Blanka to come to you, and vice versa. That being said, it’s easier for Blanka to approach Vega. I’ll kinda explain how things work when one of these two gain the life lead:
Vega:
When you have the life lead, sit on it. Blanka is probably going to hop and blanka ball his way in, but you have to be able to maintain a solid defense. cr. strong will stuff Blanka’s hops, but the poke has to be timed correctly. Oddly enough, I’ve seen Blanka hop through a cr. strong before, even though the hop should only go over lows, and strong is a mid. Anyways, the point is, make sure you time your pokes correctly. Storing your db charge is also a definite must for playing on defense because it helps to punish jump ins (scarlett on reaction) and blocked Blanka balls.
Things to do against the various BLOCKED Blanka rolls:
-the straight rolls can be punished by ex walldive, or ultra, or dash in cr. strong (but this is difficult because you have 0 frame leeway :shake:)
-the arched roll can be punished by df rh into rh scarlett or ex walldive, or ultra.
-the diagonal roll can be punished by ex walldive, or ultra.
Things to do against blanka roll spamming, if you have no meter:
-jump back fierce is a really good tool, but needs to be timed correctly, else you trade and blanka wins.
-cr. jab (needs to be timed correctly)
Blanka:
If Blanka gets the life lead and wants to turtle, you need to slowly, and VERY carefully, march Blanka into a corner. This is going to take a lot of practice to do successfully because you need a very good understanding of the spacing that goes into this strategy. You never really want to be right in Blanka’s face; he has too many 50/50 mixups, and since you take damage badly, statistically, you’ll lose those 50/50’s in the long run. So, you want to play Blanka from about mid range (long range is of course more optimal if you have the lead). Mid range is ideal for this match up because that’s where most of Vega’s attacks shine. At mid range, you can control your opponent’s jumping, and keep them at distance with your cr. strong and st. rh. Anyways, back to cornering Blanka. The key to this strategy is to be super patient. You’re basically looking to pressure and frustrate Blanka into exposing his defense; giving you a chance to score a quick poke or land a fat combo. So, basically, you want to inch your way forward. You’re inching, and not rushing, because of the dreaded blanka roll. A good Blanka player will understand that you need to make your way to him, and once you’re in motion for that, he knows that you can’t maintain a charge; so he can Blanka roll your ass into the ground. Just be patient, and inch your way forward, always keeping that specific mid-long range distance, until you’ve reached the corner (it’s useful to take breaks in your forward momentum, to hold a charge and bait a blanka roll, given that you have meter for an ultra or ex walldive). Anyways, once you’ve reached the corner, at mid range, Blanka’s rolls are going to mean shit because they’ll always be punishable, and you can keep him locked out of the skies with jumping fierce, jumping throw, or a well placed scarlett.
So, yea, it all really comes down to a matter of patience. I think you guys are focusing too much on trying to “stuff” Blanka’s attacks. It’s not a matter of trying to stuff Blanka, but more a matter of countering him. Anyways, hopes this helps. :tup:
p.s. cr. jab is a good poke to stop the straight blanka roll, thus alleviating chip pressure on your side, but it gets more risky to use as you get closer to blanka, due to reaction speed and whatnot. Use this move cautiously.
damn looks like u gonna need to build up Super meter quick to stand a chance so u can punish with ex walldives
ur saying cr.jab stops the straight one from afar aswell? no trade?
thanks for the insight hope u can shed more light on the situation in the future
Thank you for the little guide bebop, Blanka really feels harder than Sagat in my humble opinion, or maybe I have yet to face a good Sagat. But yeah I never thought about cr.LP or EX Wall Dive before, I will try whenever I can.
Btw I am hoping to see your video soon.
Thank you Bebop for that very informative guide. That same amount of info would have taken me almost 3 weeks of playing XD
I’ll try to do what I can to help this community as well.
As I said before, if you’re at the edge of the screen (but not in the corner of the stage), you can walk backwards during straight ball, and then smack him with sHK for free, something to keep in mind before you get EX or Ultra, especially if you’re on the defensive. At that range, the arc will whiff too.
-edit-
This is probably obvious, but you can punish a Bison’s ultra with your own ultra, if you block it. Just start charging DF as soon as the psycho crusher comes out, you won’t stop blocking.
Anyone have any input on how to play against gen?
Seems like wall diving wouldn’t be advisable.
I’ve only fought one good Gen player, and from what I could tell, walldiving is a nono in this match.
I don’t even know the character very well, so I didn’t know what to expect, so I just stuck with safe long range pokes plus rush-in mixups.
u could play against my gen if u want, its not as good as my vega but pretty decent
Too lazy to go back 7 pages but I didn’t see it in the first post.
But vs. Sagat his df+mk and his df+hk go over low tiget shots.
good shit
knowledge is power
Just found that dfHK also goes over Cammy’s ultra. I’m guessing all low attacks will miss if you do that at the right time.
unless shes tryna chip me to death id rather just block it and punish
dat shit u talkin bout seems risky if mistimed
Fought some Claw mirror matches today and found that if your opponent goes for a non-EX wall dive, you can hit them with an EX wall dive before they get to the wall. I know there are other ways around it like air throws and such but I’d never seen this work before and I think it’s the most damaging counter.
I was looking for a way to punish Cammy’s Spiral Arrow. Turns out throw is the answer. I am not sure if it works for ALL versions yet.
i just block and df.rh -> combo
also sum cammys go cannon spike happy after spiral arrow so watch out for that and block it
So I played against a Ken player yesterday. In the middle of the match I noticed that he was just another one of those who would spam out srks randomly. So I was baiting it, waiting for him to SRK me on wakeup, then I short backslashed and threw him everytime. But somehow, that option doesn’t seem to deal enough damage as a punish cause he just makes up for the liddle amount of health he loses everytime he just hits me once with his DP.
Should I try and punish him with FA-> df.hk --> EX Walldive everytime I have meter?
if u got time FA put normally just df.HK and --> ex walldive or scarlett terror
Mh… Tried it out yesterday. Works, thanks.
There are not many people like that on xbl, but is there any chance he does a SRK reversal to armor break my FA?
oh god, new headache vs enemy , CAMMYYY!!!