The frame data on hop is in the wiki, it’s 22 frames in total.
There are calculated risk hops, and truly safehops, I’m working on a thing, that will have more info later.
The frame data on hop is in the wiki, it’s 22 frames in total.
There are calculated risk hops, and truly safehops, I’m working on a thing, that will have more info later.
Corpse-hopping into meaty .cr.lk is something I’ve been practicing. xx on confirm into elec, but option selecting a hp. slidde too. It’s a bit of the finger twister for me… but I hope to get better. If’s 50/50 most times with online. 2 frames active is a bit tight. 2nd hit rock/overhead are 5/4frames. Maybe I should be trying to set them up instead?
the problem with option selecting with rockcrusher is that it has bad recovery. You generally don’t recover in time to do anything.
cr.lk is the safest option because it is blanka’s fastest recovering normal. It also sets up as a perfect meaty quite easily off of a sweep. you can also set it up air tight after a f.throw. You shouldn’t really be timing it unless you land a slide and for the most part a crossup/fake crossup is the better choice there.
So after HP.elec hopping is a terrible idea. how about cr.lk cr.lk st.mp xx ball ? or walk forward and another cr.lp xx hp elec and see if it hits?
in short, what are my options after a +10 adv from hp.elec? also safehops and pretty safe hops will be very interesting! please tell =D
st.mp isn’t cancelable. walking electricity is good, but not great.
What are your options, or what are your options franked from most optimal to least? the short answer is hit buttons, kara throw, or fake hitting buttons.
Read your opponent. What is he likely to throw out? Sometimes its good to use sweep or poke after elec, sometimes it good to wait for a whiffed move to get a big punish. If they just turtle and block everything then get chip damage off of roll or walk forward and jab into elec or jab into hop. Don’t do the same thing every time either. The game is about reading your opponent and making him misread you.
I’ve taken a cue from T Srai and started adapting cr. LK, st. LP >> elec for meaty wakeups, hops, etc. I don’t have the skills (yet) to do those insane multiple 1 frame links he does, (or the piano skills to pull off cr. LK >> elec) but in a way it’s kinda better since instead of ending in a Blanka ball – which pushes you out of range AND can be punished even on hit – I get electricity which knocks them down and puts me in position to do it all over again, and if they block correctly I get some nice chip damage and the option to do more mixups.
Tried it out for the first time yesterday, basically playing like T Srai trying to confound my opponent on where to block, and just getting right up in his grill every time he got knocked down. Worked better than I expected. Of course, it’s not the magic key to take Blanka to the top of the tier list, but it’s definitely a boost, and every little bit helps
If you are going to be doing cr.lk, st.lp xx elec, I would learn who cr.mk st.lp xx elec works on. It does more damage, and is roughly as punishable.
Depending on the matchup I think playing like that is totally correct. Vs. characters who beat blanka straight up but who blanka can control the wake up of, it is great.
Great suggestion, especially for meaty wakeups If I’m reading Capcom correctly, they really want to deemphasize Blanka’s ball attacks as anything more than a sort of pseudo-teleport that can (occasionally) hit. Using it in combos, even successfully, resets the spacing between the two of you and is basically a free Ultra for your opponent on hit or block.
If I were to say ANYTHING positive about the horizontal ball, I would say that it’s the best armor breaker of the game with its combination of great horizontal range and quick execution. I ran a few matches with a Boxer who was using EX rush punch to counter my slide, so I switched to Horizontal Ball and knocked him out. Like the Rainbow ball, the Horizontal ball is more for situational tactics now rather than Blanka’s go-to special move, which is what I think the electricity is supposed to be.
j.hk, st.mp, cr.mk, st.lp xx ex electricity
why doesn’t this work on standing characters, it’d make Blanka’s damage a little scary.
The problem is that on a lot of characters/situations cr.MK xx Elec will whiff…
I’ve seen a number of TSRAI replays where he misses punishes trying to do do cr.MK, st.LP xx Elec or trying to be fancy with st.MP, st.LP xx Elec
If only EX Elec offered a **good **increase in the range it would be a useful tool.
Hi,
Ive been trying to learn the b&b’s for blanka and im really stuck on cr.mk, st.lp xx ball. i can do the link most of the time but when it comes to cancelling to the ball i can never get it out, it either comes out too late and gets blocked or nothing happens. im plinking lp & mp on the link from cr.mk. anyone have any tips? the input looks right, maybe its just not fast enough.
ty
actually seems like ive got it, im making good progress with the blanka =D
you cannot plink LP! its the button with the least priority
if the ball comes out too late, it is a link and doesnt work!
you have to cancel(!) the ball! maybe you should go into the training room and just do st.LP xx Ball until you have the timing done!
(most of the time you dont even need to press a button for the ball while using LP! because of negative edge a LP ball will come out after you depress (is this a word?) the LP button)
hm i cant get this down, maybe im too slow, the input looks right. any more tips?
is that right? i can’t plink the link from cr.mk to st.far.punch? if so that is ridiculous, any tips on making cr.mk, st.far.lp xx hp ball any easier? and how to actually execute it properly.
You either aren’t canceling early enough or you don’t have enough charge. Try starting the combo from a jumpin.
Huh, when doing cl.mp, far.hk I didn’t realize that it was possible to combo into the frames of the hk that are lower damage/stun. So I think it is the third frame and up that get the lower damage/stun. Kinda stupid.
Yeah I noticed that a while back. There are lots of moves in the game that have different properties depending on when they hit, even the ones who don’t hit multiple times like Rock Crusher. That’s why even though the frame data says some combos should be possible (eg. off meaties) they don’t really work because the frame data usually takes into consideration the properties active part of a move.
Yeah I just assumed it was towards the tail end of the move. I’d noticed it when I AA with it. Annoying.