SSF4 Blanka Combo Thread

good point LAU but let me give some points too:

in a song you have a straight beat that doesnt change!
in a match you have many differents beats (links) that change every second!

musicians dont have to be THAT precise,
at least not on stage, where it matters most (and not in studio, where they have the perfect conditions)
you cant here a 1/60 second difference in musik cuz your ear is just not able to!
if you are trying to plink and hear TWO different clicks than you are WAY off! if you hear just one click, its a plink, although you hit the buttons 1 frame after each other! doesnt make a difference for your ear…

in a match YOU HAVE to be precise, while getting beat and pressuered!

okay i know it gets a little off topic now, but if anyone can send me a replay where he links
st.LP -> st. LP -> st.LP and directly after that
cl.MK -> st.LP
and all that together in row 3 times than i havent said a word!!! :wink:
and if you can do it in practise mode (studio) that doesnt mean you can do it in a real match (on stage)…
or online…

The problem with the close st.mk, far st.lp link is that the timing will change depending on how you land it, so you can’t rely on muscle memory unless you use a guaranteed setup.

If you do it in training mode against a standing dummy, the timing will always be the same. But if you do it after a j.mk (for example), then the timing can change depending on the opponent’s character, and/or the height that the j.mk connects. If you do an attack in the air, you can’t attack on the ground for 4 frames, but the game will buffer any inputs during that time and will execute it on the first possible frame. So basically doing j.mk, st.mk, far st.lp against Sagat will have different timing compared to doing it against Makoto (for example) unless you ensure that the j.mk always connects at the same height, which is not always feasible in a match.

It is possible to do it with external cues (I listen for the second hit), but then it becomes harder to perform the link consistently on different physical setups (monitor lag, online, console differences etc).

Well I’m excited about my meaty setup even if you guys aren’t!

Blanka needs more just frame setups.

Edit:weird teleport shenanigans only seem to work on ryu and ken, though I’m not quite done testing everyone.

Setup seems to work on everyone but Adon and Blanka because they get up too fast and too slow respectively.

Thanks Verserius, I’ll have to try that out.

hrm i’m not sure i understand, i always use it as a tech punisher so i jumpin, walk a hair forward then cs.MK. Even if both knees land the timing is different? that doesn’t make sense to me. Obv you’re not just making things up so can someone help me understand?

Looking good, and easy to do. Have to add this to my gameplan. Lot’s of options off these meatys! I could do cr mk and standing mp early, but I think knowing the timing on when to hit the button right before landing is key. I used to do far jumpin into hk to counter pokes so I know that timing.

I’m talking about using it immediately after landing frames. If you’re doing it after walking forward it means your landing frames have already passed. Against some chars you don’t have to walk forward. You can just hit them really high so that their blockstun ends before your next move becomes active (that’s why shotos DP you between j.mk, cr.mk). If they’re mashing tech they’ll get counter-hit by your next move. But the fact that the game buffers your inputs during landing frames makes it difficult to 1f links consistently. What I mean is that it doesn’t matter if you input the next move on the first or last landing frame. It will still come out at the same time. This is what Veserius is talking about when he mentioned the landing frame buffer a few posts earlier. If you use muscle memory in this situation your timing will be off.

I was actually going to talk about why going for meaty lk into sweep is actually harder than a normal 1 frame link, but you just explained it for me. At least the sweep is plinkable in my case.

again confused. it sounds like you’re saying that when i land and execute cs.MK because of landing inputs it all depends on how i jumped on vs which character for when it comes out. but the link is after the 2nd knee of the cs.MK then i do s.LP so that shouldn’t be buffered by landing frames right?

If you do cl.mk -> jab normally, the jab needs to be executed on the 24th frame after you pressed mk

If doing a jumpin, then immediately cl.mk the frame the cl.mk input hit on can change all around a 4 frame due to the input buffer caused by landing frames. So you might have to hit the jab on the 25th, 26th, or 27th frame after you hit MK in order to get it to combo(numbers are off, but you get the gist of it I hope).

This is negated if you walk forward generally which is what you said you do.

I kinda get it. but it seems weird that’s how it works especially since it hits twice. But i mean i don’t know frames as deep as you do so thanks for the info.

huh why isn’t j.hk, cl.mp, st.lp xx hp elec on the first page? lp elec and ex elec are but not hp.

I wanted to see who it was character specific on because you can actually walk a frame to get it to work on more people.

the whole combo list should, and hopefully will, be revised…

Do you walk forward after the mp?

yeah you just sort of hold forward as you hit lp and it makes it more consistent on characters like Cammy.

Thanks, seems to work well on Balrog and Cammy, not so much Sakura and Guile.

I don’t have issues on Guile. Sakura is possible, it’s just hard.

Oh, I meant as a crossover with j Mk. J HK isn’t a problem.

oh, crossup is a bitch, it whiffs on a whole load of characters.

crossups are easy noob.
L2P