The Comprehensive Blanka Match Up Thread

Yo mothman Im pretty sure if your asking to beat bison there’s like 100 other people reading this thread who arent registered asking the same question…

Im gonna do the bison match up anyone who has anything to add please do so and Il edit my post accordingly…

this is gonna take me a while because my house comp keeps freezing so il be stop and start editing

Blanka vs Bison Match Up… 6-4 to bison D:

Normals
Close Light Punch - Cannot be punished +4 on Block so nada
Close Medium Punch - Cannot be punished -1 on block which means only mandem like gief can punish him
Close Hard Punch - Cannot be Punished Basically all bisons standing normals are praw

Close Light Kick - safe on block +3
Close Medium Kick - safe on block +2
Close Hard Kick - -1 on block but still blanka cant do anything

Far Light Punch - safe on block +2
Far Medium Punch - safe on block +0
Far Hard Punch - Is -3 on block so you can punish with st.lp into ball but you have to be hella quick

Far Light Kick - safe on block +3
Far Medium Kick - Bisons 2nd best poke can be punished using st.lp into ball remember to throw out a standing light after the blue guarding flash goes away to punish this
Far Hard Kick - bisons main poke is -1 on block just backdash or block it

Crouch Light Punch - safe on block +2
Crouch Medium Punch - safe on block +3
Crouch Hard Punch - is -7 on block but its hard to punish because of the distance your moved back from him… c.mk into hori ball works here as your s.lp will whiff after the .cmk because of the distance

Crouch Light Kick - safe on block +1
Crouch Medium Kick - is -1 on block but is still safe from blanka
Crouch Hard Kick - Slide is -10 on block the second you see this either Ultra 1… c.mk, slp into Hp elec for the most damaging punish or even sweep for a untechable knockdown… also please note m.bison can focus cancel his slide but most dont because they suck and only c.lk scissor spam

Specials

Psycho Crusher Light Punch - is -8 on block so if you block a psycho crusher use ultra 1 it will autotrack bison as well if not you can use upball but a combo is probably better…
**Psycho Crusher Medium Punch **- is -14 on block so if you used ultra 2 in this match you can use the ground version to punish him for 300 damage -_-
Psycho Crusher Hard Punch - if a bison player drops his combo use the most suitable punish that comes to mind based upon the situation
Psycho Crusher EX - is - 16 on block but its also invincible because its his reversal you can still punish with a combo or ultra but you have to wait until bison is touching the floor to do anything

Scissor Kicks Light Kick - is +0 on block so you can backdash
it but chances are is your probably gonna eat another… the best thing to do after this is standing lp even though its risky as it can intterupt the animation of any other scissors stopping them completely and blanka’s s.lp has more range than bisons c.lk which is usually used in this block string
Scissor Kicks Medium Kick- is -5 on block so you can ultra 1 a block medium scisors and above if you dont have ultra s.lp into ball will do as he wont be able to hit you after the roll as you have moved to far back… unless your in the corner that is…
Scissor Kicks Hard Kick - is - 8 on block so you can use ultra or if you have super do a s.lp ball into super building super helps alot in this match up
Scissor Kicks EX - is invincible but is punished pretty much the same as hard kick scissors…

Get to Know what your scissor kicks look like and fight the cpu to practice getting the timing down for punishing the unsafe ones wait for the blue flash when your guarding to disappear before you do anything otherwise you will just stand there…

Headstomp - Headstomps can be beaten early by Neutral Jump Hard Punch or Hard Kick if you find the timing to hard use Coward crouch to render it useless and then do electricity as it whiffs to either hit him or put him in block stun where you
can then continue to use elec pressure or throw him… but cc leaves you in a better position here… all blanka players must know to cc when they see bison go up in the air…this changes the bison players mentality completely as they know they cannot do airstomps during this match and have to play ground game

**Headstomp EX **- I repeat do not neutral jump bison on wake up otherwise chances are you will eat one of these for like 20% health if you see it coming towards you though you can beat it early with a nj.hk or hp dont bother just cc and make them waste the meter and make it whiff… now for newbies or people
who didnt coward crouch it has to be blocked high

Headstomp Punch follow up - is +13 on block prepare to tech throw
**Headstomp EX Punch follow up **- same as above prepare for either a block string or a throw

Devil’s Reverse - you can shut down bison building meter fullscreen if you hop then slide his recovery on this move so bisons can no longer do any air bullshit in this match… if he does this near you make sure to slide it or coward crouch and make it whiff so you can hit him with electricity… you can beat this with s.hp but its a equal trade or in your favour dont try and beat the ex version though

Teleport - Is shit LoL
Super- last part has to be blocked low is - 27 on block basically you could do anything you want to bison after this just dont punish with a throw
**Ultra 1 **- can punish blocked blanka balls but no one uses this anymore
Ultra 2 - has to be blocked high… also bison can be hit out of the air after he has start this up using the same methods of stopping a headstomp early with the exception that cc wont make it whiff you will just get stepped on… if you have ultra 1 then activate it after he has and blanka will auto track to where ever bison is except for in the corner for a free ultra

Notes the reason this match up is in bison’s favour is simply because his scissors beat electricity so you cant really build meter at mid screen and he can punish blocked balls with ultra or scissor kicks… his pressure in the corner is also what makes it hard to fight him as blanka has no option for lk.scissors meaning you have to take the chip…

Just build meter at the beggining using elec at fullscreen so you can have meter to escape corner pressure… do not use random balls either up or hori as you will eat scissor kicks… use ball as a zoning tool to get closer to bison and turtle your arse of and punish mistakes so you can get health lead… S.Hk, C.hp are the best anti airs as bisons j.hp beats c.mp

Great info, thanks for taking the time, man.

Good stuff Millz.Thanks for the help buddy.

Just a couple of gimmicks to watch out for in the Bison match:

Bison’s slide on wakeup is tricky. After a knockdown his options are whiff slide -> throw, safe slide -> throw/scissors, safe/whiff slide -> EX Head stomp. Unless the slide hits deep, late crouch tech is probably your safest option.

Watch out for empty stomp throw. Try to punish every head stomp to prevent them from using the move at all.

Midscreen EX Psycho is bait to get you to jump after him with a punish. Bison beats this with j.hp, or maybe j.mp into Ultra if he has meter.

After knocking you down in the corner, Bison can dash up and use j.mk for a cross-up and j.hp for a fake cross-up (timing dependent). Learn to spot the setup, and if you notice they don’t use the fake x-up use the opportunity to escape corner pressure. Good Bisons won’t cross you up in the corner though.

Backthrow, slight step back, j.hk is Bison’s safe jump setup. The timing is slightly different against Blanka, but look out for it any way.

Watch out for these U2 shenanigans when Bison is low on health:
Whiffed/Blocked (safe) Slide -> Ultra
Blocked EX Psycho -> Ultra
Whiff headstomp -> Ultra

Always be aware that many of Bison’s moves are safe on block or can be made safe by adjusting his spacing, so sometimes it’s better to wait and see rather than go for an immediate punish especially if you’re playing against a gimmicky Bison.

Hate the shit out of this matchup, considered counterpicking with Honda. 2 things that I can’t figure out:

  • Throwing out jab to stop safe scissor pressure, I find myself getting scissored anyway on random whiffed jabs. It’s making things worse for me. It can’t be that you’re reacting is it?

  • The only AA that works in training mode against j.HP is a really will timed neutral j.HP or walk forward for a trade into s.HP. I’m starting to think it’s better to just hori ball out of there, but that doesn’t keep them in check.

S.lp does stop scissor pressure but you have to have the timing down… its not really worth it though unless your in desperation…

C.Hp is the best anti air in this match up and bisons jump arc is effing weird… you have to do S.HK early to stop jump ins but this applies to all characters…

Bison is praw Im definately picking him up as a sub

He can basically light scissors his way across the screen for free,chipping away at will.lol. The match is utterly retarded.
He’s another character that fn rapes Poor Blanka in the corner too.

Excelent info though Millz.Im going to print it all off, Iv got to finally do something about this match,rather than just groaning whenever anyone i play against picks him.

Im gonna do the same for the rest of the cast when I have time so It might take a week or two depending on how everything goes… Il do punishes and how to beat moves someone else can do how the match plays out… I wanna be the best blanka player there ever was unless they release elena from 3’s as dlc then blanka can go eff himself

I finally finished the Dudley write up. I’ll post when I get home. Only other match I feel like I know is the Guile match. I know a decent amount about other matches, but as far as ones I really think I know, I think thats it. I’ll need some help for the rest

I’m working on a 'Sim writeup. I’ve been exploring the uphill-battle of a matchup for some time now with Snafoo, probably the best 'Sim in Canada. (Beat Arturo in numerous sets at a recent tourney). It’s not as hopeless as it seems, but you’ll have to get instant rection time on point to win.

Sim is a tough match up but like you said not hopeless… part of it is willing to trade hits when you see the opportunity… the other thing is you can’t get inside without thinking and gotta be patient.

j.HK works well against his b+MP/b+HK which are this main AA when blanka is getting in close to try to jump on him…

i also feel like reading the sim board helps a lot to understand how to beat him… it’s kinda strange that some Sim players finds Blanka as an extremely annoying and tough match… which is pretty much how we feel about Sim

-LAU

Really? Because the Sim I play against shuts it down with either of those, every single time. If Sims are getting hit by Blanka’s j.HK, their AA game is not on point. I found that an early j.HP will sometimes beat them at the right jump angle, but otherwise it’s hopeless.

Not enough time for the proper write up, here’s the quick and messy of what I’ve discovered to be the real matchup key:

  • dash forward slide to punish yoga fire (watch for the bait of this into Yoga Tower then throw, sometimes dash forward jump if he starts doing this).

  • ON REACTION cr.HK from fullscreen to punish his full screen sniping limbs. This and lvl1 focus checks will take his life away and allow you to close the gap.

  • when mid range, watch for his insta-jumpback HP, but even then you can still EX upball on hit, so keep charged

  • Once within slide range, yoga fire will stop, and he’ll be force to throw out limbs, trade these with lp balls.

  • fake ball into mid range should provoke some limbs to push you back. If you see the string pattern, fake ball and active ground U2 as he’s starting up a poke to fuck him him up good, and put the fear of God in him.

  • fuck EX rainbow rolls from the corner on wakeup, he can EX blast them. If you do, mask it with a normal cancel. And obviously fuck trying to do them on yoga fires, he can slide away in time to wait for your landing.

  • He can U2 you on blocked cr.HP. Don’t do it.

  • When in close run a tight mixup game, lp hop, elec reps, KEEP ON HIM. He will teleport away, make sure he’s hurting before he does.

  • When you’re cornered and he closes the distance on you, beware his safe slide into flame trap. Know how to identify LP flame which is safe, versus HP flame which can be ultra punished.

  • When he tries to run the fireball teleport mixup, block the fireball and upball his shit when he appears behind you. If he has super, don’t risk fucking it up, just block.

  • If he starts drilling or jumping irresponsibly, hop hop upball. It avoids his limbs and let’s you begin conditioning.

  • Turtle on your lead, and build meter with elec. He will always have the meter advantage, but you can’t allow him to build 2-3 bars ahead of you, ever.

I agree with most of the stuff you wrote,

as for J.HK i’ll try that again, however… i have a feeling you’re doing it too late, j.HK is pretty awesome because of the weird downward angle hitbox, so it’s not as easy to AA compared to regular jumping attacks by other characters or j.MK with blanka… but I’ll try it out myself… saying you get hit out of it 100% of the time is a bit hard to beleive… so i wanna retest it to see…

cr.HK on limbs works… but from my experience i RARELY get to use it… simply because most of the time dhalsim at far range won’t be throwing out limbs he’ll be throwing out yoga fire… unless he’s got like next to no health and can be killed by one ex ball… i don’t see this happening at all.

if he teleports behind you you don’t need to wait to block the fire… just simply upball/ex upball you should avoid the fire naturally… this mixup simply doesn’t work on blanka if he’s got a down charge.

-LAU

the whole anti-air thing with dhalsim is really too hard to test alone…

-LAU

I’ll do some tests at our weekly meetups and confirm.

great, I think this is hard to test simply because alot have to do with when you’re pressing HK hitting it early or delaying it probably makes a difference to sim on when he should do b.MP… and or in some cases maybe you’re going for j.MK instead. I don’t know much about j.HP… never really used it… is it like honda’s j.MP where it hits even below blanka’s feet?

I did test b.HK… unless you’re jumping from far away… b.HK can counter it… but imo… against sim you shouldn’t be jumping from that distance anyways… UNLESS you predict he’s gonna stretch his limbs out or doing yoga fire at the VERY same instance… but… usually i don’t really jump until i’m pretty much WITHIN beast hop range… which getting there takes a lot of work by itself… but with patience you’ll eventually get in.

-LAU

J.MP has Blanka’s farthest nonvulnerable hitbox. Disregarding the angle of the hitbox/inability to crossup it is far and away Blanka’s best jump in option if your goal is just to try to stuff antiairs.

J.HP hits below Blanka’s feet, but not at the start of the animation, and the nonvulnerable hitbox and vulnerable hitbox are about even, so you are more likely to trade than beat Sim clean.

The biggest benefit is that antiairing J.HP, J.MP, and J.HK all have slightly different timings for Sim it seems.

Ok, worked it out in detail tonight at ranbats. It is as I thought:

Sim’s two best AA option are back s.MP, the chop uppercut, and back s.HK, the knee.

If he does the knee, it will shutdown all Blanka’s jump-ins except j.HK when the jump starts from close range. Outside of that, it gets owned, early, late, all timings.

If he does the chop, it simply shuts down all of Blanka’s air options and timings, except for early j.HP, which trades. Naturally, the chop is more reliable, but a good sim will alternate between the two, depending on your trajectory, because the knee hurts more. Ultimately though, Blanka remains fucked on the jump in.

Thanks for the research I guess the only way to get in jumping on sim is either on wake up or a good guess during one of his attacks

-LAU