Viper is very weak on wakeup (she’s my 3rd most played char). hp TK can be safe-jumped and loses to meaty cross ups so you should never lose to it (you’ll land it time to block auto-correct TK). Trading with j.hk is in your favour but she can sometimes follow up with ultra (after dash forward) or another combo.
Like I mentioned earlier, you can nullify Viper’s seismo game by staying close to her. Her cross-up mixups also whiff often against a crouching Blanka because of his low hitbox, and his FA is a very good defensive option. If you walk straight up to her and FA, it will catch cr.mk xx mp TK (release when you see the cr.mk) and x-up burn kicks. Seismo is risky for her at that range. I also saw Chari Blanka punish a whiffed crossup BK with far st.hk. Against Viper, 50% of the match is just being able to recognize the setups.
After a while it becomes hard to give matchup advice without seeing a match vid though. Maybe you’re doing the right things but your timing or spacing is out. Or maybe this guy you’re playing is just really godlike. It’s hard to tell.
I remember seeing Sanford Kelly playing against Evil Rahsaan’s Blanka a while back (not 100% sure). It’s from Super but if I find it I’ll post it in the match vid thread and maybe you can get a few ideas.
Here’s TSRAI vs Uryo in the meantime:
[media=youtube]sErWdZBQcQE]YouTube - Uryo [Viper] vs T SRAI [Blanka[/media]
i didn’t know it can be stuffed by meaties, i always get beat by the hp thunder knuckle, and the cr.mk x thunderknuckle combo always beats my FA to the punch, maybe i’m releasing too late after seeing the cr.mk get absorbed.
i think OS throw should be used when jumping in to counter ex seismo anti air. i findi t hard to get in on her, and i dont know any of her mixups so i’m just too free.
My bad, didn’t word that quite right. HP TK loses to meaty crossups.
It’s hard to do get hit out of a normal meaty jumpin against Viper though because HP TK starts up in 7 frames, so most of the time you should be able to land in time to block.
Could be because of online lag. Offline it’s pretty easy to do. If she’s using it up close during mixups you can even just tap and release FA for a level 1 crumple.
Yep, you can throw her out of HP TK. Just do b.throw slightly later than usual on her wakeup so that if she alters her quickrise timing rise you’ll block, and if it comes out you’ll throw her.
Anyone able to figure out T SRAI’s 6-hit elec chip trick? Where he follows up a corner knockdown with an upball into ridiculous chip off of hp elec. Like so: [media=youtube]hGFoJFJRZeI#t=1m20s]YouTube - T SRAI [Blanka] vs hinappy [Abel[/media]
Recreating the circumstances and mashing the shit out of HP only gives 4 chip hits. I can’t figure out what’s missing.
Luck? I’ve gotten 5 hit chip without a wall before, forward throw -> LK up ball but forgot against which character… I’ve also gotten 6 hit chip on my Ultra 1 once by trying doing the Mizuteru drop
let me know if you guys figure it out. I think i tried a few times but didn’t really dig deep. i can’t think it’s an issue that i’m not hitting it fast enough, maybe you have to hit them in a rythm or something? i dunno.
my personal theory is this, you need 1) a character who’s very wide when crouching 2) for them to be crouching 3) for you to mash on fierce throughout the electricity , 4) for you to be wedged into their sprite via command hop (dash wont work) or ball special and 5) for your first active frame to be active on the specific wakeup frame that causes some (maybe all) character’s hitbox to grow by about a whole training floor tile (big one not the micro tiles) on their wakeup for a split second.
If you’re unaware pick sagat, sweep him, walk back to almost half screen and cr.hp him, this also allows you to do balls on their wakeup that put you extra far back. This i remember from sfiv back when i used to hit training mode regularly. actually maybe if its easily replicated and still in the game it’d be good to do vs characters who can only barely punish blanka on block like fei.
Does anyone else think that the Ken matchup is actually 5:5 and not 6:4 in Blanka’s favour? Maybe I’m playing this match wrong, but I find that the spacing I need for effective random Blanka balls is the same spacing that Ken wants to be in so that he can mix you up with f.mk, kara throws and cross-ups. Oh and Ken can punish blocked Blanka balls with walk forward slightly, then f.mk. Very situational but even if he misses it still leaves him in your face. I actually lose more to Ken these days than Ryu. That could just be lack of matchup experience though. Anyone have any tips?
mm, personally i’ve always found ken more difficult than ryu but i dont know why, i thin it’s because i’m more footsies based and i end up eating the mk when i try to poke him, i think if i backdash more and turtle it’s probably 6-4. I do find i always mess up cr.mp anti air vs his j.hk i think its an online thing.
I also find Ken tougher than Ryu. Still think Blanka wins, though.
Actually, I’ve been having a bit of trouble with Vega, lately. I think I’ve figured out the basics of what to do, though. Stay out of his poke range, ball if he doesn’t have meter, do whatever you want to him on wake-up and I assume it’s hard for him to anti-air Blanka, so jump at him at will. If I’m wrong, someone let me know.
It’s not. Scarlet Terror x2, Neutral j.HP, and air throw are all very good reasons not to jump in. I’m pretty sure he can walk forward slide on standing blocked ball as well.
This is a run away match. Late upball any wall dives if you have charge. If you’re caught without, CC into Elec. If you have a slide happy Claw, walk foward and block it early so that you can jab elec it while it’s active frames are still out. Beware Kara throw. I recommend U2 for this matchup. If you block an early slide, U2 ground will catch it. If you suspect an ex sky high claw, U2 AA it. Also, don’t get baited into throwing it out just because he hit’s the wall. If he’s baiting you into it, see how far he’s moving off the wall and get into range for a hop > U2 AA.