thank you
i guess on wake back dash would be good or does blanka has another option if he has no meter for ex-upball?
thank you
i guess on wake back dash would be good or does blanka has another option if he has no meter for ex-upball?
not sure if the active frames for the butt slam is long enough to hit you even if you back dash⦠especially when butt slam can go nearly directly above you or work similar to a cross up
-LAU
Anything posted about the Hakan matchup yet? I checked the Hakan matchup thread and there was a few bits there, but any more ideas? Got fairly brutally raped by him yesterday in several matches. Oil-slide > body slam > wakeup command throws/Ultra1. The girl I was playing suggested riverrun slides, and rainbowballing more⦠which is complete arse imo, as both are uber-punishable.
Donāt ball. c.MP beats like EVERYTHING he has. SOOO EASY to AA him and he has shitty AA. U can get free jumpins all day.
people like think this matchup is even or something? I play a REALLY good hakan and this matchup is 6-4 blanka imo. He canāt ever oil up. Argh i think people get so scared cuz they get slide punished on ball. But really he canāt stop you anywhere else.
Does anyone else find that shoto j.lk stuffs cr.mp more often than not? Is it a timing/spacing issue?
Yeah it is a timing space issue. I try to use neutral jump fierce a lot vs shoto because of all their different jumpins hitboxes.
only use cr.mp vs long range shoto jump in, st.fierce for mid and close range ones.
s.HP works good against j.HP from shoto? iāll have to try it.
anyone got any cody tips? I just learned I have no idea how to footsie against him.
i use s.MP s.HP against cody. Heās pretty free on wakeup. ex zonk dies to u1 and thatās his only legit reversal. As long as you donāt get stuck in the corner you should be fine. He has a lot of + frame moves, but his normals donāt outrange yours so you can just beat him that way.
Been having fei long troubles recently. U1 can whiff even if you block his 2nd rekka at range so that sucks. I find s.MP good to stop rekka pressure. I get the feeling i have to turtle him like i do honda except fei has a better wakeup defense game.
st & cr.mp are the pokes to use, block standing up once out of cr.mk range. i would save the hop mixups until you have super/ultra. you can use random neutral jump at max rekka range outside of the corner and near the corner i sparingly use focus attack. stay out the corner. you can punish blocked non max range rekkas with st.hk & st.lp and the 2nd rekka with st.lp x ball. dont use cr.hp once he has meter. its a tough grind of a match. you have weaker footsies and defensive options. once you get super/ultra if you can combo like tsrai you can bring it back.
Yeah I didnāt realize how good standing hp is against Cody. i was testing each of his normals against it. Only thing I hate about st.hp is whiffing with hit and having him randomly jump. St.mp is my go to poke in most matchups and it seems to lose to some of his stuff that leads to bigger damage, which is why I was very worried. Max range work a little better?
And yeah meaty cr.short/safe jumps is pretty much what I go for against him all day.
Yeah i agree having weaker foots. you canāt use ball at all and he can use rekka all day long. If his wakeup wasnāt so solid it wouldnāt be a big deal but you canāt really mix him up. Tough match.
edit: excellent choice on the fs.HK. Great idea. That right there is what i was looking for.
well spaced lp rekka is safe on block, so they have to fuck up for you to hit him.
yeah thatās ok though. Itās a good poke with a large hitbox. Something to use over then s.LP sometimes.
i got pushed pretty hard by a german dudley last night. Took a loss wondering why my normally great st.mp and cr.mp were failing to beat dudās st.hp. I hit the lab for 2 minutes and realised that the ONLY thing blanka has to beat that normal is st.lp (and max range st.lk), so then i jumped back into the match and won but i think dudley is a little harder to fight than i had thought previously. Heās actually pretty hard to anti air when he jumps from max range, i think st.hp is good for close jumps but iām sure i saw both st.hp and cr.mp lose clean to a well timed long range j.hk. and his 3 frame jab literally stops all hop mixups DEAD except after a knockdown. Seriously annoying that he can do 350+ damage combos off a jab.
Yeah I actually registered on here cause Iāve been having so much trouble with dud jumping in for free, I was hoping there was a magic solution that Iād missed but it sounds like itās about as bad as I thought if he knows his distances.
i played some ryu called doomdomain and he was pretty good, i will try to record and upload the 2 matches i had against him, i tried not to use fierce ball much although i think off the top of my head i may have lent on it at certain points by accident
i also lost to a vega twice yesterday, one of the players in the magic of alioune video, vega can really dominate blanka on the ground.
if itās midrange yes vega can dominate him. but up close you crush and itās not hard to close the distance.