The Comprehensive Blanka Match Up Thread

Reserved for vs. Hakan

Reserved for vs. Ibuki

Reserved for vs. Juri

Vs. Ken

Current Tier List Match Rating
6-4

Can Punish Horizontal Ball with:
Nothing

Recommended Ultra to use:
Ultra 2

Summary
This match is indeed in Blanka?s favor as you can make it very hard on Ken without much effort. Of course, just like most matches with Blanks, you want to turtle once you get the lead. Blanka can use Horizontal Ball freely in this match as long as he his not in the corner. Your opponent can really only do one thing and that is to use Crouching Strong to counter your balls. But while Ken?s Crouching Strong has good speed, he still has to time it to be able to hit Blanka out of his Horizontal Ball. What this basically means is that you can?t use your ball at full screen and can?t be too predictable with them.

Notes
Horizontal Ball can not be punished on block by Ken as long as Blanka?s back isn?t on the wall
Crouching Strong beats all of Ken?s jump ins as long as he doesn?t land directly above Blanka

Long Range Strats
The fight won?t happen here, but if you have a good lead, this is where you should be. Ken may throw fireballs, but you can either Cower Crouch under them or focus absorb them to build Revenge. If you choose to Cower Crouch often, Ken may try to throw a Jab
Fireball and then follow it. If Ken does this at full screen, he won’t make it to you in time to punish the Cower Crouch. So don’t worry too much. Just wastch what he does and punish accordingly.

Mid Screen Strats
You might choose to fight here. At this range, Ken can?t really throw fireball (because of Slide and EX Horizontal Ball) or jump in at you (because of Crouching Strong). You will have to be ware of Ken?s step kick. Its plus frames on block, so Ken?s Crouching Forward is uninterruptible afterwards. You can hit Ken out of his step kick with a few moves. You can Horizontal Ball, Crouch Fierce, Crouch Strong or you can counter with Focus attack. I recommend Ball. It does the most damage and it keeps Ken in check.

Close Quarters Strats
You do not want to be here. Ken will excel here. Unless you are spamming Jab -> Electricity pressure, you shouldn?t be anywhere near Ken. He is a mixup machine with his Kara Throw. Keep away!

Playing with a lead
This match is pretty simple when you have the lead. Punish whiffs, Crouch Strong all jump ins and random Horizontal Balls. When you get locked in the corner, EX Rainbow Roll out. Ken really can not do anything to stop you from getting out.

Playing from behind
If Ken forces you to come to him, Blanka can have a tough time. You can?t jump at Ken at all. You have to play footsies and Ken?s are better then yours. Also when chasing him down, watch out random Step Kicks. You can probably push Ken into the corner pretty easily, but to get in to the range where you can pressure him is going to be tough. Just run your normal mix up game and hope for the best. Once you get the lead back, go back to turtling. Ken actually has a worse time coming back on you then you do coming back on him.

Reserved for vs. M. Bison (Dictator)

Reserved for vs. Makoto

Reserved for vs. Rose

Reserved for vs. Rufus

Vs. Ryu

Current Tier List Match Rating
5-5

Can Punish Horizontal Ball with:
Super Only on block and on hit

Recommended Ultra to use:
Ultra 2

Summary
There is some debate on whose favor this match is in. I tend to believe the tier list. But enough about my opinion. Lets talk facts. Horizontal Ball is semi-free to use in this match until Ryu gains a full Super meter. Semi-free because Shoto’s standard ball counter is crouching strong and you will have to be aware of it in this match. If you have the lead, Blanka can make is very difficult for Ryu to come back. But if Ryu gets going, it can be quite a tough time for Blanka. Ryu has to play by Blanka’s rules here, but Ryu is good enough to beat him at his own game.

Notes
Blanka ball is semi free in this match until Ryu gets Super. Even then, do not full screen balls.
Blanka’s low strong beat 95% of Ryu’s jump ins as long as Ryu isn’t directly on top of you

Long Range Strats
From long range, all that will probably happen in this match is Ryu throwing fireballs. You can focus absorb them to gain Revenge. With Ultra 2, Ryu will have to be careful about throwing fireballs. But remember, when Ryu throws fireballs and you absorb them, he gains meter. So while you gain Revenge to punish his fireball, he is gaining Super to punish your Horizontal Ball. If you don’t mind that, you can keep gaining Revenge. If you do, you might want to step into the mid screen range and threaten Ryu for throwing fireballs at you with River Run (slide).

Mid Screen Strats
At this range, you might want to test your opponents reaction and see if they have the skill to low strong you out of your ball. Some players might try spamming in hopes of scaring you into not balling. This is when you ball! If you see a low strong, ball right away. They won’t recover in time to hit you out of it. Either you get free chip damage or they take full damage.

Close Quarters Strats
This is where fighting will actually happen. It is just not really recommended to do much fighting in this match. Ryu’s low strong beats pretty much all your footsies except your standing fierce. Jumping at Ryu is not recommended because of course he has DP. If Ryu jumps at you though, you can not use crouching strong because he will be right on top of you. You must use an air to air counter (like neutral jump fierce, or jump back fierce), use standing fierce or you must have an EX Upball ready.

What other players say about this match

Ryu match up by The Realyst…

Spoiler

“I believe this match is 5-5. Turtle your ass off here. I recommend staying in at the mid screen distance. Make Ryu scared to throw fireballs, you can low strong pretty much all jump ins from this distance and you can ball for the most part. I think using low strong in this match is good because you can anti air here without having to use any meter what so ever. Don’t be afraid to go for chip damage in this match with balls. You will be surprised how fast ball chip damage adds up. Of course you can EX ball through fireballs and such, but I would just sit back on your lead and let your opponent walk into balls. Watch for Ryu’s meter and be sure to NOT ball when he has super. You can be punished on hit or on block.”

Ryu match up write up by The Mullah…

[details=Spoiler]Vs. Ryu

Current Tier List Match Rating
6-4 Ryu

Can Punish Horizontal Ball with:
Super

Recommended Ultra to use:
U2

Summary
This match is in Ryu?s favour due to his more damaging punishment options after a focus attack, meaty attack or anti air. This match will involve ¼ screen balls and poking. Ryu will be looking to FA your pokes or shut down any poke other than st.hp with his cr.mp x special.

Notes- Can’t* safe jump Ryu (*although it may be possible with a max range neutral jump special that is beyond Ryu?s 3rd frame reach, I never got around to testing)

  • If ryu has no super you can meaty cr.mk x horizontal ball (OS U2) on his wakeup.
  • If you go for a reset hop crossup/ fake crossup after a crumple, Ryu can auto srk either side you land on with a delayed srk input, however ex upball will beat non ex srks, whiff past ex srks and is safe on block. Obviously not an option if you choose to fake crossup.
  • Ryu has a narrow hitbox so extended elec combos will whiff if he?s not crouching

Long Range Strats- You can build meter and ultra meter (if opponent fireballs).

  • Neither character is a threat at full screen until blanka gets Ultra meter.

Mid Screen Strats
At this is the distance you are:

  • looking to advance into poking range if you don?t have a life lead
  • looking to cr.mp jump ins
  • looking to slide or neutral jump fireballs
  • looking to U2 fireballs
  • NOT blanka balling high calibre opponents.

Close Quarters Strats
This is where most of the fight will happen! At this range:

  • Don’t jump on ryu unless you react to a fireball with godly reflexes.

  • Anti air with st.hp or j.hp, or U2.

  • You?re free to Blanka ball but remember to alter your rhythm. Watch to ex ball through fireballs, they will be crucial to making up for the below?

  • Ryu?s cr.mp > Blanka?s pokes EXCEPT st.hp

  • Blankas st.hp >ALL ryu?s pokes except cr.mk if you?re out of range

  • Blankas cr/st.mp = or > than Ryu?s cr.mk when out of range of st.hp

Given the above, you would expect then a mixture of st.hp and cr.mp/st.mp from Blanka and a mixture of cr.mp and cr.mk from Ryu. Blanka will win a straight up poking match because once in the sweet range for st.hp it will out prioritise anything Ryu presses at the same time. If you trade its always in your favour, st.hp is a powerful normal.

However Ryus strength begins to show in that he is able to combo of any landed normals. On its own this isn?t a problem as good footsies with Blanka will triumph over Ryu?s cleanly, however the problem with this is that it completely shuts down your FA game. Why should Blanka be focus attacking anyway? Well good ryus will counter Blankas superior footsies in 2 ways:

#1 Step back fireball. A fierce fireball just outside of st.hp range is too quick to slide on reaction in most cases, and will beat Blanka?s pokes and interrupt Blanks flow enough to allow Ryu to walk in.
#2 Ryu will mix in FA?s because blanka has no way to buffer a special after his pokes meaning he is ripe to be crumpled!

However, Blanka can counter #1 with a FA and net a crumple. He can counter #2 with a far st.lp x forward hop. However doing counter #1 requires abandoning your st.hp madness allowing yourself to be hit with ryus pokes if he walks into range. Doing counter#2 also requires you to abandon st.hp and st.lp has a much greater chance of losing to any random poke Ryu has thrown out and obviously loses any trade in terms of damage done.

Blanka loses because outside of landing a successful st.hp Ryu does more damage across the board. Ryu has a greater chance of shutting down your pokes with a focus attack because you can?t buffer specials. Ryu will only focus attack when he see you step forward. Ryu does FAR more damage off a focus attack crumple than Blanka does (unless you have ultra). Ryu?s normal punish combos (cr.mp >cr.hp ex tatsu etc) is far more damaging than Blanka?s and always push you towards the corner and on your back. Ryu?s anti air options obviously do more damage than yours. Ryu has safe block strings, Blanka does not, Ryu can reversal without requiring charge or meter in between your pokes, Blanka can not. Ryu can OS a lot more than Blanka because he doesn?t require charge.

These are only marginal advantages that just about push this to a 6-4 when taken together as a whole. It only takes a few successful guesses from either character to rack up a good life lead however over the course of a match you will notice that Ryu?s option tree and damage potential is greater than Blanka?s and for that reason he will have to work less hard than you do to land damage, put on pressure or escape pressure. Some people said this matchup was a 5-5 after Mizoteru enjoyed a brief measure of success vs Daigo way back in 2009. Weak players overplay the difficulty in dealing with random balls up close because they lack the reflexes to defend or counter them effectively.

Waking up:
Ex upball is tempting but its easily baited with a late neutral jump or safejump. Rainbow roll is an option if you?re ahead and want to keep your lead but if you feel you can take the pressure I would advise blocking and late teching so you avoid any OS for backdashes and conserve meter for later…[/details]

Example Matches
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Reserved for vs. Sagat

Reserved for vs. Seth

Reserved for vs. T.Hawk

Reserved for vs. Vega (Claw)

Reserved for vs. Zangief

I started Abel. It’s up for corrections and additions, but I want to know what you guys think? I really want to go in depth with each match.

I don’t have too much time right now to read it all, but you might want to look up a post where Mullah provided some input on the Abel match. I specifically remembered him suggesting using st.MP a lot and how to react to Abel’s various options from mid-range.

Check the bottom. I put Mullah post on there.

1 whole post for each character! NICE!

Good writeup on Abel, i look forward to the next. When you list the punishes of ball can you specify is it only on hit or block and whether the opponent has to be crouching or standing.

Thats how you do a matchup thread. Good shit.

Vs. Ryu

**Current Tier List Match Rating **
6-4 Ryu

Can Punish Horizontal Ball with:
Super

Recommended Ultra to use:
U2

Summary
This match is in Ryu?s favour due to his more damaging punishment options after a focus attack, meaty attack or anti air. This match will involve ¼ screen balls and poking. Ryu will be looking to FA your pokes or shut down any poke other than st.hp with his cr.mp x special.

Notes- Can’t* safe jump Ryu (*although it may be possible with a max range neutral jump special that is beyond Ryu?s 3rd frame reach, I never got around to testing)

  • If ryu has no super you can meaty cr.mk x horizontal ball (OS U2) on his wakeup.
  • If you go for a reset hop crossup/ fake crossup after a crumple, Ryu can auto srk either side you land on with a delayed srk input, however ex upball will beat non ex srks, whiff past ex srks and is safe on block. Obviously not an option if you choose to fake crossup.
  • Ryu has a narrow hitbox so extended elec combos will whiff if he?s not crouching

Long Range Strats- You can build meter and ultra meter (if opponent fireballs).

  • Neither character is a threat at full screen until blanka gets Ultra meter.

Mid Screen Strats
At this is the distance you are:

  • looking to advance into poking range if you don?t have a life lead
  • looking to cr.mp jump ins
  • looking to slide or neutral jump fireballs
  • looking to U2 fireballs
  • NOT blanka balling high calibre opponents.

Close Quarters Strats
This is where most of the fight will happen! At this range:

  • Don’t jump on ryu unless you react to a fireball with godly reflexes.

  • Anti air with st.hp or j.hp, or U2.

  • You?re free to Blanka ball but remember to alter your rhythm. Watch to ex ball through fireballs, they will be crucial to making up for the below?

  • Ryu?s cr.mp > Blanka?s pokes EXCEPT st.hp

  • Blankas st.hp >ALL ryu?s pokes except cr.mk if you?re out of range

  • Blankas cr/st.mp = or > than Ryu?s cr.mk when out of range of st.hp

Given the above, you would expect then a mixture of st.hp and cr.mp/st.mp from Blanka and a mixture of cr.mp and cr.mk from Ryu. Blanka will win a straight up poking match because once in the sweet range for st.hp it will out prioritise anything Ryu presses at the same time. If you trade its always in your favour, st.hp is a powerful normal.

However Ryus strength begins to show in that he is able to combo of any landed normals. On its own this isn?t a problem as good footsies with Blanka will triumph over Ryu?s cleanly, however the problem with this is that it completely shuts down your FA game. Why should Blanka be focus attacking anyway? Well good ryus will counter Blankas superior footsies in 2 ways:

#1 Step back fireball. A fierce fireball just outside of st.hp range is too quick to slide on reaction in most cases, and will beat Blanka?s pokes and interrupt Blanks flow enough to allow Ryu to walk in.
#2 Ryu will mix in FA?s because blanka has no way to buffer a special after his pokes meaning he is ripe to be crumpled!

However, Blanka can counter #1 with a FA and net a crumple. He can counter #2 with a far st.lp x forward hop. However doing counter #1 requires abandoning your st.hp madness allowing yourself to be hit with ryus pokes if he walks into range. Doing counter#2 also requires you to abandon st.hp and st.lp has a much greater chance of losing to any random poke Ryu has thrown out and obviously loses any trade in terms of damage done.

Blanka loses because outside of landing a successful st.hp Ryu does more damage across the board. Ryu has a greater chance of shutting down your pokes with a focus attack because you can?t buffer specials. Ryu will only focus attack when he see you step forward. Ryu does FAR more damage off a focus attack crumple than Blanka does (unless you have ultra). Ryu?s normal punish combos (cr.mp >cr.hp ex tatsu etc) is far more damaging than Blanka?s and always push you towards the corner and on your back. Ryu?s anti air options obviously do more damage than yours. Ryu has safe block strings, Blanka does not, Ryu can reversal without requiring charge or meter in between your pokes, Blanka can not. Ryu can OS a lot more than Blanka because he doesn?t require charge.

These are only marginal advantages that just about push this to a 6-4 when taken together as a whole. It only takes a few successful guesses from either character to rack up a good life lead however over the course of a match you will notice that Ryu?s option tree and damage potential is greater than Blanka?s and for that reason he will have to work less hard than you do to land damage, put on pressure or escape pressure. Some people said this matchup was a 5-5 after Mizoteru enjoyed a brief measure of success vs Daigo way back in 2009. Weak players overplay the difficulty in dealing with random balls up close because they lack the reflexes to defend or counter them effectively.

Waking up:
Ex upball is tempting but its easily baited with a late neutral jump or safejump. Rainbow roll is an option if you?re ahead and want to keep your lead but if you feel you can take the pressure I would advise blocking and late teching so you avoid any OS for backdashes and conserve meter for later.

I kept to your formatting, not so you could just paste it in but so it would be easy for you to chop and cut in any bits you want to include.