If Abel blocks a horizontal ball standing, he can dash then F+MK.
Then death.
If Abel blocks a horizontal ball standing, he can dash then F+MK.
Then death.
great info here. I actually never know the focus AA U2 worked. does it work on everyone ?
some good Balrog info I didnt know. like all Blanka palyers I hate seeing that Balrog rude head pop up after the blind select
cant wait for the M Bison info cause thats my other most hated
idk if this balrog was timing his punish blanka balls wrong but when i did a ball i backdash and he missed the punish…so i did it again and i did a ball then backdashed…it worked again…anyone had this happen to them?..@ insaynne you play spank?..he did the same to me lol…and i was like what the flying fuck
anytips for really defensive ryu and akumas?
i recorded 2 matches i had vs a decent enough (not amazing) sim player who should have beaten me in the first match, i was watching them back and i think its worth working into the matchup plenty of counterhit traps. at one point i was able to hit him with st.hp a few times in quick succession and his health dropped by about 40%. I dont have any sims to play against online who aren’t 2-3 bar so half the match i’m not exactly sure what i’m supposed to be doing
We need a thread for advance mind games/tactics if there isn’t one already.
Stuff like counter hits are so important to extend the “hop tricks” already established. Most Blankas are relying on old tricks that have already been seen a hundred times.
We need to explain more efficient offensive tactics like punishing crouch techers. Proper use of cr FP in counter-hit situations as alluded to by Mullah, etc.
Ex: cross up after knock down (granted he doesn’t have a 3-frame reversal/escape option), cr lk - pause - cr lk, s rh to punish crouch techers. Just food for thought. I know it will help me more to expand the mix ups.
Honda annoys me but Ive been in training for svb and ive realised a few things… Im literally sitting infront of my xbox in training mode with frame data on my laptop learning punishes and what beats what and stuff… sorry if i repeat anything D:
Things I noticed about
-Headbutt Beats Ultra 2 both versions unless you catch him in the invincibility frames 1-6 i think of the ultra but it can punish Hp headbutt on block which has already been mentioned
-Elec stops headbutt at all distances and trades up close
Lp.Headbutt cant be punished on block by anything ive found but leave you within lp.ball throw distance
Mp.Headbutt cant be punished by balls, -13 on block so you can punish using slide and ultra 2 kkk version, lp.elec trades up close
Hp.Headbutt can be punished by h.balls hk beats it cleans, same as above really dont even bother trying to punish ex headbutt
All headbutts can be coward crouched under if you wanna get honda in the corner including ultra 1 which can be c.crouched on reaction after the flash
Sumo Smash- All versions miss the 1st hit if your crouching up close and the 2nd part where he drops beats electricty but S.Hk and up balls stop the drop part.
Elec stop his super, S.Hk stops his super, c.mp beats it and up ball makes your avoid it if they do it up close and the combo misses for some reason lool
S.Hp, S.Hk and C.mp beat his jump ins
Sorry if this stuff has been mentioned just trying to help gonna do fei long today why did I only find out that I can stop chicken wings with c.mp -_-
Thanks Smexy, didn’t know that about HP beating 100hands. I’ve been using that move a lot more lately as a counter poke and its nice.
Blessed man anyways been checking out the fei stuff and this is what ive realised
Fei’s ultra 2 can stop blanka’s ultra 1 if he blocks the 1st part and does the ultra while blanka is on his way down in the ball it looks mad impressive lol… Ultra 1 is still better but beware of this please otherwise you will be looking so free and be feeling mad salty as they feel pro doing this
Anyways all versions of chicken wing can be stopped by ex.upball as normal upball trades for some random reason and is completely stopped by c.mp shuts down one aspect of his offensive game
Ultra 2 air version hits chicken wing if fei uses it but the motion and timing makes it hard to do on reaction the ground version can be used but the damage is lame but more reliable…
Lk.chicken wing can be punished by ultra 1 on reversal… just input the motion during the blue blocking flash to hit it…
Mk.Chicken wing cant be punished but you can throw him for free if hes to close to you
Hk and Ex Chicken wing are safe on block you safest bet is to backdash or prepare to tech a throw.
A blocked overhead F.Mk is a free ultra 1 for blanka timing is hella hard but it shuts down another aspect of his offensive game when you have ultra depending on how deep he is…
The 1st light rekka can be punished on block by far.s.lp into ball and ultra 1 if hes close no more rekka’s any other rekka gets worse on block and can be punished easily be inventive lol
Also backdash if you see fei’s using crouching lp and lk it has no blockstun value his c.mp does and this what fei’s use for frame traps know what it looks like and dont move unless you like to be counterhitted lol
St. hp beats CW, too.
I can’t get Cammy do meaty TK Dive Kick on Blanka’s wakeup without avoiding EX Up Ball. It either misses, in which case it she’ll be able to block, or if it does hit meaty she’ll get hit by the reversal (and then punish with Cannon Drill, Super or Ultra). I don’t think this will significantly change the matchup.
I see that some people say Cammy is a hard match up… I can agree with that but at the same time i don’t feel it’s as hopeless as people say…
if you’re cornered by cammy without bars… ok… you’re screwed for sure… you just gotta hope for the best and block everything and throw break everything else in general… good luck.
but otherwise… why can’t i just use my FA to bait her or to absorb one hit either immediately dash back or let the attack come out and dash back… i’m talking about mid range btw… not pointblank where you’ll get slaughtered… personally i find this pretty good… her options that can really beat FA are knuckles which if she gets in a habit of doing it’s definitely to your favor or hooligan… otherwise… you pretty much are covered against all her other normals or specials at MID RANGE. if she simply tries to walk closer… you can put some variety in it… by mixing up the timing and if you wanna release and dash back or… just dash back… or brave enough to go for lvl3.
anyways… this is just from my limited personal experience but as long as i have one meter… i don’t feel that bad against cammy in general.
now as for guile… i remember in vanilla SF4 didn’t people say Blanka > Guile… and now in super it’s the opposite? Why is that? As long as you knockdown guile once… he’s up for some major guessing game… I read that Guile can just hold DB and react to whatever you do… but as long as you stay within slide range… any sonic boom he throws = potential risk of knockdown.
If he’s not doing anything… if you’re close enough its hard to punish blanka ball by reaction… and if he’s not throwing sonic booms a lot… it’s not that easy for him to build meters either.
Anyways… I guess what i don’t understand is… how can super make blanka from having advantage over guile to disadvantage… when the basics with guile are still the same… i’m not a fireball character, i’m not gonna be spamming fireballs against him. And for guile, he’s not gonna be throwing THAT much more sonic booms against blanka who’s got enough tools to beat his sonic boom… i just think unless someone made a mistake in vanilla saying it’s actually guile’'s advantage all along… i don’t see him being that much better to make from being at disadvantage to advantage… because the basics are still the same… the weakness that blanka needs to exploit on guile remains the same.
-LAU
i have thought guile has the adv in that matchup prior to ssfiv. Its very hard to score a knockdown vs guile, and when you do, you have to counterhit trap him, whereas he can pretty safely throw jab sonic booms and create a safe offense off that. i went into training mode and i find it hard to slide jab sonic booms on reaction, maybe i need some tournament pressure to “slow time?” but yeah its hard to get in. i think fierce ball just outside of sweep range is very neccessary to open guile up, otherwise you lose.
I think most people say Guile VS Blanka in super is now in Guile’s favor because of the decreased charge time on sonic booms which makes them harder to slide under on reaction and Guile has an ultra that he can combo into now. As far as I’m concerned it’s probably even.
Cammy easily breaks focus with cr.mk xx cannon drill. If you’re out of range, there’s no reason for her to attack, but she can set up a safe cannon drill so that it catches the end of your backdash, which pushes you even further back.
decreased charge time has no effect on how hard it is to slide a boom.
Further to your point, focus attacks are generally a bad habit to rely on. as i was repeatedly told by a much better player than me.
Yes it does, the closer you are up to a point the more that’s true. Not to mention he can now jump forward and throw one out much quicker, that wasn’t really an option for him before because you could close in on him too quickly. Not everyone slides from damn near fullscreen away on anticipation or reaction like a noob, some actually do it less than mid screen to perfection.
charge time has no bearing on how hard it is to slide a boom. ex sonic boom has 50f charge, sakuras fireball has 0f charge time, which is easier to slide?
That’s like saying if the decreased blanka’s charge time it wouldn’t make it harder for other characters to punish or counter, of course it would be harder for them, damn sure would be harder to jump in on him. So, if Guile throws a boom now and you block it, it’s not as easy to slide under the next one because the charge time is decreased, you’re going to get hit by some if you try to slide under the second one and your timing isn’t faster than in SFIV because he can throw them out faster, thus it’s not as easy to slide under them. Basically you don’t have as much time to prepare and he has more options on where and when to throw them out. That being said the charge time is hardly noticeable to the average person, and I’m just telling you what I’ve heard/read other people say. Like I said before, I think it’s pretty even. However, there’s truth to what they’re saying. It does give you slightly less time to react in a lot of situations, you can’t close into the slide range as easily if he misses one walks back and throws another, and he has more options on throwing one out. If it’s over you head, it’s just over you head, what can I say.