what about slide mullah on sim. i’ve had some success using that when he’s pushing out strings.
at max range maybe, but its the lk range its way too unsafe on block to consider using. if you get a knockdown you get that pissy bit of damage and also momentum to pressure on wakeup, if he blocks you eat way more damage anything up to combo into super > ultra mixup damage. cr.hk is alright it trades vs some stuff allowing you to hop in and pressure.
Hey guys. Sorry I haven’t been updating the match ups like I should. I’ve been quite busy at work and I’ve also focused on my Guile more then my Blanka. I’m not quitting Blanka or anything, but my Blanka is far ahead of where my Guile is so I’m trying to catch up and get both characters to the same level. I will dedicate time to update this if I have to. I also want to put example matches in for each match up so everyone can see what to do in each match. I’m still on this guys, don’t worry!
The Sim match is tough. Basically, what it comes down to is you have to get 3/4 screen and you have to guess between Sim’s standing fierce and his Yoga Fire. If you guess standing fierce, you want to block and get back to 3/4 screen, or jab ball and take the trade in your favor. If you guess Yoga Fire, you have to walk forward and slide. It’s a guess because you’ll be too far away to land a slide without walking forward if you guess Yoga Fire correctly, and if you walk forward and Sim does fierce, obviously you’ll get hit. Also, if you decide to use jab ball instead of blocking in this mix up, you can Roll right into the Yoga Fire if you guess wrong.
If you land that slide though, you’re in. Try not to jump in on Sim even if it’s a cross up. He can just slide away from the cross up. Stick to jab XX electricity, low short XX electricity, throws, hop mix ups etc. If you get pushed out to range 2ish or 3ish, give up your offense and block. Let Sim push you back out with his normals. It sucks, but the match is in his favor for a reason. Don’t take unnecessary damage because you’re impatient. Get back to 3/4 screen and try to get in again. Also, Sim really can’t keep you out once you have meter. You can simply EX Rainbow Roll over to him, so I suggest you save your meter in this match. Lastly, Sim can’t jump in this match. Upball prevents him. In that situation, you don’t even have to use EX Upball. Again, save your meter and use regular Upball. Hope that helps. That is a bitch of a match.
Right, I haven’t fully tested this, but my mate picked dahlsim and he kept doing that fierce punch (the once that stretches across the bottom of the screen), and I either traded or beat him with c.MP…
Anyone tested this? Was I dreaming it from lack of sleep…is it true or am I full of shit lol?
i remember seeing what buttons beat st.hp in vanilla and icdont think cr.mp worked, i dont know.
playing sim i feel that going for throws can really set you back in this match as it puts you at a pretty far distance on tech, i think counter hit stuff (slight dlay then cr.lk/st.lp elec) is more useful. also if he hits a b.lk or point blank st.mk in an attempt to poke you back out of range i find you can reversal st.hk and beat the followup st.lk/st.mk, well at least thats what i’ve found. i’d say learn the range of his b.hk so you can jump in free at around 3/4 screen.
Honda match up thread is a pretty good read for me, since both characters are played somewhat similarly definitely gives me some ideas
-LAU
Honda is still to hard of a match up hes like blanka with a throw lol ended up losing to one at svb O.o
What about the Seth match up? Should you play it the same as Dhalsim?
I’d like to add that s.hk is a great tool in the Sim matchup. s.hk stuffs sim’s s.hp from the 3/4 screen distance… you still have to guess with it, but if the Sim is spamming the move, it makes him rethink doing that. s.hk also trades or stuffs sim’s j.hp. Once you land s.hk a couple times, sim’s at a real disadvantage in the matchup since you have a considerable life lead and just sit on it while he has to come to you.
Blanka’s ultra 2 is also great in this matchup since the damage it does is great on sim who has lower life and the anti air version defeats sim’s teleport shenanigans.
EX rainbow roll sounds like heresy, but it also works every now and then in this matchup, not for use with hitting sim but for getting in close and throwing out a sweep right when you land or a block string.
I’d also like to say that the sim matchup is one where I almost completely abandon the idea of using normal balls unless I’ve got a big life lead, it’s just not worth it in this matchup in my opinion.
EDIT - Wanted to double check this stuff in training mode. I was wrong; turns out s.hk doesn’t stuff sim’s s.hp, it’s c.hk and s.hp that do from the right distance, about a tad outside of 3/4 range. s.hk stuffs sim’s j.hp clean as well as electricity.
I actually find honda as a pretty good match up for blanka… as long as you’re smart about it.
First the basics, you can not punish LP and EX Headbutts, however if you LP roll them… you are basically right infront of them… so you can always keep that in mind.
HP and MP headbutts can be punished with slide…
Honda can only punish your balls with charge…
Ultra 1 the start up when Blanka smacks on the ground AND when Blanka is up in the air… will beat ANY headbutts including super and ultra… however… once your start rolling on the ground and then they do super/ultra you lose… but this is important in general… because if you want to kill with U1 chip damage… Honda in general is kinda screwed if you do it close range… where even if he reverse it with his ultra after you do your ultra… he still loses.
If you are on life lead… it’s hard for Honda to get in on you.
Knowing all this… any experience Honda player will know to try not to randomly headbutt you with MP/HP… they’ll need meter for EX headbutt and LP headbutt is slow and can’t travel far.
If you see Honda walking forward without quickly holding back… just ball him for chip damage… he can’t do anything about it.
If you see Honda doing LP headbutt out of range to build meter, simply ball him immediately, chances are you’ll catch him on recovery and even if you don’t he probalby doesn’t have long enough charge to punish your ball.
if honda is doing oicho throw to build meter… let him do it a bit… but if you recognize a pattern beat him with ball.
If you manage to knock Honda down… make sure two things… if he doesn’t have EX… it’s generally safe to cross him up with jumping MK… however if he does have EX… you must be in range to do a double cross up as in… hoping over his downed body then hoping back again or jump back again into upball (he can’t punish) to cross him up with jumping MK… this will ensure he loses his charge…
Honda sucks against cross up as long as he doesn’t have EX headbutt…
if you know you don’t have time to double cross him up (like after sliding him from the tip…) don’t bother trying… you should try to find a way to bait him to do EX HB so you can block it or jump it and he wastes his bar on you…
Honda can’t really jump at you… because upball beat pretty much everything and your other anti-air options works extremely well on him…
if you don’t have life lead… you have to find ways to knock him down… so you can try to cross him up over and over again…
EX rainbow is a good way to bait him… because of his fat body it’s easy to cross him up with it… and easy to bait out moves with it… however beware… if you’re not in the range of possible cross up with this move… you’re giving them a free, headbutt, super or ultra.
different hondas reacts to LP ball differently… notice the type of options they like and react appropriately… the easiest types to handle are those players who are just sitting back and blocking in hopes for you to mess up your range and they block your ball for them to punish your blocked ball… against these players… you got your LP ball into roll/electricity mixup along with other cross up options as well… if they then to like to stick their hand out in hope to interupt your LP ball… you have to see if they are capable to reacting to it… or they are just anticipating it… if they are anticipating it… it means… they’ll be whiffing a lot… and a slide will be useful here… if they are reacting to it… you might want to consider using an HP/EX ball in hope to trade or beat out their LP hand… make sure you’re at least half screen OR less away so they have less time to react.
as usual… ex rainbow if you’re cornered… ex upball if you’re getting crossed up… s.HP beats hands… and other pokes… but don’t bother trying to footsie with him… it’s generally not worth it… Unless you manage to corner him. But look out for random ex headbutt. Electricity pressure is good as well but once again watch out for ex hb
-LAU
pretty much every character in the game can do something about non meaty ultra 1. It isn’t something you should look to be doing
Any decent Honda player knows to jab balls. If you’ve played a decent one this will happen a lot even from close range.
Why would a Honda be whiffing headbutts full screen? I mean, especially against Blanka who can walk up slide that crap on reaction and put him in a horrible horrible position?
You don’t have to double crossup, though it does help. You can safejump him pretty easily because of how slow his reversals are. Also he can punish blocked up ball with no charge with walk forward standing roundhouse(if I get what you are typing).
This has to be the most useless advice you’ve typed here. Using EX Rainbow offensively, and not for positioning is one of the worst things you can do as a Blanka player. It gives honda a free punish of FA absorb, jab xx hands, cr.mk xx hp headbutt. Yes give him an excuse to use his Blanka specific combo on you.
Good Honda will float fierce you on reaction and you are stuck in the corner. EX Rainbow is not a free escape, especially against a character that has such a strong answer to it in Honda’s nj.HP
I wanted to speak to you about this! On the last day Lord DVD wanted a few games against me. Turtling in this match up helps alot. Cr Hp was beating most of his pokes, however its a move that also can be punished by Block. The match up is frustrating and arguably in Honda’s favour but its still a winnable match!
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the ultra 1 scenario is specific… if that scenario occurs… you can do it… since you have a solution for honda… lets hear it. and no… not all characters have solutions for certain setups… some require EX bar… some don’t… i was specifically refering to end game scenario when the opponent can’t even handle chip damage.
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jabbing out balls… yes… but i guess i should be more specific in my description… I was talking about around 1/3 to 1/2 screen distance it’s not easy to jab out both HP ball and LP ball reaction base… if he can jab LP ball at this distance by reaction… chances are HP ball will hit him… I’m not saying use ball agains Honda as main strategy… like any other comments… anything done repeatively and predictably will get you killed… sometimes you need to take certain amount of risk
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Not saying its full screen and Honda is doing LP HB… but in general if he’s out of range… even at say half screen for whatever reason… this is something you can do. If he never does i then you don’t do it either.
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double cross is a suggestion it gives him no options and allows you to continue your attack… like anything above… it’s a suggestion it works well for me and i can’t think of what Honda can do against double cross other than blocking and guessing correctly, and can’t exactly punish back blocked upball. If you ask me… if there’s not much for you to lose offensively why not take it… once again it’s a suggestion.
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ex-rainbow offensively if it doesn’t work… then don’t use it… but it’s still a good positioning tool… just because i don’t mention something doesn’t mean i don’t use it… I didn’t mention certain basic strategies myself… doesn’t mean i don’t do it either… like anything… if it doesn’t work… don’t use it…
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ex-rainbow is pretty close to a get out of jail free card… if you use it correctly… sure ALL characters have answer to it if they are looking specifically to stop blanka from jumping away… however… as you know… they have to be prepared themselves to defend against it… boh of you have defensive and offensive options and often times you can’t do both at the same time…
i’m just giving my 2c… on what works well… if it doesn’t work that’s fine.
-LAU
Yeah buts its still a pretty annoying match… blanka has way to many problems lol makes me wanna pick a top tier
i played cobelcog and he beat me down about 15-3, i was able to pull the last 6 or so matches back so they were close but this matchup is def blanks worst in super.
For a start she out damages blanka with her combos, so all else being equal she would still have a marginal advantage, but things aren’t equal, something is quite rotton the state of denmark.
Cammy has a FA like Fei’s it charges to level 2 insanelyfast, this really screws with your footsies which incidentally don’t even beat hers because a) she has good buttons too (at least vs blanka) and b) if you’re looking to footsie you’re looking to position yourself just right for her to start her crazy good dive kick pressure. The thing about her divekicks is that you can beat/trade with them if you delay your anti air, but if she mixes up with normal jump attacks its very hard to know how to anti air her. Her ex dive kick beats everything, even fierce electricity, which means it must have one hell of a hitbox. Your choice - go for a single buttons anti air doing 80-120 damage vs her dive mixup netting her about 250 - 500. Offline you could probably ex upball ‘some’ of the poorly placed dive kicks but not online.
If you neutral jump in expectation of a dive kick and she does a dive kick or spiral arrow she recovers in time to meaty you, you can know exactly what cammy is going to do and have zero options to outright beat it, she can force you to throw tech with her dive pressure and foot speed and obviously cammy eats up crouch tech like noone else. Blanka can create such a meagre offense in comparison.
She gets to dance on blankas face for free, meaty arrows on your wakeup, meaty divekicks, plus frames on her 3 frame cr.lp make this a no contest for her. I dont play offline anymore and cobelcog is a 3 bar yellow connection for me but i don’t think its a winnable match even offline, its about as lopsided as sagat was in sfiv.
Theres other stuff like her srk having the most incredible hitbox and active frames and only being punishable with a slide on whiff. Blanka can tag arrows with jump forward hp, everything else will be beaten or whif as she passes beneath you.
u think it’s that bad? worse then balrog? I’ve played a few solid cammy’s and while my connection was way better i didn’t think it was that hopeless.
I found that c.HK s.HP were both really solid pokes. I played a runaway game with her and beast hopped very little (cuz of her jab) i found nj.HP to be very good. When the spacing was right i would stuff divekicks and jumpins. Other times i’d just fadc away. I really think that it might have been your connection. nj.HP is really solid in this matchup and on reaction i could stuff a lot of things. I still think it’s a hard matchup but i don’t think it as bad as you make it out to be. i’m thinking like 6-4 style.
I think it’s worse than Balrog because she:
[list]
[] can punish balls without charge
[] is risky to cross up
[] can perform a safe reversal with 2 bars
[] shuts down crouch tech with instant dive kick
[] has a better focus attack
[] has very dangerous anti-backdash OS
[/list]
i think the one i might agree with is punish without charge. i force rog’s to lose charge when i can so works out. good point.
how can you not agree with facts.
balrog isn’t so bad, at least with him you have defensive options that cleanly beat his offensive options allowing you to do more damage to him than he can do to you with the correct guesses, with cammy NOTHING is in your favour. ilitirit makes a nice bullet pointed list. Play alioune/cobelcog etc and see what you think. If you’re not left scratching your head after losing ten straight your name is mizoteru and you speak surprisingly good english!