It’s because you get pushed backed further >.>
Technically, it’s a hitbox issue. The hitbox you have when crouching is slightly more forward than the one you have when standing. This causes Blanka to hit you a bit earlier and to start bounce back sequence a bit earlier. When you get up afterwards to reversal, you can’t reach him because he is a few pixels further away.
There are more cases like these where the difference between standing and crouching block comes into play. For example blocking dive-kicks or scissor kicks etc. Rule of thumb is that its better to put your hitboxes in a way that you block the attack at the earliest active frame possible (standing up is better to block divekicks than crouching), so that you come out of blockstun earlier relative to their recovery (can mean the difference between + and - frames)
In Blanka’s case however he only starts recovery as soon as he hits (special nature of blanka ball and honda headbutt), so blocking earlier (by crouching, the attack comes horizontally, not from an arc above) doesn’t benefit you, and causes the added disadvantage of require punsihment spacing.
Thanks Acku this was very helpful…its kinda simple when you think about it but it just never dawned on me…ahhh the little things in street fighter that help and hinder you I love it.
Funny thing.
VS DeeJay. After any point blank normal canceled into EX spark (even fierce), linking C.MP is possible from mid screen due to his weird ass hitbox.
For some reason though, EX soul spiral won’t get there in time though.
Good for an extra 40 damage.
Oh wow. I never thought of that. Makes so much more sense now. Crouch blocking adds more frames to your recovery because you have to stand back up while blocking standing up takes away the unnecessary frames of recovery so to speak.
I’m unsure of that, I really think it is a spacing issue due to different hitboxes attached to crouching and standing. the only way to prove this however is to dissect the Rose videos. AFAIK there are not frames getting up. When you crouch you should be able to do a standing attack the next frame after.
If there would be ‘getting up frames’ then link combos starting from crouching into standing wouldnt work plainly by the numbers as they do now.
Also, I dont believe there is any difference in blockstun that factors in crouching or standing defense.
The only vague point to me is difference in knockback when blocking standing or crouching. But honestly, I would consider standing blocks to be knock back further than crouching ones. But I bet they are the same, as both positions (even jumping) have a X-axis coordinate and I suppose that each move has a knockback-force number that moves that coordinate. Without factoring in the actual stance.
So once again the Blanka punishment can only be due to the fact that he hits you a few pixels earlier on the x-axis, then starts his bounce back sequence starting from the point where he touched you.
When you stand to punish, you are out of reach by those few pixels to hit him. Not a timing problem, a spacing problem.
This, lol… could not get the c.mp in time repeatedly and I had thought maybe I just imagined it’d worked before. Thank you
So against Seth. I don’t fight the guy enough to know what to do, and I played a really good one today. What is the best place to be in this matchup? Is it fullscreen reflecting some booms and anticipating for him to wall jump -> divekick? Or is it up in his face trying to pressure him as much as possible, trying to get him to slip so you can tear up his paper thin health? Also, do the headstomps crossup? Think I should get safe jump j.hp to OS EX Spiral down to stop his teleports.
Ask thefury he plays velicoso’s seth all the time he will be able to shed some light… I play him to but not often enough
Alright thank you 
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thats how NOT do to it.
I guess facing a good Seth means avoiding his pressure game setups. The best way to do that is pressing yourself so that he cant space right. Defending doesnt bring you much as he is more likely to hit you with walldive/F.HP/J.HP/teleport than you are going to hurt him from there.
But thats theory obviously. As I lose hard atm.
Whenever I play against Seth, I notice that it is easier for me if I chase him down, rather than stay full screen and reflect his projectiles.
against good seth, it’s pretty hard to do things. Just because he can play keep away if he wants, or rush you down. You try to chase him, he’ll run away, get damage, and continue to keep you at bay. You play the fireball war? U1 say hi. I was fighting a real good west coast seth awhile back (which is one of the reasons why I asked for some tips in this match.) and he would basically get damage, then keep me at bay with booms. if I tried to approach, s.fierce, j.fierce, or he’ll just start playing rushdown and repeat the process to the other side of the screen. Basically playing a very solid rock/paper/scissor game. Once he got the lead again, he lamed it out.
I came here to check on Rose matchup tips, but it was so devoid, so If I can offer a few character matchup tips. All of the aforementioned tips come from playing at least 50-100 casuals vs said character. Our local scene is in a learning phase so these are a few things that I have learned.
Adon:
1)You have the clear advantage in footsies, so long as you stay away from s.HK. You should be able to put your slide to work from safe distances to set up counter pokes and block strings.
2)Adon attacks best from the air, so please have your anti airs on high. EX ST will save your life in this matchup as you can beat out all of Adon’s specials with it.
3) Adon Okizeme is tough, as he can dictate the mixup not by distance but by timing. Your best best is to block and wait it out. If you feel that a crossup is coming you can EX SS to escape(not advised obviously).
4) U1 vs U2. Since Adon is an airborne character you benefit greatly from having U1 to shutdown basically his whole offense. He can’t do anything vs. U1. But if he gets in and puts the pressure on you, you’ll be praying for U2. It comes down to playstyle honestly. If you’re confident in your playstyle and know your weakness…this is an easy ultra choice to make.
5) don’t throw fireballs, Adon has too many options to deal with your fireballs even from full screen. Also watch your focus attacks. Adon breaks armor with a lot of moves and his s.HK hits twice. So you have to be cautious on your approach.
This is a classic matchup because Adon wants to be rushing you down, and you want to stay within footsie range to impose your intermediate ranged game. This match comes down to who puts in the most work. If you keep him out the air, you can force him to re evaluate. If he can take the air, you lose. The Rose player has to out play the adon by a wide margin to win. I believe this is a 4-6 matchup.
Cammy
- This can be a tough matchup if the Cammy player uses the rushdown properly. The problem is, cammy can’t just GET IN, you have to let her in.
- EX hooligan will own your fireballs, so when she has meter you should re evaluate your strategy. You can punish EX hooligan with U1 if you have it, but Soul Throw or just crouch/punish works well too.
- If she gets in, she can punish you tough with her mixup. Basically it comes down to this…you can’t crouch tech OS. If you do, you may just eat an instant divekick (your crouch tech will force you to c.lk) which she will punish for about 300 damage. You have to defend intelligently because if you don’t crouch tech you may eat a throw, and if you do crouch tech you may eat a instant dive kick. Learn your opponents habits OR learn to keep them out
- You have the footsie advantage. But you watch your drill pressure, as if you backdash after a drill she can punish safely with her drill. A Safe slide is great because it sets up your counter poke game efficiently. Sadly you’re also put in a range where you are exactly where Cammy wants to be to start her dive kick pressure. You can almost guarantee that once you hit that range, she will take to the air. Luckily from most ranges you can c.HP Divekicks, and if you feel one coming on an EX ST is definitely something that will change their attitudes.
- U2 is the best way to go in this matchup. Its not really a question of whether Cammy will get in or not, its a question of whether you’ll survive once she gets in. U2 is the answer.
- I’m testing whether you can OS crouchtech + HP to see if you can stop cammy rushdown. I’ve had it work a couple times, but not often enough to call it a legit idea.
- This match comes down to keeping cammy out for as long as possible and finding a way out once she does get in. Cammy wants to get in and stay in. You have the ability to keep her out with superior zoning and footsies, and she has the ability to stay in with her grab/Instant dive Kick setups to go with her OS to keep you from backdashing. I feel that because of Roses U2 this is an even matchup. Rose zones cammy out for a while, cammy gets in does damage, Rose U2, RESET…Rose zones cammy out 4 the win. This is maybe 6-4 but probably a 5-5 matchup.
Claw:
1)All wall dives can be beat by Jump back HP. Once you realize that, this match becomes easy.
2)If you keep vega off the walls he has to play footsies with you…fortunately (for him)he can. He has all the tools necessary to play a solid poking game because of his range. Roses. S.hk and f.hk will be great tools to counter poke with.
3) Vegas like to use his overhead for pressure as its EXTREMELY QUICK, If you eat the overhead…crouch tech. He will either grab you or go for the slide. Crouch tech beats both.
4) if he does his long ranged kick (I forget what its called) the good majority of the time you will get grabbed, the rest of the time he will go for his back flip kick. Crouch Tech…or if you know a grab is coming use cs.mk for counterhit to combo.
5) Focus attacks vs Vega are for the win. His slide has ugly recovery, his jumpins are slow, his c.mp poke is slow on both ends. If you catch a poke or get a knockdown, you have to put the pressure on vega. He has TERRIBLE wakeup options. I usually mix up grabs and cs.mk on wakeup then go for the Neutral Jump to catch the wakeup OS rinse and repeat.
6) U1 seems to be the winner in this matchup as you have no reason to fear vega’s wakeup pressure. U1 allows you to punish empty wall dives, backflips, jumpin’s, slides…etc. This is one of those matchups where an aggressive rose will have a field day, and a defensive rose will have a tough time even if they are playing the same Vega. That said this is probably an even matchup. Vega really only needs one mixup to to put rose in the hurt locker, Rose has to catch vega and keep him close as he can easily bypass any footsie spacing.
I have about 10 more of these if you guys want them…if they are no help to anyone…then I won’t post it. Give me feedback
These are great. Please keep posting.
I think Cammy has a clear cut 6-4 advantage in this matchup. Her footsies aren’t as bad as they seem and it’s only the matter of getting in once or twice for her to win.
Crouch tech + HP doesn’t work against low dive kicks. You will get stuffed clean. You can’t really backdash either since you’ll get OS’d.
Rose - Cammy is 4-6 Cammy, no better.
Rose - Vega is in Vega’s favor, no doubt.
Rose - Adon is probably even.
Please keep posting these. I’m trying to keep a matchup journal and these will help greatly with it. Thanks so much for your contribution. 
I see your point and I understand it, however I am NOT playing at the highest level of play. Meaning tier lists don’t matter to me…I can only judge based off MY games… I mean hell We have what 5 maybe 10 rose players playing at the highest levels. Tiers might matter to them, to the average/above average players… It comes down to strategy/ability/execution. Something that at higher levels are taken for granted as a given. out of the Hundreds of games I’ve played vs cammy…the outcome has been the same way. I keep her out, eventually she gets in, I struggle to find a way to push her back OR DIE trying. If I push her back I win, If I don’t I lose. It hasn’t been 4-6 in my gameplay. I can only speak from that…anything else doesn’t matter to me.
Read above for how I feel about cammy.
Vega has been an easy matchup. I don’t understand y or how this is in his favor. I actually have 2 A+ Vegas on my friend list and we play often. They tell me they have more problems than I seem to have. Of course we can argue tier lists as much as we want but you can see my aforementioned response as to how I feel about tiers.
Adon…I agree.
Rose/Vega is pretty much even if anything. Don’t see how that’s in his favor.
Rose/Adon IMO is slightly in Rose’s favor.
Rose can’t do anything about Vega’s pokes, which are damaging, longer ranged, have more priority. Soul Satellite is really hard to use against Vega, he has the easiest time kara-throwing you out of it, easier than any other character so you can only seldom use it as a get out of jail free without him actually resetting the situation.
I’m not saying tiers this, tiers this. But Vega has a clear-cut advantage against Rose, as what can Rose do if the opponent has much better normals than her? Spiral? Get punished. Zone with sparks? Against Vega? You’re just asking to eat a damaging move. What can you do about safe cosmic heels? pretty much nothing. A good Vega isn’t going to Dive all over you like what the general consensus thinks he would do… You will be outspaced, outnormaled, ooutfootsied. You will be on your toes and unwilling to do your soul satellite out of no where.
Not meaning to see it’s unwinnable, it’s very winnable, but it is in Vega’s advantage.