Yeah fun fights man, I tried to mix up my characters more but i always land on Guile or Vega these days. Just spam a bunch of lunge punches with Balrog..I get dumbfounded by that :] Rematch soon man!
How do you counter Vega's special moves? ... I can't figure it out for the life of me. I hardly ever see him, so I don't get much practice. When people spam him, I never know what to do. I can dodge him easily with Akuma, but I don't know how to counter, so the match goes on and on until either I fall asleep from boredom or the timer runs down. I've been trying to figure this out for a while, so I'd really appreciate any info. Edit: My roommates gave me some rum that turned out to be 94 proof, so ignore any typos or nonsense. I'm not even going to check it over. Edit 2: I'm a damn good drink-typer.
if you mean his wall dive-throw just uppercut him when hes close to the ground. his little roll is safe on block, so you just have to take the chip or uppercut before it actually hits you. the move where he shoots across the screen with his claw out is very unsafe, just block and punish. his anti air kick flip is just like any other anti air attack, but it usually trades cos it doesnt have any invincibility, ex does though. backflips are easily punished with anything, it has lots of recovery. and block his ultra low. dont jump or fireball when he has ultra cos youll eat, it comes out VERY quick. thats about it i think
Vs. Vega: Check out a few pages back, I'd posted a replay of Bison vs. Vega with 2000+ BP. Nothing much he can do against his boss (Bison is Vega's boss I think)...
good games eve. just three tips. firstly dont throw out random psycho crushers or ultras, easily punished. you can anti air with bisons ultra, use it after a focus or combo after air to air punch, so dont just randomly throw it. secondly dont jump back after every knockdown. every time i knock you down i can be 90% sure that youll jump back. the only times i saw you stop that were after id hit you with like 5 dps in a row. other options are ex devils reverse, ex psycho crusher or just block. mix it up and dont get predictable. lastly, attack. whenever i lose toa bison its because they were really offensive. lots of crossups, ex headstomps and that terribly annoying cr lk X2/3 to knee press. in all of our matches you would be walking back most of the time. remember you can charge while in the air so maybe jump outside of my anti air range and then do a knee press. i dunno, ideas fffan777/mikkel? that isnt to say you should be attacking the whole time, especially if you have a life lead. maybe hold down back instead though so you dont put yourself in the corner
with crusher i know, trying to guess and throw random. anyway this time the matches were much closer with cammy. sometimes i just trying to pool off charged move when blocking and forget about normals or sweeps, that should be really improved. ex version of moves on wakeup is good idea, but it's kinda hard to pool them off online, however with crusher should be easier. jumping back with kick it's because of your throws, lol. thanks for the tips.
sry nullroar got to go, so i thought id ragequit good games man, you exposed my cammy. wow honda is so cheap. cammys weakness is you can just lame her out with some characters. and your blanka is way better than i remember.
Good games. The Honda thing was me being sadistic. I remember doing a bit of Cammy-Cameo one night and this guy just rocked me as Honda. It often seems like Honda has an answer for everything Cammy / Blanka can throw at him. No worries on the rq. I was very surprised to lose with Guile. I figured that would be one of the chars I'd get a cheap win with against Cammy. I just can't seem to get a flash kick focus-attack back-dash ever with him. So much tougher than with an SRK. That Akuma Fei thing was so frustrating. Well done.
good games Nullroar, i dont know how you but i really enjoyed both gief matches, was nice to get a win vs such good gief. saved replays so maybe i can manage to upload them somehow. and no comments to honda. i think everyone thinks the same about this matchup, lol.
Good games - Gief matches are always interesting. Really frustrating that I can't pull off my moves as well as Shoryu can. I guess those are the dividends of his faithfully sticking to one char, while I sail among the undecided. I'll improve though, mark my words. Always hair-raising with your Bison. : ( Still, it's an uphill battle. To be honest, my Geif is still weaksauce against Bisons and Dhalsims. I've gotten exponentially better against Sagats and Akumas, thanks to religiously watching replays I have against Shoryu, though. The Honda v Bison matchup actually isn't as skewed as you may think - you can actually punish some headbutts with standing fierce kick - Shoryu had a post earlier in this thread discussing Honda headbutt depth and punishes (with Zangief). It makes it a VERY good trade - minor chip damage for you and a full fierce to the face for him. Forces Honda to go into mixups. Another great strategy is jumping backward + kick. Bison has a godlike airborne kick and it's great for punishing headbutts.
yes, just the main problem with honda is that i still not very familiar with all his moves and how fast they are, because honda is quite rare char. also some moves vs headbutt are quite complicated online. and why dont you stick with blanka. you play him really great.
I can't stick with Blanka for a few reasons. 1) He has what is pretty much the worst ultra in the game. It's something like -30 frames on block. 99% of the times I use it successfully, it's to chip someone out (it does considerable chip). His ground-pound ultra would make him an infinitely better character. What really makes this ultra bad is not the startup time or positioning required, but the fact that it seems to require block stun to end AND an additional sec or two to come out. Great examples would be that I'm often in the corner, crouching against a low-punch spamming Guile, *mashing* my ultra for the chip damage. His low punches eventually distance him out of lp range with me ... I'm still mashing ultra. He stands and walks toward me. I'm STILL mashing ultra. He throws me. The ultra simply doesn't come out right out of blockstun waaaay too often. This makes jump-ins against a low-health blanka get a 50/50...they may just get that hit before the ultra even comes out. Even if the ultra DOES come out, It may just knock them into the air, at which point you need to evaluate where they fall and try to time the ball to hit them appropriately. It's not guaranteed. Possibly the only worse ultra is Guile's (which does virtually NO chip damage, shockingly enough), but if you are going against a melee-only character, it's easy enough to require them to jump-in (or face sonic booms). 2) Blanka ball trades worse than any other move in the game (increased damage by 100% if hit during Blanka ball). If there is any lag at all in a match, a perfectly timed blank ball becomes a huge liability. I can't even afford to trade when I'm ahead. And unlike Honda, Blanka ball has muuuuch less safety on block - it can generally be fireballed, fierce kicked, ultra'd, etc. 3) luck-of-the-draw anti-air game. Blanka has a vertical attack that is absolutely awesome at considerable range, but actually has 1 or 2 frames of start-up that makes it terrible against jump-ins...the very thing it was supposed to be designed to prevent. The same is true for electricity, which trades with jump-ins. The only thing semi-reliable is his ex-river run, which I find also doesn't work against jump ins that are already in your hitbox (the invincibility starts at frame 2, rather than frame 1). His other vertical attack has a dash-back startup which makes it telegraphed instantly to opponents. Worst of all, it makes it rubbish as any kind of anti-air move other than a guess that they already input a jump. I've gotten VERY good at guessing, but it's always still a guess - it can't actually be used on reaction, and it also is extremely punishable on block. It's infinitely frustrating as well to time a slide punch perfectly only to get hit with a fireball you are avoiding because of the 2 frame startup (although I do like the fact that the slidepunch is safe if you space properly - adds an element of strategy without providing an awesome "free" move for spamming) Frankly, I think Blanka ball should either be made safe for blanka on block (or mostly-safe, like Honda's headbutt is), or at least have the 100% damage increase removed. Otherwise you get bull like this: http://www.youtube.com/watch?v=7p-2dmOw7fw I can't tell you how many games I've been winning convincingly with blanka only to have one fateful blanka ball make WAAAY more difference than it should have. It's frustrating to be the one character that can take 400-500 damage ex attacks.
Well seeing as the ball can be punished even on hit, that's probably how capcom want blanka to be . But for that 100% damage increase on counterhit, I'm pretty sure it's not happening that way in the console/arcade versions, countering a horizontal ball with shoryuken will just net you a normal attack and not counterhit, and even so, 100% extra damage is probably a glitch that needs to be fixed .
Since the very first Street Fighter II arcade game, Blanka has always recieved additional damage if hit during a ball attack. I guess its like getting kick in the balls... it hurts a lot more then it should.
was just playing around w/ damage on blanka ball in training mode - balrog's final turn punch is 1240 damage - a one hit kill would be so awesome to actually hit that in a match
Maybe Blanka should become a Shaolin monk then. Those guys train themselves to have no pain when hit on the balls.