EclipticEve (talk | contribs) (→Blanka) |
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** LP and MP ball are both punishable by 5HK. | ** LP and MP ball are both punishable by 5HK. | ||
** 4HP is great for stopping HP ball on a read. | ** 4HP is great for stopping HP ball on a read. | ||
** HP ball can be punished on Perfect Parry with dash | ** HP ball can be punished on Perfect Parry with immediate dash 5HK. | ||
* OD Lightning is +4 on block. | * OD Lightning is +4 on block. | ||
Revision as of 05:00, 10 July 2023
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Blanka

- Quick Notes
- Kikoken is strong for stopping mindless Blanka Balls, but he can go over it with 63214K or under it with 3HP.
- 63214K can be anti-aired, but it takes a lot of situational awareness as the timing and option changes with spacing and strength used.
- 3HP is a massive low, but it's usually punishable with 2MP/2MK and always punishable up close.
- 6HP is an extremely negative mid. Kill him for using it.
- LP/MP ball can be punished on block, HP ball has to be stopped pre-emptively.
- LP and MP ball are both punishable by 5HK.
- 4HP is great for stopping HP ball on a read.
- HP ball can be punished on Perfect Parry with immediate dash 5HK.
- OD Lightning is +4 on block.
- Neutral
Blanka players will usually throw stuff out and see if there's a gimmick you can't handle. The best thing to do here is be prepared and do your homework.
- Offense
Blanka has a meterless reversal with [2]8KK and a potent anti-throw option with j.[4]6PP. It's exceptionally difficult to make him block on wakeup due to [2]8KK beating strikes and throws and j.[4]6PP beating throws and blocking, on top of universal options like mashing, parry, and throw.
- Defense
Cammy
Chun-Li
Dee Jay
Dhalsim
E.Honda

- Quick Notes
- Buttslam is difficult to 5MK or 22K as it can sometimes make those options whiff. The safest option is to try and parry it.
- Headbutt can be jumped on a read, but the best option on reaction is to try and Parry it so the Drive loss is mitigated.
- Do not try to reaction DI Headbutt. He can almost always DI back and kill you for it, as you've also taken unscaled Headbutt damage from the DI armor.
- Neutral
Look out for Headbutt and Buttslam. Those are his main tools from afar as his mobility is otherwise somewhat lacking. Headbutt can be stopped with pre-emptive buttons or Kikoken, but he can use his j.HP to steer around Kikokens.
- Offense
If Chun gets the opportunity to safejump, use a light normal. Heavier normals will take more time to land if OD Headbutt's armor absorbs them and can be punished. Light normals have less hitstop and will still land in time to safejump OD Headbutt or any other reversal he could choose.
- Defense
Guile
Jamie
JP

- Quick Notes
- DI blows up 236P, his cane swipe special. It loses to a lot of other things he does so it's not always the answer.
- Neutral
JP dominates from fullscreen, but there's actually a window in the midrange that he struggles to control. If Chun can get out of fullscreen hell, she can harass him at his weak ranges and work him into the corner. This is a lot easier said then done, but mixing up her approach between jumping, dashing, Drive Rush, and Hazanshu can keep JP on his toes. Be careful about jumping though as spike and 2HP are incredible anti-airs.
- Offense
OD Amnesia is the talk of the town for a reason. JP forces meaty lights if he has Drive available unless it's explicitly called out. Even then, meatying with lights sets up an RPS situation that's incredibly skewed in his favor due to the two bombs that OD Amnesia sets on successful catch. The safest option is to strike/throw, as the throw will avoid the bomb due to its invulnerability and the strike can do so too if Chun does a combo with two lights into OD Tensho. Unfortunately, that's about as safe as it gets.
- Defense
Juri
Ken
Kimberly
Lily
Luke
Manon
Marisa

- Quick Notes
- Parry blows up a lot of her stuff. Even if it isn't a Perfect Parry, she doesn't get to steal your Drive.
- 623P goes over Kikoken, be careful with it once they present Phalanx as an option.
- Every option from Scutum is highly comittal and can be punished if read, but none are inherently reactable.
- Her 214P combo ender is incredibly unsafe on block. Punish her and punish hard.
- Marisa can use Scutum in Burnout to avoid DI. It's still armor so if she doesn't have enough health she'll just die.
- Normal 214K loses to lows, 214KK beats lows. Both lose to throw.
- Marisa deals incredibly high damage off seemingly random things. She will gamble and sometimes you'll just guess wrong.
- Neutral
This matchup is make or break when it comes to being able to whiff punish her. 5MK is very difficult to whiff punish on reaction, but standing outside of her heavy normal ranges forces her to either walk forward or gamble on said normals or Quadriga. It's also well worth the time to practice whiff punishing Gladius, as Marisa players like to poke with that too.
- Offense
Meaty throw beats a surprising amount of her reversal options, but she can still use non-OD 214K to try and bust out of a frame trap. It's a bit safer to use Kikoken in pressure as reversal Phalanx is pretty slow. React with 5LP, 22K, or Parry if or when she tries it.
- Defense
Ryu

- Quick Notes
- Getting hit by a Denjin Hadouken means Ryu can stock another Denjin for free.
- Punish 236MK on block with 6MP or 2HK, nothing else reaches far enough or is fast enough.
- 236HK cannot be meaningfully punished on block unless it's very poorly spaced. If you see him do it, try to Parry it.
- Neutral
Ryu's fireball game is better than Chun's and not tied to charge, making Chun the aggressor in this MU. You have to walk him down and avoid his long-reaching lows like 2MK and 2HK. Chun's 6HK has some use if you don't think he's going to throw a fireball, but she's airborne during 6HK and in a Forced Down state if hit which puts her back to square one. Hazanshu and Hyouko-Sen are exceptionally useful in the midrange, but can only effectively be used on a read due to Hazanshu's short and somewhat slow projectile invulnerability and Hyouko-Sen's long input. Try to whiff punish him with 2MK for his low attacks and 6MP/5HP for everything else.
- Offense
Running offense against Ryu is relatively standard, as one would expect from a shoto. He doesn't really have any curveballs to throw at you other than his OD Shoryuken.
- Defense
Zangief