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vs. Tips - Blanka

This dude crushes guard bars for a living, have to be on your toes all the time 'cos of your itsy bitsy guard meter.

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Blanka Send in your own tips using the guestbook

 

03. Skyrax scribbled on 11 Oct 99

Whatever happens, don't make the mistake of trying to jump into him. His Vertical Roll and Electricity put paid to most of your own attacks. Keep your distance and make him come to you. Use the Bad Stone to whittle down his health meter so he is forced to come in for the attack, otherwise you win by a time out :)

Use your long reaching moves to counter his moves when they miss; otherwise, rely on the Criminal Uppercut to punish him when his roll attack is blocked; his recovery is not that good. THe Low ruffian Kick can knock Blanka out of his electricty if done at tah right time. Crimnal Uppercut can also snuff all his Super Combos.

 

02. Nefder scribbled on 30 Jul 99

I dunno, I don't think that Blanka's all that hard, I usually take him out with my V-ism Cody or V-ism Adon pretty easily, maybe the Blankas around here just suck or something.

All they have are three tactics: roll at you; which you counter by turning on your VC just as they are about to hit you, then firing a strong criminal upper into your alternate criminal upper - ruffian kick VC. The VC activation passes through rolls easily, making Vism characters very dangerous to Blanka. If you have no VC, then a jab counter cancelled into a bad stone or ruffian kick will counter their roll with a decent combo. if they can't roll, they jump, Cody's anti air stand fierce and roundhouse will eat that up, and after the antiair fierce you can combo. Jump up airthrows work well for me too.

If they can't jump or roll, they just dash around and try to throw and sweep you, if they do the dash behind stuff they might get a little tricky but you can use your stand forwards and rocks to keep this style at bay usually.

 

01. Ziggy scribbled on 23 Jan 99

STAY ON YOUR DAMN FEET. I think your gonna have to go turtle on this one. I know, I know. I don't like it either. Your jab stuffs the ball attack 100%, a single well timed one, though. Yours aren't rapid enough to just jam on the button like some chars. Stand back and dare him to roll. After a few of these, he's gonna start jumping. Use st. roundhouses to counter, he's got too much air priority for anything else to work.

Don't throw rocks. Don't try to counter a blocked ball. All of your cool dashing attacks stop a hair short and you'll get a beating. If he goes for that pseudo-poke-combo-of-guard-bar-death, use cr. strongs or cr. jabs to break it up. But above all, GUARD YOUR FEET AND STAY OUTTA THE CORNER.


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