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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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Tips
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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