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THE COMPLETE BLANKA -MMSF-

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un02...@wvnvms.wvnet.edu

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Feb 1, 1993, 12:54:16 AM2/1/93
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-BLANKA-


Best Against> Dhalsim, Blanka, Sagat, Zangief

Worst Against> Guile, Balrog

This acrobatic beast from Brazil "jimmie" as his friends call him combines an
good defensive ground game with excellent air attacks with effective and easy
to execute combos. With this combonation he is a very effective non-stop attack
character. Below is a short summary on how to handle certain opponents.

Ryu: The key to defeating Ryu is footsweeps and the ability to execute attacks
with combos when he throws spiritballs. Stay just out of roundhouse sweep
range and use your roundhouse sweep just after he executes and kick (save jab)
this will knock him down as he recovers from his foot sweep. You can also use
this technique to knock him out of spiritballs if you use it just as he starts
his motion. When jumping over spiritballs make sure you time your jump just as
the projectile starts to form otherwise you may be in trouble. If you jump in
from close range use combo #1. From medium range simple use the roundhouse kick
before he gets off a dragonpunch. Finally from long range it is best not to
attack so that if he uppercuts he will miss your body, then hit him when he
lands. Last but not least the best way to get out of his spiritball roundhouse
sweep as you jump over pattern is to use either the fierce punch or foward kick
just before you land.

Ken: Fight very much like Ryu except it is not wise to jump in at him from
long range for even if you don't attack when he uppercuts you will still be
hit. A good way to get hit him if he is constantly jap punchin the air so you
can't ball try a slow ball then pull out of it and ducking fierce punch him.
This will fool most players. If your opponent has good timing and keeps jumping
in on you as you recover from a knock down and knocking you out of a ball try
waiting for them to be just inside you before executing the ball for this will
hit them or at least take mutual damage.

E.Honda: It is best to stay ground based on this character for his headbutt,
and fierce chop will knock you out of the air most of the time. The ducking
fierce punch is a good attack to keep him of gaurd as is the ball, but beware
his jab and strong punch are well aimed at knocking you out of the ball. When
you do jump in try to time your jump so that when you attack from the air you
just barly hit him, this will 1- help you to avoid his fierce chop and 2- gaurd
against the headbutt. When you do attack make sure you are close to the ground
so that if he starts a headbutt you can hold your attack and block, or if he
starts it to late jump it and go for the bite. If you are coming down from a
straight up jump and he is torpedoing towars you the roundhouse kick will knock
him out of his move if you hit the front part of his body.

Chun Li: A constant air attack is best when fighting Chun, never let her get on
the offensive or you could be in trouble. When you jump attack try to make
sure that you are about two to three body lengths away or she may be able to
walk under your attack and throw you, or worse jump up and air-slam you. When
you jump in try using the combos and or the ball after word for this will let
you keep a safe distance between you and her. You standing fierce punch is a
very effective air defense that only superior timing or her head stomp can
penetrate. If she does head stomp you jump up behind her and roundhouse kick
her (Don't jump up after her to soon or she may head stomp you again). Finally
a good way out of her neck kick is to wait for her to start to flip over you
and simply jump straight up and fierce punch.

Blanka: Good timing on your jumping attacks is best here, here are a few
pointers. As you jump in remember that a roundhouse kick can knock him out
of a ball (other moves will work but this is most effective). If he is
attacking you the best defense is a simple fierce punch as you jump straight
up. As you attack him your foward kick is very hard to counter. Finally the key
to knocking him out of his ball after you have blocked it and he is going
backward is to wait until you hear the sound of the ball again. (it makes a
blocking sound as he hits you then the ball noise re-appears, now execute your
ball, it should hit).

Zangief: Once again a non-stop attack style is best here. When you jump in and
attack be sure to use combos for if you don't you will most likely be 360d.
Combo #1 works best here. Also throw in a ball or to for there is little he can
do to stop this except block, if he does somehow luck a jab punch so what you
loose a couple of lines. If a ground game is more your style use lots of foward
kicks and ducking fierce punches, with an occasional roundhouse sweep thrown in
to keep him off balance. If he jumps in the ball is an almost garuanteed hit.
Don't use the electricity very often for he can easly knock you out of it( or
even 360).

Guile: Guile is one of the hardest characters for Blanka to face basicly
because he is so defensive. If he constantly crouching japs to block the ball
then throws out an occasional sonic boom to make you jump or take off some
minor damage try backing him into a corner. The best way to do this is to
ducking fierce punch him as he jabs (he'll lose energy but you won't) or if you
can get close enough (best when he is already in the corner) use the roundhouse
sweep to knock him out of the sonic boom just as you see it begin to form.
Another good attack is to jump in and roundhouse him right after he sonic booms
for he won't have time to axe-kick, he may block it but you can either ball
him for slight damage or simple hold your ground (you are close now and most
Guile players can't handle being close to Blanka, do be careful not to simply
block or he might pause a second and then throw you.) Another good move after
you jump in is to electricute him, he will probably block but will still lose
some damage.(the problem with this is that you may not be able to shut the
electricity off before you are axed or sonic boomed.

Dhalsim: Like Zangief a non-stop attack is best here. You excellent speed and
angled attacks make you a Dhalsim nightmare. Your foward kick will easily knock
him out of his slide as you jump in, it will also stop his ducking fierce
punch. You may also use the fierce punch or roundhouse kick. If hejumps
strtaight up or backwards and fierce kicks you in the air wait until he starts
to reach his peak and fierce punch his leg( or you can strong punch him but you
will probably also take damage)

Balrog: Balrog can also be a problem mostly because people underestimate him.
Beware his standing fierce punch (it can hit you from a massive range) and try
not to ball to much for after he blocks he will most likely charging punch you.
When you jump in use the same distance technique as with Chun for his standing
strong punch, or a charging uppercut will also hit you out of most things. The
key to hitting him is to execute your attack just as he starst to move. A few
other pointers are that your ducking fierce punch will knock him out of his
super punch, simple execute the move as sonn as he starts his( you will hit him
as he starts to turn. Be careful this takes a little getting used to.) Your
electricity attack is very effective even if you just sit there. It takes
almost perfect distance application for him to knock you out of it without
taking damage himself.

Sagat: A good air attack is also best against Sagat. One thing to note is that
when you jump in try to just barly hit him as you would Honda for if you get to
far over him he will tigeruppercut you. If he throws low tigers to best attack
is to jump them an use the roundhouse kick and then the foward one, if the
roundhouse hit then the foward almost certainly hit also. If he throws high
tigers you can either walk, yes walk under them and do an attack (bite is good
up close) or jump over and attack (combo #1 is best)

Vega: Attack much as you would Chun for his throw is just as deadly. If you
land close combo 1 is best while roundhouse kick is better from a distance. The
best way to get out of his wall attack is to jump back and roundhouse kick him
as he approaches or jump back fierce punch if he is going for the wall behind
you. If he some how gets you by surprise the best defense is the ball, or if
you don't have time to charge it at least ducking fierce punch him (hit about
50% of time)

M.Bison: Like most of your other opponents a good offense is your best defense.
Try to keep Bison on the defensive so he can't get his torpedo going. When
jumping in try to get above him for if you are on the same level he will most
likely have priority. Strong punches and foward kicks are best here. Like Honda
you can knock him out of his torpedo if you hit the front part of his body. If
he does happen to get you in his torpedo pattern handle it much as Honda would.
Switch the direction of you block as he passes through you so you can have a
ball charged, a ball can knock him out of the torpedo if you hit him just as he
starts it. Like Balrog don't use to many balls for he can scissor kick you out
of it as you retreat or torpedo you.(you should be able to block the torpedo
but it still takes of a good amount of damage.) Lastly beware his standing
roundhouse it is very much like Balrog's standing fierce punch.


Known Combos:
1) juming in FIERCE PUNCH, standing <don't push on the joystick>
STRONG PUNCH, ducking FOWARD KICK. This combo usually will not
stun but does good damage and is easy to master. You may even
Throw in a ducking FIERCE PUNCH after for this will hit people
if they try to walk in figuring your combo is over and will
stun.

2) Jump in FIERCE PUNCH, standing STRONG PUNCH, then as you strong
punch them keep hitting the strong punch like a madman and
pull back on the joystick <this seem to excellerate the process>
ELECTRICITY will then come off. This does better damage and
will sometimes stun.

3) jump in FIERCE PUNCH, standing STRONG PUNCH <pull back on the
joystick> FIERCE BALL. This combo won't alawise work for the
timing is strange but is effective against blocking oponents
for it takes off a little damage.


Closing Quote: "Rraarrgghh, Rraarrgghh"


Philip John Stroffolino

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Feb 6, 1993, 10:05:15 PM2/6/93
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>Best Against> Blanka, Balrog, Honda
>Worst Against> Guile, Vega

All the following comments are for TCE only:

Blanka cannot effectively attack a good Balrog player.
On the other hand, Balrog cannot effectively attack a good (defensive)
Blanka player, either. The first one to get ahead on health has a very
big advantage. (still, it is somewhat difficult for Blanka to react to
a TAP at range, especially if you dance around slightly before releasing
it - you may throw off their timing for the counter sweep)

Scrub Guiles are best dealt with by a relentless jumping attack after
they release a Sonic Boom. They usually panic when they don't have
their Razor Kick charged up. When you get in close, be unpredictable
(mix it up with ducking roundhouses, bodyblows, grab+headbutt, and
vertical jumping punches). If you get significantly ahead on health,
run away and play defensively.

Vega is not a big problem (computer or human) if you have good reflexes
and have mastered the timing for charging uppercuts. Balrog CAN
effectively counter all Vega's moves except an off the wall ariel slam
as he is getting up.

I have yet to meet a Chun Li player that can deal with a good Balrog.
NONE of her jumps are effective, and Balrog makes out if they exchange
blows. Those who are stupid enough to do her lightening kick find
themselves getting hit with a nice jumping combo.

A good Honda is NOT easy for Balrog. Honda's flying headbutt will
counter any attack by Balrog, if done at the last second. Honda will
usually make out even if they exchange damage in a TAP vs. flying
headbutt collision. Of course, if the flying headbutt is done at the
last second, Honda takes no damage. I know of no reliable way to get in
on a super defensive Honda, other than walking up and grabbing (which is
foolish because of Honda's reach for counter throws). It is also very
tough to hit Honda's hands with a ducking roundhouse and not get hurt,
especially if the Honda dances in and out of reach - a good Honda player
can tempt you to punch and hit your retracting fist. I usually wait
until I am sure I will hit him, even though I know I'll probably get
hit, too.

For human M.Bison players, I mostly thank the good lord that so many of
them suck rocks. Even the good ones can be destroyed by using the
"Balrog element of surprise." Fortunately, most good M.Bisons feel
obligated to go on the offensive, (especially against a "pathetic"
character like Balrog). When you beat a good M.Bison, they are usually
so ashamed that they walk away humiliated in disgrace. Note: one you
get M.Bison in the corner with Balrog, stay on him like glue - he has no
uppercut, so you are reasonably safe in jumping at him (don't bother
telling me about Bison's high priority jumping attacks...).

- Phil

jeffrey d. lake

unread,
Feb 7, 1993, 3:21:01 PM2/7/93
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Incidently, Balrog's standing jab is excellent to use when
you need to stop a headbutting E. Honda.
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