Good games yyhakusho, the lag was pretty unbearable and I had to go I'm actually at work. Hopefully we can play with less lag sometime.
I have no idea why I never knew this. Guile can pretty easily punish Blanka balls as they're coming at him anyways (Sonic Boom, Flash Kick, etc.), but this will definitely be helpful since I often have trouble with Blankas.
I'd love to but sadly I'm at work with no wifi. Will be home in 4 hours or so but may not be available even then.
I know you cant jump in, thats the problem. As well as acknowledging that fei cuts out blankas random ball game, you have to acknowledge that blanka shuts down fei longs crossup game. Fei has some sick setups after a knockdown that work on basically anyone, including shotos, but not blanka. And he couldntve done anything about that ultra, it wouldve chipped him even if he had blocked correctly. And yeah, he cant do short balls, but he can still hop. I wasnt aware that recovery frames were added, but despite that its still good for quickly jumping in and doing jab-electricity or throw, and fei has to guess here, because if he just flame kicks and blanka crosses him up then it will whiff. And like you said, if he has 1 meter he gets out of the corner. Theres nothing fei can really do about that either.
Yes, this matchup is skill based, but imo blanka has better tools. While that match doesnt make it definitive that its in blankas favour, it does show a few things. This fei was playing patient, but he still lost. In the first round, im guessing he was expecting blanka to play defensive, so he got caught off guard by the throws and jab-electricity. Blanka won that round pretty convincingly. In the second round, he didnt punish any balls because the blanka player didnt do any random ones. But ive gotta admit, he did get a bit reckless, probably because playing cautious in the first round didnt get him anywhere. THe blanka played how blanka should play this match, fairly safe, controlling space with safe slides, occasionally going in for some mixups, not letting fei jump. Like you just said, volt is based on vanilla and blanka wins according to a tier list. But fei lost more important tools than blanka did. The only significant things that blanka dosent have in volt (significant for this matchup anyway) are light roll and standing fierce, which you dont see being used that often anyway. Fei on the other hand, doesnt have his low strong, standing fierce, both versions of standing jab,jab rekka and better jumping attacks, which are all important.
You can crossup the opponent with a meaty jumping kick. If they tried to jump, blocked wrong or did a move without invincibility then just finish the combo. If they do block it you can go low with some low kicks and hit confirm into a combo, if they block that maybe tick throw or do a chicken wing for safe chip, (and possibly get a counter hit into a damaging combo) do jab-ex tenshin, go overhead or straight up throw. None of this works because of the angle that ex vertical roll hits at. Edit: Some characters can get out of this, for example balrog can do an ex dash punch and the armor will let him get out. The difference is, thats good for fei because he just made the opponent spend a meter and didnt take any damage ot lose key positioning for it. Also, doing the safe chicken wing in the corner on their wakeup (a trick i learnt after voloster pulled it off on me multiple times) doesnt work on blanka, again because of ex vertical roll. Plus, for 1 meter blanka can get out of feis main weapon in this match, corner pressure. Nobody else can do this. Akumas teleport can be punished with dash-rekka/super/ultra, dhalsims ground teleport can just get thrown back during the recovery, and his air teleport can get flame kicked.
How is everyone doing in the ongoing tournament? Anyone recording these games so the rest of us can enjoy?
Ggs tofu, I'm just learning Akuma. I don't want to be a runaway Akuma, but not much choice against your gief. I did demon flip you a few times though! I might be on a bit later, hopefully we can play some more. I kinda like Akuma against gief, I think that with more practice, he could have just as much of an advantage as sagat. I'm making it a point to only do his real combo (kicks, st. P, tatsu, uppercut) instead of just kicks into uppercut. But right now that means I drop the link to st. P a lot.
I'm in top 8. I think I'm going to record the matches from now on and post them if I can figure out how.
St. K to St. P is a very narrow link, and very hard to do online, so you'll probably be better off with Cr. MK after the St. K.
Man, Akuma is a lot of fun in training mode. Just spent too long creating useless combos. Best one : Jumping EX fireballs, jumping p, st. K, st. P, EX tatsu, EX uppercut. 13 hits, 442 damage, 603 stun! Fun! EDIT: WTF he has a jumping tatsu that he can link into uppercut like Ken! I've never seen anyone do that.
Again, Fei doesn't need to punish in the corner. Don't overcommit like that. http://www.youtube.com/watch?v=OV7KB5sUgmg Watch Mago v Taku - highest rated blanka in the world atm, vs one of the top Feis. Notice how cautious Fei is. Even when he gets blanka in the corner, he doesn't bother with jumpins - he just gets right in Blankas face on wake. An ex-up here runs the risk of being blocked and full punish. Notice how in every match, almost 100% of Blankas damage comes from completely random slides and punch+elec or punch+lightball punish combos off of poorly spaced rekkas. Simply don't make those mistakes (mago adjusted) and you'll be good vs. Blanka.
I like plain ol' jumping punch-st k-st p-tatsu-uppercut. Does 400+ meterless. Or for style points and a bit of extra damage, do a jab instead of uppercut and then throw or super them as soon as they land, sakura style. OR for even more style points cancel the jab into ex demon flip (way easier if you do the down back-down-down back shortcut motion) and then do the command throw.