U2 vs Ryu, Akuma and Dhalsim. In other matches vs projectile users it depends on how well I know the player, but I usually just go with U1. There are some matches like vs Rose where ever tho U2 might be better I don’t even really care. I think I need to play against better Rose players lol.

vs Ryu: free Ultra if Ryu tries to hadou after a blocked EX ball, free chip in certain situations
vs Akuma: stops Air FB nonsense
vs Dhaslim: anti-teleport

Ok ves u can post nowwwwwwwwwww :stuck_out_tongue:

Ilitirit, how do u hit akuma when he air fireballs? I remember viscant talking about full screen U2 ground when akuma does jump back fireball. U mean that?

Hold on, does cr.lk x3 ultra work vs Seth if he’s standing? Who doesn’t it work on?

Yeah I mean the ground version.

Is it easy to do or does it require tight timing? I never got a chance to try it out?

Also, do you guys feel that the anti fireball/ teleport benefits of U2 outweigh the beef u1 adds to his mixup and counter hit game vs characters like akuma sim Seth etc?

It’s pretty easy. Most of the time you won’t get the full damage 300 is a lot vs Akuma (fully stocked U2).

I never considered this… AA or Ground for stopping teleport nonsense?

Depends on where he teleports to.

generally just doing ground is the better option because it will still win and it gives you more time to confirm the input, plus if he does like teleport, not hit buttons he can be safe from AA.

Is there any footage of high level play where someone is tagged using an option-select U2? As someone who rarely uses U2, that woul be great to watch.

I’ve never seen it done in a match when I’m not the one doing it haha.

Anyways I’ll chime in finally on my thoughts.

U2 is not that good, and I feel use of it should be kept to minimum especially with how powerful overhead to U1 is now.

The only characters I think u2 deserves consideration against are below, I personally use both ultras on every character but Dhalsim, it depends on the player:

Dhalsim - Covers teleports, his fireball, and it makes your downback vs. him basically unbreakable. U1 is good to make comebacks vs. Sim, but U2 can pretty much guarantee you a match if you get it and have a lifelead, so why not?

Ibuki - Stops her most basic vortex and gives you a little more room to breath when you’re knocked down. I still use u1 vs. her sometimes though.

Sagat - Blanka can reasonably build 2 ultras per round absorbing fireballs and you won’t get a lot of chances to get inside and combo to u1 vs. him. Online I use u1 more because it’s hard to reaction ultra a fireball

Gouken - Sort of similar to sim in that u2 destroys a lot of his options. U1 chip also does not work on gouken which is a mark against U1. I think this really depends on the player though. Against flip happy goukens I will use u2, but against ones who are comfortable walking forward I will use u1.

Akuma - Not great vs. vortex, but it can keep him from laming you out when life totals are close. I’ve been using u1 more frequently vs. him recently though, his hitbox is so nice for u1 combos.

Rose - Her fireball is only really useful vs. Blanka full screen. The idea isn’t to actually use u2 vs. her, but just to make your job easy where she has to come and play footsies if the life totals are close. U1 is the better option though.


People might be wondering why I don’t have more shotos, seth, etc. on here. My reasoning is really simple. If you don’t stay mobile vs. those characters you die. Against a good Ryu player if I sit on down back he’s just going to walk forward and force me to hit buttons on his terms or block if I want to keep my downback charge. Seth is just going to dash forward or tanden, and so on. When you deny another character an option I think you can’t just make yourself so vulnerable. Being mobile and having slide at the ready gives you more options than downback does, especially when you factor in the ability to hit confirm into u1 and how weak u2 is vs. safejumps/meaties while u1 is a pretty huge threat on wakeup.

Nicep points, if sim snipers you with j.back fierce, can you U2 him after you’re done reeling?

Not from as far as you can upball him, but the upball trade(which leads to a forced block jumpin in addition to out damaging him) should have him worried enought.

Ves: so yer thinking ultra 1 for ryu?

I guess i gotta disagree bc I dont really see ultra 1 having any purpose except maybe punishing a whiffed uppercut or something, whereas ultra 2 is pretty guaranteed full screen chip as long as you can get away.

I dont know, ive just had a lot of success with ultra 2 with ryu, but yer other comments i agree with.

Never really bothered with ultra 2 against akuma, I see how it could stop air fireballs, but I’m not really sold on that. But honostly, in that match ultra is not something im really relying on at all.

I play an ibuki all the time, and I dont really see how ultra 2 fits at all. Only if they are really sloppy can ultra 2 stop the vortex. Plus, I think ultra 1 is pretty good chip kill after forward throw. Maybe she can teleport out? I dont think she can escape it, but I could be wrong.

Overall, unless opponent does something stupid, I see both ultras really as chip kill opportunities. Other than that (and of course overhead ultra being a fun new tool) I dont see ultras being a big part of blankas game.

Ves: so yer thinking ultra 1 for ryu?

I guess i gotta disagree bc I dont really see ultra 1 having any purpose except maybe punishing a whiffed uppercut or something, whereas ultra 2 is pretty guaranteed full screen chip as long as you can get away.

I dont know, ive just had a lot of success with ultra 2 with ryu, but yer other comments i agree with.

Never really bothered with ultra 2 against akuma, I see how it could stop air fireballs, but I’m not really sold on that. But honostly, in that match ultra is not something im really relying on at all.

I play an ibuki all the time, and I dont really see how ultra 2 fits at all. Only if they are really sloppy can ultra 2 stop the vortex. Plus, I think ultra 1 is pretty good chip kill after forward throw. Maybe she can teleport out? I dont think she can escape it, but I could be wrong.

Overall, unless opponent does something stupid, I see both ultras really as chip kill opportunities. Other than that (and of course overhead ultra being a fun new tool) I dont see ultras being a big part of blankas game.

I used to think that, until I played gouken and learnt how useful counter hit traps are. I also couldn’t do cr.lk x3 ultra, to me ultra 1 is absolutely necessary to mount any sort of offence with a statistical chance for success. I think you can be a great blanka player without it, i had way over 5000pp and i didnt use u1 properly but vs the absolute best competition, the daigos, wongs, aliounes, you don’t hit ultra off counter hits or hop mixups then you really limit your chances of success I reckon.

Imagine working in counter hit to ultra traps into your tick throw game, you could get at least one chance per match probably, good player late tech all day up close. Same with that random crossup hop that you land into a cr.lk, it happens fairly often, just think how it would affect each round if you converted those opportunities into landing ultra. I think at top top level u1 is very relevant and basically what your up lose game revolves around once you get meter.

Cl.lk confirm at 100% success would be a deal breaker alright. A lot of the of time all you can squeeze in is a cr.lk as part of an aggressive-defense corner stance with cody, cammy, dictator, guy… etc… (instead of running away with ex rainbow or jab xx ball knockdown) a cr.lk confirm could swing your game. Shame it’s so fvkn difficult.

You can only use u2 in 2012 after a knockdown, and it does less chip than u1.

Ryu can actually jump and tatsu blanka from full screen now(yay 2012 changes). It’s hard, but possible if he practices. Also why would a ryu be full screen vs. Blanka? He’s going to be moving forward the entire match.

short short u1 after ambiguous jumping fierce is also quite nice vs. ryu, as are the other combos to ultra.

Anyways chip chart as far as I know

midscreen elec:
u2 > u1
corner elec:
u1 > u2
throw midscreen/blanka in corner:
u1 > u2
throw ryu in corner:
u2 >u1
sweep:
u1 > u2
slide:
u1 > u2
super:
???(in theory I think u1 should be able to get something, but my brain is farting on a setup right now in training mode)

Thats more situations where u1 is the better chip option and it also has comboability where u2 does not.

u1 is free on ibuki for chip.

u2 beats a specific vortex option, but it makes her do other stuff which is easier to block, you aren’t actually supposed to activate it.

I’ve been comboing into u1 more and more, and I really think it is not only the better punish ultra(at 4 frames and a boatload of damage), but I think it is what Blanka needs to go over the top overall as a character. Meterless hard knockdown combos that do lots of damage? Me likey

Anyways point being when I play a good ryu player, they make it a point to be on my ass at all times, and never ever give me an inch of space. Trying to use u2 vs. ryu outside of knockdowns means that you are ceding screen control, which is bad idea.

Are ambiguous j.attacks going to be a topic? Never even knew blanka had an ambiguous j.hp.

U1 all day, every day.

I’ve considered switching to U2 (anti-air) though simply to fish for focus crumple > dash > U2… it’s good damage and our focus attack is pretty good.

there will be a topic on that, I’m still doing some lab work, but blanka has a bunch of fake crossup stuff in the corner too.

Will probably be topic #3

I just cr.mk ultra off of focus, I hit it about 80% now