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<div class=âQuoteAuthorâ><a href="/profile/14909/FuLLBLeeD">FuLLBLeeD</a> said:</div>
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<div class=âQuoteAuthorâ><a href="/profile/79151/AsaCarter">AsaCarter</a> said:</div>
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<div class=âQuoteAuthorâ><a href="/profile/14909/FuLLBLeeD">FuLLBLeeD</a> said:</div>
<div class=âQuoteTextâ>So Iâve heard Blanka is really bad in this game, possibly even bottom 5. However heâs my favorite SF character and I committed to making him work despite his problems. Who is a good partner for Blanka? Iâm looking into Alisa, Poison, Kuma and Jack X right now.<br></div>
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Actually, He isnât nearly as bad as people make him. I have beaten a few crowns using him (I main blanka).Blanka is as good as you use him. He has minimal combos but his oki and ability to get into the opponent is very good making him more of a character who does launchers. He has a few cmobos though but they require meter or jumpins. I would suggest using kuma because you want a strong character and a non charge character. 2 charge characters isnât always the greatest idea. Good luck, if you need any combos, tag combos, or anything, just shoot me a pm or post in here and quote me.<br><br><br></div>
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Yeah man, if you could give me some essential Blanka combos I would really appreciate it. Thanks!</div>
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<br><div style=âfont-family: Arial, Verdana; line-height: normal;â>After launchers:</div><div style=âfont-family: Arial, Verdana; line-height: normal;â>- Cr. Mk, Cr. MK xx Heavy Upball</div><div style=âfont-family: Arial, Verdana; line-height: normal;â>Corner launcher combos</div><div style=âfont-family: Arial, Verdana; line-height: normal;â>- Electricty, Cr. MK, Cr.MK xx Upball</div><div style=âfont-family: Arial, Verdana; line-height: normal;â>- Cr. MK, Cr. MK, Cr. MK xx Upball</div><div style=âfont-family: Arial, Verdana; line-height: normal;â>- EX Electricty, Electricity, Cr. MK, Cr. MK xx Upabll</div><div style=âfont-family: Arial, Verdana; line-height: normal;â>After Jump Ins</div><div style=âfont-family: Arial, Verdana; line-height: normal;â>- J. HK, Cr. MK xx Ex Hori Ball, Cr.MK xx Heavy Upball <span style=âfont-family: âlucida grandeâ, âLucida Sans Unicodeâ, tahoma, sans-serif; line-height: 1.7em;â>(if you donât have meter for the EX Hori, just end it with a heavy upball) - 376 Damage</span></div><div style=âfont-family: Arial, Verdana; line-height: normal;â><span style=âfont-family: âlucida grandeâ, âLucida Sans Unicodeâ, tahoma, sans-serif; line-height: 1.7em;â>- J. HK, S. HK, S. LP xx Hop Forward, Cr. MK, Cr. HP - 294 Damage</span></div><div>- J.HK, S. HK, Cr. MP, Cr. HP (if the combo above is too difficult to consistently do) - 282 damage</div><div>Air to Air Combos</div><div>- J.HP, Cr.LK, Cr.MK xx Heavy Upball (only works if the jupming heavy is a counter hit, it will groundbounce if it counters) -294 Damage</div><div>Corner Jump Ins</div><div>J. HK, S. HK, Cr. MK, Cr. MK xx Heavy Upball - 358 Damage</div><div><br></div><div>Hopefully this helps.</div>