Blanka is what made Dylan go electric - a Guide

Blanka Is What Made Dylan Go Electric - a Guide

Overview

What is Blanka good at? In order of importance
**
- Punishing opponents’ mistakes.
- Needling, disruptive neutral game
- Excellent and versatile mobility - difficult to zone out.
- Strong, lame keepaway game
- Excellent wake-up options with meter.
**
What is Blanka not good at? In order of importance

- Dealing damage in big chunks
- Fighting without a partner to tag out to
- Sustained frame pressure
- “Legit” mixups
- Making comebacks

**
Who is a good partner for Blanka? In order of importance
**
- High-damage anchors who have trouble getting in (Paul, Kuma, Hugo)
- Characters with strong oki setups (Zangief, Julia, Marduk)
- Strong zoning characters who can preserve a life lead (Sagat, Dhalsim, Alisa)

**Who is not a good partner for Blanka? In order of importance
**
- Low-damage/High-mobility characters (Rolento, Poison, Ibuki)
- Characters with very low tag-in damage from Launchers (Rolento, Cody, Yoshimitsu)
- “Jack of all trades” characters whose strength is the neutral game (Ryu, Hwoarang, Lars)

**Execution level: **Relatively low, with a spike at higher levels of play. Blanka has several 1f links which optimise his BnB damage potential, and allow for safer hit-confirms. Pianoing into HP Thunder from an isolated jab is also extremely execution-intensive in SFxT due to cross rush mechanics, and though it is not necessary for his game-plan, it is a powerful tool. His optimised tag-in combo also requires excellent timing.

General Information

**Health: 1000
**Standard health, at competitive levels this is a real advantage since much of the upper tiers have low health. This is also useful since playing Blanka often involves taking calculated risks.

**Walkspeed: 50 forwards, 45 backwards
**Blessed with of the fastest walkspeeds in the game, this really helps Blanka’s footsies and throw game. It also helps out when evading jump-ins and escaping pressure.

**Jump-arc: 33f diagonal jump, 35f neutral jump
**A fantastically fast diagonal jump (only Marduk’s super jump is better) means that Blanka’s jumping offence and defence are top-notch. His jump-arc is very narrow, meaning that you can cross-up from point-blank range with ease, but it also means that long-range jumps to punish or attack over projectiles are much more difficult.

Notable normals

**St.LP: 30 damage, 3f startup, +3 on hit/-1 on block
**With a startup of 3f, massive range and special cancelable, this is a move you’ll be using a lot. Its main function is as a disruptive tool in footsies, and as an incredible punishing tool when defending. It’s -1 on block, so walk-jab pressure is unviable if the opponent has a 4f normal, although it combos into itself on hit. This is the key to much of Blanka’s damage.

**St.MP: 60 damage, 7f startup, +5 on hit/+1 on block
**This normal has a tiny bit more range than st.lp, but has 7f startup, making it a much riskier proposition in footsies. You are rewarded if it connects though, at +5 on hit and +1 on block. It’s a good choice against characters without a strong normal at this range, such as Marduk or Bryan. Otherwise it’s mostly unremarkable.

**Rock Crusher: 90 damage, 6f+ startup, +5 on hit/+1 on block
**This is one of Blanka’s most important normals. Used normally, it’s essentially a 7f fierce, which links into either st.LP or cr.MK for combo continuation, hits twice, lasting long enough for you to regain charge if you’ve crossed up, and is frame-advantageous on block. It’s a fantastic option off a jump-in.

When held, you can delay the startup of Rock Crusher, and if you delay it long enough it goes into a 25f startup overhead, which is very slow, but rewarding. Besides the aforementioned links, you can also tag in a partner on the first hit to go for a bigger combo.

One caveat though: the fact that you can hold this normal to delay it makes it different from almost every other move in the game. This means that if you want to get the 7f startup, you need to press the button extremely briefly. Failing to do so could mean Rock Crusher ends up coming out in 7,8 or 9 frames, allowing it to be beaten out quite easily, even after jump-ins.

**Amazon River Run: 100 damage, 10f startup, hard knockdown on hit/-15 on block
**Amazon River Run needs to be used with care. It starts up in 10f and deals good damage, and the fact that it hits low and reaches half-screen makes it excellent for breaking open the long-range footsies game, allowing you to score a hard knockdown and get in. This is one of Blanka’s key tools against characters with excellent fireball and zoning games like Ryu, Akuma and Alisa.

However, it’s only safe at absolute maximum range, so use it carefully and sparingly. Watch out for neutral jumps, the preferred counter to this. You can blow this counter-strategy up with forward hop into upball. Represent both successfully and you can do a good job paralysing your opponent at mid-range. It’s also a good anti-air for long range jump-ins, a good check to opponents who want to throw fireballs at mid-range, and a good punish in situations where your st.LP won’t reach.

**Cl.HP: 90 damage, 8f startup, +0 on hit/-6 on block
**This normal was buffed in 2013 - now it’s special cancelable. This leads to some interesting possibilities, such as fake cross-throughs with Hops and the ability to EX cancel unsafe cross rushes. It also makes it extremely easy to go into electricity, a major pressure tool for Blanka.

**Cl.MP: 60 damage, 6f startup, +6 on hit/+2 on block
**This is Blanka’s most frame-advantageous normal, leaving you at +6 on hit and +2 on block. It’s very easy to confirm this and combo into cr.mk off a jump-in, leading to a good damage cross rush. Use this a lot in laggy conditions if your Rock Crusher or cr.MK links aren’t coming out.

It also sets up Blanka’s best frame trap, as noted below in the “Combos” section.

**Cr.MK: 60 damage, 5f startup, +4 on hit/+0 on block
**This is a very decent cr.MK, as it starts up in 5f, has decent range and can link into st.lp (2f link). This is your go-to move for empty-lows, and is a good option for close-range footsies, as it’s a medium-range move you can link into st.LP (you can also link into st.LP from st.MP, but at 7f startup that move is riskier to throw out, and doesn’t hit low.)

**St.HK: 90 damage, 4f startup, float on hit/-12 on block
**This move is deceptively useless. Don’t be fooled by it’s 4f startup, or the fact that it floats the opponent. The float property on this move is only really useful in the corner, where you can juggle into cr.mk x2 then upball. It also has a use midscreen as a max damage jump-in without tagging out (j.HK, cl.HK, cr.MK xx HP Upball).

**St.MK: 60 damage, 5f startup, -3 on hit/-7 on block
**This is Blanka’s best anti air normal, and it’s mediocre. You need to hit it very late to get it to work, and it’s a big risk for relatively little reward. You’re usually better off attempting to air-to-air with j.hp.

**J.HK: 100 damage, 7f startup, +20 on hit/+8 on block
**With a fantastic hit box and coming off of one of the best jumps in the game, this will be a frustrating normal for many opponents. No special tactics here, use it when jumping in same-side. It can sometimes cross-up.

**J.MK: 70 damage, 5f startup, +16 on hit/+5 on block
**Blanka’s cross up. It crosses up wide and can hit quite deep. Very abusable.
**
J.HP: 100 damage, 6f startup, +20 on hit/+8 on block
**Blanka’s best air-to-air, this ground bounces on counter hit, leading to cr.mk x2 xx upball. You may not always be able to land two cr.mks. Charging a counter hit with Blanka is a good strategy because of this move - unlike many other moves with special properties on counter hit, j.HP is fairly easy to land, as you can react to any forward jump with a j.HP and be almost sure to hit them.

Also remember that you can use this while jumping backwards, and if you get the ground bounce, you can follow up with Blanka Ball or Super for a good chunk of damage.

Specials

**Horiball: 90(LP)/100(MP)/120(HP)/120(EX) damage, 6f (7f EX) startup, knockdown on hit/-23 on block **
Horizontal Blanka Balls aren’t massively key to his game-plan, unless you need to solo Blanka. Blanka’s damage output is low, so you’ll often want to tag out rather than ending combos with him.

That said, EX Horiball is useful as a one-bar combo extender, with the wall bounce allowing for cr.mk xx upball, allowing you to quite easily hit 330 damage. It’s not as great as it was in AE at hitting through projectiles, as it’s slower. It still has uses as a full-screen punish to a raw tag.

The wall-bounce on EX Horiball is also pretty much Blanka’s only move you can use for Pandora setups.

Horiball can set up some cross-ups on the opponent’s wakeup, notably MP Horiball after a forward throw.

Upball: 130 damage (EX 160), 5f startup, knockdown on hit/-29 on block (EX -24)
This is essentially Blanka’s flash kick. This has massive horizontal range, able to punish an opponent’s neutral jump from ¾ screen. It works well as an anti air and is throw-invincible as it’s airborne from the first frame, but only the EX version has any strike invincibility, making that one the go-to option for a reversal. One of the main advantages of this move is that you can keep fairly high mobility with hops while retaining charge for this move.

Rainbow Roll: 160 damage (EX 180), 29f startup, knockdown on hit/-23 on block (EX -29)
The classic lame crossup ball, this move is so unsafe that it’s difficult to recommend using often. The EX version has huge mobility, making it much trickier to block, and can effectively allow Blanka to go anywhere onscreen, making it a good corner escape option. The EX version deals 180 damage, meaning that it can be effectively used near the end of a round to close out a match, one of the only times the risk/reward ratio is justified for this move.

Electric Thunder: 120/130/140/100 damage, 6f/8f/11f/5f startup, knockdown on hit/+6,+9,+11,+8 on block
This is the most challenging part of Blanka to master. Dealing decent damage and leaving you at huge frame advantage, this move is very difficult to cancel into effectively, owing in part to the cross rush mechanic. There are several shortcuts you can use to work electricity into your game without developing lightning fast piano execution, including: buffering punch inputs into the hop animation, buffering punch inputs after cl.mp, hitting the lp input at the exact time cl.mp’s recovery ends, allowing you to link cl.mp, st.lp xx electricity, or buffering electricity off a jump-in. If you can pull off st.lp xx hp electricity at will, you have one of the most dominating footsie sequences available, at 3f startup, 35 chip damage and +11 advantage on block. This is the holy grail of Blanka execution.

Separately, Blanka’s EX Thunder is an excellent wakeup option. Dealing 100 damage and with a 5f startup and full strike invincibility (but not throw invincibility), the main attraction of this move is that it’s totally safe on block - indeed, it leaves you at +8, which essentially means that meaty throws are the only option it doesn’t beat. On hit, it knocks down and leaves you right at the opponent’s feet.

Surprise Forward/Backward: 22f forward, 31f backward
Also known as Blanka’s “hops”, this move is one of the keys to Blanka’s incredible mobility. Besides being quicker to input than dashes, they also allow you to move forwards and backwards while retaining down-charge for Upballs. They essentially make any special-cancelable normal also dash-cancelable (this is technically already possible with CADC, but Blanka would need to have charge) They also allow for extremely easy corpse hops, and the hop itself can be used to buffer Thunder.

Coward Crouch: 1f startup, cancelable from 27f onwards
The Coward Crouch is not too frequently used, as its main purpose is to avoid fireballs, and Blanka is usually too mobile to be engaged in fireball wars. Every once in a while, though, you’ll be waiting at full-screen for an opponent to come to you, and in those situations it can be useful. Usefully, Coward Crouch can be cancelled into any special after 27 frames, meaning it can be quite effective at closing the distance on a fireball-using opponent without jumping.

Ground Shave Roll: 320 damage, 7f startup, hard knockdown on hit/-21 on block
Blanka’s super is effective in combos, dealing a decent 320. When using this off a launch, it’s usually best to cancel into it from cl.hp rather than cr.mk x2 as you usually would. It does not really work as an anti-air.

Combos - obviously not all available combos, just the useful/optimised ones.

ON TAG IN: [Launcher], cl.HP xx Forward Hop, cr.MK, cr.MK xx HK Upball: 358 damage off raw Launcher
This is actually a decent tag-in combo, but the main problem is that it requires a fairly high launcher to achieve with any consistency, and is in any event quite difficult. A simpler, more reliable option is to just start with cr.MK, cr.MK xx HK Upball.

** ON TAG IN (Corner): [Launcher], MP Thunder, cr. MK, cl.HP xx HP Horiball: 413 damage**
This is an excellent tag-in combo, right up there with some of the best characters, and it’s not even that hard to do! The only tricky part is getting the MP thunder to come out early enough to juggle with it. With some practice, it shouldn’t be hard though. You can go for HP Upball to end the combo instead of Horiball, but cancelling that off cl.HP is very difficult for 1-6 more damage.

ON TAG IN: [Tag-cancel DP], j. HP, cr.MK, cr.MK xx HK Upball
A decent combo on tag-in via tag-cancel, similar in concept to many other characters. You may not always be able to hit the second cr.MK, depending on spacing.

1. j.MK, Rock Crusher, [hit-confirm] st.LP > st.HP > Launcher: 249 damage (273 with cr.MK)
Default combo into launcher off a jump-in. You can also link cr.MK for more damage, but that’s a 1f link. In either case, if you confirm a block, stop the combo after the Rock Crusher and pressure with st.LP or cr.MK instead.

2. j.MK, Rock Crusher,[hit-confirm] st.LP xx HP Horiball: 268 damage (292 with cr.MK)
Default solo combo off a jump-in. You can also link cr.MK for more damage, but that’s a 1f link. In either case, if you confirm a block, stop the combo after the Rock Crusher and pressure with st.LP or cr.MK instead.

3. cr.MK, [hit-confirm] st.LP > st.HP > Launcher: 165 damage
A 2f link that’s worth investing in getting to 100%, this is a good empty-jump and footsies tool as it’s relatively easy to hit-confirm.

4. cl.HK, cr.MK xx HK Upball: 254 damage
Requires extremely judicious charging. Add an extra cr.MK in the corner. It’s a terrible idea to try this combo without confirming a hit on a jump-in first, as cl.HK is very unsafe.

5. j.MK, cl.HP xx HP Thunder: 272 damage
This is an excellent combo to use with impunity off a jump-in. On hit, it deals a decent 272 damage. On block, it will still deal 35 chip and leave you at a massive +11, allowing you to jump again without fear of being caught by a normal during pre-jump frames, walk forward up to 7 frames while still being able to beat any normal with st.LP, or just go for a throw.

6. cr.LK, [hit-confirm]st.LP >st.HP > Launcher: 135 damage
This is a typical combo off a tech short. It’s difficult to confirm safely, but making it easier to confirm would also involve introducing a 1f link to the combo (by adding an extra st.LP)

7. cl.MP, cr.MK [hit-confirm] st.LP >st.HP > Launcher: 209 damage
This is a decent combo on hit, but is more important as a frame trap on block. It will beat any 4f or slower move, and will trade with any 3f move, making it nearly a perfect frame trap. It’s also safe on block (cr.MK leaves you at +0 on block) and hit-confirmable on hit.

8. [1 bar] j.MK, Rock Crusher, [hit-confirm] st.LP xx EX Horiball, cr.MK xx HK Upball: 369 damage (393 with cr.MK)
A decent amount of damage for 1 bar, this is a good option if you have meter to burn or want to keep Blanka in. Cr.MK xx HK Upball is the standard follow-up to EX Horiball - you can do two cr.MKs in the corner, or alternatively you can launch off the wall-bounce, but this is a bit of a waste of meter.

9. [2 bars] j.MK, Rock Crusher,[hit-confirm] st. LP xx Super Art: 408 damage (432 with cr.MK)
A simple combo into super. Use cr.MK instead of st.LP for more damage in exchange for a 1f link.

Setups/Tricks - use with care!

1. Corpse hop oki trap
Although hopping through the opponent while they’re active is usually a bad idea, since the opponent can just mash jabs for free to hit you, when you’ve knocked your opponent down, it becomes a much more effective option. After a hard knockdown, simply approach the opponent and hop through them either once or twice.

In SFxT, this has two main benefits. It makes the opponent lose back-charge, and it frustrates attempts to tech roll. More generally it can be confusing for your opponent, and startle them into trying a reversal.

2. Forward throw follow-ups
Off a forward throw, you have a few strong options. Due to Blanka’s fast jump, you can set up several jumps of varying degrees of safety. You can also hop forward and throw, or go for an ambiguous hop-through, so the opponent doesn’t have enough time to disrupt your hop with his jabs, leaving them guessing which side to block on.

You can also set up a cross-up Horiball by delaying slightly (there’s no normal cue that makes the timing perfect on this), then inputting Horiball so that you’re just on the opposite side of their hurtbox by the time it appears on their wakeup. Slightly tricky to get used to, and very high risk if blocked, but a decent way to close out a match, and will regularly catch people not looking for it.

3. Corner jump-in fake cross-through
If the opponent is in the corner, you can jump in and confirm a cl.HP. On block, cancel the cl.HP into Forward Hop. You will appear to almost completely pass through them, before popping back out same-side. This can be a great way to trick your opponent into blocking opposite-side for a split second, allowing you to attack with cr.MK (the fastest safe, hit-confirmable option).

4. Jump-in Rainbow Roll fake-out
On a jump-in, if you confirm a block, you can set up a very ambiguous Rainbow Roll by inputting Rock Crusher, then linking st.LP xx MP Rainbow Roll. Rock Crusher + st.LP on block will leave you at the perfect spacing for an ambiguous Rainbow Roll. If your opponent remains totally immobile, it will just barely hit cross-up, but if they walk backwards, it will hit same-side. If they walk forward, it will whiff, relatively safely. On block, Rainbow Roll is incredibly unsafe, so only use it if you’re winning by a mile, looking to close out a round, or are pretty sure your opponent is flustered.

You can also use cl.MK in place of the Rock Crusher for slightly different spacing.

5. Multi-hitting partner tag-in to Rock Crusher setup
If your partner has a move that hits multiple times, a simple setup is to tag-cancel the first hit of that move, then bring in Blanka to set up a charged Rock Crusher overhead. Having a partner’s multi-hitting move covers Rock Crusher’s long startup, and can also distract your opponent from the fact that an overhead is incoming. After Rock Crusher, you can link st.LP or cr.MK to continue a combo or tag back out.

6. Empty Roll throw
One of the oldest Blanka tricks in the book, but still effective from time to time. Simply do an LP Horiball at a range slightly closer than the distance you start each round at. If done correctly, the roll should end just in front of the opponent, and the idea is that your opponent will see the roll and try to block it, allowing you to simply throw them. This is relatively easy to anticipate as you can tell what kind of roll Blanka is doing by the speed at which it travels, but it will fool a surprising number of players. It’s also relatively low-risk, as hitting you out of the LP Horiball itself won’t lead to a combo (since you’re airborne), and the actual grounded recovery Blanka has is minimal.

7. Oki Thunder double chip trap
On the opponent’s knockdown, you can hop forward through the opponent, landing just on the other side of them just as they’re about to wake up. If you buffer Thunder while doing this, you will set up a situation where the first hit of Thunder actually has reversed pushback, in essence pushing your opponent closer to you. This allows you to exploit the +11 frame advantage much more effectively.

Alternatively, you can keep mashing Thunder to get a second hit of chip in (70 damage total), at which point the pushback normalises and the opponent will be pushed back the normal amount.

In both cases, this trap should have the thunder come out meaty, but your opponent will still be able to reversal through it.

Interestingly, if you do this with EX Thunder you can set up a perfect wake-up trap: fully strike invincible (meaning the opponent won’t be able to reversal out), meaty (so your opponent can’t throw or jump), and +8 on block, leaving the opponent point-blank. This can be a great way to really capitalise on a knockdown to keep pressure up, and is especially useful in those situations where the opponent is left with a tiny amount of health and you need to get that last hit of chip in.

8. Pandora setups (incoming and outgoing)
To set up a Pandora for his partner, Blanka needs to land an EX Horiball. This is most easily achieved in a combo, and can be done off a cross rush if necessary, simply by going from st.LP > cr.MP > cl.HP xx EX Horiball. You should try to use cr.MP in this cross rush as it brings you slightly closer to the opponent, and you will need to be close enough for cl.HP to come out in order to be able to cancel into EX Horiball.
When Pandora has been set up for Blanka, his best options are to go into super as expediently as possible. Off a wall-bounce or a very high float, you can do EX Horiball, and follow it up with a Super Art off the wall-bounce. You will need to start charging the Super Art immediately after inputting the EX Horiball for this to work. Off a ground bounce, you can simply add a cr.MK to the combo, so going: cr.MK xx EX Horiball, Super Art.

Reserved

Best thread title ever! Cheers for the info I hope to team up Blanka with Vega since I sense deep down they should be best buddies. Your guide will really help my Blanka plan, thanks again.

Lol thanks for the feedback! Feel free to contribute if you find something cool. We need to give Blanka more love.

Fuck Blanka, this thread is god awful. Praising Capcom’s on Hitler is a sin, didn’t you green freaks know that?

FUCK BLANKA.

Awesome thread.
Such a simple thing as cl. HP XXX super after a launcher blew my mind :slight_smile:

Great guide!

“Good sir there is no need to be upset.”

Incredible picture, dude.

Are you aware of Blanka’s electricity infinite? If you do any setup that causes the reversed pushback, you can link MP Electricity into itself (without mashing for the extension) infinitely until the opponent uses an alpha counter.

Oh yeah, I had seen that go by on Eventhubs back in February, but I thought they patched it. I’ll get online tomorrow and check it out… could be viable!

Your guide really helped me with my Blanka. Thanks a lot.

Do you have any tips how to handle specific characters like Law, the Mishima’s or other high tier characters on the tekken side?

Yes. For my part, the Law matchup is one of the only ones where you can’t really jump at all. I would stay at st.LP range and look to disrupt his footsies with that move. At longer ranges you can go for an Amazon River Run at max range if you think he’s trying to advance. Essentially, you need to look to punish one of his mistakes, whether it’s a blocked Fury Fist Rush (-5, so it’s an easy punish with st.LP into Cross Rush), or a whiffed throw. It’s a tough matchup.

All the Mishimas play quite differently, so I’d need to know more about what specific problems you’re having.

Great post, I’m glad to see blanks get the attention he deserves. I’ve posted what works for me on other forums and I will incorporate this style into my play, thanks man! I still haven’t pulled off the infinite electricity which I would love to. I rarely play without him in the front. I find Kuma to be a really good partner for him. My win percentage speaks for itself. Same psn name

New combo!

Post launcher, in the corner:

[Launcher], MP Thunder, cr. MK, cl.HP xx HP Horiball: 413 damage

Puts him in top 10 for post-launcher combos. The guide has been updated.

You can also end this with HK Upball, which comes out to 419 damage.

Yeah, I did already note that in the guide, but it’s quite difficult to get an upball off a cl.HP, and realistically it’s going to only mean 1-5 more damage (because you’re unlikely to get it off a raw launcher). Good shout though.

I figure that if you’re able to get the electricity out at the correct timing to begin with, then executing cl.HP xx Upball is pretty trivial in comparison.

Actually, the electricity really isn’t that bad. You just have to start the piano as soon as Blanka comes on the screen, and then keep mashing MP once you’re done with the normal 5 input piano. It’ll come out fine.

At least, it’s much easier for me than cl.HP xx Upball. But it might just be my execution. :stuck_out_tongue: