Blanka Labwork Thread

running some calcs here, don’t mind me.

super is 400 damage, each 10 super meter gauge is therefore worth 4 damage

Standard jump in BNBS
j.hk, st.mp, st.lp xx hp electricty 312/480 150 = +60 Opponents super meter gain = 65
j.hk, st.mp, cr.lk, st.lp xx hp ball 307/495 178 = +71.2 Opponents super meter gain = 74

Theoretical ball damage gain in that scenario is 6.2 damage, but you have to factor in your opponents additional 9 super meter gain, the stun difference, and the positional change difference.

I’d be more likely to use the elec combo on Rufus, but I might like the ball combo on a character with 900 or less stun sometimes. this whole thing is weird.

I’m also thinking j.hk, st.mp, cr.mk is way underused by most players, the bump up might seem small, but the stun numbers make a difference.

I generly prefer to end all combos with elec simply bc no chance of being punished, where sometimes i will use a ball combo on the numerous characters that can punish on hit, though maybe its cuz of laziness.

Also, i like to fadc the elec to set up some positional setups after the combo to keep pressure up, which doesnt usually work as well with fadc ball.

I have played with the 2 hit mp in ae (not the overhead, just 2 hit rock crusher), and i swear u can link a jab after that too. Im playing ae tonight so i will double check. Though for both overhead and reg rockcrusher, distance is really important and some characters the jab wont reach regardless (this is ae).

would be so sweet if you can rock crush into jab elec but I doubt that will due to distance, maybe char specific

you can do it meaty against a few character. don’t recall who offhand, because it isn’t very useful.

so during certain frames of his f.dash Blanka can’t throw Boxer. This is really stupid.

I always thought blanka’s throw was a little worse(range?) than other chars but maybe its just how it appears.

…I checked the hitbox data, and the 1st frame is slightly less range:
1stfrthrow

your link is broken. his b.throw has more range than his f.throw too.

Whats dumb is that his kara throw’s range is big, but it is relatively difficult to do in comparison to other kara throws, it has to be done off of far st.jab, and the ranges you typically get pushed in by your strings don’t let you kara throw.

well its .894 range, and I had no idea his bthrow has more range, I thought all bthrows were equal to fthrow.
fixed link

Okay so the common knowledge is that you can’t double tap U1 cause you won’t be able to hold it, however for awhile now I’ve been plinking U1 with HK, letting go of the buttons then holding them down again later. I didn’t think much of it.

However you can actually double or triple tap U1, but it must be done very quickly, then you must release the buttons, then depress them again once the cutscene is about to end as it zoomed in on Blanka’s face as he is screaming.

The don’t double tap rule only applies for most of the ultra, but not startup and for most of when he’s screaming during the cutscene.

Don’t know if anyone else is using this, I’m going to keep Plinking but double tapping gives you a slight upgrade in landing the ultra.

cr.lk x 3, U1 blows if you only have half ultra it only does 280 damage. It gives great positioning though so it’s still probably worth using here if you can get your %'s higher. It’s great once you get 3/4s of your ultra full though.

AE Frame data is out… http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE

Is it true Blanka can special cancel his far HK? That seems like a nice buff for him but I have never seen it done. … apparently it’s been around since Super, so maybe it’s just a typo?

it is neither special or super cancelable in super, so it is probably a typo. Would be a huge buff if it exists, but it is probably a carry over typo, as the super frame data mentions it as well.

Also new concept that I’m working on; Safe Upball.

yeah its probably wrong cuz it also says that cr.MK is only super-cancelable!
that would suck!

im pretty sure the low rh can be fadc, maybe thats what they are talking about?

According to this frame date, blanka standing rh on blocked has increased recover of -2, so it used to be -8 in super, and is now -10. I will play at arcade and see if i can feel a difference

Frame data says that yun’s uppercut is 6 frame startup. While I doubt the truthiness of some of this framedata, of this is true, safe-jump setups galore!

combo that works on Honda and Guile:
j.HK, cr.MK, cr.LK xx H.elec -> 302 damage, 2 low attacks and a knockdown

combo that works on Honda
j.HK, cr.MK, cr.LK, cr.LK, st.LP xx Ball -> 303 damage, 3 low attacks

I have no idea why standing Guile is so fat, you can link like 4 jabs on him after st.mp.

me neither!
maybe its not the hitbox but he causes lesser pushback?

works on vega too