Blanka Labwork Thread

I’ve started a spreadsheet with the results of j.hp after a b.throw, dash setup. While j.mk is easier to land in most cases, the benefit of j.hp is that it does more damage and causes longer blockstun.

There are basically 3 different timings, with 2 of them being useful against most of the cast. The first timing is an ambiguous j.hp which never crosses-up, but it can land on either side depending on your opponent. If the opponent holds forward, it will hit against the majority of the cast (whiffs against 7 chars) and it will also either land in front or at the back depending on the char.

The second timing is an early j.hp which crosses up against just under half the cast, whiffs against 4, and is blockable vs the rest. Using this version, you can land an unblockable j.HP vs Gouken, Viper, Guy, Cody and Guile. This version of the j.hp is more likely to land on the same side that it hits

The 3rd timing is a late j.hp that hits in front on most characters (or whiffs). It’s not as useful as the previous two, but it’s OK to use once in a while especially after landing j.mk x-ups or empty jumps. But then again, you might as well just use j.HK as it does more damage. I didn’t record the results of these in the spreadsheet yet.

There might be specific timings against certain chars but I don’t think that’s all that useful to know.

The format of the spreadsheet is what happens if the opponent performs the action in the header of that column. eg. “Hit - Front” in the “Hold Back” column means that if the opponent holds back, the move will hit and Blanka will land in front.

I still have to test j.hk, j.mk and the opponent’s reversal and evade options (this will take a long time), so if you wanna help out, record your results and save them in the spreadsheet (it’s public and I have a master copy so I can just overwrite it if someone fucks it up).

U sure bout that? I tried a very early j.HP and a very deap j.HP and I could block it by holding back! it looks realy ambigious though…

It’s probably one frame

@ ilitirit, I am really really impressed. Hats off to you sir.

okay, if I hold back with gouken it wiffs! and jimmy lands in the back! the rest is the same for me!
what am i doing wrong??

EDIT: @ ves

ahh okay! nevertheless GREAT WORK!!!

The setup after super if you do backhop, kara f.hop, wait a few frames, j.mk is unblockable vs. twins if you time it correctly. I haven’t done full testing yet though, so it might be more.

Unblockables on 10 characters now though counting ilitirit’s Cody discovery, we in there.

lmao my friend plays Fuerte and Cody, now I can unblockable both his characters

ilitirit, why are you so smart? I love the spreadsheet design.

Did you test corners too? Left/right behave a little differently.

I need to redo the j.mk stuff and figure out what side you land on, especially in the corner. Glad to see this character developing even if it’s just a few of us going in there(help us people)

The key is not to do it too early or too late. I think you get 2-3 frames to press the button to make it unblockable, and depending on which frame you land it, Blanka will either land at the back or at the front. The timing I used in the spreadsheet causes him to land front/back/back. You get enough lee-way to make him land front/back/front like so:

Remember though that Gouken has a parry so it’s not that useful against him, unless you train him with empty jumps, and even then you can get beaten by reversal EX tatsu

@Ves:
Haven’t tested corners yet. I’ll probably do that after I test ambiguous j.mk and x-up j.hk stuff.

If you want to divide up work, let me know.

Cool. I’ll probably only get around to testing again over the weekend though so you can start on other stuff in the mean time.

I’ll probably only have time friday, so I won’t be too far ahead on anything. I’ll post up what I have friday night or something.

I’m going to be busy tonight/tormorrow/saturday.

I’ll be glad to help with finding stuff for Blanka and stuff to help people, once I actually get back from vacation.

Hello Guys.

I was in the lab trying some of iritirit stuff. Got the timing on the J. HP against cody, and tried it on the corners too.
If it helps, at least what i was able to reproduce, cody is able to block in the corners only if he blocks it as a crossup.

Really nice find, ill keep testing on some other characters on the list now. Still, would be nice if anyone else can test it too just in case im doing something wrong.

jumpins are overheads

Yes, dunno what i was thinking when i posted that. haha

b.throw, dash, j.hk on rufus = unblockable

also works on boxer and gouken.

Works on Guy too if you focus dash, but it’s ridiculously hard.

11 unblockables now, ilitirit you are great.

vs. Rufus you can do the full st.mp, st.lp xx hp elec combo as well on both sides.

OS st.hp hits backdash, ex messiah, and whiffs vs. ex snake strike, but you recover first and can still punish.

No good universal option vs. Cody as far as I can tell.

Ves, when u say 11 Unblockables u dont mean on 11 difft characters, right? U mean difft setups, now including jump hk on rufus gouken balrog, yea?

As far as difft characters, i count 7

Guile
Viper
Gyy
Gouken
Fuerte
Balrog
Rufus ( this is totally new to me amdim stoked!!