Blanka Labwork Thread

I like how when illitirit posts stuff I get ideas, and when I post stuff he gets ideas.

Good stuff man, will mess around with it in training in a minute.

I tried some of those setups in a match. Meaty st.hp is quite good vs people who like to jump on wake up. I still need to learn the timing to get the jab xx ball combo though. Doesn’t seem very hard to confirm the counter-hit either.

Everyone fell for cr.hk into meaty slide at least once lol.

I couldn’t get that combo to work either. More practice needed.

Finally got it, easy to setup if opponent is in corner. I did whiff cr mp then walk back a little and do hp into jab into ball into fa/super. You can whiff standing hk, cr mk or cr hk depending on spacing or your preference.

In the middle of the screen you have to walk forward some and just time it well. Looks like another way to setup OH if they just want to block it.

Also found out that you can jump back in the corner and combo into Ultra 2 AA. Is that common knowledge?

Confused by your u2 aa thing please elaborate

On the other hand thanks for new setups worked the slide setup worked wonders on the locals at the arcade lol

I can imagine the slide setup will work wonders against dj chunli and many others who’s Reversal doesn’t hit low
-LAU

When I was messing around with safeslide before using jab xx elec -> slide in corner I was having issues with Chun’s reversal sucking me up.

Meaty slide is pretty damn good vs. Deejay though.

Still need to test this stuff, don’t really feel like playing though. Played a lot of fighting games this weekend…

If your backed into corner you can jump backwards and do j HK > U2 AA. I knew you could do that with U1, didn’t know you could with u2. I’m sure it was mentioned somewhere before.

After some more testing, doesn’t work on everyone and I don’t think the character list from FA > U2 is the same for this. So far works on Guile, Boxer, Cammy, Yun, Ryu, Ken, Honda, Chun Li, Juri, Evil Ryu, Rufus, Abel, Ibuki, El Fuerte. Not Zangief, Sakura, Dhalsim. Will continue testing.

Chun Li and Evil Ryu can walk under your jump back kick in the corner and make it whiff.

Does 515 damage.

Really? Didn’t know I can do that with u2 as well I gotta try that out

-LAU

Just wanted to say that as much as many people hate blanka, I think the blanka forums are some of the most informative on shoryuken.

Couple constant contributors always finding amazing cool stuff, so yall rock!

And as far as ultra two comboing after jump in rh or fp

  1. Easier to do if you are jumping back (especially in the corner), not sure if even possible if jumping forward, if it is timing is tight.
  2. also works with ultra 1 (everyone knows this though)

wait wait wait… you lost me on jumping hard kick

when should i do jump and how do you get charge for the aa ultra? how much time to do have to connect it… i mean, i don’t think you have enough time to see the kick connect and then decide to do the ultra. it’s like doing jHP/HK with ken into u1… either the jumpin hits or you about to receive some heavy punish for a bold idea.

can anyone make a video? it’s to understand what you are talking about :wink:

Can’t forward jump into u2, hitbox isn’t wide enough.

Hop U2aa, is easy but fairly useless. Maybe against a Bison or Vega you know likes to abuse izuna or stomp? Back, forward hop, back, up, ppp.

Quest to find unblockable after forward throw:

so recently i’ve started trying to find a setup on unblockable after a forward throw… here’s some of the ideas i came up with… so far i’ve only tried testing on boxer but without any luck… but here’s my observations and some test results… for people to study/modify/edit… it’ll be great if more people can give their time testing and make their inputs the sooner we’ll find the setup to see if it’s possible or not.

Anyways… off a back throw and immediately dash… after you land… when boxer gets up… he’s around 3 ‘small’ boxes from feet to feet… both your shadows should be barely apart and sometimes touching… so i was trying to replicate this distance.
Here’s the following methods of movements i can think of.

Forward movements

  1. walking forward - it’s inconsistent and hard to control consistently… you really need to build a muscle memory for this for every character… so it seems kinda impratical and hard to test to see if it works.

  2. dash forward - shorter distance than hop forward

  3. Focus dash forward - seems the same distance as dash forward but not sure if not the shortest

  4. Hop forward - Biggest distance moving forward

  5. Kara hop forward - a tiny slight increase in distance

  6. s.HP - moves you forward a tiny bit

  7. LP kara throw - moves you slightly forward.

  8. Various Balls - after a forward throw… you can do ONE type of ball and immediately into a jump anything more than that will be too slow… i tried out all the balls and nothing seems to create anything close to a unblockable midscreen

  9. Ex rainbow - same problem with forward walking you need to adjust yourself which is hard but i guess still slightly easier than purely just walking.

Backwards movement

  1. Walk backwards
  2. Dash Backwards
  3. Focus Dash Backwards - seems to be same as dash backwards
  4. Hop Backwards - I think this hops the LEAST but further testing got me confused and seems to be the same
  5. Ex Rainbow

Closest distance to the ‘3 small’ block i found so far is:
Forward throw -> dash back -> hop forward… (then follow it with forward jump medium kick)

this against boxer doesn’t work (he can block as crossup)… however it’s the closest i found… i think with some hop/dash adjustments there might be a chance there’s some character it might work…

I’ve also been looking into LP -> multi-electricity block.
so far this is some of the notes i found out.

In Blanka vs Blanka… LP -> ?? electricity
LP electricity - one block 12 damage
MP electricity - two blocks 13 damage then 11 damage
HP electricity - four blocks (max) 14 damage initial follow by 12 damage each for remaining
EX electricity - five blocks (max) 15 damage initial follow by 13? (forgot) damage each for remaining

It is possible to switch from LP to MP or HP electricity after initial block… so… it’s possible to make first block LP electricity and make Blanka continue blocking three extra blocks of HP electricity at 12 damage each… you can’t cancel to EX electricity…

side notes: its possible in yun match up to start with LP electricity into HP mash electricity.

the way extra electricity works… after the initial electricity which only gives ONE initial block… if you give another X number of inputs (i haven’t figured it out yet… but probably 5 lets assume for now) you get the ‘second’ part… during this time… you can not cut it shorter … so after the initial 5 inputs for first block electricity… you input (5?) more times it’s the same as inputting 6, 7, 8, 9 times… inputting it 6,7,8,9 doesn’t prolong it… now… i guess it’s possible you do the ‘third set of electricity’ but that’ll be completely pointless because you’ll be way out of range…

as far as if you’re in frame advantage or not… i haven’t figured this out… I think after 4 blocks of EX electricity (it’s not always 5… it depends how close and when you cancel) i remember you seem to recover around the same time or extremely small amount of disadvantage but i’m NOT certain… this can use more test… and i think the result is different if the opponent blocks 5 ex electricity.

also… THIS electricity blocking is very character limited… and it doesn’t always mean bigger characters block more and smaller characters block less… i haven’t tested out fully but i know… i can’t get more than 2 blocks with yun/ryu after briefly testing… and obviously standing and crouching makes a difference too and i haven’t tried against that either.

still lots of room for further discoveries.

-LAU

Very tricky, but maybe a corner cancel roll might be a way to set one up in the corner. I messed around one day with it but didn’t find one. It could be possible, but would rely on perfect spacing.

testing on one character really hurts your chances of finding anything.

you have to be methodical, there aren’t any shortcuts.

Certain knockdown setups can lead to more blocks for the fp electricity.
Im assuming you just set training mode to block and did the elec right next to blanka to see how many blocks you could get.

1 setup for maximum ticks i Low rh. Dash forward while they are getting up, mash electricity. Im pretty sure I can get 6 blocks on certain characters. Blanka especially, akuma, yun as well.

Forward throw unblockable seems difficult to find, will have to be methodical, like ves says, but I hope its possible.

I want to find more setups off of f.throw as well…f.throw, hop, hop, j mk is a well timed/spaced crossup, I have trouble setting the dummy to reversal timing to see if auto corrects hit it, or its safe, etc.

Highest meterless damage for Blanka?

nj.hk, cl.mp, cr.mk, cr.lk, cr.lp xx hp ball 355/545

tested vs. standing Blanka. outdoes the theoretical nj.hk, st.mp, cr.mk xx hp elec by one damage, no idea who that would work on though.

yes i understand problem is when you’re married… you have limited time with the console… ironically i have much more time during my lunch arcade session playing against players than time to be in the training room figuring shit out… so… that’s why you usually see me post in anti-character strategy session and not as often in ‘lab-work’ type of threads…


adding on.

I do believe forward throw unblockable setup do exist i don’t see why it shouldn’t… first of all you get much more frame advantage compared to back throw… and you are much closer… i can imagine simply just walking forward… pause… jump forward mk all at the perfect range/time will produce an unblockable setup… problem is… it’s extremely hard to get the ‘perfect walk’ follow by the perfectly timed jump… vs… backthrow set up you buffer/mash out the dash once you see it… you hold onto uf and you get your jump… the timing in comparison is soooo much easier i rarely ever screw up…

-LAU

yeah forward throw unblockable is definitely possible. I need to rest more stuff after super/ultra too.

I get not everyone has a lot of time, but if everyone puts a bit in, it gets done over time.