Blanka Labwork Thread

crouch can get you under some things because it has upper body invincibility before Blanka gets down, but it’s incredibly slow recovery wise, any followups to what you are crouching will probably hit you unless the other person is an idiot.

I figured coward crouch xx elec or c.c. xx backhop would work? Maybe use it to avoid mixups when you don’t have charge ala shoto cr. mk? Just theory since I don’t know what situations that’d work in best, but I know you guys got brighter minds than I do haha.

Oh speaking of which, can you possibly OS a coward crouch to avoid something like honda headbutt? Safe jump OS coward crouch xx hop cancel slide punish an ex headbutt perhaps? Probably too slow…

EDIT: If that worked, safe jump os coward crouch would beat like all of Honda’s wakeup options? If you can confirm fast enough you could coward crouch elec command grab or buttslam while hop cancelling to pressure headbutt. If he backdashed, you’d be looking at a reset situation essentially since he doesn’t have charge to headbutt you.

I guess that’s not as effective as crossup hop into meaty electricy, but doesn’t that lose to command throw?

Hop isn’t cancelable till frame 53 or 55 iirc, backhop is like 26 frames too. TOO slow.

You might get hit. Test it I guess? I don’t want to.

Also you can crouch a large number of burn kicks by just holding down.

I’ll attempt to test it next chance I get. Main reason I don’t test this kinda stuff is because I’m awful at it and would rather leave it to the professionals since if I can’t do it it doesn’t mean it’s not possible haha. I have some ideas though I’ll test in the next few days.

Implying other people are somehow inherently good at stuff just makes you not apply yourself.

If you don’t practice this stuff you won’t be good at it, that is all there is to it.

UF (hold UF) ~ 3K = unthrowable forward hop.

You can’t be thrown out of pre-jump frames. You can cancel jumps with certain specials. Surprise forward is one of them. The cool thing about cancelling jumps is that your special move retains throw invincibility. It’s very hard to do though because you have to have to press 3K about 2 frames after UF. If you press it together you just get the normal hop. If you press it too late you get j.hk. I do it with Tiger Knee (hold UF) ~ 3K. You won’t get Rainbow or Vert ball because hop has higher priority.

Test it by doing a move that’s 0 or -1 on block vs Blanka, and then immediately throwing. Zero frame advantage means the throw won’t whiff because of block stun, so you can just mash the throw. If you do it correctly, Blanka will not be able to forward hop out of the throw. Now instead of doing f + 3K, do UF~3K. The throw should whiff.

Drawback is obviously that you lose your down charge.

that’s super badass

Jump cancel hop should still be throwable, but the frames move.

so while frames 1-3 are now unthrowable, frames 4-7 should be throwable, and now the move is technically 25 frames. Harder to throw, but not impossible.

thats my experience with jump cancel special moves.

I like to double hop and this is perfect for the rare times people are actively trying to throw me instead of cr teching after the first hop. People still don’t jab me out of it enough so I keep it up.

I wish I played bad players

i’ll trade you my ps3 setup for your xbox360 setup, I want to level up on xbox

I have a ps3, ps3 online is ass though.

When I play the meter I punish hops with jab xx ball xx super, why don’t people punish hopssss.

Lag is bad on psn at times. I still think you could do it. I do tend to hop when they are expecting something else tho.

As for labwork, I was messing around and found a impractical meaty setup for oh into ultra.

Relies on people teching the knockdown but…

Focus attack crumple > f dash > fa lvl 2 > f dash > Overhead rockcrusher > ultra

The timing isn’t frame perfect but the only variance is when you start the OH. You have to wait a frame before charging OH, it’s not that bad if you get the timing down like a normal combo. Not really sure if this is practical at all, but hey it’s labwork and it leads into ultra.

OS U2 vs. Sim is really good and practical unlike how it is vs. other characters. You can simply do sweep, whiff jump attack, cr.lk xx hp electricity OS U2 and it catches his slow backdash, and all teleports. unsafe vs. super though.

This would be practical vs. Sagat, but his getting up 1 frame late messes it up.

Don’t think I like this vs. anyone else on this setup.

Something I was playing around with earlier - “on trade” OS.

Basically, the idea is to buffer a special into a move that has a lot of recovery. The move will not come out on block, hit or whiff. But if it gets interrupted by an opponent’s move that causes less hitstun than the move’s recovery + the 4f reversal window, it will come out.

In practice, you want a move that causes a lot of hitstun, has large recovery, and is safe on block. Ryu’s close st.mp is a good example. It’s +3 on hit (unsafe to 3f reversals though), and it has 21f recovery. The hitstun is actually high enough to do trade OS Ultra:
http://www.youtube.com/watch?v=lz81hMjiwTQ (4m27s)

In practice you only want to attempt this when this a gap that’s only large enough for the opponent’s fastest move to trade with yours. Any larger, and they can beat your move and the OS special will come out because the recovery frames are basically cancelled.

Unfortunately, Blanka doesn’t have many moves suitable for this purpose. Here’s a proof of concept though:

vs Ryu - f.throw, neutral jump, j.lp, cr.mp (it should combo) buffer U1.

Replay it and block the j.lp and mash jab. If it trades with cr.mp, U1 will come out and hit Ryu.

I don’t seeing this having a ton of use in practice, but I’m still gonna try to land it hehehe.

question about kara throw…

is forward MP or HP a good option to use as kara throw? i’m asking as it looks like blanka moves forward quite a bit.
also, how do you do kara hop/ultra? i’ve read so many post about doing as a followup but not how you execute. also is console specific (8 button layout) or will work on arcade machines too?

thanks for clarification :slight_smile:

Do lp+lk kara throw it is his best one and the most practical. His second best kara normal is cr.hk which is harder to kara throw with than st.lp. Basically you can’t do the correct setups with the other karas so why bother?

Kara hop is hk~+mk+lk. It is not console specific. You don’t need an 8 button layout. The only thing I advocate using an 8 button layout for is making plink ultra easy.

I’d like a translate if you know the language, I can do google translate but I dont know what certain things are like “Choppe”.

WHOA

i just did focus lvl 3 overhead into ultra 1 = 7 hit 519dmg against honda

i didn’t know it was possible. though it seams the timing is tricky to land the overhead so honda wont fly away.

does this work on more characters?

It’s hard because of the pushback. Even if you get the timing right, if the character is one pixel out of range of the Ultra it won’t work.