Blanka Labwork Thread

Anyone use forward throw, hop back, mp hori ball into elec/throw? The ball crosses up and looks like it should hit but whiffs for a mix up. 2 serious days into playing blanka and this has caught countless players for me.

playing blanka is a riot. i get kicked from lobbies more though! Today i was in a 4 man lobby playing seriously vs a ryu who evertime i had a life lead taunted constantly. i won and the host who was spectating kicked me lol.

As a general observation i always imagine my.opponent sighing when they see blanka has been selected. it shows in matches when you build and then sit on a lead. i admiy my blanka is pretty lame, but frankly i think its his strength.

I’ll try that thanks. I wonder if it’s based on something frame solid? Nothing worse than giving up a lead/setup to get murdered after a failed gimmick.
Speaking of salty kickings, yeah, I just got booted from an eight player ‘Training lobby’ for beating the A rank 4300pp/16kbp Vega host. Then they messaged me abuse. Nice.

off of throws I generally prefer jumpin or overhead setups because they lead to more damage than raw elec does.

The setup of forward throw, back hop, mp ball into X setup is cruddy.

A friend of mine pointed it out a long long time ago, and he was all excited about it. The best one we figured out would be a crouch lk into elec setup. Its a frame perfect meaty setup if done correctly (im pretty sure, if we mashed throw, the throw would get beaten, and thats my usual test for those kind of things).

There were 2 problems with the setup. First is that it had to be done pretty much frame perfect in order to not get throw after the mp ball. The second problem is that, and i admit this is likely character specific, but we tested on several characters, and the mp ball would ALWAYS cross up. so while it was a nice little meaty setup, once anyone figured out the ball always crossed up, we figured its usefulness would decline. That, combined with the strict executional requirements kinda killed it for me.

After forward throw, I like to mix up anything between overhead, , ambiguous elec, ambiguous low lk into elec, or safejump hp/hk, or cross-up hp. If I land an ambiguous elec setup, I like to fadc the elec as it creates the opportunity for another ambiguous elec setup. There is not enough time for overhead setups though, but crouch lk~elec, fadc, dash dash/hop, ambiguous crouch lk~elec builds up hella meter, allows for conitnued elec pressure (thus more meter gain) and is roughly 400 dmg, not too bad for 2 bars of meter.

Ves: If I havent played SF for almost 2 months (i had 2 days of practice in that time), and there is a tournament on thursday. Please tell me that theory fighter is just as good as actually playing the game. Bc execution doesnt count, and blanka can win just by blocking, and blah blah blah…ugh

Thanks for the feedback. I’m going to keep running it for now as an occasional “something different” for my opponent to deal with as I seem to have the correct timing down. It’s not his best mix up, but running any mix up too often is not good and I would not say it’s cruddy either (only if you run it every mix up!). The only offensive response your opponent can make is to invincible reversal or raw ultra/super if you chose to throw or electricity - if you just block (bar grab ultras/supers) you are ok. Every other option is safe for you - as far as I’m concerned that’s not shabby!

I was playing around with b.throw setups, trying to figure out frame advantage and stuff and I reckon you’re +8 after a b.throw, hop, hop, which means that any move that is active on frame 8 will hit meaty. I can barely get close st.mp to whiff so it’s usable if you delay the hops or the attack (not that it’s easy to make it whiff in the first place). Close st.mk will only result in one hit if timed well and can be linked on hit or used as a frame trap on block, or you can use it for a tick throw setup. RC gives both hits and is easily hit-confirmable, but is -2 on block so you don’t get that many options on block. cr.mp becomes 1 frame safer so if you know the opponent likes to punish with a 5f move you can bait it (probably better to use this after dash, hop).

You can also do gimmicky stuff like neutral jump after the hop to catch people who crouch tech late. After a late tech they’ll have to guess between blocking nj.hk or empty jump into sweep cos there’s not a lot of time to react. Definitely not recommended vs chars with good close anti-airs though.

[edit] Tested vs Dictator.


Interesting Overhead setup. Just thought I’d post it here.

it’s pretty much the same as the dash setup. I prefer not to hop because hopping makes people mash dp.

What is faster frame wise, a hop or a dash, and how far apart are they again?

dash is faster by 1 or 2 frames, I think dash is 21 hop is 23, off the top o my head though. I DO know that dash is deffinately faster. Only problem is dash dont go above lows, etc

Thanks just thinking into what ilitirit said a few posts up mixing in dash would put you at +10 if its 2 frames faster leaving you a little more positive on some normals that were active that long.

Does dash go over knocked down people…? I thought I remembered some posts talking about only certain characters or something. Fail?

I dont think it does, I was thinking dash 1st.

dash actually can go over certain lows. it isn’t reliable like hop is, but I’ve seen it happen oddly enough.

Dash is 21 frames, hop is 22, kara hop is 23, focus dash is 24

Offhand characters I know you can dash over, Yun, Yang, Makoto, Sakura, Cammy, Juri

You dash over viper too if I remember correctly. Smaller bodies are usually dash-overable. Yun and yang, they have wide bodies but u can still dash over, beats the hell outta me why.

if dash is 1 fr faster, and you can dash over them, it is possible to turn a…for example 5 fr safe jump into a 4 fr safe jump by using dash in place of hop? or would the position be too far off?

Hey Guys:

Was in the Dee Jay forum and I was surprised to see that it doesn’t even seem like they knew about the fact that you can plink ultra/3P. Just wanted to say that everyone in the Blanka forum rocks, always pushing the limits on tech, especially for a character that doesn’t have that much tech to exploit! Big ups to Ves who probably keeps this forum alive/contributes the most out of anyone.

Here’s something pretty useless but worth knowing I guess:

If you read a Gief/Hawk tick throw into U1/Super, you’d usually hold up to escape it after the tick cos you can’t jump afterwards if they use a proper setup. If you hold up you’ll see your character in pre-jump frames so you won’t be grabbed. But you can cancel throws pre-jump frames into a special to hit them out of the ultra. With Blanka, if you were charging before the U1 move the joystick to up/back you will maintain that charge, so you can even do U1 immediately after the flash. Risk free cos if you miss the timing you get the jump back instead.

MP/LP elec -> jump forward -> jump in attack

… Is a 4 frame reversal safejump…in case the oponent does’t quick rise

Works on cammy, sagat and blanka so far

Does not work on guile
EDIT: oh wait, works on him with lp elec! This game is giving me a headache!
Can somebody explain to me why it doesnt work on yun?

characters have really variable knockdown times from elec.