Blanka Labwork Thread

what type of frame advantage do i have when i do blocked c.HP fadc?

offhand I think you are -1

Edit: -6

math is 18(cr.hp block stun) - 20(focus dash frames) - 4(undashable focus cancel frames)

-6 doesn’t feel like that, thanks though.

meaty setup off of b.throw

b.throw, instant focus dash, instant focus dash, cr.lk

Only puts you +5 though as far as I can tell.

worked on ryu. Dunno if it is frame perfect. I think I’m a frame off, but wakeup times off of throws are all screwy.

meaty setup

f.throw, lp ball, dash, overhead

isnt there a japanese blanka forum??
maybe those freaks figured out some stuff! cant imagine they didnt!

maybe someone whos aware of this language can search and translate…
doesn anybody know someone?

does blanka have any OS?
i only know the elec/slide one against teleport which i dont get to work!
the OS video guide that was posted here on SRK was nice, but it seemed none of that stuff shown there works for blanka cuz he is a charge char!
except throw tech OS and everything related to that…

japanese don’t use forums, they tend to stick to BBS and Wikis

The character has room to grow offensively, but it mostly has to do with meaties/safejumps/j.mp/counterhits/gimmicks.

Obviously he has option selects. Safejumps are option selects, my safe meaties are option selects, but to expound; you can use a wide variety of normals(cr.hp, st.mp, cr.hk, slide, st.lp, cr.mp) to tag backdashes or moves with horizontal momentum. You can also option select hop, which ilitirit has done some testing for, it works pretty well against Claw.

You can option select dash, option select backdash, all sorts of stuff, the game system is set up to allow it, but you have to think about what you want to counter, and the inputs for it should flow from that logically.

okay…maybe i just need some inputs or videos…
e.g. i liked that stuff he did with adon! everything except blocking is a hit!
would be nice if blanka had stuff like this!

so what are the inputs for OS hop?
j.attack->hop (shortly before landing)-> attack ???
am i right?
so if the j.attack hits, an attack comes out
if it wiffs (e.g. claw is doing a backflip) hop comes out!?

why is safejump an OS? dont understand that? its always a jump in attack no matter what the enemy does! its just very specific
why are meaties OS? its the same thing! the attack that comes out doesnt change no matter what the enemy does…

do you guys often use these option select (except the obvious defensiv ones (throw tech etc.))

About setting up frame perfect meaties. Would taunts help do that? Are their times listed somewhere? Maybe something like hop or dash then taunt then meaty might work. I don’t know, just thought I’d throw that out there.

Taunts are too slow. plus I have a setup for basically everything now.

Hagen, safejumps are option selects as are safe meaties, you are option selecting between a combo and block.

I option select against backdashes, but I don’t bother against teleports because I can just slide them on reaction.

You have the idea for the hop correct.

meaty setup
f.throw, instant focus dash, instant focus dash, overhead

This is meatier than the last overhead setup I posted, if you charge asap you can link ultra fairly easy, up to a 3 frame link.

I know I trotted this out before, but pseudo safejump setups off of b.throw are interesting. Using j.mp’s great hitbox you can stuff all sorts of reversals.

I’m still trying to figure out something that works a bit better frame wise, but stuffing flamekicks or ex headbutts is satisfying.

currently using b.throw, hold back, st.mp, jf.mp.

edit: b.throw, hold forward, st.lp, jf.mp is interesting too simply because it has weird hitbox quirks.

against gief for instance PPP lariat will whiff even if done late(or possibly get stuffed), KKK lariat is stuffed, ex greenhand is blocked, you hit him in grounded frames if he tries to U2 you, if he does ex running K360, it’ll be the far version which allows you to punish it’s horrendous startup, and you get bonus damage because of the armor absorb not scaling.

One thing I wanna investigate a bit more when I get the chance is character hitboxes and position after wake up. We all know that Boxer pushes you much further away than the rest of the cast, but I also noticed that after f.throw -> mp rainbow, lp electricity doesn’t connect on Abel. This could either mean that he lands in a slightly different position after f.throw, or his hitbox is just weird. That could open up possibilities for ambiguous x-ups but I need to test some more.

f.throw deejay, it looks like he gets pushed out way way farther than anyone else, combined with his boxerlite wakeup pushback it leads to some dumb stuff.

Not having chainable normals or an invincible move that doesn’t require charge makes Blanka’s option selects suck so bad.

OS ex upball doesn’t even hit backdashes off of practical setups, its pretty horrible.

I had good stuff I was working on, oh well. Back to the drawing board.

None of the other upballs work as well? What about OS horiball? Just end the combo in electricity and you don’t need charge.

the point is practical setups. It’s possible to setup, but hard off of a knockdown outside of f.throw.

In the flow of a match a character like Ryu could dp you once then OS your reversal/backdash with dp, then do it again. Blanka can’t really chain knockdowns because advancing forward post knockdown causes you to lose charge unless you f.hop.

The thing is that if you do something like meaty cr.short xx elec(OS upball), even if you were able to catch backdashes, you’d lose to invincible reversals after the short whiffs.

his only really good OS’s only work on his jump ins, and even then they don’t lead to big damage generally. Just sort of annoying. I would kill for chainable cr.short.

Someone think of some setups for option select ultras for me. This is all I have so far.

knockdown, charge back cr.lk f+hp, back, f+PPP

So I have a bunch of stuff I’ve posted that I haven’t tested on every character yet, but I’m gonna start getting through the backlog, and I have some other stuff as well. Expect a big first post update sometime this week.

I updated the safejump setups a little, but I haven’t posted what works on who. Most everything works on characters with 5+ frame reversals who don’t get up fast, so just use that as a guideline. I’ll come up with a number/letter coding system in a bit.