Blanka is a very versatile character who is able to do many things quite well. Against characters who want to get in he’s able to build a defensive wall of normals and special moves. Against keepaway/projectile characters he’s able to use his diverse movement options including his fast walk speed, hop, quick jump, and slide to get through their defense. Once he’s in he can generate large amounts of frame advantage and start his tricky offense. Against characters who want to play a mid range game he has long range pokes, a long range focus, and the ability to safely chip.
ToC
I. Movelist Breakdown
II. Combos
[INDENT=1]a. notation[/INDENT]
[INDENT=1]b. BNBs[/INDENT]
[INDENT=1]c. Upback MP and other quirks[/INDENT]
III. Matchups
IV. Meaties
V. Option Selects and Safejumps
[INDENT=1]a. Safejumps[/INDENT]
[INDENT=1]b. Option selects vs. Backdashes[/INDENT]
VI. Mixups
VII. References and Resources
I. Movelist
Note: click on the move name to get the hitbox images. hitbox images are of SSFIV and not arcade edition. For the most part it is assumed that the hitboxes have stayed the same.
a. Far Normals
Spoiler
- One of blanka’s two 3 frame normals, and the only safe one
- Good to frame trap into
- Primary normal combo ender before canceling
- Moves Blanka forward if canceled, this allows for additional forward range on ANYTHING the jab is canceled into
- This allows for additional range on connecting ball xx super
- This allows for additional range when canceling into electricity which can be really important vs. characters like rufus or vega where cr.lk xx electricity has a tendency to whiff
- This allows him to kara throw(lp~lk)/focus(lp~mp+mk)/crouch(lp~mp+hp
- Incredible hitbox and range for a jab allows for:
- counterpoking
- whiff punishing, this is great in conjunction with Blanka’s walk speed, you can walk out of tickthrow attempts even and get a solid punish of jab xx ball
- safe meaty jabs, can make reversals whiff, but give frame advantage if blocked/hit
- cancel into hop vs. focus and punish on the other side
- punishing things that are normally difficult to punish like 1 hit fei rekkas or Yun’s lp shoulder
- tagging divekicks is another good way to use it
far st.mp
- Fast recovering
- +1 on block
- can combo on hit into st.jab and ULTRA 1(after focus or on a far connecting jumpin)
- slides Blanka forward when activated, giving it deceptive range
- a decent amount of active frames allow it to be used as a strong counterpoke and anti air from a far distance. This includes doing well vs. divekicks from Yun/Yang
- On counterhit or vs. crouchers can combo to sweep, itself, or cr.mp depending on distance
- slowish startup at 7 frames and its large hurtbox makes it slightly unreliable
far st.hp
- generally safe on block due to rarely hitting on the first active frame. This leads to it being pretty slow however
- high damage compared to blanka’s other normals especially on counterhit
- good anti air
- great counterpoke due to weird hitbox/hurtbox. Blanka’s hurtbox low is far behind the swiping claws. Great for counterpoking low forwards
- Against characters with short range focuses it is hard to get tagged
far st.lk
- I still haven’t found a good use for this move. Though it has a solid aa hitbox you have better options. Makes for a good taunt though!
far st.mk
- somewhat unexplored usually suboptimal, but it has a weird hitbox that lets it beat out some things. I sort of like it vs. Cammy
far st.hk
- 3 frames this allows it to be
- comboed into, generally only useful to do in very specific instances, mostly in situations where electricity would whiff and ball is unsafe
-used as a quick and strong counterpoke - a quick anti air that does particularly well against divekicks or jumpins that are otherwise descending towards you
- weird hitbox allows for beating out lows
- Its -10 block, -5 hit, not the safest option especially on block
b. close normals
Spoiler
cl. st.lp
- unremarkable
- commonly canceled into hp electricity in simple punish combos because of ease of use
- has a bit more range than cl.lk which sometimes whiffs on skinny characters
cl. st.mp
- Blankas normal with the most advantage on hit(+5) and block(+2)
- Good damage, and can link to lots of things after which makes it ideal as a combo starter/filler
- 2 frame link to U1 when does as upback off of a jumpin, which makes landing that much easier
- great frame trap potential, frame trap can be mixed in with kara throw to keep people honest
- Somewhat useful as a meaty, as a meaty(+6)/counterhit(+8) it links to sweep
cl. st.hp
- anti air directly above you, okay vs. crossups
- cancelable to super if you like that sort of thing
cl. st.lk
- Most people don’t use this, but it has one important feature. It does more damage than cl.lp and starts up at the same speed. Making it ideal for close punishes into electricity, good after a crossup too.
- has a similar animation to cl.mk so can be used as a fakeout, not really useful though
cl. st.mk
- 2 hits, this allows it to break focus and beat Gouken’s counter. The ensuing counterhit allows for easy links into a host of stuff including U1
- odd animation makes some lows whiff under Blanka
- safe on block, on hit can be linked into st.jab, electricity combos after are less character specific than cl.mp, but are 1 frame links instead of 3, so a lot tougher.
- that coupled with odd whiffing issues makes it a subpar choice, though it has some interesting unexplored options because it is possible to make the 2nd knee hit late allowing for additional frame advantage
cl. st.hk
- looks a lot like far hk, but don’t be fooled it is much much slower
- useful as an aa directly over your head though
c. crouching normals
Spoiler
cr. lp
- Absolutely great hitbox, which allows blanka to safely meaty characters even with good reversals
- low profile allows him to duck a lot of things which allows additional avenues for safe meaties, and works as a great counterpoke
- great for buffering balls off of because of the quick recovery, startup and solid range
- can be comboed into/outof(+3), not very useful on hit, but using it in a string on block can lead to maximum distance on blocked lp balls/mp balls which can make them safe.
cr. mp
- Works as a great anti air due to the angle of the hitbox, and blanka’s low profile hurtbox. Will cleanly anti air all but a few of the best jumpins in the game
- low profile hurtbox also allows you to crouch moves such as Viper’s Burnkick, which is very useful for punishing her
- solid poke due to being mostly safe and having a good hitbox/lots of active frames
- can be canceled into super from essentially max range and still combo
- Solid OS tool capable of hitting whiffed reversals and backdashes
cr. hp
- Very long range hitbox allows for a long range poke and antiair. Controls a lot of horizontal space.
- relatively high damage for Blanka
- Not safe on block from close, gets safer at farther ranges and can really only be punished by very fast moves
cr. lk
- Low combo starter, somewhat quick at 4 frames, can link into itself, cl.lp, cl.lk, u1(1 frame link) or into far st.jab(2 frame link) or be canceled
- Has 3 active frames, this allows it to be a great meaty tool as you can link into cr.mk, cl.mp, and cr.hk off of a simple sweep setup. It also recovery quickly allowing meaties against some characters to be completely safe. Meaties are also good for tickthrowing
- can be linked into from cl.mp, or cr.mk
cr. mk
- Low combo starter, cancelable(to elec even!), somewhat similar to cr.lk. You trade range and damage for worse recovery, startup, and it pushing you out farther.
- On counterhit can link into itself or sweep
- Can be linked from cl.mp which allows blanka’s most damaging combos
cr. hk
- somewhat quick sweep, great range, safe against most characters. good for os
- Can be linked from a counterhit cr.mk(2 frame link)/st.mp(3 frame link) or from a meaty st.mp/cr.lk(1 frame links)
- Can start your mixups from, Blanka does not have many attacks that hard knockdown, so it is important
- can be kara canceled out of. Most useful for kara hop which moves farther than normal.
d. jump forward/back normals
Spoiler
jump forward lp
- very weird hitbox allows blanka to skate over certain attacks including fireballs because his legs are projectile invincible
- quick air to air
- has fuzzy guard potential
- can be used as a fake crossup or as a crossup that keeps your opponent cornered vs. fat characters
jump forward mp
- One of the best jumping normals in the game.
-The airthrowable box is far behind the hitbox which means it really can’t be beaten by airthrows other than gief U2 if you are in active frames - the hitbox extends past the hurtbox which means you can beat several wakeup reversals and some normally great anti airs
- It’s also a great air to air in general and will generally stuff other air attacks.
- The long range allows for a great mixup between j.mp and empty jump to beat anti airs.
- slight amount of projectile invincbility on the legs usually doesn’t matter, but occasionally will prevent trades because fireballs keep moving during hitstop
jump forward hp
- Very odd hitbox allows it to beat normal anti airs that are normally quite solid(like sims)
- This odd hitbox also allows for crossups, crossups where you land on the same side, jump attacks where you land on the opposite side but do not crossup, and even an unblockable setup
- This odd hitbox also allows you to cause reversals to whiff, most notably shoto uppercuts
- a deep j.hp also leaves you very close to your opponent which allows for ease of comboing
- has some fuzzy guard applications against taller characters
- slight amount of projectile invincibility on his legs like j.mp
jump forward lk
- ???
jump forward mk
- Blanka’s primary crossup
- hitbox is so so for the most part, but not bad exactly.
- incredibly ambiguous if properly spaced
- does fairly well vs. wakeup reversals
- most importantly it is used in Blanka’s primary unblockable setup off of b.throw
jump forward hk
- Blanka’s most damaging forward jumping normal by a large margin
- primarily used in safejumps to get maximum damage
- can be used as a fuzzy guard in certain scenarios
- hitbox is oddly shaped, and not as good as you would assume, however this allows for ambiguous jumpins, some of which are crossups or even unblockables
e. neutral jumping normals
Spoiler
nj. lp
- ???
nj. mp
- It’s pretty much nj.hp but worse. The hitbox goes a little bit farther down though
nj. hp
- great hitbox
- can safejump lots of stuff(akuma dp, and ultra 1 are two nice things)
- pretty much beats everything
- comes out extremly fast for a jumping normal in only 4 frames
nj. lk
-???
nj. mk
- okay hitbox, one of Blanka’s more interesting jumping normals, does well vs. zangief lariat
- Blanka’s most universal fuzzy guard option as it works on most tallish characters
- the hitbox is able to go very low because of the weird animation, this allows for hitting all crouching characters.
- This allows allows for some weird resets in that off of a level 2 focus against some character you are able to dash up and do nj.mk then follow up with a hop or dash reset. This is not normally available until lvl 3 focus with Blanka
nj. hk
- Primarily used as a combo starter post dizzy, or as a neutral jump on someone’s wakeup
- tied for most damage out of any of Blanka’s normals
- lots of range as it stretches out past his other nj. normals
vvv Movelist continued below vvv