Blanka's Frame Data

I tried, I thought it was possible but I struggled just to link a standing LP after rockcrusher(got it once). The timing is faster and different then close MK so that I just couldn’t get it down. I’ll try again next time in training mode. I was thinking a j hk > rockcrusher > lp > ball combo would look cool and it does more damage than dbl knee, but damn it’s hard.

i’m at work so i cant test but after i answered his question got me thinking, you should be able to do a st.hk plink for an easy extra bit of damage after the overhead even non meaty, might make it worthwhile to learn some setups after a sweep. smexymillz hits me with whiff crossup ball > overhead in the corner. i theorised that st.lp would probably push too far to combo into elec?

Call me crazy, but I just have the feeling that if the testers knew Blanka’s overhead sucked, they would have changed it from vanilla to super. I think the Mullah is right with the st.hk combo.

It’s risky, but all overheads are pretty risky and often times, they work in clutch situations. I’ve seen a lot of top players in low-life situations eat overheads. No one will ever suspect an overhead from Blanka, problem is its so slow, they might not have to… guess I’ll just have to start trying to use it and see how it goes.

My first theoretical setup is after a forward throw, do a lp. whiffing blanka ball, into rock crusher overhead and then the possible combo options after that. I tested last night that you can hold back while doing the rock crusher, so you definitely have time to charge for ultra, but I only had about 5-10 minutes last night to mess around in training mode, I’ll try to figure out some more stuff in the next couple days.

If you could create a counter hit setup for the overhead and combo into ultra, that would be so dirty. Don’t know if that can happen though with the small distance window of the overhead and how it works.

@JOLThead If it’s possible to combo into lp, then it’d be possible to end the ball combo with a super. That’s big damage, which would make the overhead’s risk worthwhile.

EDIT - After relooking at the frame data, the first couple links for rock crusher are for the non-overhead version, like the st.hk link. It still might be possible to pull off OH rock crusher, to cr.lk, s.lp, blanka ball, super. Don’t know about pushback or not, we’ll see.

It’s really difficult to connect st.hk after overhead because of the pushback. Might only be possible on crouching fatties…

spent 5 mins in training mode, its not useful, got a meaty overhead into sweep once

I can’t remember if I connected LP with the OH version or not. I’ll work on it later. I don’t think anything combos from jumpin cause of the pushback. During wakeup works. Could be character dependant due to strange hitboxes.

Is there anyway to use a lvl2 FA in a combo like Deejay or Juri?

I second that. Pushback is too much to do anything afterward. Capcom shows Blanka no love.

Here’s a list of meaty links and counter-hit meaty links. The first number in brackets indicates how many frames you get to link the moves if you perform the meaty as late as possible. The second number shows your the gap between the moves if the first one is blocked. Basically anything higher than 2 in the second bracket is unsafe against 3f normals (except of course if the first move pushes you out of range of the opponent’s move, in which case it will usually work as a frame trap).

When close versions of moves are involved, it means they can only be performed in the corner, or after a knock-down/cross-up ball or hop. Notice that what ever links after meaty Rock Crusher will also link after the overhead version. The timing for the meaty is very different though.

After some testing I found that close st.HK has different frames depending on when you connect it. It seems to do less hit stun if you connect it late, even though the frame data says otherwise, so I only included HK links that I’ve already tested. This may be true for some of the other moves so I might have to update this list after I finished my testing. Links into ball/super are also possible but in those cases there’s usually room for a cancellable normal in between.

I’ll put some of these in vid when I have time.



Meaty links:
Close MP, Crouch HK (1) (3)
Close LK, Far LP (1) (3)
Close LK, Far HK (1) (3)
Close MK, Crouch LP (1) (3)
Close MK, Crouch LK (1) (3)
Close MK, Ultra (1) (3)
Far LP, Crouch LP (1) (3)
Far LP, Crouch LK (1) (3)
Far LP, Ultra (1) (3)
Far MP, Far MP (1) (3)
Far MP, Far HP (1) (3)
Far MP, Far LK (3) (1)
Far MP, Far MK (3) (1)
Far MP, Crouch MP (1) (3)
Far MP, Crouch MK (3) (1)
Far MP, Crouch HK (2) (2)
Far HP, Far LP (1) (5)
Far HP, Far HK (1) (5)
Crouch LP, Crouch LP (1) (3)
Crouch LP, Crouch LK (1) (3)
Crouch LP, Ultra (1) (3)
Crouch LK, Far LK (2) (2)
Crouch LK, Far MK (2) (2)
Crouch LK, Crouch MK (2) (2)
Crouch LK, Crouch HK (1) (3)
Crouch MK, Far LK (1) (3)
Crouch MK, Far MK (1) (3)
Crouch MK, Crouch MK (1) (3)
Rock Crusher MP, Far LP (4) (2)
Rock Crusher MP, Far LK (2) (4)
Rock Crusher MP, Far MK (2) (4)
Rock Crusher MP, Crouch LP (3) (3)
Rock Crusher MP, Crouch LK (3) (3)
Rock Crusher MP, Crouch MK (2) (4)
Rock Crusher MP, Crouch HK (1) (5)
Rock Crusher MP, Ultra (3) (3)
Rock Crusher (OH) MP, Far LK (2) (4)
Rock Crusher (OH) MP, Far MK (2) (4)
Rock Crusher (OH) MP, Crouch LP (3) (3)
Rock Crusher (OH) MP, Crouch LK (3) (3)
Rock Crusher (OH) MP, Crouch MK (2) (4)
Rock Crusher (OH) MP, Crouch HK (1) (5)
Rock Crusher (OH) MP, Ultra (3) (3)

Counter-hit meaty links:
Close MP, Far MP (2) (3)
Close MP, Far HP (2) (3)
Close MP, Crouch MP (2) (3)
Close MP, Crouch HP (1) (4)
Close HP, Far LP (3) (6)
Close HP, Far LK (1) (8)
Close HP, Far MK (1) (8)
Close HP, Far HK (3) (6)
Close HP, Crouch LP (2) (7)
Close HP, Crouch LK (2) (7)
Close HP, Crouch MK (1) (8)
Close HP, Ultra (2) (7)
Close LK, Crouch LP (1) (3)
Close LK, Crouch LK (1) (3)
Close LK, Ultra (1) (3)
Close MK, Far LK (2) (3)
Close MK, Far MK (2) (3)
Close MK, Crouch MK (2) (3)
Close MK, Crouch HK (1) (4)
Close HK, Far LP (1) (3 *Unsure)
Close HK, Far HK (1) (3 *Unsure)
Far LP, Far LK (1) (3)
Far LP, Far MK (1) (3)
Far LP, Crouch MK (1) (3)
Far MP, Crouch HP (2) (3)
Far HP, Far LK (2) (6)
Far HP, Far MK (2) (6)
Far HP, Crouch LP (3) (5)
Far HP, Crouch LK (3) (5)
Far HP, Crouch MK (2) (6)
Far HP, Crouch HK (1) (7)
Far HP, Ultra (3) (5)
Crouch LP, Far LK (1) (3)
Crouch LP, Far MK (1) (3)
Crouch LP, Crouch MK (1) (3)
Crouch MP, Far LP (1) (4)
Crouch MP, Far HK (1) (4)
Crouch LK, Far MP (1) (3)
Crouch LK, Far HP (1) (3)
Crouch LK, Crouch MP (1) (3)
Crouch MK, Far MP (1) (4)
Crouch MK, Far HP (1) (4)
Crouch MK, Crouch MP (1) (4)
Crouch MK, Crouch HK (2) (3)
Rock Crusher MP, Far MP (2) (5)
Rock Crusher MP, Far HP (2) (5)
Rock Crusher MP, Crouch MP (2) (5)
Rock Crusher MP, Crouch HP (1) (6)
Rock Crusher (OH) MP, Far MP (2) (5)
Rock Crusher (OH) MP, Far HP (2) (5)
Rock Crusher (OH) MP, Crouch MP (2) (5)
Rock Crusher (OH) MP, Crouch HP (1) (6)


sometimes i feel that blankas far st.hk is actually a 2 frame not a 3 frame move, it just seems to come out and beat stuff thats 3 frames when both are neutral! must be the hit box

Upon further testing, rockcrusher and OH rockcrusher can be comboed into lp > ball for decent damage, but only works on ground and best on wakeup which can be dangerous. I couldn’t get it to combo into Ultra. I think pushback is just a bit too much.

It does combo into Ultra in the corner, and maybe midscreen after f.throw/crossover hop.

What are you meaning specifically by ‘on ground?’ I’m assuming most combos only work on the ground unless I’m totally misunderstanding you.

All I meant was that you can’t jump into it, which I was hoping for.

Guess I was off a frame, I’ll give it another go then.

I just got this to work in training mode now.

Aerial reset -> meaty rockcrusher -> Ultra 1

I wasn’t gonna post this until I added more examples and some setups but since a few people have asked I guess I’ll just post the few that I’ve tested and managed to record. If I get around to it I’ll post setups (stuff like off throws, hops, resets etc). It’s a rough vid because I didn’t have time to edit it, and I did it in SFIV because it’s easier to test and record on the PC. Still works in Super though, at least the ones I tested.

The ones after the Ultra combo links are counter-hit meaties.

Vid is being uploaded now but should appear here when it’s done:
[media=youtube]-6e6SPw72z8[/media]

Quality vid… need to hit training room!

Not exactly frame data… but don’t know where else to put this info.

Block Damages:

Horizontal Ball:
LP: 25
MP: 27
HP: 35
EX: 27

Upball
LP: 25
MP: 27
HP: 30
EX: 30

Rainbow Ball
LP: 27
MP: 30
HP: 32
EX: 30

Electricity (this is so sad… however the frames + mental pressure of constantly blocking electricity makes it seem to be more damaging…)
LP: 12
MP: 13
HP: 14
EX: 15

Super (regularly hits 5 times, ball going up hits once, the follow ups are 4 times, if you meaty it… it is usually 5 times)
Each hit: 25
5 hits: 125

Ultra 1 (regularly hits 5 times, ball going up hits once, the follow ups are 4 times, if you meaty it… it is usually 5 times), ground pound = 0
Each hit: 30
5 hits: 150 (same damage as getting hit by an HP horizontal ball)

in other words… if you plan to chip kill them at the end… the damage is same as landing a cross up horizontal ball at the end of the match

-LAU

sometimes i see blankas doing HP eletrics on hops or like coward crouch or even afte ra N jump. Is there any benefit to this? it’s slower then LP eletrics so i’m just curious if anyone has an idea.

not really the appropriate thread but anyways… HP electricity = more damage and more frame advantage on block… so the advantages are pretty clear… however… 10 frames of start up for HP electricity = MAD slow… actually if you’re pro enough you should be doing c.LK -> HP electricity after a hop… but during Coward crouch it’s prettty much should be LP electricity unless you’re trying to bait them from far away then maybe EX electricity might make a little sense.

-LAU