CvS2: Blanka Training Guide

I read in some random thread about level 2 cancels with blanka. The only thing I could think of was level 2 kick ball into like fierce blanka ball as anti air… does blanka have any level 2 cancels that are worth while?

K blanka is good for many of the reasons that P Blanka is also good. The short jump. If you can keep him out when he’s raged then it’s a long hard road to get a meter again and do damage. P Blanka gets a meter and saves it. Thats when you go slowly and trick them into a knockdown, empty short jump into low short standing jab super. If he’s not dead then he’s raged again, which means you gotta keep him out. Keeping K groove out when their raged and keeping them honest is the tricky part. Mostly walk back and forth, using long powerfull pokes when the enemy comes into range. Don’t get caught on a wiff though.

I think K blanka is excellent as well…

when you are raged, when they are too busy trying to avoid your lv 3 electric ball, you can land all those crouching fierces, sweeps, etc. which hurt like hell. then when they get nervous trying to avoid those, like actually attacking or doing anything not so safe, you can do your anti-anything lv 3 electric ball. really, at close range, it can be used against any attacks with the invincibility. at far range, you either hit clean too or can probably trade if they can manage to put out an attack good enough to, and it’ll be in your favor by THAAAAT much.

and JD pretty much answers everything that blanka doesn’t already have an answer for…

the only thing that K blanka really loses to is A-sak, she can activate any time, regardless of whether you can block or are open, obviously. unfortunately when they activate at point blank range and you are still on the ground, there is just no way out.

just try not to put your K blanka against an A sak and you’ll be fine :smiley:

Ino Inoue trick:

Kara back hop. Cancel the d.MK on the first three frames into the B+KKK hop to avoid custom combos. Easier said than done. You need perfect timing with your fingers so the mk doesn’t hit.

I did this by mistake the other day against yamazaki level 3… did a c.mk, freeze frame from super, after freeze frame i hopped back, but i noticed my c.mk came out a lil (at first i thought i didnt press it in time or something)

edit: i dunno how i managed to hp back, i saw the freeze frame and it was a spastic mash on buttons to try to avoid the super…

This is the best guide I’ve ever seen on here. I wish all the threads had a guide this in depth. Keep up the good work.

Ok question.

Sometimes against M Bison, he’ll do some string. I think it’s cr lp x 4, st mp into b, f+LK. Anyway, after this string, st LP is too far away to connect. How does Blanka punish this? Is this possible?

awsome guide :cool:

here’s what kang posted about the blanka vs m. bison matchup…

-Bison has a powerful block string versus Blanka. Dash up, d.LP x 3, s.MP xx LK scissors (one hit). He will guard crush you in two repetitions, followed by big CC. Be careful.

to my knowledge blanka can’t do jack shit if the scissor kick hits ONLY ONCE. if it hits twice, either CC, or start a combo with crouching lk or standing/crouching lp.

10/5

I updated the normal moves section briefly. People can now read ramblings about df+HP… Fixed random grammatical errors, typos… still some work left to do… playing around with Kyo in the meantime though.

sak can activate on C/A groove blanka whether or not he blocks too.

You’re wrong! Blanka’s Alpha counter is the best in the game bahahahahahahaa.

bahahaha!!!

I didn’t really get the RC electric thing that Blanka does (I am probably too lazy to read the entire guide/thread). It it done by doing, Lp + Lk + MP + Hp ? I hate Blanka, but I just wanna know how that shit is done. That Tokido guy is just too good with RC. You basically can’t hit that guy with anything. his RC is perfect I would say.

Ryumexicano

That was an interesting and informative post, Ryumexicano! Thanks for contributing to this thread and adding useful information! I learned a lot from your post that I didn’t know already!

Funny guy huhhhhhhhhhhhhhhhh???

:lame:

:confused:

ok i play p groove blanka and every time i jump in and parry the anti air i go into j.hk land but dont know what combo to do because i lost my charge from the parry.

parry jump in level 3 works so well
-and i dont know if anyone has said this but any time sagat jumps at you just do c.f,till they learn

Not if Sagat hits with just the tip of his j.HK. He’ll beat you clean if you try to c.HP from that distance. c.HP in general is really good against Sagat though.

N-groove Blanka is the best character in the game.

My new setup:

-Opponent down in corner, break stock, high hitting j.HK, b+KKK, opponent whiffs something (most likely a jab or throw attempt), Blanka d.MP xx level 3

Blanka’s jump-in is very good. Even when he does it too high, he’s still perfectly safe after. Cheap!

b+KKK
3/20/7
13 frame full body invincibilty
Airborne frames 4~23
*Zero frame startup! 7 frame recovery on the ground, but who cares! Any move that leaves you with zero to up to -7 frame advantage is nearly impossible to punish outside of super. Blanka’s back hop leaves him far away too. Even cheaper!

Just for further reference, zero to -4 frame advantage is impossible to punish even with super.

I can punish certain things that are -3 with a reversal rolento c. jab xx trip wire :stuck_out_tongue: :slight_smile: