Ok, seeing as how I have some free time on my hands right now, I thought I’d share a little insight into playing a tourney level Blanka for those who don’t know yet. By no means am I declaring myself an expert or anything, but I have devoted a lot of time into learning this character so I thought I’d share some tidbits I’ve picked up here and there.
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Overview:
I mainly play Blanka in N-groove because (1) a dynamic/constantly active Blanka is very tricky (the more random-seeming the better) and (2) the benefits of RC make people think “wtf? I can’t even hit this guy!”. He’s also the reason why expert players hardly even use N-groove anymore… no air defense for RC Blanka. So the first thing to do for a Blanka newbie is to learn how to be mobile. Become 100% comfortable with your:
-run and run stop
-back dash
-command dashes (know your distances)
-low jump (all directions)
-walking speed, forward and backward (more important that you would think)
After that, move on to your normal moves. A well played Blanka can actually win using just his normals alone they’re that good. The big moves that give him such his advantage over other characters are pretty much everything he has (d.HP, the sweep, jump up HP, etc…).
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The moves:
RC Hop- Thumb and forefinger on LP+LK, middle and ring knuckles on MK+HK. Hit the LP+LK, roll your hand to the right to hit KK a split second later. Free hops? Almost. There is still a slight vulnerability as you land and recover. Very easy and with minimum wrist strain. Best used to go through FB’s, Sagat d.HP’s for a free throw, or in conjunction with…
RC Electricty- First whiff a move, any move. The newbie should learn it from rolling first (LP+LK, RC shock), but anybody else can use it from
-a back dash; RC command hop; d.MK xx command hop
-whiff d.mk (most common); whiff d.lk (use thumb to hit lk, then be quick with the RC command); whiff sweep
-whiff jab ball
-punch throw, then cross-up whiff MP ball
-as a wake-up
-Block stun (!) <— From BAS (shock 'em when they try to poke you)
-From another RC shock, to build meter <— bitten straight from Ino Inoue :lol:
as long as you’re not in a neutral state, hit
HP, MP, LP (slight pause), LP+LK, HP.
The rhythm should sound like “one, two” in your head. After drumming my fingers across the top three punch buttons, I like to hold down LP+LK, then hold down HP a split second later while still holding down LP+LK. If you whiff it you’ll be invincible for only a split second as you “spark” so people like Chun-li can still easily catch you with s.MP xx super etc… That’s why you should either use it only as a meaty attack for chip OR also learn how to mash on HP to continue the electricty. You can and WILL be thrown out of this move every now and then if you abuse this move as a wake-up every time you are knocked down though. The frames of the roll that come out before the shock are easily throwable if your opponent predicts your RC, then just grabs you as you’re getting up. So if your opponent, has caught on to your little trick and jiggles or stands over your fallen body, be aware of your risk/reward ratio before you decide to bust this move. Roughly 50/50. Don’t forget the good option of just blocking low and getting ready to tech as you get up.
extra: The way to activate from a whiff jab is to hit LP (slight pause), then drum MP, LP (slight pause), LP+LK, HP. That’s the way Nuki was performing the RC back at EVL
RC Ball- Charge back or down-back (ie. sit there), if your opponent tries to poke you with a fireball, boom, RC ball. If they low jump at you, RC ball. If they hit you with a blocked poking string (ie. sweep, hadoken), RC ball. You should get the idea. This move can be anti-anything. Just don’t try to attack with it (important). Treat it solely as a DP and you’ll be good. UNLESS your opponent has no way for punishing it, like non-N-groove Ryu. If that’s the case, then abuse this move like there’s no tomorrow. Rapid fire RC balls if they get frustrated.
The motion that I use is:
charge back, press and HOLD down LP+LK while I’m still at back, then move to Forward+P a split second later. “One, two” timing
To use the RC Jab ball you have to pretend you’re a Jap and press the buttons like them. LP+LK with your middle finger and thumb, release, and then brush LP with your forefinger a split second later. It’s a double tap motion. Negative edge also works too. Hold down LP+LK, and release LP a split second later to activate the ball instead.
d.MK- an amazingly versitile kick for with priority to boot. Many characters simply do not have an answer for this move up close, so don’t be afraid to throw out a ton of these for seemingly no reason as it’s also a great whiff/“shield” move. The meat of Blanka’s basic rush patterns. d.MK xx hop back, into whatever (RC jab ball, lj. HK, d. HP are good choices). Can also be used as an easy whiff move for activating your RC electricity. Use d.MK xx forward hop, RC etc… too
jump straight up HP- The premier jumping anti-air move of the game. Practically comes out in one frame, along with having sick priority and high damage. Low jump up HP will be your main anti-air. You can easily chain a command hop back to be safe or an RC electricity after you touch the ground too.
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Combos:
d.LK, s.LP xx HP ball or level 3
Keep LP held down for best results. This is what you’ll mainly be using when you land those jump-ins in the middle of some action. Can also combo off a low jump HK.
d.LK, d.LK, d.LK xx HP ball or level 3
The Justin combo. Absolutely deadly. Now you can combo a super from anywhere on the screen. After linking the three shorts you’ll always be charged enough to do your special move. Think one touch kill with this combo… Do it after a cross-up MK or use it in your hop mixups. Mindgame ex. —> RC hop forward, RC electricity; RC hop forward, throw; or RC hop forward, short, short, short, ball. Three options. Mix them up as you see fit.
I double tap the first two LK’s, then hold down the third with my thumb while I hit HP after. This isn’t easy though as even then the timing is tight. To make linking easier, you can substitute the last d.LK for a s.LP instead, but you sacrifice range for doing so (ie. the combo will no longer work after a blocked d.MK xx hop back, into hop forward). Only practice makes perfect with this link combo.
Jump up HP, s.HP xx level 1 or level 3
The patented kcxj combo. Yes the s.HP (breast grope punch) combos into a level one (another reason why N-groove is good, lots of level ones). The j.HP starter allows you to do huge damage (5200!) with only one dot. Use only when you dizzy your opponent obviously.
jump-in, d.HK, juggle with level 1 or 3 roar super (corner only)
Sorry I’m not Ohnuki or Ino :D. Learn the shortcut method for performing the roar super, and let your opponent fall a bit after the sweep first to ensure the most hits. The most I can get is 16 hits with level 3. 9700 damage. Crazy.
d.MK into ball or super
Always keep the MK held and hit the HP with another finger to avoid negative edge giving you the kick ball by accident instead.
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Tricks:
empty low jump into d.LK, s.LP, level 3
I use this on wake-up after I get people to become afraid of my lj.HK or if your name is Sabob San from MA and think you’re so good at P-groove you can parry everything. Just use HP ball if you don’t have super. It’s a 50/50 high low mix-up so use it!
forward hop, level 3
This move is so versitile it’s not even funny. Remember the hop can be canceled from anything (d.mk etc…) so naturally some nasty mixups can occur. example: d.lk, d.lk, d.lk xx hop back (blocked), hop foward, super/mixup with grab. Your opponent will fear you everytime you have level 3. Free hops! The motion I use is:
charge back, forward+KKK, back, forward+triple tap all three punches (similar to the finger drum for RC electricity).
The key to doing this move is the timing. The joystick motions must be done as SLOW as possible in order for the hop to finish and the super to come out. By triple tapping (Daigo) for the punch super, you get a ridiculous 6 inputs instead of just 1 by trying to slam the button as hard as you can like I see stupid people do all the time.
Punch throw, meaty level 3
This one’s easy. Just charge while you’re chewing your opponent, then time your level three to hit cross-up as they’re getting up. Against K-groove this is a 50/50 mix-up (front or back) as they have no roll, delayed get-up, or option select block/parry. Therefore it’s use it pretty limited (use sparingly). But still, it’s tricky nontheless for people who don’t know you’re suppose to block the other way.
Punch throw, cross-up whiff mp ball, whiff electricity, throw
Drum on LP and MP for this one, as the animations for the weaker strength electricities are longer the the HP one (gets the opponent more likely to block).
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Basic strategy:
Always keep moving. Lots of run up whiff LPs, random hops, low jump up and down, etc… But be ready to turtle up when the time calls for it too (ie. raged k-groove Cammy). Blocked HP electricity does horrendous chip, especially against big characters. So try to land cross-up MK, into HP electricity as much as possible (a knockdown from Blanka’s great sweep sets it up nicely).
Questions? Comments?