"dirty" Blanka Tactics

Awesome thread. The dirty tricks are what make Blanka so much fun. :lovin:

Yep, this thread is more relevant to Blanka than the combo thread imo. Should be a sticky. With a c&p collection of dirt on the first post.

In addition to too much sliding, there’s alot of c.HP suggestions getting thrown out. It’s a great move, but realize that anyone who’s decent and recognizes it as part of your block string or spacing game can punish it with ranged specials. Take a poke at Chun and see if she doesn’t Ultra you for it.

I use this too and a variation on it. The rolly polly throw leaves you the perfect distance to just jab roll up to them without hopping back. Also after the roll throw if you medium punch roll right after the throw you end up behind them. I use the hop back and jab roll too to mix it up too.

What I do is roll throw them, jab ball, roll throw them back across the screen, medium roll behind them and electricty. It works a suprising amount of times and takes a lot of damage. I suppose you could always replace electricty with upball, hop over, cross up or even throw to mix it up but I think electricty is simplest and safest.
Thinking about it now you could probably end it with ultra too if you had it. Ill try that next time im on actually.

i have to admit i’m not a really good blanka player, but here is one of the tricks i use against fireball spammers.
use your ex ball to go throught his fireball, if he really is spams most of the time he throws another fire ball at u if u bounce of. Most of the time your distance is smal enough to dive under it with your slide.

i also noticed u can be punished pretty hard but it can be a nice way to get trhough him.

and second i have noticed is something i can not controle :
if i want to make a forward bal sometime is pushing my button wrong and duck. the problem is your 1 sec stuck in that animation and they kick your ass. but sometimes i van connect it through to a forward ball just if he is coming out of his block. does some1 knows how it really works?

I’m assuming you want to EX horizontal ball. First, don’t use 3 punches, use two, because the coward duck requires 3.

The trouble comes when using the ultra, because unlike other charge characters, Blanka and dictator have to be on point with the input and end it with a clean fwd motion. The first 3 inputs can be diagonals, as long as the last is straight.

blanka is god tier!!!

by the way gozhard350 when are you able to play mostly …???i need some good blanka mirror match :slight_smile:

after a blanka throw, i like to hop back then do a medium punch roll, it crosses them up at the last second before they get up. From there, alternate between electricity and throw. Works great if you’re also mixing in jab rolls that don’t cross up, but have the same speed as the medium roll to throw them off

^^ Yes, good one. Medium rolls and short rolls having the same (or at least very similar) speed is pure evil.

If you like to safely hop back > short roll a lot during matches, the odd random medium roll when their guard goes down is a filthy trick also when they’re NOT recovering from a knockdown. I especially love it against worn-down shotos (when they’re afraid of throwing their fireballs at you).

Another dirty trick I’ve been using recently is mindless back and forth hopping - though the “trick” part is that you advance a lot of disguised ground from a hop back > hop forward, more than the opponant often expects. A (shorter) dash back > hop forward works a treat to edge further forwards too!

I like jungle hopping with Blanka as much as possible, I love the sound he makes and it adds to his excitable, unpredictable, animal nature.

…Lately, when someone’s been dizzied, I’ve been monkey hopping back and forth like a nutter while I wait for them to recover! “Woo Ahh Woo Ahh!” …I love Blanka! :slight_smile:

cross up horizontal balls are also indeed evil on a waking up rival. :tup:

i dont know the exact timing on it so i maybe hit it 50 50…but when it hits ftw…its glorious :encore:

The ball cross up is only good for ending a round, it leaves you wide open after it hits.

Cross up ultra on wakeup is one of the most bastardly things you can do with Blanka.

its my favorite finishing move.:tup:

I’ve stopped using crossup ultra; most players know how to deal with it by now, ditto with hop ultra

and if they fall for it, it means they weren’t good enough to put me into a situation where i’d be forced to use it =)

i think i asked your a question my friend???

That’s when you mix in an ultra that isn’t crossup on their wakeup.

Yup, when you play someone who knows how to deal with lots of Blanka tricks, then it’s all mindgames at that point.

oh sup bro. i didnt see it. uhm im usually on most of the day. for sure 2-8pm cali time. hit me up. we can do a ft5. mirror matches are weird though. im not sure if you can learn anything from it.

also i agree…crossup ball leaves you completely open!

hey great man no probleme! :stuck_out_tongue:
yeah mirror match is gay . ft5 its fair enouf :lovin:

A small variation to the begining of the round jab ball --> Throw:

Begining of the round, Hop forward and throw, or hop forward to up ball

I found if i’m playing newer people, they tend to throw a move out in the beginning so this isn’t as good.
The more seasoned players wait it out.

If you hop forward, they will sometimes try to react or tech throw and your upball will smack em in the face.
If you notice they keep blocking and block your upball, the next round you can try hopping into a throw.
It becomes a guessing game though because they may predict your hop forward and smack you in the face.

Another good one is when your opponent is down in the corner.
Right before they get up, throw out an HP ball.
You will hit the wall and instantly land.
This will allow you to quickly cross them up and throw, electricity etc…
You can also use this to do an easy crossup ultra.
It’s almost the same motion as hop ultra but you need to press :r:+ HP instead of :df::3k:

These are old but I don’t know if they’re mentioned:
After a bite throw, jab ball.
Depending on how long you wait on the jab ball, you will end up behind or in front of them.

After a bite throw, HK Rainbow roll
Depending on how long you wait you will either:
a) hit them with a cross up as they get up (this gets predictable very easily and if they block it, you eat shit)
b) Land close enough to throw / electricity
c) Land far enough so you can’t throw (I don’t know if this one serves a purpose other than having them try to tech a throw while you poke them)

After a bite throw, EX Rainbow roll. Control it so you are right on top of them… the beauty of this one is that you can switch back and forth in midair… I usually position it right on top of them then shake my stick left and right… that’ll usually screw up any input they’re trying and give you a 50/50 if they’re blocking

Hop will cross over a downed opponent and dash will not (I think this is true). Use this to trick your opponent into thinking you are going to cross them up when you in fact are not. I used this a bunch in CVS2… but then again I had RC eletricity to boot.

BTW anyone can feel free to correct me on anything that’s incorrect. I haven’t tested all of this 100%