Blanka’s kara throw is performed with far lp~lk. You plink lp with lk and that covers both the jab input and the throw input. DO NOT ASK ME HOW TO DO IT IN THIS THREAD.
I was reading old Josh P posts and he was saying kara throw had potential. I was initially dismissive because I had little success using it myself. However I was trying to figure out some stuff to do with it recently because I’m basically out of ideas for Blanka atm. The biggest issue with this stuff is that it is character specific and I’m still trying to figure out who everything works on.
Depending on character this stuff works on block/hit, it’s pretty variable, some characters can walk out if they have good walk speed, though it is risky for them.
Note I haven’t started character specific training mode testing at a large scale yet, most of my testing has been done in matches.
Setups:
jumping
deep jumpins minimize pushback and allow you to hit the normal at a much closer distance.
any jumpin, cl.mk, kara throw <- this is the least character specific setup that is actually good
deep j.mk/hk, cl.mp, kara throw
deep j.mk/hk, cr.mk, kara throw
deep j.mk/hk, cr.lk, cr.lk, kara throw
hop crossup
Two ways to go about this.
This can be done in the normal flow of a standing hop mixup, where you cancel normals into hop. The spacing on these is much more loose, but it is way more risky to go for because you are at frame disadvantage.
****Another way is to do crossup hops as your opponent is rising from a knockdown. you have to crossup hop as your opponent is physically rising to negate their wakeup pushback. Whats good however is that due to the meaty you are at good frame advantage, so against characters you can safe meaty you do some cool stuff vs.
(meaty) st.mp, kara throw <- walking forward a frame or two after the meaty is good here
(meaty) cr.mk, kara throw <- walking forward a frame or two after the meaty is good here
(meaty) cr.lk, cr.lp, kara throw <- does slightly less pushback than two cr.lk’s, but much harder to combo after
(meaty) cr.lk, cr.lk, kara throw <- this is way more inconsistent than I thought, but it seems to be easier if you stagger the shorts a frame or two. Probably his most useful setup because you can hit confirm to st.lp and get a combo in the event of a short landing.
Blocked lvl2 focus
Pretty much any 2 blocked light attacks, cr.mk, st.mp, st.mk or st.hk(this is dumb don’t do this) can lead to a kara throw on block. Dashing forward off of a level 2 focus is risky due to blanka’s lack of a 3 frame close normal, and hop not being throw immune all the way through. This is one of the easier ways to set up a kara throw though.
Air Reset
If you go for a hop mixup(cr.mk xx hop, or a jumpin into hop) after a crumple, you can do a hop under/through mixup into all of the options listed under the “hop crossup” section.
You can also go for this if you go air to air with someone. You can setup a meaty/two cr.lk’s off of the air reset then go for a kara throw.
st.lp xx lp elec, walk forward kara hop, kara throw
This is a humongous gimmick but it looks like you know how to play. possibly worth doing against a character you can unblockable who also has throwable reversals(VIPER)
Anyways working on a chart with who what works on. Pretty much everything works in the mirror, which is cool.
If you find something interesting or want to lay out that setups work on a character please let me know. If a setup does not work on a character according to someone I will probably retest it simply because very slight timing differences can make a huge difference. Knowing what works on jumpins and what works when you cross someone up with hop on a knockdown are the two most important things to worry about.