SSF4 Blanka Combo Thread

vs. crouching Vega

J.hk, st.mk(1 hit), cr.lk, st.lp xx ball
j.hk, st.mk(1 hit), U1

his crouching hit box is stupid, you can actually do 2 close normals, but they won’t combo unless it is cl.mp to cl.lp

vs who else did you test those?

j.hk, far st.mp, st.hk

does anyone know if this works on someone else besides standing Guile?
I couldn’t do it vs st. Yun, Boxer, Honda

i can’t do jump hk, 7mp, ultra, i don’t have the time to charge, how to do that?

I tested Guile, Blanka, Abel, and someone else. I was just messing around.

No idea who else that works on.

Start charging right when you jump and don’t do the ultra motion till the mp is very late in recovery.

So I’m currently testing what characters j.hk, st.mp, cr.mk xx ex electricity(even hp works sometimes!)work on and it’s actually going pretty well. This combo does huge damage and the 1 frame link is actually an easy plink that makes the elec cancel easier.

351/520 is pretty solid.

I think Blanka players need to start going for 1 frame links, the stun/damage is worth it.

I’ve been doing j.hk, st.mp, st.lp xx ex elec… and j.hk, st.mk, st.lp xx ex elec more. The st.mk version has a better success rate, it’s faster startup seems important. Any mp seems quite unsafe after a jump in. Do you find that Ves?

I always go for j.hk, st.mp, cr.mk when possible. IIRC ending in st.lp xx ball does 339 damage.

j hk > st mp > cr mk > lp > roll = 336 dmg I believe but doesn’t work on everyone or if you neutral jump. You can cut out the lp for 330 dmg(340 neutral jump). I use j HK > st mp > st lp > hp/ex elec mostly which is his most damaging “easy” combo.

I’ll play with j.hk, st.mp, cr.mk xx ex electricity and see how that works for me.

cl.mp is unsafe off a blocked high mp/mk, but safe after an hk/hp.

Thanks ves, I know I could have just gone to training mode but I wanted your opinion too. Cl.Mp after j.hk also feels less safe to me due to slower startup (seem to be more prone to get srk’d/thrown out of a ‘combo’) because I’m much more used to pressing st.mk. I must gain a few frames by actually ‘thinking’ when I want to press mp. I need to cut that out. :slight_smile:

Yeah, also try to jump in deep if you can. In most situations you should be anyways if using j.hk.

J.mp is pretty much 100% better for shallow jumpins because of the hitbox being so much better.

My j.hk’s are always deep, deep like the mind of minolta.
Yeah I like situational J.mp too. Against Gief lariet it’s hilarious.

I was getting beat by lariet with j mp the other day. He was doing lariat late and beating or trading. Maybe my timing, spacing was wrong.

Regardless of the info about aiming for his head, as somebody mentioned here, I aim for where his outstretched clothesline arm is going to be. Works well, until he doesn’t lariet… it whiffs and I get spd’d.

I’m gonna test it out. That really pissed me off and kept me out of the money in a local tourney. My first one ever.

your spacing was off.

you can’t over rely on it

Pretty sure you should be able to always hit him/have it blocked if your spacing is on. If that isn’t the case is the startup of backhop off the ground? if so you can always option select backhop on frame 1.

I never really backhop after. I consider a hit to be a confirm for jab xx elec / os df.hp. Maybe that was what was getting me spd’d? I might try hop in future.

wait backhop wouldn’t come out till frame 4, I’m stupid, you’d get spd’d anyways. This is what not sleeping does to me.

Anyone got any tips for f.dash ultra 1? What is the input and timings?

You charge, 46 KKK 46 quiclky PPP.