SSF4 Blanka Combo Thread

I’m still pretty disappointed it costs 3 bars to FADC, save for super really.

I’ll try it later after I knock the rust off. I haven’t played in a month. I’m afraid it may only connect with 1 hit from the Ultra. It could connect more in the corner though. Not sure what the juggle state of Blankas Ultras are.

Don’t think you can maintain charge, through the hits tun and fadc freeze plus the forward dash.

I tried this a ton of times and couldn’t get it, but that is probably just bad execution on my part. It seems like it should be possible. It doesn’t really seem practical but it would look awesome.

The big question is what are best set ups to get the overhead in?

I couldn’t get it, but my execution isn’t there yet. Dash into ultra isn’t hard but doing the ball motion and then dashing fast enough to keep charge is tight if it is possible. I think it’s possible tho. I’ll try some more.

Like Ves said, mix between both versions of the rock crusher, and with low on wake up, i think it’s best way to use this.

theoretically for damage yes save for super

realistically and practically the following applies

  1. you might not have another chance to score a big combo when you have super
  2. unlike full super meter three bars could means your followup after fadc will get you more meters regardless of what type of followups applie
  3. the damage diffence if you decide to do c.mk reset into setups if you guess right can be potentially more damage than the combo into super

Obviously if you already have 4 bars there’s very little reason not to do the super unless you’re convinced you need to save the last meter for ex move, but blanka can gain mrte pretty fast in general

-LAU

Thanks LAU

Question: When playing the lk -> kara throw mixup game if i try a frame trap and the opponent trys to tech a throw will I get thrown? What are my options in this mix up game?

eg.
1 block string kara throw. j.hk cr.lk kara-throw
2 block string frame trap ( can get thrown ?? )
3 block string netrual jump/crossup ( can get thrown ?? )

So another question is, If someone is crouch teching, and i go for a frame trap, do I get thrown out of it after ‘the trap’ frames?

Lets say you do something like j.MK (blocked), c.LK (blocked), throw

your opponent have the following options to tech a throw.
Option 1. crouch tech OS… by doing db+LP+LK or if they are more advance t Lhey might do a different variation of that to get another move to come out… but there’s really no point on doing that against Blanka… those options are more against dive kick
Option 2. regular throw break - LP +LK

Option 1 will do the following,
If you throw him

  • he’ll break the throw
    If you stand there

  • he’ll attack with c.LK
    If you attack him, it really depends what attack you do and when he does the OS… if he does it late it’s possible for him to block it… to counter this you might consider delaying your move a bit or use a slower move to counter him… but if you’re unsure generally continuing c.LK/s.LP won’t do you any harm.

  • Key weakness, it’s weak against frame traps…

Option 2 will do the following
If you throw him

  • he’ll break the throw
    If you just stand there

  • he will throw you
    If you attack him with an attack that is 3 or 4 frames
    -you should hit him out of the throw
    If you do an attack that’s slower
    -he’ll throw you.

  • if he’s just regular throw breaking… you can always walk back a bit watch him whiff his throw and punish his whiff… usually i would do something like walk back a TINY bit then immediately sweep

Generally speaking… the way you want to approach this is to really frame trap him…

I hope this clarifies more… obviously there’s much more to frame trap and throw tech game than what i just mention but this is just the basics… and if all he’s doing is throw breaking and nothing more this should be enough for now

-LAU

Thanks LAU, your a champ! I’ll defiantly apply this.

Any good links describing the frame trap game? To include it with and use with what you just explained to me? Not just what frame traps are?

Also, The Netural jump into throw is really annoying me.

Can I sort of ‘meaty’ a neutral jump? Ie, My active frames start before the landing frames of the jump and right on the startup of the throw? or are the landing frames invincible and he will be straight into active frames of the throw and I’ll be in active frames of my ball ( or whatever ). and then I could get thrown out of it? ( getting thrown out of a ball??? not sure here )
Thanks a heap mate!

Happy Trails ~~ d^_^b ~~

or what about ex ball fadc > dash ultra 2 g.a.?

the charge time is lower, so chances it could work are higher.

Can’t see this working, are you planning to charge for the second time? Because if you’re using the initial charge that you’re using for the ex ball the reason it’s not working got more to do with the time between ex ball hitting to fadc to dash is too long to hold the initial charge unless someone trade hits with you during ex ball you’re most likely not gonna land it

-LAU

I think something like ex ball fadc aa u2 might be possible, but you’d have to do a a dash ultra with the u2, and it would probably have to be frame perfect. Don’t think it would be possible with human hands.

in all seriousness, someone should message Desk and see if he is willing to try that setup. If it works i bet hed be able to do it. Id also say try it in the corner…

I would just ask someone who can script.

Well TSrai is found of the EX Ball FADC -> c.MK and then either a dash c.MK xxx FP Elec or a hop c.MK Elec. Mixing up dash and hop keeps it ambiguous as to whether crosses up or not. Is it really worth three bars though? I guess if the damage you get is better than super. I’m going to mess around with it.

To be honest i don’t really like that use of EX.

3 bars and you’re free on your forward hop, you give something like 10-12 frames for your opponent to hit you, i prefer keep my bars for exupball & ex backstep roll, and of course super for big damages.

It works on bad players, the sagat was free, but try it on Bonchan.

wait isn’t it the other way around… you gain like 10-12 frames if you do crouch forward cancel to hop?
-LAU

I don’t think fadc into ultra is possible. Couldn’t ever get it. I think it’s 1-2 frames for the fadc plus 1-2 frames of the roll attack then dash then ultra.