SSF4 Blanka Combo Thread

Quite confused on the second part of what you’re asking…

anyways a few examples of Blanka’s frame traps that you can also find by looking at his frame data… keep in mind these frame traps only works if your opponent isn’t throwing out some specials/super/ultra with some invincibility or less than 3 frame startup

  1. cl. MP (blocked), c.LK/throw
  2. c.LK (blocked), s.LP/throw
  3. s.lp xx lp electricity (blocked), c.HK

the others you gotta do your own homework… in general… Blanka’s key frame trap games revolves around electricity … you make someone block electricity especially HP electricity… you are at +10 frames this allows you to walk in slightly and pressure him with either another s.LP xx electricity/walk in closer/ or other mixups

As for the second part of your question where i don’t really understand what you’re getting at…

-LAU

as for the ex-ball fadc into whatever… the buff itself is nice but still have assed by capcom.
hp-ball should’ve been made the juggle ball as two bars are much more reasonable then three.
if they also would have made u2 with two quarter circles and you would’ve been able to combo into it after a fadc… now that would be worth the three bars.

atleast the exupball is really useful and the best buff blanka ever got.

After a EX Ball FADC ?

[media=youtube]tYyhQS1eCiQ[/media]

Check this video out regarding the EX BALL FADC, I did a few practical setups.

Hey guys I’m going to be testing damage/stun values/meter values of ball/overhead combos in this post, so just kind of read it as I work on it. I’ll be adding who stuff works on too.

Once I do this bit of testing my plan is to make a 2012 combo thread.

Punish Combos
Baseline combo to compare to:

j.hk, cl.mp, st.lp xx hp electricity


damage: 312
stun:  480
meter: +144
 
notes:
Gives better positioning than ball combos especially in corner
Allows you to maintain offensive momentum
Works against the large majority of the cast with little variation
The ball variation does 305/480/+158


Unneeded Swag combo for the mirror:

j.hk, cl.mp, cr.mk, cr.lk, cr.lp xx hp ball


damage: 350
stun:  545
meter: +203
 
Notes: don't actually do this combo


Practical jump in ball bnb:

j.hk, cl.mp, cr.mk xx hp ball


damage: 337
stun:  520
meter: +183
 
Notes:
+10 damage on neutral jump
knocks down the following standing characters on a deep jumpin:
Akuma, Blanka, Chun, Cody, Fei, Guile, Seth, Ibuki, Gen, Oni, Yun, M.Bison, Hakan, Yang, Guile, Zangief, Fuerte, T.Hawk, Rose
knocks down the following characters on a deep neutral jump: Blanka


Practical jump in ball bnb 2:

j.hk, cl.mp, cr.mk, st.lp xx hp ball


damage: 345
stun:  535
meter: +194
 
notes:
Rarely knocks down
Easier to hit confirm than the above
Works on(standing): Blanka, Ryu, Ken, E.Ryu, Ibuki, Dudley, Seth, Gouken, Akuma, Dan, Oni, Juri, Chun, Sim, Abel, Bison(KD)
Sagat, Cammy, Cody(KD), Hakan, Zangief, Fuerte, Vega, T.Hawk,


Practical jump in ball bnb 3:

j.hk, cl.mp, cr.lk, st.lp xx hp ball


damage: 313
stun:  495
meter: +178
 
Notes:
Less damaging than the mk versions, but does not require a 1f link
Much more reliably knocks down than the mk versions normally do
Knocks down on: Blanka

Practical jump in elec bnb

j.hk, st.mp, cr.mk xx hp electricity


Damage: 344
Stun:  520
Meter: +200
 
Notes:
Works on: Blanka
Elec strength needs to be varied on some characters, damage difference is negligible. 

3 meter Variations
[LEFT]Practical Hard Knockdown Setups:[/LEFT]
[LEFT] [/LEFT]
[LEFT]j.hk, st.mp, cr.mk xx ex horizontal ball FADC cr.hk[/LEFT]


damage: 384
stun:  585
meter: -582
 
Notes:
 
The biggest benefit here isn't damage, super does that better
The benefit is the high/low into a stun vs. low stun characters
Leaving yourself with a bit of meter after is also a perk
cr.hk hits later in active frames than a normal sweep, leaving you an extra +1 generally
Works on: Akuma, Blanka, Chun, Cody, Fei, Guile, Seth


j.hk, st.mp, cr.mk xx ex horizontal ball FADC amazon river run


damage: 390
stun:  615
meter: -582
 
Notes:
 
Does more stun and slightly more damage than the cr.hk variant
Works on: Honda, Dudley, Seth, Gouken, Akuma, Gen, Dan, Sakura, Oni, Yun, ChunLi, Dalsim, Abel, Viper, Sagat, Cammy, DeeJay
Cody, Guy, Hakan, Yang, Guile, Vega, Balrog(delay slide 1 frame), FeiLong, Adon and Rose.


note space reservation

you can add none special combos that end in st.HK

j.HK, st.MP, cr.MK, st.HK works on blanka (only) and hurts like hell (316 dmg, 520 stun)

st.hk combos tend to break your offensive momentum.

Against the characters they would actually be useful vs. the character can usually punish on hit.

Just because a combo is possible doesn’t mean it’s the best way to go.

you are probably right…

how do you get the meter gain information? frame data? does this scale?

Meter gain scales for hit, but not for activation, this is why combos with lots of special moves(Sakura, Ibuki, Chun) build so much meter, and it’s partially why ball combos build more meter than elec combos because you always get 10 bonus meter unscaled+10 scaled, doesn’t hurt you can squeeze in an extra medium as well which is another 20 scaled over a light normal, and 40 scaled if it isn’t replacing a light normal.

If you watch replays of me you might see me closing out rounds with ball combos, and generally thats why.

Ves - Buddy, for cr.lk cr.lk st.far.lp xx ball xx super, should I be using MP ball and LP super?

Nachos, yes, but the super is also character specific, most are lp ball, but a couple, not sure which, require hp ball

How does that work Josh P? HP ball is knock down… I’ve tried it, doesn’t work. Also, why lp ball when you can mp ball ( +10 dmg ) then lp super?

nachos…

you do light or medium ball and cancel that in the proper super -> light, medium or hard

this has nothing to do with hard ball doing knowdown :wink:

So I updated that combo post and hit save, and srk didn’t update the changes, and I didn’t have them saved anywhere else. Annoying, now I have to redo that.

Ack my post not specific
When i said hp ball, I meant the hp super. So like, you can do mp ball into lp super, and that works on most of the cast, but there are a few specific characters where if u do mp ball, it has to be cancelled into hp super. Not sure which ones, but I knows that lp super dont work on everyone

With the changes to H ball, what is Blanka’s best hit confirm into Super looking like? H Ball xxx L Super gives you less damage then M Ball into L Super because cancelling H ball when it gets a soft knockdown does not give you all the hits of the Super. I’ve pretty much trained my muscle memory on c.lk, c.lk, s.lp xx F Ball xx L Super though so this will be a hard habit to break. :confused:

pretty much just replace h ball with m ball, but I haven’t charted out what doesn’t work on who yet. close range cr.lk x2, st.lp xx hp ball xx super was universal in AE I don’t know if it is with mp ball now.

Corner combo for style points:
j.hk, close st.hp xx lp super (release), U2 (ground) = 426 damage

H Ball buff, while very nice, is weird because you need to cancel it on the first two frames in order to get the soft KD. This means that certain combos are better than others.

For example:

c.lk, c.lk, s.lp, xx H Ball, which was a combo I used all the time in Super, is always a soft knockdown. This makes it safe against characters it previously wasn’t: Chun Li, Balrog, and Makoto. However if you try to get ballsy (heh puns) and do something like c.lk, c.lk, c.lk, s.lp xx F Ball, while it does more damage, it doesn’t get you a soft knockdown. Or it does, but rarely. I think its highly spacing dependent. This is the same combo that’s impossible to combo Super off of, I believe, because of the spacing. So it really is any time an FADC or Super cancel followup would be possible. In other words, I’m sticking with c.lk, c.lk, s.lp xx H Ball because it always gets me the soft KD and its safe against characters it wasn’t before. Thoughts?