SSF4 Blanka Combo Thread

Crouch LK x3 ~ Stand LP xx HP Ball makes a KD on certain characters standing or crouching, it’s charater specific and yes it depends of the spacing.

If you do a very far jump HK, the combo : Jump HK, Crouch MK xx HP Ball will not makes a KD, the same for a far Jab/crouch MK xx HP Ball… yes it’s weird.

It’s just like the super cancel, you need to know very well the spacing and all of that.

I like having two combos for consistency sake.

c.lk, c.lk, s.lp xx H Ball for bnb/hit confirm
j.HK, c.MK, s.lP xx H Ball for jump in combo

Both of those are universal soft KD on the whole cast, I’m pretty sure, so I can do them without fear.

Replace H Ball with M Ball xx L Super if I’m doing a combo into Super. Although taking a look at Veserius’s post there are a lot of other good combo options I’m not exploring.

Still think the buff is weird. Would it really be THAT bad if H Ball was always a soft KD? I mean if you’re getting hit by random balls, you deserve to lose, and the block advantage on it is so bad most characters get whatever punish they want. It would just be nice to do whatever combo I wanted into H ball for soft KD without jumping through hoops.

Jump HK, Close MP, Stand LP xx HP Ball makes too an universal KD.

But yes it’s weird, and if the HP Ball will always makes a KD, it will be more logical.

[INDENT=1]since when is FA fwd dash => U1 combo works??? I tried it now for fun and it works lol. I never recently tried it because of playing vanilla on pc all this time it was a given for me it does not work. [/INDENT]

Huh? This is odd, I can never get this to work. Are you talking about AE?

Here is a question, for the links into Ultra 1, like c.lk, c.lk, c.lk, or c.MK, Ultra 1, are there any execution tricks for those? I know you can plink c.lk with lp and Ultra 1 if you disable taunt.

This has worked since vanilla, it’s just hard because of how slow blanka’s dash is for level 2, and how tight the charge timing is for level 3.

Practice

I don’t know if its worth it. In the end, if you screw it up, you lose. At least if I whiff a ball combo I can FADC it to make it safe.

I assume if I did try to learn this it would take as much time as it took me to learn piano electricity…which is a long time. To get the muscle memory down, and then to do it well enough in a real match. Its worth it to try and see if I can get it down.

Thanks I guess I couldn’t do it because I sucked more. Now I did it 100% of the time so I assumed it didn’t work back then.

It’s not as hard as the one frame link to ultra. It may be easy to do in training but I don’t thing there is real value on a normal match when my mind is wired and ready to hop away from the opponent all the time.

Alex, a long long time ago, I posted a video of doing ultra after focus crumple level 2. Others thought it was impossible too, but it certainly is. Its effectiveness in game, however, is rather limited, as the timing and window of execution is really tight. Also, with plinking of ultra, its a bit easier to just do low mk into ultra. Gives you that extra charge time.

VES: tournament coming up on the 26th, so looks like i’ll start practicing again in a week or so. Hopefully i can put in a decent performance, though admittedly I havent touched the game in over a month and my dissertation is causing a complete loss of all mental capability.

Ugh, random question, but Ves, have you been playing any yun’s in 2012? I’m hoping that its easier to beat divekick with standing rh. Am I right? Or is elec still the way to go?

I haven’t played any Yuns of note in 2012. Everyone was still holding off on him because they weren’t adjusted to him yet.

I like st.strong vs. divekicks and buffered elec though. I don’t like st.roundhouse vs. any divekicks except cammy’s now. I don’t use it vs. rufus anymore, I’m a st.jab guy now.

Why? I saw u use st.hk quite well vs a rufous in a touring a while back. I can’t remember if you won though.

St.hk works great vs. badly placed divekicks, but so does jb.fierce and a host of other aa’s. Properly late staggered divekicks will blow st.hk up. One of the big benefits is that a whiff st.jab recovers fast enough to block sometimes where st.hk is horrible on whiff. You also have to factor in range and startup. far jab/hk are both 3 frames but hk only gets to the good aa frames at frame 5 or so, and it’s much easier to tag a divekicks in startup with jab because of that and the range it gives.

Basically I’ve changed the area in which I play in and it has led to me being much more dominant vs. Rufus players. Me not using st.hk much at all has me of the opinion that Blanka beats Rufus. If you get into a scenario where he is directly on top of you and you don’t have the bar, it’s generally better to just take a throw, try to backdash/focus backdash, or to jump back.

St.hk just doesn’t have the active frames in the correct places to make it a good divekick aa.

What area you playin in now and where were you before?

I’m not scared to break my charge anymore so I’m being more active in that mid range where st.jab/strong/fierce are good where before I would play too scared and try to play farther away and end up getting my sweeps and crap divekicked over. I’m able to safeball Rufus a lot more too at that range, which is a much better option than sweep, and if he tries to read something and divekick, safeball ends up counterhitting him a lot.

My neutral game vs. Rufus used to be terrible so I would try to turtle it out when he had meter, or rtsd. Now that ex messiah does no damage, I play a much more proactive role in the neutral game and I’m not scared of getting hit by ex messiah at all unless he has 3 bars. I’m willing to eat 2-3 of them to prevent getting hit by one into ultra.

One of the other benefits of this range is that Rufus’s far buttons are very slow, so you can actually do walking jab pressure vs. him and he can’t really do much but block for a little while. While the jabs don’t do much damage, they keep him antsy and not wanting to hit buttons in that range, which opens up other chances for you. On block you can rejab, and on a connected jab you can go for another poke like st.strong, sweep, or whatever which are force block situations for him. Hard to confirm a single jab for sure, but if you see him walk forward, the jab causes him to get aa’d, or you land 2 jabs, confirming it isn’t too bad.

Also I learned how to jump at Rufus like I learned how to jump at Sim, so I feel more confident being aggressive vs. him too because I know if I jump from the right place he has to air to air me or block.

So you hang at far st.lp range and pressure with that and then you have an option tree you follow, is this your order of frequency?

Option 1: st.lp hit or you feel gutsy = st.mp
Option 2: safe ball
Option 3: jump with relevant normal

What are your jump strategies?

And finally how do you try to land the back throw?

Oh oh, one more, when you block ex messiah can you always max punish with u1? Sometimes it used to whiff depending on how they ended the messiah!

Thats pretty much it on the chart, but jumping generally comes from farther back with j.strong, like after a blocked safeball or after my opponent is going to whiff a divekicks. j.fierce from super on top of rufus, and j.strong from farther out can both beat cr.strong clean.

b.throw is normally landed with jab xx elec, walk forward kara throw or other kara throw setups.

Yeah the key to punishing ex messiah with u1 is to not do the ultra asap. You want to slightly delay it so it beats all follow up timings.

Fantastic. I don’t play but in my head I like to keep my game tight lol. Those posts are matchup gold. Thanks bud

Sorry if this is repeating something already known, but:

Charged Rockcrusher <link> Ultra 1 – 486 Damage

I was reading through the AE2012 changes and I saw that fully charged Rockcrusher is +5 on hit. That sounded sort of like a billion, so naturally I suspected that an Ultra 1 link would be possible. I have horrible, horrible execution but I was able to get it after just a few tries. I think if it’s +5 it’s got to be a 2-frame link, right?

It seems like this adds some teeth to Blanka’s mixup game, by virtue of the OH being worth the risk to throw in once in a while. (Not that you’ll land this all that often.)

I’m so stressed at the moment:(, I been practisin g c.lk c.lk s.lp roll combo for ages and still can’t go it consistantly. any tips or advice on doing that? would it be easier if you just do c.lk c.lk c.lp then roll?

cr.lp makes the last link 1f, you don’t get knockdown ball as often because of how st.lp moves you forward, and that also means it’s harder to cancel to super if you want to.

If your problem is with the standing up part just practice that part.