SSF4 Blanka Combo Thread

so wheres the damn video?

I didn’t see these on your list for cross-ups into ultra links, combos, or whatever they’d be called, idk. These were done on Street Fighter IV not Super, so I don’t know if they’d work on there too but that thread was closed. I’m actually not sure if these can be blocked on reaction or not, I don’t have anyone to test them with in person. Maybe they could be countered too, I’m not sure. I’ve pulled them off a few times online and no one has ever blocked or countered them, I think maybe it’s just because it surprised the hell out of them because the charge time for these is ridiculously tight. They might be easier to do with a stick, idk. If anyone can confirm if these can be countered, avoided, or blocked, that would be cool. Either way enjoy.

[media=youtube]pvXsEn674dk[/media]

nice uncombos to ultra -_-

Actually I tinkered on doing that in training mode and it doesn’t require tool assists or anything and I got it to land on the majority of the cast. But the charge timing has to be spot on and the j. rh has to be rather deep.

So, you’re saying the one posted as a cross-up ultra now should be taken down? It doesn’t register as a combo, technically it’s not a cross-up ultra.

Blanka’s Ultra is pretty easy to block…

All the ultras setups here are blockable and are not combos. It might be useful as a surprise random ultra I guess.

hey,
you can do a lot of easy and usefull combos with that “U/B st.MP after a jump in” stuff mullah found out

e.g.
j.HK -> U/B st.MP -> ULTRA 1 (2 FRAMER!!! thx mullah)
j.HK -> U/B st.MP -> st.LP xx Ball (xx FA/SUPER)
j.HK -> U/B st.MP -> cr.LK -> st.LP xx Ball (cr.LK sometimes wiff if the jump-in distance is too long)
j.HK -> U/B st.MP -> cr.LP -> st.LP xx Ball (cr.LP has more range and doesnt wiff but cr.LP -> st.LP is a 1 framer (cr.LK -> st.LP has 2 frames))

just thought i would post up a vid i made a while ago out of boredom, and it shows how some of the combos posted look, and a little more nonsense

[media=youtube]-YV5mjo4o5c[/media]

while this doesnt have all the combos, it does have some so u can see the damage and whatnot. for more blanka play that i have posted just look on my yt page

YouTube - TheReaLInsaynNe’s Channel

srk crashed and made me post like 4 times

Good stuff InsaynNe.

does anyone know how to land the st. MK > st. LP more efficiently. i could rarely get it to connect. is there a plink to this?

no u cant plink this (except with BACK button if you are able to wire your stick that way)

IMO in doesnt make sense to relay on 1 frame combos which arent plinkable cuz they are random!

i think close st.MP is a great move to start combos and once you get used to the j.HK -> U/B st.MP timing you can do some nice shit!
like j.HK -> U/B st.MP -> cr.LK -> st.LP xx Ball (no 1 frame links so easy to execute)
or linking j.HK -> U/B st.MP into U1 (2 frame Ultra link! NICE!!!)

st.MP into st.HK is an easy link an helps a lot against dhalsim wich can punish every ball combo with his HP even on hit! (want to mention abel with ultra too)

j.hp doesn’t push back as much as j.hk. This allows you to do j.fp, s.mp, cr.mk, U1 against certain standing opponents (517 damage, I think). Worked vs Blanka, but couldn’t get it against Ryu.

While I was messing around with this, I discovered that you can perform an ambiguous x-up after the opponent blocks a close st.lp from it’s furthest range. Even j.hp can x-up from this range (tested against Ryu). You can do a close light attack (hits) followed by close st.lp do get into this range. Also, if you get far st.lp the jump in doesn’t x-up.

Nice vid Insaynne.

Practice makes perfect. I went into training mode and kept doing this for god knows how long. Now I can execute it quite efficiently in a match. Just don’t give up!

A noob question, why do you use U/B st.MP. lol. And for that combo, do you let the MP do both hits?

because close nuetral MP is a different normal than Forward MP or back MP the U/B part allows you to get a charge out of the attack longer.

For vanilla 4. I actually just downbacked after I hit the close mp and it gave me charge time… but for doing this into ultra… you need to use U/B version

I see… Can it work with U2? Or just U1?

For the Ultra directly after the close st.mp, this is U1 only afaik. U2 requires down-back charge. You can get charge for U2 after st.mp by using cr.lk or cr.mk, but it doesn’t combo so no point unless you are trying to bait a jump in or something.

J.hk, (U/B) st.mp, c.lk x hori-ball (xx super or xx lv 2 focus cancel the ball for crumple > AA U2 ftw with luck, kinda wastes meter on a prayer though).

I’m pretty average, so don’t take my word for it.

Might be a dumb question, but in the counter combos part, why are these registering as counters? I dont see ryu doing anything