You can turn on counter-hit in training mode…
My contribution for this Thread.
303 damage-j.HK >> c.MK >> c.LK >> c.LK >> s.LP >> H Blanka Ball
321 damage-j.HK >> c.MK >> c.LK >> c.LK >> s.LP >> H Blanka Ball XX FA
463 damage-j.HK >> c.MK >> c.LK >> c.LK >> s.LP >> H Blanka Ball XX Super
please we want to see it!
Ok so I decided to get really bored in training mode and I FOUND MEATY OVERHEAD ONE HIT TO ULTRA 1 :rock::rock::rock::rock::rock::rock::rock:
Rockcrusher (Second hit meaty) link to ultra1 —431 damage :karate::karate::karate:
Also bonus
Rockcrusher (Second hit meaty) link S.jab XX BLankA BALL — 166 damage :tup::tup::tup::tup::tup:
GET at ME :DD
Will post vid in a few days for it but test if you want
Yeah we’ve had these posted in various places for awhile since relatively early vanilla, they just didn’t make the master list.
Think you can get up to +6 on the overheead.
Is j.HP, cl.s.MK(2hits) >> s.LP xx HBall xx Super a pratical combo? I’ve managed to pull it out a couple of times, variating from stopping at Ball and extending it till the super, but I’m guessing I’ll have trouble pulling this out online. Is there any more pratical combo that does damage close to this one? Also, as I’ve tested it, it does 518 damage.
Not exactly practical. J HK does more damage than J HP. cl MP is better than cl MK because it’s one less hit for the same damage. You just have to hold up back to use it in a combo. Also, it is easier to link from.
I dunno about you guys… but despite cl MK -> s.LP is only 1fs and cl MP -> s.LP is 2fs … i find cl MK -> s.LP easier to connect…
-LAU
My bnb combo is jump hk > mp > lp > hp elec, which I can 95% of the time. Some characters you have to cancel into elec on the first frame of the jab to hit, but that’s not a problem anymore for me. Still won’t work on a few chars tho like Abel.
I’ll use j mk > cr mk > HP elec for crossovers or pressure has to be closest combo to 100% execution rate. It’s super easy to mash out, but J mk > cr lk > lp > hp Elec is nice to use and can setup tick throws
Sometimes I’ll throw out J hk > mp > cr mk > roll, but it’s not nearly as reliable, but even if I miss a link it still seems to work to counter some things, also it’s a good combo to drop on purpose for people who like combo breakers. I really don’t use ball combos that much.
-Lau, if MK works for you than it works for you, keep on using it, it is easier to crossover a super with. I started out using that, but didn’t like the reliablity, mp > lp > elec was hard to get down, but I got it down now with pianoing.
MK is also 1 frame faster so that can be important for combos on the ground
im new to this forum stuff but u guys got some good shiet about blanka combos here. thanks for da tips. And now forgive me for not knowingh the short hand notations lol
my contribution (mainly make use of the command hops)
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lp, command hop, elec.
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j.mk (cross up) hop, st.mk, lp, roll, FA
- if oponent blocks FACD, grab (neck bite)
- can do 2 with st.mp (2hit headbutt) after cross up
rainbow rolls
- can do cross up
- can land directly infront of oponent & grab
im very interested in that combo mentioned previously where you do st.mk facd lightning cannon ball. shall try that tnite
Can sMP be used in combos in place of sLP? I have been trying in training mode, but cannot get it to combo. My favorite combo is JRH>SMK>SLP>H Roll. I can get this about 60% of the time, but I want to substitue mp if possible.
If you’ve looked at the frame data, no you cannot in that combo, or most combos. st.mk is +3 on hit, far st.mp starts up in 7 frames, and isn’t even special cancelable.
You might want to do MP in place of MK in that combo as it will make it far easier to connect the lp afterwards. Turning a 1 frame link into a 3 frame link is generally good.
Thanks for the advice, I will give it a shot. I have not looked at frame data. I like this game, but Im not THAT involved to be looking at fram data…, but then again I am posting on a forum, so maybe I should be looking at fram data.
If you really want to use s.MP do it like this
j.RH > s.MP > s.LP > HP Ball
why is it that i can never get my s.Lp>Hp Ball?
do the mp while holding up and back. it’ll give you charge time.
U/b mp
I was able to pull off u/b MP to ultra a few times. but most of the time, i ended up jumping up and MP air.
i dont understand the timing so normally i just mash u/b MP till i see MP comes out.
you time it so it hits right when your feet is touching the ground is how i do it. i’m almost doing it before i’m hitting the ground.
I can get J.hk>sc.mk>s.lp>lpball xx super or the crossup j.mk version fairly consistantly online. Just a matter of practice and lag-buffering, hehe! I find cr > standing hits a bit harder to do, that extra left hand adjustment usually messes up my cortex.
Getting back into playing Blanka again. A new job with 60 hours a week kinda cut into my gaming time. I am rusty so I hit training mode to get back into shape. I noticed that I can get this 1 frame link combo over 90% of the time: J HK > cl MP > cr MK > beast roll. I thought I’d share my method on how I can get it out so easy and I’m not sure if I have before.
While jumping hold up and back for the charge. When you hear the hit clear press medium punch while starting a rolling motion from up and back to down back to down forward and forward. The rolling motion should be a medium to fast speed, not as fast you can do it. When you get to the down position press medium kick(make sure you let off fast) for the crouch then when you hit forward press a punch button for your beast roll.
330 damage and good in situations where ball can’t be punished or you could burn EX meter for FA finish