SSF4 Blanka Combo Thread

Personally i think the best combo blanka has is cs.MK s.LP xx electricity. Works on everyone and cs.MK is one of his best close normals. It’s a 1 frame combo but it really is imo his best meterless combo he has. I practice this daily in hopes to get it mastered one day.

what is blankas most easiest and damaging bnb that doesnt consist of tight frame links? maybe a 2 frame link instead of 1 frame links? thnx in advance

there is a list of combos on the first page, and at the bottom is how tough each link is. How lazy are you?

Also the answer to your question is character specific.

why you wanna do this? its a ONE FRAMER! ITS NOT PLINKABLE! no madder how good you are, even the pros cant do that always!

no offense but this is just stupid IMO!

i watched a lot of T SRAI vids lately and he often trys to link
cr.LK -> cr.LK -> (cr.LK ->) st.LP -> st.LP xx BALL!
WHY IS HE DOING THIS??? linking st.LP into st.LP is just nonsense! it doesnt even deal THAT more damage! and its a one framer!

but okay…your combo does even make sense but its not worth it! practise other stuff!

? i have no clue what you’re trying to say.

i can’t tell if you’re being serious or not. This combo is very good and i land it often, just not often enough. I do use other combos for sure because they are better frame advantage if i drop it. like cs.MP is +2 on block better then +0 iwth cs.MK.

yeah but not sure your post confuses me.

I think the point is that as an unplinkable 1 frame link that you also can’t reliably double tap because you are canceling into electricity, the odds of you getting the combo up past maybe 70% in accuracy isn’t really feasible.

You cited it working on everyone as a reasoning as to why it is good, but honestly I would rather use a character specific 2 frame link combo or just do cr.mk xx elec rather than try to get that consistently.

it is for sure feasible to get it higher then 70%. It’s not just that it works on everyone it’s that it has very good hitbox/properties in many situations.

If people really think that it’s not worth learning this link then fair enough, i think it’s very good.

higher than 70%???
NOOOOO WAY!!!

you have to hit the exact 1/60 sec! plinkable…okay thats definetly possible but unplinkable… i doubt it!
its just too risky cuz if your timing is off one little tiny bit your big damage dealer elec will hit the block! or the shoryuken hits you

its possible, but the problem i have with the combo is starting with st or cr.mk is more likely to be blocked than starting with cr.lk. i always use cr.lk over the other 2 because it hits low and is one frame faster, one frame and being low makes a big difference when it comes to twitch blocking a wakeup hop mixup cr.lk or even crlk following a kinda ambiguous crossup j.mk.

hagen it’s easily possible. When i played rog i had no issues with s.LP c.HK and i didn’t know about plinking (and then didn’t use it). Also there are players in other versions of sf that can hit 1 frame links with consistency. Really it’s not as hard as you think it is. Just takes muscle memory and practice.

As for mullah. I should have said that this is one of his best tech punishers. It’s got different properties then other normals. Really suggest some people try this out. It was suggested to me by some other blankas and i didn’t think it was that good but it really is. j.HK or crossup into cs.MK for a tech punisher. If they back tech or crouch tech beats both and combos into s.LP xx electricity. Also it beats armor moves, it beats all sorts of stuff you wouldn’t expect. I agree for hop purposes c.LK is really good because it’s faster. But give it whirl if you haven’t yet to see what you think.

i will try it out, i’ll report back in a few days and let you know how i get on

thanks, i mean it’s possible i’m overvaluing it. i hope other people give me some feedback.

edit: just checked hitbox data, he acutally is above ground when he does it so it appears to sail over normals so in a close situation even though it’s slow it could be over normals that are faster then it which is why it beats things that i don’t think it should. I dunno… i don’t understand hitbox data very well.

edit2: [media=youtube]OTHcJKY7CEk[/media]

wanted to mention that i’ve done this to viper and it beats burning kick.

Rog has a tendency to hit with the second active frame of st.jab which randomly makes the cr.hk a 2 framer. Also yeah you can can double tap most other 1 frame links. In sf4 I can do Claws cr.jab links fairly easily, but they also have a very fluid timing and are doubletappable. The electricity input is part of what makes it harder.

What do you mean backtech, the move is throwable, you mean do it meaty off of the jumpin so it hits during throw startup? That really isn’t an advantage. It can lose to crouch tech for sure, but it does have the advantage and will generally out hitbox shorts. I was just testing and got counterhit a couple of times though. I mean yeah it can dodge some lows, but so can st.short which is a simple cancel into elec, as can st.hk. It’s 40 or so less damage for the st.short cancel, but guaranteed.

Edit: if you miss the link, elec can whiff leaving you open to punishment, though even if it whiffs it is pretty unlikely.

okay weird thing happened, I have my dummy Blanka looping a combo with a missed jab link, and the one time the jumpin was a little farther out making the mk connect oddly and the jab randomly comboed.

Both close mk and close lk work as decent meaties as well, it will beat crouch techs if the timing is off alittle…
land close mk as a meaty and I think the jab after becomes a 2frame link, close lk jab electricity,( thanks to ilitirit )
close mk/lk jab (roundhouse) also helps create a good mixip game…

youtube link is not too useful to reference beause u can’t slow it down frame by frame. fyi on the 3rd frame blankas hitbox is sufficiently far off the ground to cruise over cr.lks like ryus that are low to the ground. frames 1+2 hes fully grounded. im’ sure hes considered ‘grounded’ for the purpose of throwing throughout the whole move

the cl.mk meaty is not so good off of a hop simply because you only get the second hit, which only does 40 damage. The weird, have the second hit of st.mk hit late thing I got on my dummy would make the move immensely useful though if there was a setup for it.

think I found a frame perfect meaty setup. cr.hk, hold uf, hit a button before landing preferably close to the ground, cr.lk/cr.mk

I haven’t been able to do it too early at all which is why I think it is frame perfect, I’ve got cr.lk to combo into sweep and cr.mk to combo into itself.

If you do the jumping attack super late at the right range, the meaty is very very ambiguous against certain characters, Blanka will actually do a bit of a teleport to crossup, and if you didn’t actually hit a button, Blanka will end up on the same side as where you jumped. Try it against Ryu.

whats great is that there is sort of a buffer when you land from jumping attacks so you get a perfectly timed meaty every time as long as you hit the button relatively early.

Edit:
Since Sagat/Cammy get up one frame slower, you generally want to substitute st.mp as your normal.

I want to land sweep, meaty mp -> sweep x whatever till death.

Edit 2: you can change the ambiguity by when you hit the jump in button, gonna make a list of who you can do it on.

My thoughts on cl mk > lp > elec. Or cl mk > lp > roll for that matter

I actually got decent at this combo because I practiced it a lot and thought it was flashy especially with a super finish. By decent I say somewhere around 50% execution rate, which wasn’t too bad because if I missed the combo it was usually too early so the jab got skipped and blanka went straight into elec after the broken link. This meant he would zap a lot of would be reversal moves, but a good opponent would use something like a cr short, throw, or shoryuken to beat electricity. On the other hand I could drop the combo early and then punish whatever they try, but as a pure combo it just wasn’t reliable. The 2 hits allow your opponent to think long and hard about what they want to do and give charge characters time to charge up on you.

I switched to using cl mp > lp . elec for regular jumpins which I seldom get to use and cr lk > lp > elec for crossovers. I get a lot of hits with that crossover even if it doesn’t do that much damage and it sets up tick throws.

I believe you should watch juicebox podcast… he mentioned it’s all about practice and despite it technically sounds impossible the truth is it’s all about muscle memory and if you can remember the beat… kinda like musicians are probably even more precise with their timing of their beat to a song, and how most if not all the musicians can manage to time playing their instrument at the precise moment with each other…

if you practice enough… 1/60th of a seconds sounds hard but actually we can even be even more precise.

I think if you think about it this way it makes sense…

do people mess up once in awhile… sure… but it’s not as hard as it technically sounds.

-LAU