SSF4 Blanka Combo Thread

s.HP so good. might be blanka’s best normal.

Yes! s hp is awesome, beats almost anything in front of and above blanka and does the most damage of any normal. I still don’t use it enough.

It’s great in footsies once you condition people not to jump.

bah shit anti airs as well :open_mouth:

yeah it’s a good normal. If it had good recovery time it’s be amazing.

This combo will work on wider hitboxes and a lot of time they need to be crouching. You can even do J HK > cl MP > cr MK > cr LK > roll or J HK > cl MP > cr MK > cr LK > LP > roll. You can also crossover and do a 5 hitter. I think I got up to 280 or 289 damage for a crossover with no meter usage. Following cl MP with cr mk then cr lk also lets you combo into roll, super, or ultra off the ground with no u/b charge. Can be hard to get that close other than a crumple or certain blocked/whiffed special moves. I need to test and see who all this works on. Good for characters that can’t punish roll.

I think I only combo into ball now when it will kill(gets you more meter), when I do ch mk, mk xx ball, OS ball, or when I am going to FADC/super.

If you are going to do a jumpin combo you pretty much want to combo into elec most of the time, very very few exceptions, no real point figuring out who extended combos work on for anything but fun IMO.

did you mean cr. mk…?
if you hit a counterhit Cr. Mk Cr. Roundhouse is your best follow up; a hard knockdown for better positioning.

Cr. Mk Jab Ex electricity > Cr. Mk Ball… (at a close range)

yeah, I meant cr.mk, I was just typing fast.

Well the issue there is damage/stun.

ch cr.mk, cr.hk is 178/275
ch cr.mk, cr.mk xx hp ball is 254/385

I think it is matchup specific which to go for. Obviously if you don’t have charge cr.hk is the way to go. I think both are fairly even.

Also why use ex elec? hp works on most characters, and if you don’t want to use meter against the characters it whiffs on, using cr.lk,(cr.lk) st.lp, xx hp does only 40~ less damage and saves you a bar. the range where you have to choose between ex and ball is so narrow. Do you really feel the positional advantage outside of the corner is really that strong? If you hop forward after you are basically even as they wake up.

i went back in the lab and i have to correct myself…

it also works with hard super but not all characters. everyone with a big hitbox (e.g. zangief, seth, honda, etc.) will work.

i made a video of this combo

[media=youtube]8ZmfK13GtOQ[/media]

j.HK -> cr.MK -> cr.LK -> s.HK (274 damage)

works on all standing chars but adon and boxer (sigh…of course…) so far, was lazy and didnt check the whole cast…
spacing is a little tricky on thin chars…
works on all crouching chars
i think its a good combo cuz it has nice CH potential if you wiff a part slightly

what’s the point of this combo? i get 270 without the cr.LK … i recommend using cl.MP over cr.MK in this combo. same 270 damage but easier to link.

you cant always relay on hitting j.HK! if they block they might want to poke and so they get hit by the follow ups…
you can of course go cl.MP too!
I end a lot of combos with st.HK espesially against chars who can punish ball on hit or when i dont want to bounce back and have to try to get in AGAIN (like against keep-aways like sagat, sim, akuma…)

LOL

i just did this combo on crouching Honda

j.HK, cr.LK, cr.LK, cr.LK, cr.LK, st.LP xx Ball

if you wanna learn to link cr.LK, train against cr.honda!
its sad that you cant cancel the ball into super cuz that would be a 11 hitter!

is it even possible to get more hits than 10 with jimmy???

Yeah. Just do a combo that dizzies the opponent and then do another one.

4-6 hit combos do the most damage so I do those generally, no reason not to.

can you dizzy someone with just 1 combo? maybe seth?
this is just for fun ves, i know its not practical but nice to know

Against Guile you can do j.hk, st.mp, cr.mk xx hop. Backthrow, unblockable to dizzy, but thats the closest you can get.

Even with CH Blanka can’t output that much stun for whatever reason. Elec should do 250 stun, and j.mk should do more than 60 damage, but capcom is dumb.

if i do 2mk uc1 ?i use double tab?will it accidently become ex46p or even super cancel?
:sweat:

not quite sure what you mean but if you wanna combo cr.MK into ultra, but ex ball or super comes out, than you are too fast!

cr.MK -> U1 is a LINK not a CANCEL

its a 1 framer, so its hard to do

i heard that you can use double tap to make the link more easy to combo

and i really doubt if that is true