ST Blanka

I know he’s not a great Char but, I like to play as him. Anyone got any decent Strategies? Is there any way I can stand a chance against a good Balrog (boxer) or Shoto?

His best anti air is the upward ball attack. His best tactic is to c.mk cancel into hop then bite. When you crossup with mk, do s.strong and then go into bite or his toward 2-hit strong attack. Best combo I know of is jumpin rh, c.mkx2, ball attack.

I think he’s a great char, just has a few problem matches that hold him back, just my opinion of course. I’ll just say a few things that I know about him, could be bad advice though…

I think he can give turtle guile’s a lot of trouble if you play him right simply because you can stay on the ground and slide under sonic booms, don’t be predictable though of course… but pressure guile into the corner with slides then he’ll have a really hard time getting out. Don’t jump at him just zone him so he can’t leave the corner and poke him with c.fp’s, jump straight up fierce is really good if he tries to jump out, get him to whiff flash kicks with some fakes, slide if he sonic booms… stuff like that. If any good guile’s have counters for this I’d be more than happy to hear it, haven’t played too many guile’s but the ones I have faced I do really well against him with st blanka.

Blanka vs gief is pretty damn bad for gief as well.

Blanka vs people who can punish blanka balls even if they get hit (i.e. sim/charged rog), try using s.mp, c.fp as your bnb instead of c.mk xx ball, or if you’re really close s.mp x 2, c.fp (I think c.fp can hit but it’s really really hard to time)Or maybe use forward/backward+mp (1 hit) xx jungle hop for some tricks occasionally. Most of what I know heh.

Blanka gets owned by Rog espicially by someone who knows how to use him, as for shotos they have a hard time trying to punish blocked blanka balls. I mainly use c.hp a lot since it has real fucking good reach and punishes most whiffed moves. I also use the hop alot to pressure my opponents, its good for distancing yourself or getting yourself close to your opponent, it also builds meter like a mutha.

blanka can get meter so easily but his super I can’t find a decent use for it other than ghetto anti-air… any suggested times to use it? other than obvious chipping situations…

You could cross a char up after he falls down and gets back up but its a bitch to pull off, if done right it keeps the opponent guessing on what side your gonna end up therefore messing up his blocking patterns. A neat combo is tripping your opponent with c.hk, doing your super, crossing your opponent up so that only two or three of the five hits connect, then doing c.mk into blanka ball so basically

c.hk, super, cross up on wake up (2/3 hits), c.mk into blanka ball

yea I saw the combo in the tosaka vid, but I never considered it to be really practical since if you mess it up you’re gonna get destroyed… but I think I should try it some and see how it goes…

Thanks for the advise I’ll try some of this stuff. You guys make me think there’s hope yet.

To stop shotos from sweeping you when you jump, use deep j.HP.

miscellaneous stuff.

best combos:

  1. [cross up juming short]-> low forward x 1~2-> fierce rolling attack

  2. jumping fierce-> low forward-> fierce rolling attack

  3. [cross up jumping short] standing strong-> towards + strong

moves in brackets are optional.

after every knockdown with a rolling attack or vertical rolling attack, whiff a strong rolling attack so you’ll land next to the opponent, where blanka will be in an optimal position to cross them up with his jumping short.

if you anti-air the opponent with a standing fierce, you can time a strong rolling attack to land right next to, but behind the opponent; from here, you can go into combo #3.

after a connected low roundhouse, you can whiff a strong rolling attack to land behind the opponent. if they’re not blocking correctly, go for combo #3.

if you grab the opponent outside the corner - with their back facing it, after you’ve finished biting them you can use a strong roll to travel behind, and land next the opponent. if you catch the opponent unaware, you can use combo #3.

when facing projectile characters who like to bombard you with fireballs from a distance, blanka can calm their pressure by using the short or forward versions of his vertical roll attack to safely avoid the projectile, and charge his super meter.

against guile, when close apply pressure by using the a lot of slides. when further away try to trade hits with his sonic boom by using your low fierce. try to use your roll every time he uses his low forward. your jumping strong will at the very least, trade with guile’s jumping roundhouse, in the sonic boom-> jumping roundhouse trap.

use his throw. blanka is in the same throw-range league as chun li and m.bison(last boss); and the throw itself does plenty of damage and sets up options.