Notes: Frame info comes from here: http://www.sfframedata.com/walkthrough/pages/ssf4_intro.php
All damage values are computed from full opponent vitality, with full Ultra meter.
**
Ultra #1: Lightning cannonball
Command: Charge B, F, B, F + PPP
Frame startup: 1+3
Damage: 500 if the four ground hits land. 495 if landed from the ground shock hit (120, 125, 125, 125). 150 damage on chip (30, 30, 30, 30, 30)
**
Details:
This is the ultra that caused this post to be made in the first place since the properties were misunderstood. To clear it up. The first hit of this ultra is an invisible hit that does not show up on the combo meter but can be combo’d into. It has all the properties of a low hit and must be blocked low. It trip guards as well, however the timing of this is very hard to pull off since it is only active for 2 frames. Exact frame data for this is 2(20)46.
After the initial low hit, he hops into the air and is completely inactive for 20 frames. This is why this ultra does not really function for anti-air; the part where the ball hops upwards has no active hit boxes for 20 frames. Which sucks. As the ball is descending however, it becomes active again and is a mid-hit meaning that it must be blocked high. The remaining ground hits can be blocked high or low.
**
TO REVIEW: To block this ultra, block low at first. As the ball descends onto you, block high. Then block the rest however you wish. **
Practical applications:
This ultra is more useful for chip damage than Ultra #2 and has faster startup meaning that if you like to throw stuff out randomly, this will work out better for you. This ultra also acts as a punisher. There are an awful lot of practical things that recover slower than -4. Sagat 2 hit tiger knees. Balrog swing blows/overheads. Turn punches of higher level than 1. Bison scissors using a button other than short. Shoto sweeps. On and on. This ultra also combos as a 1 frame link off of low forward and low short. You can also forward hop into it (charge back, forward + KKK, back, forward, hit PPP when Blanka recovers from the hop), which has been made easier in Super due to forward hop being slightly sped up.
Ultra #2a: Shout of Earth (anti-air)
Command: Charge D/B, D/F, D/B, U + PPP
Frame startup: 1+6
Damage: 500
Details:
This Ultra acts as anti-air solely. There is virtually zero ground range on it as an opponent can get right next to you and block and take no chip damage (which looks funny since there is a lightning effect happening around them). If someone happens to stick their hand into you, they will take the full damage, however with 1+6 frame startup, this move does not really act as an anti-poke.
Practical applications:
The main use for this version of the Ultra is to stop things happening directly above you. This Ultra does not function as anti jump-in at a 45 degree angle, it pretty much just stops things in a straight line above you. Blanka is a character who is not easy to cross up anyways due to EX up ball, but this gives you a large incentive not to even try. Viper flame kick mixups above your head are shut down, as are Akuma vortex options. You can hop forward into this Ultra, charging D/B, D/F+KKK, D/B, U+PPP when Blanka lands. Slightly more difficult to land than the hop->cannonball setup. This is useful vs. people who jump straight up from a slight distance away. Zangief sometimes will neutral jump headbutt from a slight distance as part of his poking game. A character like Chun-Li will also neutral jump RH from a slight distance away to try and convince you to walk under her. This shuts things like that down.
Ultra #2b: Shout of Earth (ground shock)
Command: Charge D/B, D/F, D/B, U + KKK
Frame startup: 1+11
Damage: Full damage (4 hits) is 420. 3 hits is 300. 2 hits is 180. Yes these are full ultra values. Chip damage is 150 for the full ultra, 120-130 for the 3 hit version. ***
Details:
Blanka slams the ground at first creating a ground shockwave. Then he slams the ground again creating a second ground shockwave. The first one affects only things directly touching the ground and is active only for a very short period of time. At full screen distance, when you land this Ultra you will get the 3 hit version. From half screen and closer you will get the full 4 hit version and the extra 120 damage. If someone jumps over the 1st shockwave and lands on the 2nd one, you only get the 2 hit version for 180 damage.
Many characters can punish Blanka for doing this from a distance away looking for a chip win. Omegablackmage has compiled a list of what various characters can do to punish Blanka just randomly throwing this out. This list is taken from his thread here: http://shoryuken.com/showthread.php?t=233720 . Many thanks to him for his hard work. Some of these punishes are very hard to do and some are wildly impractical. The ones that all start with “jump” are especially vulnerable because if you activate the ultra while they’re already in the air, their timing on the jump to punish will be off and they will likely land on the 2nd shock and take 180 damage. An example of this would be Dhalsim. If you get in close, he will jump back or look to quickly teleport away. Well, if he’s teleporting in the air, he can’t exactly teleport again, so you have an opportunity to either make him land on something or accept the chip.
Abel - fierce wheel kick goes over first hit and hits blanka
Adon - jaguar tooth goes over first hit and hits blanka
Akuma - ex demon flip to kick will hit blanka before the second hit, rh demon flip to sweep option
Balrog (Boxer) - turn around punch, ultra 1, super all punish
Blanka - shout of earth ground version (executed after first blanka’s ultra flash), jump forward - slide
Cammy - jump forward spiral arrow, jump forward ultra 1
Chun-Li - ultra 1 after ultra flash, jump forward c.rh
Cody - jump forward ex ruffian kick, jump forward super, jump forward mk ruffian
C. Viper - ultra 2, super jump forward to j.fp
Dan - jump forward to ex hop kick, walk forward slightly then jump forward j.rh barely hits (tough punish)
Dee Jay - jump forward s.rh
Dhalsim - jump forward j.fp, yoga shangri-la
Dudley - jump forward to rolling thunder, hold back to avoid first hit then ex machine gun blow
E. Honda - holding back during ultra flash (not down back, this makes your hitbox just large enough to be forced to block the first hit), you can ex headbut right after the ultra flash, or you can ultra 1 while he’s pounding his fist for the first hit (again, you need to only hold back for this), also jump forward s.rh hits
El Fuerte - instant wall hop to f.p, jump forward ultra 2
Fei Long - jump forward to ultra 1, jump forward to super, ex chicken wing right after ultra flash, and jump forward f.rekka works
Gen - ultra 2 (the air one that punishes fireballs) right after ultra flash, jump forward s.rh
Gouken - ex demon flip to kick, rh demon flip to sweep
Guile - jump forward s.rh
Guy - demon flip to elbow, jump forward rh
Hakan - jump forward f.rh (however, you can avoid the ultra by neutral jumping and then timing a lk super as late as possible and holding the charge through the whole thing). This leaves you right next to him during his cooldown to likely punish with ultra 1, or any of his bnb’s.
Ibuki - jump forward f.kunai, jump forward super
Juri - jump forward f dive kick
Ken - jump forward instant ex tatsu barely hits him, also jump forward instant rh.tatsu works but no ultra punish right after.
Makoto - ultra 2 after ultra flash, hold back and ex hayate after first hit, jump forward quick f.fp
M. Bison (Dictator) - head stomp, ultra 2 after ultra flash
Rose - jump forward s.rh
Rufus - ultra 2, jump forward ultra 2, jump forward fp
Ryu - walk forward slightly and then jumping rh barely hits him (probably hardest punish i’ve seen)
Sagat - rh tiger knee (tight timing) over first hit to uppercut before second hit, ex tier knee (lenient timing) to upper cut, either
rh or ex knee to ultra 1, rh knee to super, super after ultra flash.
Sakura - ex jump smash (the leaping punch move), jump forward s.rh
Seth - jump forward rh, ultra 1 after ultra flash (only projectile i saw that hit him, edit, turns out this isn’t a projectile, its a hit)
T. Hawk - jump forward to condor dive
Vega (Claw) - ultra 1 after ultra flash, sky high claw (claw on/off doesn’t matter)
Zangief - jump forward to ex green hand
It should also be noted that this Ultra does not have invincibility or much priority at all for that matter. Blanka can do the ground shock version of this Ultra vs. a character hitting a button near him and the usual result is a trade. 1 hit of this Ultra does virtually no damage, nor much stun. Suffice to say, you should not use this as an interrupting attack.
While this move is active, Blanka has full projectile immunity. While he’s slamming the ground, all projectiles simply pass through. It should be noted that Ibuki kunai DOES NOT COUNT as a projectile for the purpose of this ultra. Then again, Ibuki kunais don’t count as projectiles for EX horizontal ball either.
Practical applications:
This version of the Ultra is primarily used to stop fireball characters. In SF4, one of Blanka’s worst matchups was Sagat largely because at distance you could not threaten him at all and he had virtually no incentive to not throw a fireball when you were 2/3 screen away or greater. Which, if you focused or blocked simply led to more fireballs. Blanka’s character identity in SF4 is the anti-projectile and anti-air character, so him losing to Sagat mostly off of fireballs didn’t make much sense at all. Shout of Earth closes this hole. Firstly, you now have a reward for absorbing fireballs. And secondly, you are now dangerous at full screen away. Projectile characters now have to think about what they’re doing from full screen away, which is pretty nice.
This move also functions as a whiff punisher from full screen away. A character like Honda will whiff oicho throws after a knockdown. Now he has to be careful of that. Zangief will whiff kick lariats from full screen away and will occasionally whiff one trying to predict a blanka ball. That’s not going to work anymore.
And even more excitingly to expand on the above, it’s now unsafe to whiff air moves for meter since this ultra can be used to trip guard. A character like Viper will occasionally jump back flame kick for meter or whiff flame kicks somewhat more near you as part of the mixup game. Or Akuma will jump back air fireball just to stall for time. (If you notice, Akuma and Viper appear in both sections of the Shout of Earth applications). Now, you can trip guard them with this Ultra. It should be noted that you don’t have much time to land the trip guard, but with practice you can get it down.
Lastly, you can hop into Ultra with this Ultra as well, however one difference is that with this move, hopping BACKWARDS into Ultra is useful. You don’t have to do any fancy commands either since you can hop back while still charging D/B. This looks like a broken charge, especially in situations that a backdash would normally go which will convince even some smart opponents to throw a fireball. If close enough, you can even get the full 4 hit version.
–Jay Snyder
Viscant@aol.com