Understanding Blanka's Ultra

Is there a list of guaranteed ultra situations?

Trying to figure out what I can punish with ultra.

There are the obvious ones like throw or whiffed fierce or roundhouse, but ultra after a crossup before they land and air tatsu just before it lands seems to work.

Lately I’ve been using the Ultra on reaction to pokes (such as everyone’s fucking favorite, shoto low forward)… And that’s pretty much it.

I spent a few hours in training mode trying to get the link off of… well, not shoto low forward, but low forward none the less, into ultra perfected, but without the ability to double tap or drum out the ultra, fuck it.

Honestly, unless you catch a dude with his proverbial pants down (such as baiting a poke and activating), I don’t see much use for the ultra. Shotos seem to be able to mash out an EX SRK to completely avoid the cross up ultra (Sagat too!), Bison Dhalsim Akuma and Seth can just teleport on wake up, which means that a good portion of the cast has a guaranteed way out of it, every time. Linking off of low forward is improbable, and people are getting wise to hop ultra. At best you can pull if off against someone once and use it as part of your mix up game from then on out, but that’s it.

If you can master the c.mk > ultra, that’s guaranteed. If you time it to hit JUST as someone lands, or dashes at you, that’s guaranteed. Other than that, no sir. Blanka’s ultra isn’t exactly worthless, but it definitely lacks the guaranteed damage utility of many of the other characters.

Don’t forget to practice using ultra to punish blocked/whiffed stuff. I know it’s obvious, but there’s a surprising amount of things that you can punish with ultra, just gotta have the mindset to bait and always be prepared.

yes. blanka has one of the faster ultras in the game. its only 4 frames start up. i punish blocked sweeps all the time with it.

Anyone using lp. ball into ultra? I’ve been having some success knocking down opponents in the corner and then doing ball >> ultra in situations where I would normally do ball >> electricity in the corner. Just another trick I guess.

cant get it down. mind u i have never training mode’d it yet. just tried it agaisnt people with no results

Just do HP ball, the timing is pretty easy. And it has to be a crossover ball with opponent in the corner, otherwise it won’t work. It’s not the best of mixups and is fairly easy to block, but occasionally it can be useful, especially if you cross up with it and can escape any punishes (character/meter dependent though).

sooo basically . Block low first. then block high? then perhaps low again for the charge rush?

you can block low or high after the ball drops down

Need help hopping forward into ultra. How is that partitioned? Dash or hop into it?

Edit: Never mind I got it.

Searched the thread but didn’t see a mention of this anywhere. When I go into training mode and attempt to link cr.mk >> ultra, his super comes out instead of the ultra. Even if I bind PPP to a button and use that, super still comes out when attempting the link. Any idea what I’m doing wrong?

you are probably doing it too early, so the cr.mk is getting canceled into super. Blanka rarely has super anyways, so try it with just putting ultra on.

yo, blanka guys… explain to me how this is done @ 1:43 of this vid… [media=youtube]9xcvTHfjCcQ[/media]

ultra cancel??? lol

lol, I came to this thread with the same question, I would like to know to

Yo, that shit almost deserves its OWN THREAD. WTF is that! Maybe Their cabinet is faulty lol.

I saw that too. The weird thing is that that FAX probably planned it since he immediately did a cr. :lk: to electricity as soon as it ended. Maybe it has something to do with being in the corner, or maybe even Guile’s hitbox? Whatever it maybe, it is definitely possible and I will be testing stuff out to try to get it done. I hope any Blanka mains have any idea what went on…

Edit: Oh, I think I see what went on (credit to two youtube comments). Okay, so you know sometimes when you do an ambiguous Ultra midscreen. It first shows your opponent blocking (or getting hti) in one direction but then it shifts so he’s blocking the other way? Well, I think that happened here where Guile blocks the first hit but then Blanka actually shifts to the other side, where the Ultra would stop since he hit the edge of the corner immediately ending the Ultra animation.

May be a bad idea to launch ultra…
[media=youtube]aLcxDJomOwY"[/media]

wow forgive me if this is old but i haven’t played SF4 in months. also read the last half of the thread and didn’t see it mentioned.

but i was in training mode and screwing up Hop -> Ultra over and over again. then I tried

:db:…:df::3k::l::l::3p: and it worked o_O

this only works with proper spacing

Is the new Ultra a pretzel motion or 2 fb motions?

I’m posting this in here so that maybe the thread creator can eventually put this in the op.

I noticed that blanka’s new ultra (i’m only talking about the ground version from here on out) does about 150 chip damage (120-130 max screen distance). While blanka’s old ultra does the same amount, its incredibly punishable on block, and even if they have 150 or less health, its entirely possible for every character to reversal/avoid/or beat it in some way. This got me to thinking about the new ultra, if it hits from full screen, and theres no way to jump and completely avoid it, wouldn’t this work to finish every match off if they have less than 130 health left? I began to look at how this ultra works and how it can be punished from this distance.

Things to know:
? The first hit is completely jumpable from full screen (can hop towards or away), and hits very low to the ground (some moves that barely lift the character off the ground can avoid it).
? The second hit *** cannot*** be avoided. I tried many different things (ex tatsu’s, teleports, lariats, wall jumps, etc), to no avail, the hitbox just lasts too long to completely avoid.
? During the first hit, blanka is only putting out a ground hitbox. During the second hit, he puts out a hitbox considerably larger than an ex elec, and i have yet to see any moves beat it (besides shangri-la).
? Blanka is completely immune to projectiles throughout the entire ultra.

Knowing these things, i found that the only way for a character to beat this move is to jump over the first hit, and be able to reach blanka before he gets the second hit out (and thus the huge hitbox around him). If a character is unable to fufill this requirement, they are forced to take the chip damage, and thus lose (assuming they are at less than 120 health).

I tested, to the best of my knowledge, every character’s options from max distance (both character’s backs to the wall) to punish blanka for doing this move. I set blanka to record doing this ultra and went at it:

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
Balrog (Boxer) - turn around punch, ultra 1, super all punish
Blanka - shout of earth ground version (executed after first blanka’s ultra flash)
Cammy - no punish
Chun-Li - no punish
Cody - no punish
C. Viper - ultra 2
Dan - ex hop kick over first hit to ex hop kick over second hit to strike blanka before the first second hit. (both on ground)
Dee Jay - no punish
Dhalsim - jump forward j.fp, yoga shangri-la
Dudley - jump forward to rolling thunder
E. Honda - no punish
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
Gen - ultra 2 (the air one that punishes fireballs) right after ultra flash, couldn’t get any wall kicks to work (maybe a more experienced gen player could double check this for me?)
Gouken - ex demon flip to kick
Guile - no punish
Guy - demon flip to elbow, jump forward rh
Hakan - no punish
Ibuki - jump forward f.kunai, jump forward super
Juri - jump forward f dive kick
Ken - no punish
Makoto - ultra 2 after ultra flash, jump forward ex hayate (TRADES which probably kills you)
M. Bison (Dictator) - head stomp, ultra 2 after ultra flash
Rose - no punish
Rufus - ultra 2, jump forward ultra 2, jump forward fp
Ryu - no punish
Sagat - rh tiger knee (tight timing) over first hit to uppercut before second hit, ex tier knee (leinient 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)
Seth - jump forward rh, ultra 1 after ultra flash (only projectile i saw that hit him)
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

Some were close to working but couldn’t quite reach blanka before the huge hitbox came out. These were blanka’s ex escape ball, claw’s super, hakan jump forward ultra 1 (oiled, barely out of reach), gen wall kick.

Please let me know if any of this is incorrect!