Understanding Blanka's Ultra

^^^ Well hot damn that is a lot of research. Good Job!

My opinion is that U2 is a godsend against fireball characters. I’m sure someone will figure out something about the AA version… but I haven’t found it useful yet.

Also, imo, the best looking Ultra (Ground) in the game! Doesn’t last 2846284 mins - it’s just a simple rage pounding electricity fireworks show. Love it.

Only thing I wanted from Blanka was safe EX Beast Rolls. Oh well.

Is your opponent above you or about to be above you? Then 500 free damage. Though people will eventually wise up, at which point the AA version just becomes a pretty solid jump-in/air move deterrent.

you can connect the ant air version off of any level of focus to connect for full damage, level 3 with full AA ultra does 503 damage, level 2 does 433, the ground version only does 240-300 something. you can take as much time as you’d like too because they can almost be completely laying down on the ground and the ultra will still hit.

is the initial animation of the AA and ground version different - in other words can you tell what one is going to come out before it comes?

Omegablackmage:

Will be updating OP with accurate information on both ultras. Will be adding your excellent research on U2 in addition to other properties I’ve worked out. Great work. Getting my butt kicked by macroeconomics right now, I’ll try and finish the post I have by tomorrow afternoon.

–Jay Snyder
Viscant@aol.com

U2 is so mutch better than U1.
I made some test and it s better catching fireballs than Chun lis U2.

Full screen(I mean FULL), full ultra do 300 damage. But just walk a little bit forward and it is almost fullscreen, but then it does more than 400.
AA U2 does 500 dmg.
The startup is very fast so it can also punish moves from full screen.

Original post updated for clarification on Ultra #1, with Ultra #2 information added in as well.
If anyone has corrections or details I missed, feel free to add them and I’ll add them to the OP.

–Jay Snyder
Viscant@aol.com

Interesting thing I found about Blanka’s U2:

  • If the opponent is holding forward while he is in close range and you are holding AA U2, the U2 will activate. I don’t know what’s the point of it though. Maybe to punish wakeup throwers?

  • An alternate motion for U2 is: charge :db:, :r:, :db:, :uf: or:ub:. The advantage of doing this is that you get to walk forward a little bit before the ultra comes out.

yeah thats actually really useful for deejay so he can machine gun upper, walk forward and then connect with his ultra. Pretty useful stuff.

Yeah I think the purpose of this is to allow a dash after a FA without having to charge for the ultra while the opponent is crumpling. The timing of these types of ultras seems less strict than before to me, but it just might be the same and I’m making it up or something.

Can anyone tell me why you would use Blanca’s Ultra 2 instead of Ultra 1. Ultra 1 to me is way better. It does way more damage and it’s delayable, so alot of (even good) players walk right into it thinking that it’s already wiffed! Anyway, i might use ultra 2 since it’s easier to combo, but it’s damage seems so low that it isn’t worth it. Plus i love that i can throw out blankas ultra 1 if the match is close and just win on chip damage, or just throw it out randomly and most of the time not even get punished! Blanca rocks.

Doing stuff “randomly” will get you killed. As you continue to play, you’ll get better, and you’ll face better competition. They will not “walk into it”…and they will punish it. You’re right about the chip damage though…to be honest, that is pretty much it’s only use.

Ultra 1 can be used as anti-air now. I did an ultra on reaction when my opponent jumped and it hit. The timing is the same as a jump punishment with c.mp in Vanilla.

Anyone know a list of what characters you can do focus —> u2 aa on? i could not land it on chun

Edit: ok, i tested all of them myself. works on all except chun, blanka and gief. balrog, dan and guy i had to take a slight step forward before ultra

If your opponent is on really low health and have knocked him down and are able to activate U2 from full screen. If the first shock wave whiffs I haven’t found anyone that can punish it.

I haven’t go in to training mode and checked every character.

There are plenty that can punish in between hits if they jump the first…

He meant do the first while they’re knocked down. I’ve chipped quite a few people to death like that.

Hey is it possible to do cl. st. lk cancel into surprise fwd hop ultra 1? I don’t have any problems doing hop ultras but for some reason when I cancel the lk into the hop I can never get u1.

Edit: I got it to work, it definitely takes time to get the execution down, esp when you cross over them.

If you are at max distance from your opponent, even if it is possible to punish, it is very difficult for most of the characters and the timing is tight. If you are around 3/4 or half screen away, you’ll most definitely get punished. What I usually do is knock down my opponent, hop all the way to the back of the screen and Ultra. If they try to approach by moving forward or jumping, I would change the plan and ball them instead.

This is only applicable when the chip dmg will end the match. If not there’s no point in doing this. That’s just IMO :smiley:

[media=youtube]l3COzi5_AP8]YouTube - [PSN[/media]

yeah I saw this too in this video, yet ppl are saying there is no anti-air element. Apparently the block stun element right before you go in the air can reach air borne characters. That’s why Ryu went from a j.HK to block stun animation. I still believe that it can be used for anti-air. If your timing is right of course