Understanding Blanka's Ultra

[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

I don’t think this is very reliable. To use this as an anti-air, the timing would be pretty tight.

In the case of that Ryu performing a j.HK, it could be possible that the Ryu player was not blocking low after he landed. That would cause him to eat the ultra. I’m not too sure about this, but to me,U1 is not that reliable as an anti-air.

oh no, I would never recommend it for purposes of an anti-air. But I think it’s human nature when so go for a jumping attack to continue the combo. I would say that blocking after the initial hit wouldn’t be high on available options for the opponent.

Especially if they scout U1 as not used for anti-air purposes, they would think it safe to jump-in. There is only two outcomes from a jump-in attack, block stun animation into the full ultra due to PERFECT timing or…

they get in early, block low, high, then low again all up close and under pressure. I would like to think the odds are in our favor when it comes to this specific situation.

Good players will block it correctly. Simple as that.

Regarding Blanka U2, one of the easiest setups to get that chip win is when they jump away from you. If you’re sitting and have a built up charge and they jump back, sometimes I’ll throw out U2 right as they start back. Not looking to trip guard, just to get the chip from the 2nd wave. Obviously this becomes very situational (they’re sitting on about 3% life, I have full charge built, they give me an unprompted jump back), but if someone gives you a chance to win the match risk free, you take it. Obviously don’t try on Juri (for example), but for about 30 of 35, take the easy win if they give it to you.

–Jay Snyder
Viscant@aol.com

AA u2 is so slow its completely useless vs someone with half a brain.

If you’re feeling yourself, you can use AA u2 in the middle of a blockstring that has an opening in it like you would use a counter-ultra or a srk to punish a weak blockstring.

Also, Blanka’s AA u2 is great for moves that travel a certain distance, like Bison’s Psycho Crusher. Problem is, no good player will do moves like this without a purpose and it’s only really good for using it like this once, since the player will learn afterward to never try that move on you again. Still though, if you’re in a clutch situation and you notice the other guy being careless, go for it.

EDIT - It’s worth mentioning in regards to the blockstring that you only really want to try something like this with mid-high attacks. Some low attacks can be beat clean, but others will trade with your ultra, resulting in a complete waste.

Ultra 2 AA is slow if your using it for a counter but for AA against flyovers or crossovers its awesome.
I prefer u2 for projectile or zoning opponents and u1 for the rest.

If they ever add a third ultra I want an airthrow ultra. :slight_smile:

its way too easy to safe jump, it should be instant like hakans so hes not so free on wakeup. who does random cross up when youre already up and charged?

Hey I agree it should be faster. Maybe I play a lot of scrubs but people are always trying to cross me up, more so on wakeup. They also try flyovers when corner trapped. Even good players will do it. I don’t play enough A ranked players so I can’t say much about them, I’m sure they play smarter and safer. I guess having a longer startup for u2 is the price we pay for versatility.

My apologies for not reading all 11 pages, but like other gamers who understand the ultra’s fully there’s always a strategy to exploit an ultra’s weak points. Maybe people already know this but I’ve decided to put it into video form because I hated being chipped to death. Here goes:

[media=youtube]naruHFs_nOY[/media]

Here’s something to consider… most blanka players that use Ultra 1 will use it in the following way…

  1. In combo… after c.MK… so this is pretty much guaranteed if they got the timing down. (there’s a few others… some harder other easier)
  2. after forward throw… they WALK a bit… and do a 50/50 mixup that is hard to see if you need to block forward or backwards… the first initial stun won’t even apply as well
  3. do as a punisher… with it being 4 frame startup it’s among the fastest ultras
  4. Do it as an interupt
    then finally out of desperation…
  5. do the Hop either across or infront into ultra (like you demonstrated)

so… your guide… has it’s use… but i wouldn’t exactly call it the exact way to beat blanka’s ultra.

there are scenarios where certain characters can’t do anything…

example…

i knocked down Zangief with a sweep or forward throw… or back throw into corner… immediately afterwards i do Ultra 1 so the first hit doesn’t apply… there’s literally no way zangief can get out of this situation if i do this properly… EX green hand… goes through it… but because Zangief is too fat he gets hit by it regardless… zangief can’t do ultra or super because the ball is still in mid air if you time it properly (very easy timing) … and i can’t think of anything else working…

there’s other examples of scenarios with different characters where there’s nothing that player can do but to watch themselves die either by chip damage or getting hit…

the method you cover is only ONE of the many ways that Blanka might use his ultra… and it’s really when blanka is feeling desperate for the win… otherwise… blanka will most likely use one of the other methods i listed above.

-LAU

Ok so I’ve been thinking about this a lot lately. What is the BEST way to use Blanka’s Ultra combos? Chip damage is risky, crossup U1 is risky, it seems like you’re better off just forgetting about it completely unless the opponent does something really unsafe.

Something like a DP is easy to punish with it but what else?

I’ve been using j.hk, cl.mp more as my default jump in string. It lets you hit confirm to ultra 1, lets you frame trap, and is your most damaging option on jumpins.

I think getting down FA -> Dash Ultra 1 or 2, or FA -> cr.lk/mk -> ultra 1 is pretty important. Blanka has a good focus, so it isn’t hard to get a crumple, and why do a throw then try to 50/50 when you can just combo into the damn thing?

Thats what I’ve been doing personally. Counterhit cr.mk ultra 1 is super easy too, and I think trying to learn to fish for the counterhit is important. I’m still working on that myself but yeah.

I think using U2 to punish things that aren’t fireballs is important. Whiffed meter building attempts, Ryu’s sweep, Honda headbutts, that sort of stuff and knowing when you have the opportunity for free good damage, so you can always take it.

problem with FA -> Dash U1 (and U2) is that because Blanka’s forward dash is SOOOOO slow most of the time after you absorb the move and immediately dash into ultra… they’ll manage to have time to block your Ultra nearly all the time. (I was practicing this myself several weeks ago… so that’s why i know).

So I find it fairly useless… you might as well go with the standard, dash/hop into Ultra mixups.

-LAU

Both Ultras are weak. You’ll almost never land either on good players. All about the block damage because even when ground version U2 hits it hardly does any damage anyway. I j.hk>cr. mk> ultra 1. If it hits great if doesn’t I still get the chip damage.

If you land a crumple and have ultra, you should attempt to land it. If you go into training mode it really isn’t that hard to learn to land one of the options I listed. I can land the least optimal one consistently(cr.lk > ultra) and I’d say getting a guaranteed 400+ damage is better than getting the throw then making your opponent guess, because if they guess right you are probably eating their ultra.

I don’t understand how people say Blanka’s Ultra 1 is shitty (Ultra 2 kind of is though…). Blanka can link U1 off of NORMALS! Yeah, maybe it is hard to link off cr.lk or cr.mk (easy off of cl.mp), but think off how many times you land cr.lk and c.mk. You can get 500 damage off those situations. No to mention counter hit setups and links off of focus.

Having a 4 frame ultra is really good. Stop hatin.

It’s easier for someone to hate and blame something rather than to admit they are the ones who’s not skilled or creative enough to use it.

-LAU

Should have joined SRK along time ago… Learned some great ways to land ultra from these posts!

Cheers dudes