Understanding Blanka's Ultra

And I’ll chime in and say that delucifer lands these links!

Wait why am I in this thread?

LOL Elias. Thank you kind sir.

Abel.

To Lau-Hk

 Thanks for the critique of the videos I made. I know good Blanka's don't use U1 that way but I found it to be a sweet experiment to do for fun. You're definitely right though, the chip damage is predominantly if not, the best way to use his ultra.

agree 100%.

plus, learn to hop-over ultra. i have recently learnt how to hit it.

let’s suppose your on the left hand side, so you charge back to your right. the input would be something like:

<-(charge), ->+3K, <-, ->, <-+3P

the bit after the hop can/should be mashed a bit. you have to end your command in the direction you want your ultra to come out. and hit 3P when he lands on the other side.

am i right? still a noob, can hit it 4/10 times instead of 0/100 times earlier!

Anyways… yesterday I was practicing FA cancelling into U1… and trying to perfect my mizoteru bomb on left side (people at my local arcade who fight me doesn’t realize if i’m on left side… it tends NOT to be a cross up… like 80% of the time… i don’t want them to find out yet)

Anyways… I’m sure you guys probably know it’s possible to do this with Super as well

but did you know it’s also possible to do
Backthrow -> blanka hop-> H. Super
Backthrow -> blanka hop -> U1
both of them have the possibility of hitting the opponent’s back as well… HOWEVER… the timing is extremely strict… will probably spend some more time practicing it… it’s definitely easier with the Super because you can make him jump higher and it goes into the jump faster… vs… with U1… it’s harder… i think the timing is you need to hop as soon as blanka is able to hop…

thought if i can get this off i’m not restricted to just doing after forward throw… and the setup will work the first few times.

on a side note… it’s definitely much easier to spot if it works or not… if you see them about to get up while you’re doing the ultra… you definitely done it too late.

-LAU

maybe you could do a hop/kara hop for front/back?

With backthrow -> Hop -> SUPER the timing is very forgiving, also you can choose to do a fake crossup if you do MEDIUM SUPER

It’s good to do if the opponent knows about the cross up and block to the other side (it’s hard for him to visually see the difference).

As you guys probably know, Hop > SUPER works on forward throw as well.

New set of vids in the works. My last set had 12 vids and at the end I said it was one aspect of the ultra and not the only way to use it. So, this set is focusing on that hop ultra after throw. Change the timing and it’s a whole new problem to deal with. So enjoy_^)

[media=youtube]8BHMU_PihY4[/media]

[media=youtube]eq9dhOWd5eA[/media]

After digging through this thread to no avail I’ll be the first to say it. I’m sure someone else out there knows this about U1. Oh, before I forget, I finished the Ultranalysis II series which is the bite, early hop to U1 crossup to chip setup. If you do this technique too late Blanka may chip 1-2 times and head to the other end of the screen. Thing is, if you hold the ball he’ll recover faster once he touches the other wall. If you don’t hold the ball and he does his same chip and go to the wall, he’ll bounce. I mention this little trivia in the final part of the video so check it out in part 4.

Focus lvl 2/3 then forward dash U1 ? Never thinking about this… i think close strong is the best hit confirm from a jumping, cr.mk when you’re on the ground, also cr.lk but it’s so hard to do, i need to work cr.lk ~ cr.lk first of all. Oh and of course, the new p-link U1 stuff i discovered recently (thanks Josh)…

Raw ultra is hard. I’d just go for cr.mk ultra.

The chip is the way most people will use it. It’s too hard to do punish U1 since everyone has wised up and started fadc’ing their moves to make them safer. Does anyone have some good tips on how to do walk U1 well? After bite throw I find that more often than not it becomes a same side block although it does switch sides briefly. I barely got the walk U1 to truly crossup and there must be some character specific nonsense in there like how you won’t really be able to crossup U1 Rufus.

I looked into U1 some more and regret not putting it into the video for completion sake. Final hit of the U1 or super causes “bad roll” recovery where you bounce backwards. If the last hit doesn’t connect in any way then you keep rolling. Same thing for his super. Unfortunately, his super doesn’t allow for you to just hit with the first bit and roll off so you’ll always be doing the stupid recovery bounce. If you decide to do bite, delay, hop fierce punch crossup super it can have two different recoveries. If you hold the ball you’ll get the six chip hit possibility which makes you bounce closer to the opponent. If you don’t hold it you’ll get the 5 chip hit but because you don’t get to hold the ball you’ll roll to the wall and then do the stupid bounce.

Last note, U2 chip plus super is downright unfair. Land a crouching fierce into mp super. Jump back, hop back once and U2 usually creates a timing so that most characters can’t even jump due to the 2nd hit of the first pulse. And we all know, once you block the first one at all, you can’t jump the second. The total damage is a solid half of the health bar from the 500 damage super before more or less.

I happen to do a VERY short tut on blanka showing walk forward ultra 1 and backthrow into ultra
www.youtube.com/watch?v=hmJ__-0w6_A

^^ your video didn’t have b.throw, hop, cross up u1…i’m sure I’ve done it before

That’s neat. I knew he had quite a few setups for U1 but I’m not familiar with them all. For the back throw what’s the charge like? Do you hold in preparation or do you have to adjust when you change sides or something? I’ll have to give that a whirl. And from the video I take it the U1 has to come out rather fast for it to crossup.

If it’s all right I think I’ll add a link of your video to show the other U1 setups. It’s a nice rounded video :slight_smile:

for the back roll it still the same input, let say you are on the left when you grab, immediately hold right to charge, then left kkk right left right left ppp, alothough you dont necesarily have to press the last input, but for me it works better for my fingers that way.

I am thinking of studying blanka in the lab, need a break from Gen. maybe I find some fun stuff. lol!

You should try to use links to U1 like cr.mk ~ U1, close mp ~ U1, yes it’s reliable and yes punish with U1 is reliable too. Unless you have a free opportunity to kill your opponent with it, chip is not the only method to use his ultra, links are more more important.

I’m in my own lab working on making the new ultranalysis. Finding some neat stuff to punish Blanka. I was close I thought to figuring out how to Flash Explosion Blanka from full screen but it turned into a dead end. Turns out you can use roundhouse super and clip Blanka into the air but not long enough for you to add U1 or U2. I know shadaloo made that “I hate Blanka chips” video a while back but I figured I’d make it better :slight_smile: Gonna be a long project but it’ll be a lot of fun.

As for links into U1 I agree it’s probably an ideal way to try and land it since the timing is so strict and more often than not it won’t come out and you’ll be safe? At least I find that’s what happens for me. So as a result I’m still in the “I gonna chip you” phase.

can someone tell me if its worth practising the following?

-dash then U1, so ff, then U1.
-reverse U1 where you hop over to the otherside then U1 will autocorrect itself
-overhead then U1

All above are very hard to do so will require lots of practise. If someone can tell me which one is the most realistic one to use in a hardcore match that would be great. I don’t want to practise something that is so hard to do in a real match