Understanding Blanka's Ultra

I play heaps as Blanka in sf4 here in Melbourne. And here’s what I’ve gathered from experience.

-If the opponent tries to hit you from the ground as they execute Blankas ultra, they will get hit.
-If the opponent tries to hit you while you’re both in the air (as Ultra jumps into the air), it will hit.
-If Blanka executes the ultra early enough that at the tip of it’s initial jump meets the opponent in the air (when they’re not attacking), it will hit.
-Blanka’s ultra can be charged on the ground (if ppl don’t know that yet, I didn’t see it get mentioned in this topic), so when you hit the opponent with the ultra, your opponent will fly into the air and you must keep charging the super and catch them as they fall with timing. This means you must press and hold all 3 punches when the ultra is executed.

Here’s some strats against a successfully escaped/blocked initial jump of the ultra:

-An opponent jumping backwards when you Ultra is to your advantage because you can catch them on their way down.
-If an opponent blocks your Ultra, keep it charging in front of them and try to read when they’ll try to kick/punch you. If you let Blanka finish his roll at the right timing, then your ultra will be successful.
-Use it to cheese kill your opponents. A win is a win.

I just wanna say that was the worst set of drawings I’ve ever seen, Jay. lol

The initial hit that stuns is a low hit for sure. Then the hop part where he comes down counts as overhead and the final part of the ultra, I blocked low. Either way, it’s easy to block and depending on the distance when someone goes for it, you can just block the last portion. The chip damage is ridiculous on that part.

Ok i was watching the TRF stream, saw this lame ass blanka. So lame i thought viscant moved to tokyo without telling us.

I saw c.forward link into ultra, so believe nohoho on that one.

As for the first hit of the ultra… Im still not sure. I definitely don’t think caliagent made a mistake in blocking the whole thing high. Most people swear they were hit when they thought they were blocking so the obvious guess is the move hit low and they weren’t blocking.

But who doesn’t block low when they’re just blocking? If you weren’t blocking low, the odds are that you were moving around. But lets say you were blocking high, and it did hit you low…

Here’s an obtuse theory. Perhaps since the ground shave part of the move doesn’t do damage, and doesn’t count as an actual hit, people who thought they were blocking high were actually walking backwards, during the bullet-time like slowdown period that occurs during the ultra. Perhaps caliagent was able to block the ultra point blank because there is actually a separate hitbox on blanka that forces the block whether you are standing or crouching, or maybe the move just hits low outside the epicenter cuz its broke like that.

Or maybe it’s just a low and caliagent is wrong.

Just thought of another weird possibility… check edma’s possible glitches thread - sometimes lows just go right through Viper. caliagent already said he was playing gief, but we don’t know how far this glitch extends, just that it seems like an obvious glitch as sagat’s feet go right through her.

Somebody just test this already it’ll take like 5 bucks tops.

There was one time I got hit and was thrown into the stun state from the initial hit when I blocked it high. But I managed to recover in time to block the overhead part(when he drops down), and then block the rest low.

Ok, just re-read viscants post. If i read correctly your saying that if you do anything but block during the flash, your animation changes and it’s impossible for you to block. In my case i was blocking the whole time, so i guess that part doesn’t apply to my situation. Though i did see geifs face change to the “surprised look” that happens whenever anyone attempts an ultra.

Also about the low hitting thing. In my previous post i said i was point blank, but lets say for arguments sake i was a c.short away. In fact let’s use a “Jay Diagram”: http://img153.imageshack.us/my.php?image=blanka1lk2.jpg in that picture lets say i’m at “X” number 2, that’s more than close enough for the initial part of the super to hit. And i was most definitley without a doubt blocking the whole super high. Maybe it’s something weird with the game or maybe you can block the whole thing high in the corner only, but like i said before i’ve always blocked the super the same as everyone else when i played previously.

So DS ripped into my electrical ball of wonderment while it was on the way down with Bison’s ultra. Which makes chipping with the Ultra for the kill not as great an idea as it was before.

I did combo off of c.fwd finally, but it seems distance dependent. I did it a second time but hit with the tip of the c.fwd and he didn’t enter “hitstun that’s not a hit”. Both times you could see the guy in hit stun during the freeze screen. I also comboed it off of j.fwd. Which I always assumed work. (Well with jumping fierce/roundhouse anyway.)

i tried to c fierce after the initial roll jump landed… no dice, got ultra’d and lost my dollar. :shake:

mind u i managed to get behind the ultra after the roll jump landed so i was actually behind him

Just tested two things, got the c.mk into ultra! Wow, this is so useful to actually have a way to land it. Also got some dirty ways to land crossup ultra.

Yeah, I pretty much gambled that one since I didn’t think it’d hit. But now we know.

Did some extensive testing yesterday at FFA.

From point blank, 1 char length, 2 char lengths away it can be blocked the whole way high. Also that first part of the Ultra that goes low, it goes VERY low (even though as we said, it can be blocked high). Against some pokes that aren’t even that far off the ground (Sagat low fierce) the Ultra wouldn’t catch them from a distance that a poke like a low forward would be caught.

I think Blanka players are going to have to get really good at low forward link into Ultra to have a reliable way of landing it.

–Jay Snyder
Viscant@aol.com

There’s another way to land blanka’s ultra, I did it once but flukely it happened so fast and was never able to do again.

Combo ending with a roll -> canceldash -> ultra

I read in these forums that if you land a successful cancel (hitting the opponent) your charge will be partitioned allowing you to dash forward and do other things. In this case I must’ve cancelled, dashed then press back->forward+3Punches to do the ultra. If you were wondering how I charged for the ultra, you could say the beast roll was the charge which was then stored and kept in data when the cancel hit.

I got money saying you did the super, not the ultra.

EDIT: or you just did some godly SA dash ultra shit(which would not combo, since SA cancel off ball does not give a free hit)

I couldn’t have done the super, the cancel would’ve taken off half my super bar.
It was probably some godly powers I acquired for that split second :stuck_out_tongue: but you’re right it didn’t connect. Could it connect tho? You say cancel off ball does not give a free hit, but the cancel does hit the opponent allowing you to dash or in my case, do an ultra???

Well heres what “could” of happened(and say this loosely).

ball, sa dash cancel, ultra. Basically you use the inputs for the ball and dash cancel as part of the ultra inputs. Kind of like how you can do, dash ultra(hold back, forward forward,land,back forward ppp)

what problably happened is you just did ball then inputted the rest of the super input and it came out. Since you can cancel a hit ball into super.

If this is in fact what happened, could the super connect and successfully hit? If so, then you could connect an ultra right?

It’s funny you can uppercut blanka on the way down from the ultra when he hops in the air. A sagat player uppercuted me right out of it when I went to pressure him with the overhead so be aware.

What is the command for doing Blanka’s hop (f+KKK) into the Ultra? I haven’t been able to get it out…

Can you link his close strong overhead headbutt into ultra? that’s sick cuz overhead = block high and ultra = block low.

his overhead usually requires a low block. Did the change it for IV? Does the guide give frame data on his headbutt?