Understanding Blanka's Ultra

the timing for hop ultra is kinda tricky. it took me forever to figure it out, but once i did, i can land it about 95% of the time. i usually do

  1. charge <-, ->+KKK,
  2. <-, ->+PPP

Do the 2nd step and during the hop animation, RIGHT BEFORE you land. if you did it after you already landed, it’s too late.

that’s how i usually get it out. :X hope that helps.

i dug up an old copy of cvs2 and dicked around with hop xxsuper so i think i’ve got it down! think i kkk when neutral, not when i press forwards, dunno if it makes a difference in IV, does it in cvs2? think i read that somewhere

So, can you trip guard with blanka’s ultra or not? I haven’t seen a clear answer on this. Since it can’t work as a true anti air reversal, a trip guard would still be nice as an option.

You can’t really trip guard with the Ultra off a jumpin except when they’re jumping into the corner. Why this is, I have no idea at all. It seems like Capcom went out of their way to make Ultra not work for anti-air.
You can use it for a trip guard off other moves. At the end of this video I win by catching his Ultra back with Ultra of my own. It kind of shows how far away the ultra reaches and how it has nothing to do at all with the sprite. The announcers think the Ultra misses, but they don’t really understand how the move works.
[media=youtube]wtoMLuIjpQw&feature=PlayList&p=6AB458A38F6F6301&playnext=1&index=9[/media]

–Jay Snyder
Viscant@aol.com

I’ve done what looks like a trip guard with the ultra against jump-ins pretty often. But it’s pretty hard to tell sometimes because the opponent might have just not have held down-back. But I think if you do the Ultra as late as humanly possible against a jump in attack, they won’t have a chance to block. Or I’m completely wrong. shrugs

You and others have done it to me a few times actually. After I go for a cross up and I’m barely hovering off the ground, you would see the Ultra animation and I’m not able to block.

does cr.fp fadc to ultra work…?

if so how does the timing work…?

Is it just charge downback, fp, focus dash, back, forward+ppp before you land…?

Has anyone actually done that…?

It works but doesnt combo, someone did the math and said it would be a frame short, so if you get a counter hit it will work. You can prolly set it up like, crossup, c.lk, wait, c.fp(hope for ch) sadc ultra. I’ve done it a couple times as a gimick and even on block most ppl try to throw you upon landing so the ultra tags them…:confused:

shitty I was really hopin that would combo…

I know that cr lk and close s mp link to ultra but I havent heard of anything else…

will lk lk lk ultra work…?

ultras after throw are fun and hard to judge which way to block… oh and if blanka players didnt know an ex vertical ball on wake up seems to beat out another blankas ultra in air…i noticed that today…

So is c.fwd link to Ultra viable in serious play? I tried it twice at Sinsation, and botched the first attempt, but got the second one. C. fwd leaves you at +4 and Ultra has 1+3 startup (whatever that means.) Does that make this a 1-frame link? It feels more like a 2 or even a 3 frame link to me. Some confirmation here would be lovely.

Also, counter hit C.fwd though adds an extra couple of frames. (Does anyone know the exact number?) And you have quite a bit of time to hitconfirm seeing as how you’re waiting for the entire c.fwd animation to finish before you Ultra. So… if regular hit c.fwd into Ultra is a one frame link and is too difficult to be viable, does counterhit confirm into Ultra seem like it’s going to be Blanka’s future?

could someone please explain what happend at 3:30 on this match…

[media=youtube]hyDyR_klwNY[/media]

it looks like blanka ball cross up ultra…

if thats correct what is the timing…?

is it possible to charge ultra during any blanka ball…?

Cr. forward to ultra is hard to connect…

if you know the timing,its another move to add to blankas tricks…

sorry guys guess that video no longer works…

it looked like this player did lp blanka ball cross up to ultra in the corner…

I was just unsure of the timing,

4:12 Blanka’s trial mode [media=youtube]bknHFYdObPY&feature=channel_page[/media] , does this mean that crouch forward:
A: Has enough hit stun on non counter to link Ultra
B: You can Charge ultra in barely over a jump time as that wasn’t even a really delayed crouch forward.

A: yes
B: yes

So is that confirmation that the frame data is wrong? Or that they changed/fixed it for home versions?

Which part are you supposed to block high and low? 'Cause I tried blocking high point blank, and I got hit low as he was going up. Getting tired of baiting it and still getting hit.

the startup frames include the first hitting frame IIRC in the sf4 frame data.

The hop upwards is a low. As he comes down from that it’s an overhead. The roll after that you can block however. So block low then high.

I lost to Blanka last night cause I forgot to block high :sad:

Is the super punishable on block?

yess