Super Street Fighter 2 Turbo/Blanka: Difference between revisions

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= The Basics =
= The Basics =
'''Air Attacks and Anti-airs'''
j.LP and j.LK are evil - probably the best jump in attacks in the game. j.LK
is a crossover which is argueably the best in the game (at least tied with
Deejay's j.MK).
His j.HK is excellent for punishing fireballs at close range.
j.HP is an awsome high priority air attack. Like its standing
counterpart, it can hit through a range of angles, including straight down.
With good timing, it can beat all the killer AA sweeps in the game, Geif
c.HK, Shoto c.HK, Sim slidde etc.. as well as numerous AA moves like shoto
s.HK and even mirror Blanka Electricity.
Anti-airs are the vertical ball (obvious), s.HP does a good job, if your
feeling confident Electricity does well but is the hardest masher move to
use (randomly won't come out when you follow the same "proper mashing" rules
that apply to Chun and Honda). However Electricity will beat all but the most high
priority air moves, very underused nowdays.
Other anti airs are straight up LP and straight up HP, the HP gets extra
credit since it is literally a pimp slap - sexy!
With good (early) timing s.HP can hit opponents directly above you, as well
as 45degrees.
s.MP is superfast 45degree antiair, this move alone can pin characters like
Gief to the ground.
Jump forward MP is awsome air to air, the hitbox and his jump arc is high,
so it hits most other airmoves from above.
Super is the best AA move in the game, huge damage, almost totaly
invunerable, can change direction for crossovers and landing it as AA is
also the only way to guarentee safety after the fact and secure all 5 hits.
Peform motion and hold button early, so that you land the opponent on the
height of the vertical motion (this juggles the opponent higher and gives
you more time to guage thier falling trajectory), then release so that you
roll under their falling body JUST before they hit the ground, this will
secure maxximum hits.
'''Footsies'''
c.HP is awsome. Huge range and quick recovery, great for punishing whiffed
sweeps and especialy good against Fireballers, work at its max range (this
is a good jump in range too) and try to trade hits with/ snuff fireball
throwing frames. c.HP can beat flat air attacks like Guile's j.HK and Dictators 'Swallow Dive' (the backflip puch that follows Head Stomp)
Against Shotos you can also use his s.HK (backflip kick). At the right
range, you will flip over any crouching kicks they throw, but your feet will
hit thier hands snuffing thier fireball throwing frames! It works like
Sagat's far s.HP in this respect.
c.MK and c.LK are great against other low kicks, they can beat moves like
Guile's c.MK clean. This really undermines the opponents comfort ranges and
helps you put pressure on.
s.LK has incredible priority, with good enough timing it can beat almost
anything. s.LP is great too, experiment...
Whenever attempting a Slide, always charge back in case it connects since it
will start his wake-up options.
'''Misc'''
Blanka’s ball if great for closing the gap, you can even roll up and throw
and from certain ranges, using LP and MP balls.
Blanka is one of the best throwers in the game, and is extremely good at
countering tick throws with his own.
Alot of people worry about other characters body torpedo moves when playing
with Blanka. j.LK beats them clean. Jump back LK, repeat is a safe, easy
deterant against the threat of psychocrushers and Honda headbutts.
Especially good when your ahead on energy.
O.Blanka is a waste of time, all hes got is a slightly faster walk speed and
a different type of vertical ball. I find Blanka’s slide, leaps and even his
super just too valuable to give up.
r3ko


= Advanced Strategy =
= Advanced Strategy =

Revision as of 07:51, 26 April 2006

Introduction

Blanka generally considered to be a low tier character, but its not impossible to get wins with him, probably due to not many people having come across him and have little understanding of his moves and tricks. I have only begun to play blanka recently but with the help of many threads and some friends especially RWD and Crayfish for helping to write lage parts of this guide.

I have started to piece together what I hope is pretty sound strategy for Blanka. Hopefully a few Blanka masters will see this that can add to and edit this guide.

r3ko

Moves List

Normal Moves

Special Moves

Super Move

The Basics

Air Attacks and Anti-airs

j.LP and j.LK are evil - probably the best jump in attacks in the game. j.LK is a crossover which is argueably the best in the game (at least tied with Deejay's j.MK).

His j.HK is excellent for punishing fireballs at close range.

j.HP is an awsome high priority air attack. Like its standing counterpart, it can hit through a range of angles, including straight down. With good timing, it can beat all the killer AA sweeps in the game, Geif c.HK, Shoto c.HK, Sim slidde etc.. as well as numerous AA moves like shoto s.HK and even mirror Blanka Electricity.

Anti-airs are the vertical ball (obvious), s.HP does a good job, if your feeling confident Electricity does well but is the hardest masher move to use (randomly won't come out when you follow the same "proper mashing" rules that apply to Chun and Honda). However Electricity will beat all but the most high priority air moves, very underused nowdays.

Other anti airs are straight up LP and straight up HP, the HP gets extra credit since it is literally a pimp slap - sexy!

With good (early) timing s.HP can hit opponents directly above you, as well as 45degrees.

s.MP is superfast 45degree antiair, this move alone can pin characters like Gief to the ground.

Jump forward MP is awsome air to air, the hitbox and his jump arc is high, so it hits most other airmoves from above.

Super is the best AA move in the game, huge damage, almost totaly invunerable, can change direction for crossovers and landing it as AA is also the only way to guarentee safety after the fact and secure all 5 hits. Peform motion and hold button early, so that you land the opponent on the height of the vertical motion (this juggles the opponent higher and gives you more time to guage thier falling trajectory), then release so that you roll under their falling body JUST before they hit the ground, this will secure maxximum hits.

Footsies

c.HP is awsome. Huge range and quick recovery, great for punishing whiffed sweeps and especialy good against Fireballers, work at its max range (this is a good jump in range too) and try to trade hits with/ snuff fireball throwing frames. c.HP can beat flat air attacks like Guile's j.HK and Dictators 'Swallow Dive' (the backflip puch that follows Head Stomp)

Against Shotos you can also use his s.HK (backflip kick). At the right range, you will flip over any crouching kicks they throw, but your feet will hit thier hands snuffing thier fireball throwing frames! It works like Sagat's far s.HP in this respect.

c.MK and c.LK are great against other low kicks, they can beat moves like Guile's c.MK clean. This really undermines the opponents comfort ranges and helps you put pressure on.

s.LK has incredible priority, with good enough timing it can beat almost anything. s.LP is great too, experiment...

Whenever attempting a Slide, always charge back in case it connects since it will start his wake-up options.

Misc Blanka’s ball if great for closing the gap, you can even roll up and throw and from certain ranges, using LP and MP balls.

Blanka is one of the best throwers in the game, and is extremely good at countering tick throws with his own.

Alot of people worry about other characters body torpedo moves when playing with Blanka. j.LK beats them clean. Jump back LK, repeat is a safe, easy deterant against the threat of psychocrushers and Honda headbutts. Especially good when your ahead on energy.

O.Blanka is a waste of time, all hes got is a slightly faster walk speed and a different type of vertical ball. I find Blanka’s slide, leaps and even his super just too valuable to give up.

r3ko

Advanced Strategy

Match-ups

Vs. Balrog (boxer):

Vs. Blanka (self):

Vs. Cammy:

Vs. Chun-Li:

Vs. Dee Jay:

Vs. Dhalsim:

Vs. E. Honda:

Vs. Fei Long:

Vs. Guile:

Vs. Ken:

Vs. M. Bison (dictator):

Vs. Ryu:

Vs. Sagat:

Vs. T. Hawk:

Vs. Vega (claw):

Vs. Zangief:

Vs. O. Balrog (boxer):

Vs. O. Blanka:

Vs. O. Cammy:

Vs. O. Chun-Li:

Vs. O. Dee Jay:

Vs. O. Dhalsim:

Vs. O. E. Honda:

Vs. O. Fei Long:

Vs. O. Guile:

Vs. O. Ken:

Vs. O. M. Bison (dictator):

Vs. O. Ryu:

Vs. O. Sagat:

Vs. O. T. Hawk:

Vs. O. Vega (claw):

Vs. O. Zangief: