Street Fighter X Tekken/Blanka: Difference between revisions

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=== Normal Moves ===
=== Normal Moves ===
N/A
N/A


=== Unique Attacks ===
=== Unique Attacks ===
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=== Normal Throws ===
=== Normal Throws ===
N/A
N/A


=== Special Moves ===
=== Special Moves ===
N/A
N/A


=== Super Combos ===
=== Super Combos ===

Revision as of 14:28, 2 June 2019

Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Blanka

Sfxt Blanka face.jpg

Ideal Team Position: TBW


TBW

Strengths Weaknesses

{{{5}}}

{{{6}}}


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
lp
speccancel
Standing Medium Punch
mp
Standing Hard Punch
hp
Standing Light Kick
lk
Standing Medium Kick
mk
Standing Hard Kick
hk
causes float
Standing (close) Light Punch
lp
speccancel
Standing (close) Medium Punch
mp
Standing (close) Hard Punch
hp
speccancel
forces standing
Standing (close) Light Kick
lk
speccancel
Standing (close) Medium Kick
mk
airborne frames
Standing (close) Hard Kick
hk
causes float
Crouching Light Punch
d + lp
speccancel
Crouching Medium Punch
d + mp
Crouching Hard Punch
d + hp
forces standing
Crouching Light Kick
d + lk
low speccancel
Crouching Medium Kick
d + mk
low speccancel
Crouching Hard Kick
d + hk
low hardknockdown
Neutral Jump Light Punch
u + lp
Neutral Jump Medium Punch
u + mp
Neutral Jump Hard Punch
uf / u / ub + hp
Neutral Jump Light Kick
u + lk
Neutral Jump Medium Kick
u + mk
Neutral Jump Hard Kick
u + hk
Angled Jump Light Punch
ub / uf + lp
Angled Jump Medium Punch
ub / uf + mp
Angled Jump Hard Punch
uf / u / ub + hp
groundbounce on airborne counterhit
Angled Jump Light Kick
ub / uf + lk
Angled Jump Medium Kick
ub / uf + mk
Angled Jump Hard Kick
ub / uf + hk

Unique Attacks

Name
Command
Notes
Amazon River Run
df + hp
low hardknockdown
Surprise Forward
f + 3k
Surprise Back
b + 3k
Coward Crouch
d + 3p
speccancel after 27f
Upper body invulnerable until the end of active frames

Throws

Name
Command
Notes
Wild Fang
f or n + lp + lk
throw
Jungle Wheel
b + lp + lk
throw

Special Moves

Name
Command
Notes
Electric Thunder
p p p p p
kncokdown
ex Strike Invul. until end of active frames
Vertical Roll
d (charge) u + k
kncokdown
ex Invul. 1-6f
Backstep Rolling
b (charge) f + k
kncokdown
ex Invul. 1-23f, Can alter distance with left/right input
Rolling Attack
b (charge) f + p
kncokdown
ex chrg
wallbounce on ex version

Super Combo

Name
Command
Notes
Ground Shave Roll
b (charge) f + 3p
Invul. 1-7f


Move Analysis

Normal Moves

N/A

Unique Attacks

N/A

Normal Throws

N/A

Special Moves

N/A

Super Combos

N/A

The Basics

When playing the neutral game, make use of Blanka's Far Standing LP and Far Standing MP to poke the opponent as much as possible. Far Standing LP in particular has incredible speed and range, rivaled only by Elena's Standing LK. However, beware of your opponent's jumps because Blanka lacks a strong anti-air move. Blanka's best tool against jumps is his Diagonal Jumping HP, which is quite fast and can start a combo on counterhit. Blanka's own jump is also a useful neutral and offensive tool, as it is quite fast and has a short arc, which can easily catch opponents off-guard if used unpredictably.

When going on the offense with Blanka, Far Standing LP can be an excellent tool for applying pressure. It is -1 on block, but because of its exceptional speed and range, the only characters who can challenge the frame disadvantage with their own buttons are Blanka and Elena. Diagonal Jumping MK is a very strong attack for cross-ups, as it can hit very deep and generate frame advantage for further offense. Electric Thunder (P,P,P,P,P~) can also be a fantastic tool for applying pressure, with the HP version being +11 on block. (However, beginners may find it difficult to input this move because it can accidentally turn into a boost combo if not done fast enough.) EX Electric Thunder is a great low-risk tool to use to bait reversals, as it has strike invulnerability and is +8 on block.

Advanced Strategy

Horizontal Ball Cross-up

After a knockdown, it is possible to utilize Blanka's Horizontal Ball (b,f+P) to do left/right mix-ups on the opponent. The timing and which version to use varies depending on the knockdown. You can capitalize off of this mix-up by using a switch cancel and following it up with your other character. When Hori-Ball hits as a cross-up, the switch cancel actually makes your incoming character come in from the opposite side of the screen. This causes some awkwardness in performing the follow-up combo, as all but the largest characters will run under the opponent; however, it also gives more frame advantage and some characters will be able to do better follow-up combos from that side. In the situation where your opponent blocks the mix-up, the cross-up is highly preferred as it gives you frame advantage to keep up pressure, while the non-cross-up leaves you open to being punished.

Chip Combos and Infinite

Blanka's Electric Thunder has an unusual property - the pushback direction of the move's first hit is determined by the direction the opponent is facing, rather than that of Blanka himself. Because of this property, having an opponent block Electric Thunder while they are facing away from Blanka causes a suction effect instead of pushback, which is very powerful due to the high frame advantage of the move. It is even possible to link Electric Thunder into itself on block, creating chip combos which can only be escaped with an Alpha Counter. Each version of Electric Thunder can be linked into the same or a weaker version (EX links into MP or LP). Linking into the same version multiple times is difficult, but it can be repeated infinitely. The easiest version to use for the infinite is MP, which has a 2f link window instead of 1f.

Sample combos:

  • P,P,P,P,HP~, P,P,P,P,MP~, P,P,P,P,LP~, cr.LP xx P,P,P,P,HP~ (132)
  • P,P,P,P,MP~, P,P,P,P,MP~, [...] (32 x N)

Electricity Juggle

Electric Thunder is typically not a very juggle-friendly move outside of the corner, but with the right team composition you can use this move even in mid-screen combos to add a chunk of extra damage. This is possible due to the same property that enables the infinite chip combo. If you can get Blanka behind your opponent before hitting Electric Thunder, they will fall towards him instead of away from him, which allows you to finish the combo. This only works with certain switch cancels where a move either has a very vertical pop up (e.g. JACK-X's dp+HP) or holds an opponent in place for some time (e.g. Jin's f,b,f+HP).

The mid-screen electricity juggle is known to work with these characters:

  • Jin
  • JACK-X
  • Bob
  • Hwoarang
  • Xiaoyu
  • Dudley
  • Chun-li
  • Lars

Okizeme Strategies

HK Up Ball

HK Up Ball is Blanka's standard combo ender, and fortunately, it also sets up the best overall okizeme situation. Immediately following it up with HP Hori-Ball allows you to cross up your opponent if they quick rise. Adding a slight delay before your HP Hori-Ball makes it hit on the same side. If your opponent didn't quick rise and you whiff your HP-Horiball, you can follow up with a microwalk forward or backward into a Forward Hop (f+KKK) to do another left/right mix-up. If you expect your opponent to roll forward, you can wait and punish them with a throw.

Flowchart breakdown:

  • (immediate) HP Hori-Ball + opponent quick rises -> cross-up
  • (delay) HP Hori-Ball + opponent quick rises -> same side
  • HP Hori-Ball + opponent stays down
    • microwalk forward, Forward Hop + opponent rises (cross-up)
    • microwalk back, Forward Hop + opponent rises (non-cross-up)
    • wait + opponent rolls forward, throw (punish)

Electric Thunder

Electric Thunder sets up a decent okizeme situation where you can go for a Hori-Ball cross-up if your opponent quick rises, either by doing MP Hori-Ball immediately or by waiting a moment and doing HP Hori-Ball. You have to pay attention to your charge times here; if you walk up to the opponent and hit them with st.LP xx HP Electric Thunder, you won't be able to complete a charge fast enough for the MP Hori-Ball cross-up and have to wait slightly to use HP Hori-Ball instead. If your opponent didn't quick rise and you whiff your HP Hori-Ball, you will land next to them and can pressure with whatever you want, like cl.b+MP for an overhead, cr.MK for a low, or EX Electric Thunder to bait reversals. You can also get a safe-jump nj.HK here if your timing is good.

Flowchart breakdown:

  • (immediate) MP Hori-Ball + opponent quick rises -> cross-up
  • (immediate) LP Hori-Ball + opponent quick rises -> same side feint
  • (delay) HP Hori-Ball + opponent quick rises -> cross-up
  • (more delay) HP Hori-Ball + opponent quick rises -> same side
  • (delay) HP Hori-Ball + opponent stays down
    • cl.b+MP (overhead)
    • cr.MK (low)
    • EX Electric Thunder (reversal bait)
    • nj.HK (safe jump)

Combos

Hit Confirm Combos

  • cr.LP, st.LP~cl.MP~cl.HP~HP_HK
  • cl.MK, st.LP~st.MP~cl.HP~HP_HK
  • cl.MK, st.LP~cr.MK xx [b],f+PP, cr.MK xx [d],u+HK (309)

Punish Combos

  • cl.HK, cr.MK xx [d],u+HK (254)
  • (corner) cl.MP, st.HK, cr.MK, cr.MK xx [d],u+HK (318)

Tag-in Combos

  • cr.MK, cr.MK xx [d],u+HK
  • cl.HP xx f+KKK, cr.LK, cr.MK xx [d],u+HK
  • cl.HP xx f+KKK, cr.MK, cr.MK xx [d],u+HK
  • (corner) P,P,P,P,HP~, cr.MK, cr.MK xx [d],u+HK
  • (behind opponent) P,P,P,P,P~, cr.MK, cr.MK xx [d],u+HK

Air-to-Air Combos

  • CH j.HP, cr.MK, cr.MK xx [d],u+HK (324)

Advanced Combos

  • st.LP, st.LP~st.MP~st.HP~HP_HK
  • cr.LP, cr.LP, st.LP~cl.MP~cl.HP~HP_HK
  • cr.MK, cr.LP, st.LP xx [b],f+HP (198)
  • cr.MK, cr.LP, st.LP xx [b],f+PP, cr.MK xx [d],u+HK (297)
  • cl.b_f+MP, cr.MK~st.HP~HP_HK
  • cl.b+MP, cr.MK xx [b],f+PP, cr.MK xx [d],u+HK (366)

Combos Into Supers

  • N/A

Frame Data

zUkUu's Frame Data Guide for Blanka