Street Fighter X Tekken/Blanka: Difference between revisions

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{{SFxTCharacterHeader|Blanka|Blanka|TBW|Blanka is one of the hardest characters to master in the game thanks to the execution barriers involved in his charge and mash inputs, but in the right hands, he can be a terror. His strengths include a strong neutral presence, annoying mobility, and oppressive offense. However, he has a few shortcomings, including a lack of combo options, limited access to damage, and lack of an easy anti-air.}}
{{SFxTCharacterHeader|Blanka|Blanka|The ruler of the jungle, who survived the harsh conditions of his environment since he was a child. The jungle has tempered his body so that he can move around quickly and with unpredictability. He uses unusual techniques to chase down his opponents.|Blanka is one of the hardest characters to master in the game thanks to the execution barriers involved in his charge and mash inputs, but in the right hands, he can be a terror. His strengths include a strong neutral presence, annoying mobility, and oppressive offense. However, he has a few shortcomings, including a lack of combo options, limited access to damage, and lack of an easy anti-air.}}





Revision as of 17:52, 4 June 2019

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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: The ruler of the jungle, who survived the harsh conditions of his environment since he was a child. The jungle has tempered his body so that he can move around quickly and with unpredictability. He uses unusual techniques to chase down his opponents.

Blanka is one of the hardest characters to master in the game thanks to the execution barriers involved in his charge and mash inputs, but in the right hands, he can be a terror. His strengths include a strong neutral presence, annoying mobility, and oppressive offense. However, he has a few shortcomings, including a lack of combo options, limited access to damage, and lack of an easy anti-air.

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

  • Far Standing LP - This button has incredible range for its 3f startup. Use this a lot. It's -1 on block, but due to its range, other characters can't challenge it easily, except for Blanka and Elena. It links into itself, which makes it possible to hit-confirm into cross rush. It is also special-cancelable, so at the right range you can cancel into HP Electric Thunder (P,P,P,P,HP~) for additional pressure.
  • Far Standing MP - This is a more average poke with 7f startup. Since it only has about the same range as Far LP, it's not used as often.
  • Close Standing MK - 2-hitting normal which can be used for hit-confirming up close.
  • Crouching LP - Links into itself and Standing LP. Can be special-canceled.
  • Crouching MP - Works as an anti-air in rare cases but loses to many jump-ins.
  • Crouching MK - Low attack which can link into Standing LP or Crouching LP or be special-canceled.
  • Diagonal Jump HP - Good air-to-air attack. Causes a ground bounce on counterhit which can be followed up.

Unique Attacks

  • Rock Crusher (cl.b_f+MP) - Hits overhead when fully charged. Links into Crouching MK.
  • Amazon River Run (df+HP) - Slide which knocks down on hit. Also a good low-profile move, evading most launchers except for those of Dhalsim, Zangief, and Sakura.

Normal Throws

  • Wild Fang (LP+LK) - Does slightly more damage than the back throw. Possible to cross up the opponent afterwards with Surprise Forward (f+KKK).
  • Jungle Wheel (b+LP+LK) - The knockdown makes the opponent rise facing the opposite direction, so a meaty Electric Thunder (P,P,P,P,P~) will cause its suction effect without crossing them up.

Special Moves

  • Surprise Forward (f+KKK)
  • Coward Crouch (d+PPP)
  • Electric Thunder (P,P,P,P,P~) - Very good pressure tool up close thanks to the frame advantage on block (+11 for the HP version). Does a good chunk of damage on hit but doesn't allow for juggles afterwards. If the opponent blocks it while facing the opposite direction, it causes a suction effect instead of pushing them away, which can be exploited for mix-ups and chip combos, including an infinite chip combo.
    • EX - This version is strike invulnerable, so it can be used to bait the opponent's reversals while keeping up pressure.
  • Rolling Attack ([b],f+P) - Has some uses in punishes and specific combos.
    • EX - This version is projectile invulnerable and causes a wall bounce which can be followed up.
  • Vertical Roll ([d],u+K) - HK Vertical Roll can be used as a situational anti-air if used early (before the opponent attacks). This is also Blanka's standard combo ender.
    • EX - This version is invulnerable, which makes it useful as a reversal and a situational anti-air.

Super Combos

  • Ground Shave Roll ([b],f+PPP)

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