Street Fighter V/Blanka/Strategy: Difference between revisions

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(Wallach's guide on punishing blanka balls is incomplete and out of date. I've had a guide I've made on my spare time (https://github.com/ArlenMuc/Blanka-punish-guide/blob/main/README.md) and figure Its more visible and therefor better helped here)
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=== V-Trigger 2 ===
=== V-Trigger 2 ===
Lighting Beast is a 3 bar V-Trigger that gives Blanka access to Rolling Cannon. By pressing a direction and HP+HK after any of Blanka's rolling attacks (Blanka Ball, Up Ball, Rainbow Ball and EX Versions), Blanka will shoot forward with an electric attack. This lets him make moves such as HP Blanka Ball and EX Blanka Ball safe by canceling into the {{d}} or {{df}} versions, and + when canceling from the light versions. After the initial hit, he can cancel into it up to 3 times before hitting the air, allowing some neat juggles. The first one takes about 1/3 of your V-Gauge, the second and third in the air take about 10% meaning you can get 2 full combos from it, or about 3 uses to make Blanka Balls safe or +.
Lighting Beast is a 3 bar V-Trigger that gives Blanka access to Rolling Cannon. By pressing a direction and HP+HK after any of Blanka's rolling attacks (Blanka Ball, Up Ball, Rainbow Ball and EX Versions), Blanka will shoot forward with an electric attack. This lets him make moves such as HP Blanka Ball and EX Blanka Ball safe by canceling into the {{d}} or {{df}} versions, and + when canceling from the light versions. After the initial hit, he can cancel into it up to 3 times before hitting the air, allowing some neat juggles. The first one takes about 1/3 of your V-Gauge, the second and third in the air take about 10% meaning you can get 2 full combos from it, or about 3 uses to make Blanka Balls safe or +.
== Advanced Strategy ==
===Punishing blocked Rolling Attacks===
When Blanka starts the ball too close his hit box starts inside the opponent sending him not as far back on block allowing for more punishes, and if you block crouching your hurt box is wider so Blanka goes farther back making certain moves not reach, this can cause inconsistencies in what is and isn't punishible. These will be the consistent punishes on light and ex versions of rolling attack and if stand is not denoted in the notes assume the rolling attack can be blocked crouching and still be punishable.
'''Ryu'''
*Light Ball/Ex Ball
**MP/HP Shinku Hadouken(236 236+p)
'''Ken'''
*Stand Block Light ball
**Dash HP DP(66 623HP)
**V-reversal ->Guren Enjikyaku (6+kkk -> 236236k)
*Light Ball/Ex Ball
**In V-trigger 1 Ex Tatsumaki Senpukkyaku (214+K)
'''Nash'''
*Light Ball/Ex Ball
**MK Sonic Scythe(214+K)
**Critical Art
**Sonic Move - Hide (Neutral HP+HK) to any 8 frame move
*Light Ball
**Sonic Move - Hide(neutral HP+HK with VT1) > any 10 frame move(Nashes slowest normals are 9 frames)
'''M.Bison'''
*Light Ball
**Crouching HK
*Stand Block Light Ball
**V-trigger 1 HK Double Knee press ([4]6k)
*Light Ball/Ex Ball
**MK/EX Double Knee Press([4]6+K)
**Judgement(63214+K after landing VT2 command grab) (Cannot land Hell Attack afterwards)
**Delay v-reversal
'''Chun-Li'''
*Light Ball
**Dash > LK/EX Hyakuretsukyaku(236/Mash+K)
*Light ball/Ex Ball
**Critical Art
**V-reversal
'''Cammy'''
*Light Ball/Ex Ball
**MK/HK/EX/VT1 Spiral Arrow(236+K)
**Critical Art
'''Karin'''
*Stand Block Light Ball
**HK Kanzuki-Ryu Hokojutsu Seppo > Tenko (236+K>P) (Tenko must be delayed)
*Light Ball
**HK/EX Kanzuki-Ryu Hokojutsu Seppo > Tenko (236+K>P) (Tenko must be delayed)
**HK/EX Kanzuki-Ryu Hokojutsu Seppo > Orochi (236+K>2+P)
*Ex Ball
**EX Kanzuki-Ryu Hokojutsu Seppo > Tenko (236+K>P) (Tenko must be delayed)
*Light Ball/ Ex Ball
**Critical Art (DON'T REVERSAL AGAINST LIGHT BALL IT WILL WHIFF)
'''Birdie'''
*Light Ball/Ex Ball
**MP/EX Bull Head(236+P) (LP Bull Head can connect while in VT1)
**EX Bull Horn (hold+release PP)
**Critical Art
'''R.Mika'''
*None
**You can interrupt it with wingless airplane on incoming. And after blocking hp shooting peach is spaced to be +2 on block
'''Vega'''
*Stand Block Light Ball/ EX Ball
**Buster Claw(forward HP with claw on)
*Stand Block Light Ball
**Forward Dash > Crouching LP Light Ball
**Vtrigger 1 Activation
*Light Ball/Ex Ball
**Critical Art
'''Zangief'''
*None
**Vskill-1 can absorb on incoming and follow with dash up light spd
**Vskill-2 can absorb and release, or dash cancel into medium spd, dash cancel into cr.hk or dash cancel into lk>lariat(hold forwards during lariat)
'''Dhalsim'''
*Light Ball/Ex Ball
**Standing MP
**Standing MK
**Standing HP
*Stand Block Light Ball/Ex Ball
**Standing HK
'''Rashid'''
*Light Ball
**EX Eagle Spike (236+K)
**V-Reversal > Standing HP (Must V-Reversal almost immediately after blocking)
*Light Ball/Ex Ball
**VT2 Eagle Spike (236+K)
**V-Reversal > Standing MP (Must V-Reversal almost immediately after blocking)
'''Necalli'''
*Light Ball
**MP The Disc's Guidance (charge 4-6+P)
**VT active, Forward Dash > st.LP
**VT active, Neutral/Forward V-Skill 1
*Light Ball/Ex Ball
**Critical Art
'''Laura'''
*Light Ball/Ex Ball
**EX Bolt Charge(236+P)
**VT1 Active, Critical Art (must be manually timed to hit as Blanka lands)
'''F.A.N.G.'''
*Light Ball/Ex Ball
**EX Sotoja(charge 4-6+P)
**V-Reversal > Any button (Must V-Reversal almost immediately after blocking)
'''Alex'''
*Light Ball/Ex Ball
**MK/EX Slash Elbow(charge 4-6+K)
*Light Ball
**VT1 Active, Sledgehammer(HP+HK)
'''Guile'''
*Light Ball/Ex Ball
**Critical Art
**Slightly delayed v-reversal
'''Ibuki'''
*Light Ball/Ex Ball
**Neutral Vtrigger 2 Activation
**Critical Art
*Light Ball
**HP/EX Kunai(236+P) (use MP+HP for EX Kunai, Explosion will not hit)
'''Balrog'''
*Light Ball/Ex Ball
**LP/MP/HP/EX Dash Straight(charge 4-6+P)
**LK/MK/HK/EX Dash Grand Blow(charge 4-6+K)
**MK/EX Screw Smash(623+K)
**Critical Art V-reversal
*Stand Block Light Ball
**HK Dash Grand Blow(charge 4-6+K)
'''Urien'''
*Light Ball/Ex Ball
**EX Chariot Tackle(charge 4-6+K)
**V-reversal
*Stand Block Light Ball/Ex Ball
**Neutral Vtrigger 1 Activation (only works with 1st mirror)
*Light Ball
**HK Chariot Tackle(charge 4-6+K)
'''Juri'''
*Light Ball
**MK Ryodansatsu(214+K)
*Light Ball/Ex Ball
**V-Skill 1 (only if Juri already has charged it)
*Stand Block Light Ball
**Vtrigger 1 Active, Forward dash > Standing LK
'''Akuma'''
*Light Ball/Ex Ball
**Critical Art
**VT1 active, Shun Goku Satsu(LP>LP>forward>LK>HP)
'''Kolin'''
*Light Ball/Ex Ball
**EX Parabellum(236+P) (Last hits will whiff and you'll be punished - do not use this)
**VT2 Active, Frost Edge(HP+HK) (works with dash version too)
**V-Reversal > Standing HP (Must V-Reversal almost immediately after blocking)
**Critical Art
*Note: Blanka balls can be air countered
'''Ed'''
*Stand Block Light Ball
**Forward Dash > Crouching LP (Only in range for flicker or CA as followup)
*Light Ball/Ex Ball
**V-Reversal > crouch HP or quicker
'''Abigail'''
*Stand Block Light Ball
**Crouching HK
*Light Ball/Ex Ball
**Critical Art
**V-reversal
*Note: Can use ex nitro run(kkk) to armour hit and get a guaranteed follow up
'''Menat'''
*Light Ball/Ex Ball
**Soul Sphere: Ankh(2326+P with orb out) (Only works if the orb is positioned right behind Blanka)
**Soul Spark (623+P) (Only works if the orb is out and near Blanka, but has a wide radius)
'''Zeku(Old)'''
*Stand Block Light Ball
**Forward Dash > standing LP(can only connect light bushin gram - koku as a follow up 236+LK)
**Forward Dash > crouch LK
*Light Ball/Ex Ball
**EX Bushin Gram - Koku (236+K)
**VT1 active, Idaten(HP+HK) > slight delay MP>MK>HP>HK>HPHK
**V-reversal
'''Zeku(Young)'''
*Light Ball/Ex Ball
**LK/MK/HK/EX Hayagake > Ashikari(236+K>MK)
**VT1 active, Idaten(HP+HK) > slight delay MP>MK>HP>HK>HPHK
**V-reversal
*Stand Block Light Ball
**Dash forward light kick. You can get literally nothing off the light kick at the range it hits so don't bother unless you're going for some trolling
'''Sakura'''
*Light Ball
**Forward dash > Standing LK > LP/MP/EX Shouoken(623+P)
'''Blanka'''
*Light Ball/Ex Ball
**HP/EX/VT1 Rolling Attack(charge 4-6+P)
**Critical Art
'''Falke'''
*Light Ball/Ex Ball
**V-trigger 2 active, HP+HK
**V-reversal
**Note: If Vskill 2 is out there is enough time to explode a bubble but I could not find a set up that would work
'''Cody'''
*Light Ball
**Zonk Knuckle Lv2(Hold Punch for more than 5 seconds)
*Stand Block Light Ball
**microwalk MK Ruffian Kick(236+MK) (The microwalk has to be between 3 and 5 frames)
*Light Ball/Ex Ball
**Ex Zonk Knuckle Lv1(Hold and releas 2 punches)
**Ex Zonk Knuckle Lv2(Hold and releas 2 punches for more than 5 seconds)
**Critical Art
**V-reversal
'''G'''
*Light Ball/Ex Ball
**All Levels:
***Critical Art
***Slightly delay v-reversal
**Level 1:
***EX Smash Over (623+P)
***MK/EX Smash Under(623+K)
**Level 2:
***LP/EX Smash Over (623+P)
***MK/EX Smash Under(623+K)
**Level 3:
***LP/MP/HP/EX Smash Over (623+P)
***LK/MK/HK/EX Smash Under(623+K)
**Vtrigger 1 Active:
***LP/MP/HP Smash Over (623+P)
***LK/MK/HK Smash Under(623+K)
*Light Ball
**Level 1:
***MP Smash Over (623+P)
***HK Smash Under(623+K)
**Level 2:
***MP Smash Over (623+P)
***HK Smash Under(623+K)
'''Sagat'''
*Light Ball/Ex Ball
**V-reversal
**Note: Kara cancel off 6 hk into CA might work, but I've been unable to confirm it in game so if someone can prove it working that'd be helpful.
'''Kage'''
*Stand Block Light Ball/Ex Ball
**V trigger 2 active, Shun Goku Satsu (Demon)(LP>LP>6LK>HP)
'''E Honda'''
*Light Ball/Ex Ball
**Ex Sumo Headbutt(charge 4-6+P)
**Critical Art Light Ball
**V Trigger 1 HK+HP
'''Lucia'''
*Light Ball/Ex Ball
**Gunsmoke (236+p) > V skill 1
'''Poison'''
*Stand Block Light Ball
**Ex Heart raid light+heavy (214+LP+HP):
*Light Ball/Ex Ball
**Critical Art
**Delay v-reversal
'''Gill'''
**Delay v-reversal
*Stand Block Light Ball
**Forward dash > Critical Art
'''Seth'''
*Light Ball
**Vskill 2 Mad Cradle(MP+MK>623+P)
*Light Ball/Ex Ball
**Vskill 1 stocked use Blanka ball against Blanka
**Critical Art
'''Dan'''
*None, not even v-reversal which will leave Blanka at +4 if done as soon as possible
'''Rose'''
*None
'''Akira'''
*Light Ball/Ex Ball
**EX Kiko Kai (236+pp)
**EX Urarimon (214+pp)
**Critical Art (236236+p)
'''Oro'''
*Light Ball/Ex Ball
**Critical Art (236236+p)
'''Luke'''
*Light Ball/Ex Ball
**V-trigger 1 (hp+hk)
*Light Ball
**EX Sand Blaster (236+pp)


== External Resources ==
== External Resources ==

Revision as of 21:10, 18 August 2022

V-System

V-Reversal

Standard 17f strike reversal. Blanka rolls forward knocking the opponent away on hit.

V-Skill 1

Blanka's V-Skill 1 has him enter his Coward's Crouch, where he ducks low to the ground. While in this stance he can low profile many moves, including projectiles and some attacks such as Mika's HK. By holding down, he can stay in it longer. Coward's Crouch can be canceled into 4 options: his forward or back hops, Wild Lift by pressing P which is an attack that knocks the opponent into the air allowing juggles or reset opportunities, and Raid Jump by pressing K which has Blanka jump into the air. Raid Jump's jump arc is much lower than his normal jump. Blanka builds V-Meter by hitting with Wild Lift, or landing an air attack after Raid Jump. As of Season 4, Wild Lift is now special cancelable giving him access to new combo routes especially in VT1.

V-Skill 2

Shout of Earth is a short range ground shock, similar to his Ultra 2 in Street Fighter IV. Blanka leaps into the air and smashes the ground, knocking the opponent into the air allowing for a juggle if done close. Blanka can continue to hold MP+MK to charge Shout of Earth up to level 3 where he will flash yellow, and he will release it automatically. It can be dash canceled at any point, however he will only save the charge if he reaches level 3. Max charge will cause the electric shock to go much further (little under half screen), be much faster to cancel into allowing new combos such as HP xx MP+MK, and launches the opponent much higher allowing for HP Blanka Ball to juggle from max range. It also becomes +4 on block.

V-Trigger 1

Jungle Dynamo is a 2 bar V-Trigger that greatly powers up most of Blanka's special attacks. His Blanka Ball now goes through projectiles and knocks the opponent into the air for a juggle in addition to having a higher juggle potential, Up Ball is now fully invincible like his EX Version and has a similar angle, Rainbow Ball can now cross up and steered like the EX version. and his Electricity now causes him to take a step forward allowing it to connect from further out, though it is now -2. He also gains access to a new special, Ground Shave Roll, which has him leap into the air as a ball and then charge forward. This can be held, and at max charge it will guard break. It can also be canceled into from any V-Trigger cancelable move, such as 2HP. In total can use any 3. Note that while in this V-Trigger you cannot use variations of the specials such as light, medium and heavy versions; there is only one. This means Blanka Ball is equivalent to the heavy version where it bounces near the opponent, and Up Ball is equivalent to the EX/MK versions meaning 2MK, 2LP xx LK Up Ball does not work anymore.

V-Trigger 2

Lighting Beast is a 3 bar V-Trigger that gives Blanka access to Rolling Cannon. By pressing a direction and HP+HK after any of Blanka's rolling attacks (Blanka Ball, Up Ball, Rainbow Ball and EX Versions), Blanka will shoot forward with an electric attack. This lets him make moves such as HP Blanka Ball and EX Blanka Ball safe by canceling into the D.png or Df.png versions, and + when canceling from the light versions. After the initial hit, he can cancel into it up to 3 times before hitting the air, allowing some neat juggles. The first one takes about 1/3 of your V-Gauge, the second and third in the air take about 10% meaning you can get 2 full combos from it, or about 3 uses to make Blanka Balls safe or +.


Advanced Strategy

Punishing blocked Rolling Attacks

When Blanka starts the ball too close his hit box starts inside the opponent sending him not as far back on block allowing for more punishes, and if you block crouching your hurt box is wider so Blanka goes farther back making certain moves not reach, this can cause inconsistencies in what is and isn't punishible. These will be the consistent punishes on light and ex versions of rolling attack and if stand is not denoted in the notes assume the rolling attack can be blocked crouching and still be punishable.

Ryu

  • Light Ball/Ex Ball
    • MP/HP Shinku Hadouken(236 236+p)

Ken

  • Stand Block Light ball
    • Dash HP DP(66 623HP)
    • V-reversal ->Guren Enjikyaku (6+kkk -> 236236k)
  • Light Ball/Ex Ball
    • In V-trigger 1 Ex Tatsumaki Senpukkyaku (214+K)

Nash

  • Light Ball/Ex Ball
    • MK Sonic Scythe(214+K)
    • Critical Art
    • Sonic Move - Hide (Neutral HP+HK) to any 8 frame move
  • Light Ball
    • Sonic Move - Hide(neutral HP+HK with VT1) > any 10 frame move(Nashes slowest normals are 9 frames)

M.Bison

  • Light Ball
    • Crouching HK
  • Stand Block Light Ball
    • V-trigger 1 HK Double Knee press ([4]6k)
  • Light Ball/Ex Ball
    • MK/EX Double Knee Press([4]6+K)
    • Judgement(63214+K after landing VT2 command grab) (Cannot land Hell Attack afterwards)
    • Delay v-reversal

Chun-Li

  • Light Ball
    • Dash > LK/EX Hyakuretsukyaku(236/Mash+K)
  • Light ball/Ex Ball
    • Critical Art
    • V-reversal

Cammy

  • Light Ball/Ex Ball
    • MK/HK/EX/VT1 Spiral Arrow(236+K)
    • Critical Art

Karin

  • Stand Block Light Ball
    • HK Kanzuki-Ryu Hokojutsu Seppo > Tenko (236+K>P) (Tenko must be delayed)
  • Light Ball
    • HK/EX Kanzuki-Ryu Hokojutsu Seppo > Tenko (236+K>P) (Tenko must be delayed)
    • HK/EX Kanzuki-Ryu Hokojutsu Seppo > Orochi (236+K>2+P)
  • Ex Ball
    • EX Kanzuki-Ryu Hokojutsu Seppo > Tenko (236+K>P) (Tenko must be delayed)
  • Light Ball/ Ex Ball
    • Critical Art (DON'T REVERSAL AGAINST LIGHT BALL IT WILL WHIFF)

Birdie

  • Light Ball/Ex Ball
    • MP/EX Bull Head(236+P) (LP Bull Head can connect while in VT1)
    • EX Bull Horn (hold+release PP)
    • Critical Art

R.Mika

  • None
    • You can interrupt it with wingless airplane on incoming. And after blocking hp shooting peach is spaced to be +2 on block

Vega

  • Stand Block Light Ball/ EX Ball
    • Buster Claw(forward HP with claw on)
  • Stand Block Light Ball
    • Forward Dash > Crouching LP Light Ball
    • Vtrigger 1 Activation
  • Light Ball/Ex Ball
    • Critical Art

Zangief

  • None
    • Vskill-1 can absorb on incoming and follow with dash up light spd
    • Vskill-2 can absorb and release, or dash cancel into medium spd, dash cancel into cr.hk or dash cancel into lk>lariat(hold forwards during lariat)

Dhalsim

  • Light Ball/Ex Ball
    • Standing MP
    • Standing MK
    • Standing HP
  • Stand Block Light Ball/Ex Ball
    • Standing HK

Rashid

  • Light Ball
    • EX Eagle Spike (236+K)
    • V-Reversal > Standing HP (Must V-Reversal almost immediately after blocking)
  • Light Ball/Ex Ball
    • VT2 Eagle Spike (236+K)
    • V-Reversal > Standing MP (Must V-Reversal almost immediately after blocking)

Necalli

  • Light Ball
    • MP The Disc's Guidance (charge 4-6+P)
    • VT active, Forward Dash > st.LP
    • VT active, Neutral/Forward V-Skill 1
  • Light Ball/Ex Ball
    • Critical Art

Laura

  • Light Ball/Ex Ball
    • EX Bolt Charge(236+P)
    • VT1 Active, Critical Art (must be manually timed to hit as Blanka lands)

F.A.N.G.

  • Light Ball/Ex Ball
    • EX Sotoja(charge 4-6+P)
    • V-Reversal > Any button (Must V-Reversal almost immediately after blocking)

Alex

  • Light Ball/Ex Ball
    • MK/EX Slash Elbow(charge 4-6+K)
  • Light Ball
    • VT1 Active, Sledgehammer(HP+HK)

Guile

  • Light Ball/Ex Ball
    • Critical Art
    • Slightly delayed v-reversal

Ibuki

  • Light Ball/Ex Ball
    • Neutral Vtrigger 2 Activation
    • Critical Art
  • Light Ball
    • HP/EX Kunai(236+P) (use MP+HP for EX Kunai, Explosion will not hit)

Balrog

  • Light Ball/Ex Ball
    • LP/MP/HP/EX Dash Straight(charge 4-6+P)
    • LK/MK/HK/EX Dash Grand Blow(charge 4-6+K)
    • MK/EX Screw Smash(623+K)
    • Critical Art V-reversal
  • Stand Block Light Ball
    • HK Dash Grand Blow(charge 4-6+K)

Urien

  • Light Ball/Ex Ball
    • EX Chariot Tackle(charge 4-6+K)
    • V-reversal
  • Stand Block Light Ball/Ex Ball
    • Neutral Vtrigger 1 Activation (only works with 1st mirror)
  • Light Ball
    • HK Chariot Tackle(charge 4-6+K)

Juri

  • Light Ball
    • MK Ryodansatsu(214+K)
  • Light Ball/Ex Ball
    • V-Skill 1 (only if Juri already has charged it)
  • Stand Block Light Ball
    • Vtrigger 1 Active, Forward dash > Standing LK

Akuma

  • Light Ball/Ex Ball
    • Critical Art
    • VT1 active, Shun Goku Satsu(LP>LP>forward>LK>HP)

Kolin

  • Light Ball/Ex Ball
    • EX Parabellum(236+P) (Last hits will whiff and you'll be punished - do not use this)
    • VT2 Active, Frost Edge(HP+HK) (works with dash version too)
    • V-Reversal > Standing HP (Must V-Reversal almost immediately after blocking)
    • Critical Art
  • Note: Blanka balls can be air countered

Ed

  • Stand Block Light Ball
    • Forward Dash > Crouching LP (Only in range for flicker or CA as followup)
  • Light Ball/Ex Ball
    • V-Reversal > crouch HP or quicker

Abigail

  • Stand Block Light Ball
    • Crouching HK
  • Light Ball/Ex Ball
    • Critical Art
    • V-reversal
  • Note: Can use ex nitro run(kkk) to armour hit and get a guaranteed follow up

Menat

  • Light Ball/Ex Ball
    • Soul Sphere: Ankh(2326+P with orb out) (Only works if the orb is positioned right behind Blanka)
    • Soul Spark (623+P) (Only works if the orb is out and near Blanka, but has a wide radius)

Zeku(Old)

  • Stand Block Light Ball
    • Forward Dash > standing LP(can only connect light bushin gram - koku as a follow up 236+LK)
    • Forward Dash > crouch LK
  • Light Ball/Ex Ball
    • EX Bushin Gram - Koku (236+K)
    • VT1 active, Idaten(HP+HK) > slight delay MP>MK>HP>HK>HPHK
    • V-reversal

Zeku(Young)

  • Light Ball/Ex Ball
    • LK/MK/HK/EX Hayagake > Ashikari(236+K>MK)
    • VT1 active, Idaten(HP+HK) > slight delay MP>MK>HP>HK>HPHK
    • V-reversal
  • Stand Block Light Ball
    • Dash forward light kick. You can get literally nothing off the light kick at the range it hits so don't bother unless you're going for some trolling

Sakura

  • Light Ball
    • Forward dash > Standing LK > LP/MP/EX Shouoken(623+P)

Blanka

  • Light Ball/Ex Ball
    • HP/EX/VT1 Rolling Attack(charge 4-6+P)
    • Critical Art

Falke

  • Light Ball/Ex Ball
    • V-trigger 2 active, HP+HK
    • V-reversal
    • Note: If Vskill 2 is out there is enough time to explode a bubble but I could not find a set up that would work

Cody

  • Light Ball
    • Zonk Knuckle Lv2(Hold Punch for more than 5 seconds)
  • Stand Block Light Ball
    • microwalk MK Ruffian Kick(236+MK) (The microwalk has to be between 3 and 5 frames)
  • Light Ball/Ex Ball
    • Ex Zonk Knuckle Lv1(Hold and releas 2 punches)
    • Ex Zonk Knuckle Lv2(Hold and releas 2 punches for more than 5 seconds)
    • Critical Art
    • V-reversal

G

  • Light Ball/Ex Ball
    • All Levels:
      • Critical Art
      • Slightly delay v-reversal
    • Level 1:
      • EX Smash Over (623+P)
      • MK/EX Smash Under(623+K)
    • Level 2:
      • LP/EX Smash Over (623+P)
      • MK/EX Smash Under(623+K)
    • Level 3:
      • LP/MP/HP/EX Smash Over (623+P)
      • LK/MK/HK/EX Smash Under(623+K)
    • Vtrigger 1 Active:
      • LP/MP/HP Smash Over (623+P)
      • LK/MK/HK Smash Under(623+K)
  • Light Ball
    • Level 1:
      • MP Smash Over (623+P)
      • HK Smash Under(623+K)
    • Level 2:
      • MP Smash Over (623+P)
      • HK Smash Under(623+K)

Sagat

  • Light Ball/Ex Ball
    • V-reversal
    • Note: Kara cancel off 6 hk into CA might work, but I've been unable to confirm it in game so if someone can prove it working that'd be helpful.

Kage

  • Stand Block Light Ball/Ex Ball
    • V trigger 2 active, Shun Goku Satsu (Demon)(LP>LP>6LK>HP)

E Honda

  • Light Ball/Ex Ball
    • Ex Sumo Headbutt(charge 4-6+P)
    • Critical Art Light Ball
    • V Trigger 1 HK+HP

Lucia

  • Light Ball/Ex Ball
    • Gunsmoke (236+p) > V skill 1

Poison

  • Stand Block Light Ball
    • Ex Heart raid light+heavy (214+LP+HP):
  • Light Ball/Ex Ball
    • Critical Art
    • Delay v-reversal

Gill

    • Delay v-reversal
  • Stand Block Light Ball
    • Forward dash > Critical Art

Seth

  • Light Ball
    • Vskill 2 Mad Cradle(MP+MK>623+P)
  • Light Ball/Ex Ball
    • Vskill 1 stocked use Blanka ball against Blanka
    • Critical Art

Dan

  • None, not even v-reversal which will leave Blanka at +4 if done as soon as possible

Rose

  • None

Akira

  • Light Ball/Ex Ball
    • EX Kiko Kai (236+pp)
    • EX Urarimon (214+pp)
    • Critical Art (236236+p)

Oro

  • Light Ball/Ex Ball
    • Critical Art (236236+p)

Luke

  • Light Ball/Ex Ball
    • V-trigger 1 (hp+hk)
  • Light Ball
    • EX Sand Blaster (236+pp)

External Resources

SFV Navigation

General
FAQ
Controls
HUD
Glossary
Movement
Offense
Defense
Combos
V-System
Advanced
Game Data
Changelist
Links
Characters
Abigail
Akira
Akuma
Alex
Balrog
Birdie
Blanka
Cammy
Chun-Li
Cody
Dan
Dhalsim
Ed
E.Honda
Falke
F.A.N.G
G
Gill
Guile
Ibuki
Juri
Kage
Karin
Ken
Kolin
Laura
Lucia
Luke
M.Bison
Menat
Nash
Necalli
Oro
Poison
Rashid
Rose
R.Mika
Ryu
Sagat
Sakura
Seth
Urien
Vega
Zangief
Zeku (Old)
Zeku (Young)
Eleven