JtheSaltyy (talk | contribs) No edit summary |
JtheSaltyy (talk | contribs) No edit summary |
||
Line 49: | Line 49: | ||
| Izumi || Japan || P-Groove || Twitter: @IzumiSgroove || Uses P-Blanka extremely efficiently and lands level 3 combos the second he has a chance. <br> [https://www.youtube.com/watch?v=6ROyIkPZpTs&t=1190s&ab_channel=foxcvs2 Sample Match] | | Izumi || Japan || P-Groove || Twitter: @IzumiSgroove || Uses P-Blanka extremely efficiently and lands level 3 combos the second he has a chance. <br> [https://www.youtube.com/watch?v=6ROyIkPZpTs&t=1190s&ab_channel=foxcvs2 Sample Match] | ||
|- | |- | ||
| S-Zawa || Japan || P-Groove || Twitter: @Cvs2Fukuoka || Not a flashy player, but his fundamentals are extremely disciplined and takes his offensive opportunities when he has them Also runs CvS2 Fukuoka events in Japan. <br> [https://www.youtube.com/watch?v=BEJSfCfhnFI&t=3316s&ab_channel=%E7%A6%8F%E5%B2%A1%E5%A4%A9%E4%BD%93%E3%82%AB%E3%83%97%E3%82%A8%E3%82%B9%E9%83%A8CVS2FUKUOKA Sample Match] | | S-Zawa || Japan || P-Groove || Twitter: @Cvs2Fukuoka || Not a flashy player, but his fundamentals are extremely disciplined and takes his offensive opportunities when he has them. Also runs CvS2 Fukuoka events in Japan. <br> [https://www.youtube.com/watch?v=BEJSfCfhnFI&t=3316s&ab_channel=%E7%A6%8F%E5%B2%A1%E5%A4%A9%E4%BD%93%E3%82%AB%E3%83%97%E3%82%A8%E3%82%B9%E9%83%A8CVS2FUKUOKA Sample Match] | ||
|- | |- | ||
| Tsuji || Japan || N-Groove || N/A || Old school N-Groover known for his Joe. Uses N-Blanka aggressively with his run and short hop game. <br> [https://www.youtube.com/watch?v=X9hsEZgVfck&ab_channel=Lionx Sample Match] | | Tsuji || Japan || N-Groove || N/A || Old school N-Groover known for his Joe. Uses N-Blanka aggressively with his run and short hop game. <br> [https://www.youtube.com/watch?v=X9hsEZgVfck&ab_channel=Lionx Sample Match] | ||
Line 85: | Line 85: | ||
| advBlock = +2 | | advBlock = +2 | ||
| invul = None | | invul = None | ||
| description = The slap. Stellar jab that starts in 2 frames and can't be crouched. Mix that with great range and you have a mashers dream. It does pay for this in the form of frame advantage, it's only +2 in a game where most jabs are +5 to +7. This means Blanka can't really link out of it, but he also doesn't need to. Great panic button in a multitude of situations. | | description = The slap. Stellar jab that starts in 2 frames and can't be crouched. Mix that with great range and you have a mashers dream. It does pay for this in the form of frame advantage, it's only +2 in a game where most jabs are +5 to +7. This means Blanka can't really link out of it, but he also doesn't need to. Great panic button in a multitude of situations. Also your main confirm into Blanka Ball. | ||
}} | }} | ||
}} | }} | ||
Line 113: | Line 113: | ||
| advBlock = +5 | | advBlock = +5 | ||
| invul = None | | invul = None | ||
| description = Blanka stabs outward with his hand. One of many useful pokes in Blanka's kit, but not one you'll be | | description = Blanka stabs outward with his hand. One of many useful pokes in Blanka's kit, but not one you'll be using much. Usually done as a counterpoke anticipating an attack. | ||
}} | }} | ||
}} | }} | ||
Line 143: | Line 143: | ||
| advBlock = -3 | | advBlock = -3 | ||
| invul = None | | invul = None | ||
| description = | | description = One of Blanka's anti-airs. It may not look like it but it can hit some close jumps. Not too useful besides that. | ||
}} | }} | ||
}} | }} | ||
Line 171: | Line 171: | ||
| advBlock = 0 | | advBlock = 0 | ||
| invul = None | | invul = None | ||
| description = | | description = Because of the disjoint you can use this button for things like checking Blanka Ball in mirrors, or beating some low priority pokes. Probably your least used normal. | ||
}} | }} | ||
}} | }} | ||
Line 199: | Line 199: | ||
| advBlock = +2 | | advBlock = +2 | ||
| invul = None | | invul = None | ||
| description = | | description = Another Blanka anti-air, best used against jumps that land a little in front of Blanka. | ||
}} | }} | ||
}} | }} | ||
Line 229: | Line 229: | ||
| advBlock = -6 | | advBlock = -6 | ||
| invul = None | | invul = None | ||
| description = | | description = An anti-air that actually looks like an anti-air. Best used to hit close jumps and attempted crossups, and does decent damage. | ||
}} | }} | ||
}} | }} | ||
=== Close Standing Normals === | === Close Standing Normals === | ||
=== <span class="invisible-header">clLK</span> === | === <span class="invisible-header">clLK</span> === | ||
{{MoveData | {{MoveData | ||
Line 325: | Line 239: | ||
| input = cl.LK | | input = cl.LK | ||
| subtitle = Close Light Kick | | subtitle = Close Light Kick | ||
| image = CVS2_Blanka_clLK. | | image = CVS2_Blanka_clLK.png | ||
| caption = | | caption = | ||
| linkname = cl.LK | | linkname = cl.LK | ||
Line 344: | Line 258: | ||
| advBlock = -12 | | advBlock = -12 | ||
| invul = None | | invul = None | ||
| description = | | description = Super minus on hit attack that does poor damage for how unsafe it is. Even if you hit it super meaty you're still minus. Never use. | ||
}} | }} | ||
}} | }} | ||
Line 353: | Line 267: | ||
| input = cl.MK | | input = cl.MK | ||
| subtitle = Close Medium Kick | | subtitle = Close Medium Kick | ||
| image = | | image = CVS2_Blanka_clLK.png | ||
| caption = | | caption = | ||
| linkname = cl.MK | | linkname = cl.MK | ||
Line 372: | Line 286: | ||
| advBlock = -10 | | advBlock = -10 | ||
| invul = None | | invul = None | ||
| description = | | description = Same deal as cl.LK. Just don't use it. | ||
}} | }} | ||
}} | }} | ||
Line 431: | Line 315: | ||
| advBlock = -2 | | advBlock = -2 | ||
| invul = None | | invul = None | ||
| description = | | description = A very slow crouch jab, unusual considering most crouch jabs in this game are fast. It's mainly used as an annoying up close poke and buffer into Electricity. | ||
}} | }} | ||
}} | }} | ||
Line 459: | Line 343: | ||
| advBlock = -8 | | advBlock = -8 | ||
| invul = None | | invul = None | ||
| description = | | description = Another anti-air. Hits at relatively the same range as st.MK, which are jumps that land a little out in front. As a poke it is -8 and does only 1000 damage. The super cancel doesn't help the risk/reward factor enough to warrant it's use unless you space it a lot. Just use it as an anti-air. | ||
}} | }} | ||
}} | }} | ||
Line 491: | Line 375: | ||
| advBlock = -4 | | advBlock = -4 | ||
| invul = None | | invul = None | ||
| description = | | description = A giant punch, looks like Sagat's cr.HP in some aspects. It's one of Blanka's main pokes, due to its pretty large range and high priority, allowing it to beat most normals. It can also be used as an anti-air the same way st.MK and cr.MP can, but works for even farther out jumps. | ||
}} | }} | ||
}} | }} | ||
Line 519: | Line 403: | ||
| advBlock = +5 | | advBlock = +5 | ||
| invul = None | | invul = None | ||
| description = | | description = Blanka's only fast light outside of st.LP. You'll be using this as your main combo starter and for any up-close stuff. It is +5, which is par for the course in terms of light attacks, so overall a pretty decent light. The only problem is that it has a 4f startup, below average for a light. Aside from that, you'll be using this button a lot. | ||
}} | }} | ||
}} | }} | ||
Line 547: | Line 431: | ||
| advBlock = +3 | | advBlock = +3 | ||
| invul = None | | invul = None | ||
| description = | | description = Blanka's other main poke. It's fast, pretty noncommittal, and plus to boot. Usually this is your other main confirm into Blanka Ball when you land a jump-in. | ||
}} | }} | ||
}} | }} | ||
Line 577: | Line 461: | ||
| advBlock = -3 | | advBlock = -3 | ||
| invul = None | | invul = None | ||
| description = | | description = A long range sweep, it's very good compared to other sweeps in the game. It's -3, so basically unpunishable even without spacing. Also gives Blanka a really good knockdown, as he can push a Blanka Ball mixup into meaty Electricity every time, and Blanka has enough time to also punish safe falls with either Slide or Blanka Ball. | ||
}} | }} | ||
}} | }} | ||
Line 606: | Line 490: | ||
| advBlock = Varies | | advBlock = Varies | ||
| invul = None | | invul = None | ||
| description = | | description = Decent air-to-air. | ||
}} | }} | ||
}} | }} | ||
Line 634: | Line 518: | ||
| advBlock = Varies | | advBlock = Varies | ||
| invul = None | | invul = None | ||
| description = | | description = A really, REALLY good button. It seems to either beat or trade with just about anything. In terms of reward it's rather low but it's a really good jump button to stick out. | ||
}} | }} | ||
}} | }} | ||
Line 683: | Line 567: | ||
| advBlock = Varies | | advBlock = Varies | ||
| invul = None | | invul = None | ||
| description = | | description = nj.HP is another air-to-air. If all other options fail this one is pretty consistent. Same goes for j.HP. They're both really good air-to-airs, and for j.HP, it's also a really good short-hop attack. | ||
}} | }} | ||
}} | }} | ||
Line 711: | Line 595: | ||
| advBlock = - | | advBlock = - | ||
| invul = - | | invul = - | ||
| description = | | description = Usually hits opponents slightly on top on Blanka during jumps, not too useful outside of Custom Combos. | ||
}} | }} | ||
}} | }} | ||
Line 741: | Line 625: | ||
| advBlock = Varies | | advBlock = Varies | ||
| invul = None | | invul = None | ||
| description = | | description = nj.MK is not really that useful since nj.HP is just better, however j.MK is going to be a really useful jump-in and more importantly a cross-up. Great for setting up mixups/pressure. | ||
}} | }} | ||
}} | }} | ||
Line 771: | Line 655: | ||
| advBlock = Varies | | advBlock = Varies | ||
| invul = None | | invul = None | ||
| description = | | description = Very good button. It has a lot of downward range so it is a great instant overhead, and arguably the best short-hop attack in the game. Combined with Blanka's fast jump, this button is very hard to beat. | ||
}} | }} | ||
}} | }} | ||
Line 781: | Line 665: | ||
| input = Close 4/6MP | | input = Close 4/6MP | ||
| subtitle = Headbutt | | subtitle = Headbutt | ||
| image = | | image = CVS2_Blanka_cl6MP.png | ||
| caption = | | caption = | ||
| linkname = Rock Crusher | | linkname = Rock Crusher | ||
Line 800: | Line 684: | ||
| advBlock = -7 | | advBlock = -7 | ||
| invul = None | | invul = None | ||
| description = | | description = Pretty useless normal, not even an overhead, and there's much better cancellable normals. | ||
}} | }} | ||
}} | }} | ||
Line 828: | Line 712: | ||
| advBlock = -16 | | advBlock = -16 | ||
| invul = None | | invul = None | ||
| description = | | description = Blanka's slide is a good poke. Like his sweep, if Blanka lands this he gets a good knockdown. Unlike sweep, it is -16 on block, so it has to be spaced in order to avoid getting punished. At best you can make it 0, but most times it'll end up being around -2 ~ -4. In some matchups this button will be hard to use, like vs. Hibiki or Bison. | ||
}} | }} | ||
}} | }} | ||
Line 838: | Line 722: | ||
| input = Near Opponent, 4/6HP | | input = Near Opponent, 4/6HP | ||
| subtitle = Punch Throw | | subtitle = Punch Throw | ||
| image = | | image = CVS2_Blanka_Pthrow.png | ||
| caption = | | caption = | ||
| linkname = Wild Fang | | linkname = Wild Fang | ||
Line 857: | Line 741: | ||
| advBlock = Grab | | advBlock = Grab | ||
| invul = None | | invul = None | ||
| description = | | description = A good throw that gives Blanka a nice knockdown, and gives him time to punish safe falls. | ||
}} | }} | ||
}} | }} | ||
Line 863: | Line 747: | ||
=== <span class="invisible-header">X</span> === | === <span class="invisible-header">X</span> === | ||
{{MoveData | {{MoveData | ||
| name = | | name = Jungle Toss | ||
| input = Near Opponent, 4/6HK | | input = Near Opponent, 4/6HK | ||
| subtitle = Kick Throw | | subtitle = Kick Throw | ||
| image = | | image = CVS2_Blanka_Kthrow.png | ||
| caption = | | caption = | ||
| linkname = Kick Throw Name | | linkname = Kick Throw Name | ||
Line 885: | Line 769: | ||
| advBlock = Grab | | advBlock = Grab | ||
| invul = None | | invul = None | ||
| description = | | description = Gives Blanka a worse knockdown compared to punch, but it has a lot better corner carry. Use this throw if you need to corner the opponent. Also sets up 2P corner glitch. | ||
}} | }} | ||
}} | }} | ||
Line 948: | Line 832: | ||
| advBlock = +10 | | advBlock = +10 | ||
| invul = None | | invul = None | ||
| description = | | description = Three words: Roll Cancel Electricity. Even someone who hasn't played CvS2 might recognize this move. It's by far Blanka's best move. As an RC, this move is a great counter poke, meaty option, all-purpose anti-air and pressure tool. It does very high chip, and is +10, allowing for more pressure. Not only that, but when landed, it can even confirm into Custom Combo, although that is pretty difficult. It's such a potent attack that whiffing a bunch of Elecs will not only give you good protection, but also build you a ton of meter. If you want to learn Roll Cancel Electricity (you should if you're playing Blanka in a roll groove) check out the [[Capcom vs SNK 2/Roll Cancelling|Roll Cancel]] page. | ||
Is this move still good without RC? Yes. Definitely. It's still a great meaty and anti-air. The only weaknesses this move has are that it has low range, which is hardly an issue since you're almost always using this up close or you're intentionally whiffing it from far away, and if you're against a K-Groover, they can JD 5 or so hits and get instant rage. Still though, there's no reason to leave this move out of your toolkit, it's necessary to make use of this move to get good at Blanka. | |||
}} | }} | ||
}} | }} | ||
Line 1,010: | Line 896: | ||
| advBlock = -22 | | advBlock = -22 | ||
| invul = 1~42 (Airborne) | | invul = 1~42 (Airborne) | ||
| description = | | description = A very fast advancing attack. It's a great punish tool, and a decent anti-air when RC'd, but there's one caveat. Blanka Ball is -22 and doesn't knock down on hit unless it's an airborne opponent. There is a lot of pushback when this move makes contact, but on block it's simply too minus. Almost every character in the game has a consistent punish for Blanka Ball, save some of the dumpster characters. I highly recommend not spamming this move since it's just gonna lead to a lot of unnecessary damage, but it's still a great move when used correctly. | ||
}} | }} | ||
}} | }} | ||
Line 1,017: | Line 903: | ||
{{MoveData | {{MoveData | ||
| name = Backstep Roll | | name = Backstep Roll | ||
| input = [4] | | input = [4]6K | ||
| subtitle = Backstep Ball | | subtitle = Backstep Ball | ||
| image = CVS2_Blanka_46P.PNG | | image = CVS2_Blanka_46P.PNG | ||
Line 1,072: | Line 958: | ||
| advBlock = -25 | | advBlock = -25 | ||
| invul = 3~18, 25~64 (Airborne) | | invul = 3~18, 25~64 (Airborne) | ||
| description = | | description = A much shittier Blanka Ball. Though it knocks down on hit, it does not travel very far and also has a ton of startup. To add onto that, if blocked, it's not only -25, but causes a lot less pushback. It's almost guaranteed that you will be punished for doing this. Don't use this move. | ||
}} | }} | ||
}} | }} | ||
Line 1,134: | Line 1,020: | ||
| advBlock = -25 | | advBlock = -25 | ||
| invul = 1~55 (Airborne) | | invul = 1~55 (Airborne) | ||
| description = | | description = Blanka goes at a 45 degree angle straight up. This move really ties together his anti-air game. He has anti-airs for far jumps, close jumps, but not for straight basic 45 degree angle jumps. This is exactly what this move is for. It's a decent anti-air for what it does, however since it is only one hit, a parry or JD makes this move very unsafe, but that's only if they are expecting it. The only downside is that it is a charge move, unlike Blanka's other useful anti-airs. Still a good move overall. | ||
}} | }} | ||
}} | }} | ||
Line 1,181: | Line 1,067: | ||
| advBlock = None | | advBlock = None | ||
| invul = 1~13 (Full), 4~23 (Airborne) | | invul = 1~13 (Full), 4~23 (Airborne) | ||
| description = | | description = One of Blanka's most useful moves. With RCs, both the forward and back hop become super useful. The forward hop becomes an invincible approach tool (it does have 3 frames at the end where Blanka can be hit) and the back hop becomes a lot better in terms of invul. The forward hop is used mostly for pressure and mixups, and is pretty effective at doing that, while the back hop escapes any incoming poke or attack. It is one of the best pressure escape options in the game. You're mostly going to use it to bait pokes and avoid attempted punishes. If you are unsure if your attack will get punished or not, just back hop, it will avoid almost any attack. Almost being the operative. Though back hop has invul, it's only for 13 frames, meaning some advancing attacks can punish it, i.e. Psycho Crusher, Blanka Ball, Dash Straight. With RCs, it's much more difficult to do so since Blanka is only vulnerable for 3 frames instead of 17, and even then it's a read if the opponent tries to punish it, which can easily be baited with conditioning. Use the back hop a lot as a form of escaping pressure and attempted punishes. | ||
}} | }} | ||
}} | }} | ||
Line 1,244: | Line 1,130: | ||
| advBlock = -19 | | advBlock = -19 | ||
| invul = 1~22 (Full) | | invul = 1~22 (Full) | ||
| description = | | description = A souped up version of Blanka Ball. Still retains the very unsafe on block numbers, but knocks down on hit. However, it is also still one hit, so all it takes is a parry or JD to completely negate this attack. This super is mainly used as a desperation anti air or your main super confirm. It's also a really good desperation super for S-Groove. | ||
}} | }} | ||
}} | }} | ||
Line 1,306: | Line 1,192: | ||
| advBlock = +10 | | advBlock = +10 | ||
| invul = 1~22 (Full) | | invul = 1~22 (Full) | ||
| description = | | description = Blanka charges up a roll, holding kick puts him in place and letting go has Blanka let it rip. Charging it has no significant effects, but Blanka can juggle an opponent if they land on top of him during his "charge" period, making it a niche anti-air. It causes an unusually high amount of blockstun on hit, leaving it +10 on block, even on level 1. Overall it's really good to use up close or for ending a Custom, but if you want to confirm a super use Direct Lightning. | ||
}} | }} | ||
}} | }} | ||
Line 1,315: | Line 1,201: | ||
| input = [1]319P | | input = [1]319P | ||
| subtitle = Mash Super | | subtitle = Mash Super | ||
| image = CVS2_Blanka_1319P. | | image = CVS2_Blanka_1319P.png | ||
| caption = | | caption = | ||
| linkname = Shout of Earth | | linkname = Shout of Earth | ||
Line 1,368: | Line 1,254: | ||
| advBlock = -53 | | advBlock = -53 | ||
| invul = 1~22 (Full) | | invul = 1~22 (Full) | ||
| description = | | description = A really cool looking super, and that's about all I have to say on it. Not only does it require a delta input, but it has no range. It's a good anti-air, but Ground Shave Roll is better. The damage is very inconsistent when you do land it. Just ignore this move entirely. | ||
}} | }} | ||
}} | }} |
Revision as of 20:26, 11 July 2023
Introduction
Story
Blanka, who was born named Jimmy, is a feral man from the Brazilian jungle. One day, a boy named Jimmy unwittingly boarded a plane that was sabatoged by M. Bison and Shadaloo. It crashed somewhere over the Amazon rainforest, where Jimmy was lost. He was raised in the wilderness, becoming feral. He turned green, with orange hair, and learned to control electricity through his now much stronger body. One odd day, he hopped into the back of a car looking to eat a melon, not knowing it was a poachers car. The poacher drove Jimmy back to civilization for the first time in many years, and since then, Jimmy has lived as Blanka. Blanka competed in the first World Warrior tournament, where his mother was spectating, and his story ends with a tearful reunion. He now lives a peaceful life with his mother and his best friends Dan Hibiki and Sakura.
Gameplay
Blanka is a powerhouse of a top tier. Usually considered second only to Sagat in terms of strength, Blanka has all the tools a CvS2 character needs and more. Insane buttons and neutral control, high mobility, solid damage, great metered damage, useful defensive tools, and a few very powerful roll cancels send Blanka to the top of the tier list. He's quite Groove friendly as well, as while you usually see him as the classic anchor for A-Groove and N-Groove teams, Blanka excels in every Groove to some extent. A-Blanka is usually considered the strongest, and is a mainstay on the best A-Groove players teams. His ability to use Custom Combo offensively is stellar, and it gives him a very scary defensive option to work with. Mixed with his amazing neutral, your opponent has to take a risk to get in, which you can punish with a big Custom Combo into a mixup.
Blanka has very few real weaknesses in any setting, and is a simple and reliable pick for your team regardless of Grooves or team composition. He has every tool you would want and then some. If you want to win, and especially if you play A-Groove, you should definitely try out Blanka.
Groove Selection
Best - A/N: A-Blanka, as stated above, is Blanka's most powerful Groove. A-Groove is already widely considered the best Groove in the game thanks to Custom Combo and the other versatile subsystems. Alpha Counters give Blanka a solid get-off-me tool, rolls are useful for everyone but Blanka has two incredible RC specials with RC Electricity and RC Blanka Ball. While he doesn't get access to his admittedly strong supers, Blanka's CC is no joke, and turn his punishes from high damage to very high damage. N-Blanka gets much of the same, but now has run and hop on top of it, in trade for only having level 1 supers to end in. Run is a useful tool for his pressure, but hop is especially powerful. Blanka's hop HK is nigh uncontestable by anything that isn't invincible. Only having level 1 supers isn't that bad either, since Blanka has very useful level 1's. N-Blanka is defined by strong roll cancels, abusive hop pressure, and consistently ending combos in supers for huge damage.
Useful - K/C/P/S: K-Blanka is right behind A and N. Rage and JD make for powerful neutral and high damage punishes. One solid hit from Blanka leads into a super for massive damage, and his Raged pokes are no joke. He can punish pretty reliably after a JD, and his simple poke-based neutral becomes much scarier in Rage. The loss of rolls hurts, but it's really the only big sacrifice. C-Blanka is similar to N-Blanka, but loses the mobility in exchange for airblocking and more versatile meter. Level 2 combos are a powerful tool for consistent damage, and the level 3 supers of C-Groove uniquely don't have any sort of prerequisite to spending them, allowing Blanka a chance at big damage. The loss of mobility hurts however, and A-Blanka Custom Combo is more valuable to him than level 2 supers, so generally C-Blanka loses to A-Blanka. P-Blanka gets parries, which give him more consistent punishes. A parry can easily lead into a punish like 2HK > Hop, starting Blanka's scary Electricity mixups. Sadly, P-Groove has no rolls, so you lose out on RC Electricity, but having hop HK is still strong enough of a neutral tool to not worry as much. S-Groove is the weakest Groove overall, but Blanka is solid enough to not worry about the lacking mechanics. Loss of RC Electricity and RC Blanka Balls is rough, but you still get run and hop, and dodge isn't entirely useless for Blanka.
Worst - None: Blanka is an incredibly solid character overall, and your Groove selection won't hurt him much. He excels in some more than others, but is a valuable pick in every Groove.
Blanka is a powerhouse of a top tier, with incredible buttons and neutral control mixed with scary offense and both a strong roll cancel and strong hop normal. He has no real weaknesses that hold him back. Blanka is best in A-Groove and N-Groove. Difficulty: MediumTier: S+ |
|
Pros | Cons |
|
|
Players to Watch
Name | Country | Groove | Accounts | Notes |
---|---|---|---|---|
Ohara | Japan | C-Groove | N/A | A textbook C-Blanka player who makes great use of meter efficiency. Sample Match |
D44 BAS | Japan | A-Groove | Twitter: @ryo151 Youtube: D44Bas Discord: Bas#4095 |
The anchor of BAS' star-studded squad. Pulls off ridiculous customs and is generally dominating the match all around with him at all times. Sample Match |
YSK | Japan | A-Groove | Twitter: @yosuke0815 | The king of the SBB (Sakura Bison Blanka) team. Uses Blanka as well as anyone else. Sample Match |
Izumi | Japan | P-Groove | Twitter: @IzumiSgroove | Uses P-Blanka extremely efficiently and lands level 3 combos the second he has a chance. Sample Match |
S-Zawa | Japan | P-Groove | Twitter: @Cvs2Fukuoka | Not a flashy player, but his fundamentals are extremely disciplined and takes his offensive opportunities when he has them. Also runs CvS2 Fukuoka events in Japan. Sample Match |
Tsuji | Japan | N-Groove | N/A | Old school N-Groover known for his Joe. Uses N-Blanka aggressively with his run and short hop game. Sample Match |
Bocchan | Japan | K-Groove | N/A | A strong K-CBS user. His Blanka in particular is calculated but aggressive and uses his momentum to its fullest. Sample Match |
!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH THE EDIT HISTORY FOR THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!
Normal Moves
Far Normals
5LP
5MP
5HP
5LK
5MK
5HK
Close Standing Normals
clLK
clMK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
Command Normals
Rock Crusher
Amazon River Run
Throws
Wild Fang
X
Specials
Electric Thunder
Version | Damage | Stun | Cancel | Guard | Parry | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Invul |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Mash ![]() |
1400 | 14 | None | Mid | High | 5 | 4(4)4... | 13 | 30 | DWN | 0 | None |
Mash ![]() |
1500 | 15 | None | Mid | High | 7 | 2(2)2(2)2... | 13 | 30 | DWN | +6 | None |
Mash ![]() |
1600 | 16 | None | Mid | High | 9 | 1(1)1... | 14 | 26 | DWN | +10 | None |
Three words: Roll Cancel Electricity. Even someone who hasn't played CvS2 might recognize this move. It's by far Blanka's best move. As an RC, this move is a great counter poke, meaty option, all-purpose anti-air and pressure tool. It does very high chip, and is +10, allowing for more pressure. Not only that, but when landed, it can even confirm into Custom Combo, although that is pretty difficult. It's such a potent attack that whiffing a bunch of Elecs will not only give you good protection, but also build you a ton of meter. If you want to learn Roll Cancel Electricity (you should if you're playing Blanka in a roll groove) check out the Roll Cancel page. Is this move still good without RC? Yes. Definitely. It's still a great meaty and anti-air. The only weaknesses this move has are that it has low range, which is hardly an issue since you're almost always using this up close or you're intentionally whiffing it from far away, and if you're against a K-Groover, they can JD 5 or so hits and get instant rage. Still though, there's no reason to leave this move out of your toolkit, it's necessary to make use of this move to get good at Blanka. |
Rolling Attack
Backstep Roll
Vertical Rolling
Surprise
Supers
Direct Lightning
Ground Shave Rolling
Shout of Earth
Colors