Blanka's gameplan is about jumping-crouching hit and run ,and when is near to opponent use his hold-to-roll traps.
His objetive is about keep away your opponent with his crouching Roundhouse or Fierce and then charge for your roll or use your hold if it close,standing attacks are fast and your main attack is Far Strong due to his acceptable range and fast startup, and also he can cancel his Far or Close Jab into Electricity,but you are vulnerable for projectiles ,lows and sweeps.
Jumping attacks are nice due to his fast jump along with his Diagonal Roundhouse,its the best against projectile character,his Hold is one of the best along with E.Honda one,but he had more set up options,like a Rolling Attack charge, meaty Electricity or crouching Roundhouse,due that his speed are better than E.Honda crossups.
Electric Attack is buffered and easier to connect with a Jumping Attack and its safe block. Rolling Attacks are buffered too and the best one, now you don't take double damage if your hit a unsafe opponent,and you stop when you hit a blocked one and with a short recovery enough to made your Hold.
Unfortunately,he doesn't had good anti air options outside of his Far Roundhouse or Fierce ,blocking is better than poke one.
Blanka's match-ups according the "official" SF2CE Tier List:
- against Ryu: 5
- against Ken: 6
- against Chun Li: 7
- against E. Honda: 4
- against Zangief: 5
- against Blanka: 5
- against Dhalsim: 7
- against Guile: 6
- against Balrog: 2
- against Vega: 5
- against Sagat: 7
- against M. Bison: 3
Vs. Ryu
The key to defeating Ryu is footsweeps and the ability to execute attacks
with combos when he throws spiritballs. Stay just out of roundhouse sweep
range and use your roundhouse sweep just after he executes and kick (save jab)
this will knock him down as he recovers from his foot sweep. You can also use
this technique to knock him out of spiritballs if you use it just as he startsÔthe projectile starts to form otherwise you may be in trouble.
If you jump in from close range use your main combo. From medium range simple use the roundhouse kick
before he gets off a dragonpunch. Finally from long range it is best not to
attack so that if he uppercuts he will miss your body, then hit him when he
lands. Last but not least the best way to get out of his spiritball roundhouse
sweep as you jump over pattern is to use either the fierce punch or forward kick
just before you land.
Vs. Ken
Fight very much like Ryu except it is not wise to jump in at him from
long range for even if you don't attack when he uppercuts you will still be
hit. A good way to get hit him if he is constantly jap punching the air so you
can't ball try a slow ball then pull out of it and ducking fierce punch him.
This will fool most players. If your opponent has good timing and keeps jumping
in on you as you recover from a knock down and knocking you out of a ball try
waiting for them to be just inside you before executing the ball for this will
hit them or at least take mutual damage. Another good move for stomping opponents
as they jump in is the ducking fierce punch. This lowers your body enough that
you usually go below their attack and the massive range of your punch will hit
them just before they land.
Vs. E.Honda
It is best to stay ground based on this character for his headbutt,
and fierce chop will knock you out of the air most of the time. The ducking
fierce punch is a good attack to keep him of guard as is the ball, but beware
his jab and strong punch are well aimed at knocking you out of the ball. When
you do jump in try to time your jump so that when you attack from the air you
just barely hit him, this will 1- help you to avoid his fierce chop and 2- guard
against the headbutt. When you do attack make sure you are close to the ground
so that if he starts a headbutt you can hold your attack and block, or if he
starts it to late jump it and go for the bite. If you are coming down from a
straight up jump and he is torpedoing towards you the roundhouse kick will knock
him out of his move if you hit the front part of his body.
Vs. Chun Li
A constant air attack is best when fighting Chun, never let her get on
the offensive or you could be in trouble. When you jump attack try to make
sure that you are about two to three body lengths away or she may be able to
walk under your attack and throw you, or worse jump up and air-slam you. When
you jump in try using the combos and or the ball after word for this will let
you keep a safe distance between you and her. You standing fierce punch is a
very effective air defense that only superior timing or her head stomp can
penetrate. If she does head stomp you jump up behind her and roundhouse kick
her (Don't jump up after her to soon or she may head stomp you again). Finally
a good way out of her neck kick is to wait for her to start to flip over you
and simply jump straight up and fierce punch.
Vs. Blanka
Good timing on your jumping attacks is best here, here are a few
pointers. As you jump in remember that a roundhouse kick can knock him out
of a ball (other moves will work but this is most effective). If he is
attacking you the best defense is a simple fierce punch as you jump straight
up. As you attack him your forward kick is very hard to counter. Finally the key
to knocking him out of his ball after you have blocked it and he is going
backward is to wait until you hear the sound of the ball again. (it makes a
blocking sound as he hits you then the ball noise re-appears, now execute your
ball, it should hit)
Vs. Zangief
Be sure to use combos for if you don't you will most likely be 360d.
Combo #1 works best here. Also throw in a ball or to for there is little he can
do to stop this except block, if he does somehow luck a jab punch so what you
loose a couple of lines. If a ground game is more your style use lots of forward
kicks and ducking fierce punches, with an occasional roundhouse sweep thrown in
to keep him off balance. If he jumps in the ball is an almost guaranteed hit.
Don't use the electricity very often for he can easily knock you out of it( or
even 360).
Vs. Guile
Guile is one of the hardest characters for Blanka to face basically
because he is so defensive. If he constantly crouching jabs to block the ball
then throws out an occasional sonic boom to make you jump or take off some
minor damage try backing him into a corner. The best way to do this is to
ducking fierce punch him as he jabs (he'll lose energy but you won't) or if you
can get close enough (best when he is already in the corner) use the roundhouse
sweep to knock him out of the sonic boom just as you see it begin to form.
Another good attack is to jump in and roundhouse him right after he sonic booms
for he won't have time to axe-kick, he may block it but you can either ball
him for slight damage or simple hold your ground (you are close now and most
Guile players can't handle being close to Blanka, do be careful not to simply
block or he might pause a second and then throw you.) Another good move after
you jump in is to electrocute him, he will probably block but will still lose
some damage.(the problem with this is that you may not be able to shut the
electricity off before you are axed or sonic boomed.
Vs. Dhalsim
Like Zangief a non-stop attack is best here. You excellent speed and
angled attacks make you a Dhalsim nightmare. Your forward kick will easily knock
him out of his slide as you jump in, it will also stop his ducking fierce
punch. You may also use the fierce punch or roundhouse kick. If he jumps
straight up or backwards and fierce kicks you in the air wait until he starts
to reach his peak and fierce punch his leg( or you can strong punch him but you
will probably also take damage)
Vs. Boxer
Balrog can also be a problem mostly because people underestimate him.
Beware his standing fierce punch (it can hit you from a massive range) and try
not to ball to much for after he blocks he will most likely charging punch you.
When you jump in use the same distance technique as with Chun for his standing
strong punch, or a charging uppercut will also hit you out of most things. The
key to hitting him is to execute your attack just as he starts to move. A few
other pointers are that your ducking fierce punch will knock him out of his
super punch, simple execute the move as soon as he starts his( you will hit him
as he starts to turn. Be careful this takes a little getting used to.) Your
electricity attack is very effective even if you just sit there. It takes
almost perfect distance application for him to knock you out of it without
taking damage himself. Your best tactic is to get as close to him as possible
before jumping in. Almost all of his attacks will extend out at least an inch
or so before they strike, this makes Balrog very vulnerable to attacks that are
based close to his head and shoulders.
Vs. Claw
Attack much as you would Chun for his throw is just as deadly. If you
land close combo 1 is best while roundhouse kick is better from a distance. The
best way to get out of his wall attack is to jump back and roundhouse kick him
as he approaches or jump back fierce punch if he is going for the wall behind
you. If he some how gets you by surprise the best defense is the ball, or if
you don't have time to charge it at least ducking fierce punch him (hit about
50% of time)
Vs. Sagat
A good air attack is also best against Sagat. One thing to note is that
when you jump in try to just barely hit him as you would Honda for if you get to
far over him he will tigeruppercut you. If he throws low tigers to best attack
is to jump them an use the roundhouse kick and then the forward one, if theÔtigers you can either walk, yes walk under them and do an attack (bite is good
up close) or jump over and attack (combo #1 is best). The best way to counter
his tiger knee if he uses it to hit you out of your jumps is the fierce punch
as you start to descend.
Vs. Dictador
Like most of your other opponents a good offense is your best defense.
Try to keep Bison on the defensive so he can't get his torpedo going. When
jumping in try to get above him for if you are on the same level he will most
likely have priority. Strong punches and forward kicks are best here. Like Honda
you can knock him out of his torpedo if you hit the front part of his body. If
he does happen to get you in his torpedo pattern handle it much as Honda would.
Switch the direction of you block as he passes through you so you can have a
ball charged, a ball can knock him out of the torpedo if you hit him just as he
starts it. Like Balrog don't use to many balls for he can scissor kick you out
of it as you retreat or torpedo you.(you should be able to block the torpedo
but it still takes of a good amount of damage.) Lastly beware his standing
roundhouse it is very much like Balrog's standing fierce punch.