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. |
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Moves List
Normal Moves
Button | Position | Buffers: | Itself | Specials | Supers | Hit | Block | Startup | Active | Recovery | Damage |
---|---|---|---|---|---|---|---|---|---|---|---|
Jab | Standing | n | y | y | +2 | +2 | 2 | 2 | 11 | 400 | |
Crouching | n | y | y | -2 | -2 | 4 | 4 | 13 | 400 | ||
Jumping | - | - | - | - | - | 4 | 22 | - | 500 | ||
Strong | Standing | n | n | y | +5 | +5 | 7 | 8 | 9 | 900 | |
Crouching | n | n | y | -8 | -8 | 8 | 4 | 24 | 1000 | ||
Jumping | - | - | - | - | - | 5 | 10 | - | 900 | ||
Fierce | Standing | n | n | y | -3 | -3 | 6 | 12 | 15 | 1400,1200 | |
Crouching | n/n | n/n | y/n | -4 | -4 | 5 | 3(2)5 | 23 | 1200, 1300 | ||
Jumping Neutral | - | - | - | - | - | 2 | 8 | - | 1400 | ||
Jumping Diagonal | - | - | - | - | - | 4 | 5 | - | 1000,1200 | ||
Short | Close | n/n | y/n | y/n | -10 | -10 | 4 | 10 | 17 | 500,500 | |
Far | n | n | y | +0 | +0 | 6 | 4 | 11 | 400 | ||
Crouching | n | y | y | +5 | +5 | 4 | 4 | 6 | 400 | ||
Jumping | - | - | - | - | - | 4 | 22 | - | 500 | ||
Forward | Close | n+n | n+n | y+n | -10 | -10 | 6 | 2+2 | 28 | 500+500 | |
Far | n | n | y | +2 | +2 | 7 | 2 | 16 | 1000 | ||
Crouching | n | y | y | +3 | +3 | 5 | 6? | 11 | 800 | ||
Jumping | - | - | - | - | - | 5 | 11 | - | 800 | ||
Roundhouse | Standing | n/n | n/n | y/n | -6 | -6 | 7 | 6 | 24 | 1300,1200 | |
Crouching | n | n | y | down | -3 | 7 | 4 | 23 | 1300 | ||
Jumping | - | - | - | - | - | 6 | 8 | - | 1300 | ||
Command Normals | |||||||||||
f + Strong | n/n | y/n | y/n | -7 | -7 | 4 | 2(2)10 | 17 | 600+500 | ||
df + Fierce | n/n | n/n | n/n | down | -16 | 9 | 16 | 24 | 1200 |
Special Moves
Rolling Attack
- Charge back, forward + P (any)
Electric Thunder
- Any punch attack hit 5 times
Vertical Rolling Attack
- Charge down, up + K (any)
Backstep Rolling
- Charge back, forward + K (any)
The Basics
Bread and Butter Combos
2 cr. shorts, st. jab, fierce Rolling Attack
Cross-up forward, cr. short, st. jab, fierce Rolling Attack
Jump in RH, cr. forward, fierce Rolling Attack
Super Combos
Direct Lightning
- Charge back, forward, back, forward + P
Ground Shave Rolling
- Charge back, forward, back, forward + K
Shout of Earth
- Charge down+back, down+forward, down+back, Up+forward + P
Level 1
- Jump-in RH, s.fierce, Direct Lightning
Level 2/3
- Cross-up forward, cr. short x2, st. jab, Direct Lightning
- Cr. short (x4), Direct Lightning (very hard and inconsistent, not practical for match play)
- Jump-in RH, cr. short, st. jab, Direct Lightning
Custom Combos
- Basic Custom Combo
Activate, slide, st. jab, [superjump, fierce x2, RH]until corner. In corner:[superjump fierce x5]x2, back,forward,back,forward+kick.(kick super.) Damage:6700
- Other variations
-Roll Cancel Electricity, activate, [st. fierce, whiff jab Blanka Ball]x2, st. jab,[superjump, fierce x2, RH]until corner. In corner: [superjump fierce x5]x3, st. RH kick super. (Doesn't work on Bison aka dictator) Damage:8492
-Activate, cr. forward, st. fierce x3, slide, st. fierce, whiff jab Blanka Ball, cr. fierce, st. fierce, whiff jab Blanka Ball, cr. fierce, st. fierce, whiff jab Blanka Ball, st. jab In corner: superjump fierce x5, st. RH, kick super. Damage:7532
-After a knockdown: close meaty st. strong, if it hits, activate, cr. forward, st. fierce x2, slide, st. fierce, whiff jab Blanka Ball, cr. fierce, st. fierce, whiff jab Blanka Ball, st. jab, superjump fierce, super jump RH. In corner: superjump fierce x5, st. RH, kick super.
-Counter hit cr. short, activate, cr. forward, st. fierce x2, slide, st. fierce, jab Blanka Ball, [cr. fierce, st. fierce, jab Blanka Ball]x2. (note: setup isn't practical) In corner: st. fierce, super jump fierce x5, st. RH, kick super.
- Blocked Blanka Ball setup
Block it high, activate, slide, [st. fierce,kkk hop]x3, st. jab In corner: superjump fierce x5, st. RH, kick super. Damage:7436
- Guard Crush Custom Combo
Activate, slide x3, fierce Electricity, kick super note: This variation does the most blocked damage and knocks off the most guard bar but will not actually break the guard if the opponent had full guard bar at the beginning of the custom combo.
Advanced Strategy
Learn how to utilize the roll cancel hop to roll cancel electricity effectively.
Other
This section is for talking about other stuff related to Blanka that aren't Blanka's basics.
Ways to stop a blocked Blanka Ball
(by Nick T.) (added more content on Mar. 20th, 2007 by Laugh)
(Note: All of this was done on PS2 version, default settings. All characters have to block high. Dummy was set to all guard.)
- (r) = Reversal Timing
- (ST) = Strict Timing
-Capcom-
Akuma:
- (ST) Super jump forward + roundhouse
- Run up, cr. roundhouse
Balrog:
- St. fierce
- Gigaton Blow
Blanka:
- Fierce Rolling Attack
- Slide (DF+fierce)
- Cr. fierce
- Lv2/3 Direct Lightning
Cammy:
- St. roundhouse
- Lv2/3 Spindrive Smasher (Lv3 works even after getting hit by the ball)
Chun-Li:
- Walk forward, st. strong
- When Blanka bounces off and is about head level from the ground, do qcf x2 + short. Blanka has to be a bit higher to do qcf x2 + forward.
Dhalsim:
- St. fierce (works even after getting hit)
Eagle:
- St. fierce
E. Honda:
- (r) Fierce Hyakuretsu Harite (1 hit)
Guile:
- St. roundhouse
- F + Fierce
- (ST) Sonic Hurricane
Ken:
- Toward + roundhouse
- Run up, cr. roundhouse
Kyosuke:
- (ST)(r) qcf + forward
Maki:
- Qcf + forward, forward
M. Bison:
- Slide (DF+roundhouse)
- Fierce Psycho Crusher
- (ST) Mega Psycho Crusher
Morrigan:
- Walk forward, St. strong
- (ST) Walk forward, cr. fierce
- Run up, forward kick
Rolento:
- Slide (D+roundhouse)
- Cr. fierce
- St. fierce
- (ST) Fierce Patriot Circle (qcf+Fierce x3)
- (ST) Lv3 Trip Wire
Ryu:
- (r) Shinkuu Haduken
- (ST) Super jump forward + roundhouse
- Run up, cr. roundhouse
Sagat:
When blocking high:
- St. fierce
- Tiger Cannon
When blocking low:
- St. forward
- Tiger Cannon
- (ST) St. roundhouse
Sakura:
- St. roundhouse
Vega:
- Cr. fierce
- Cr. strong
- Slide (D+RH)
Yun:
- (r) Qcf + fierce
Zangief:
- St. fierce
-SNK-
Athena:
- (ST) Super jump forward + roundhouse
- Run up, cr. fierce
Benimaru:
- Forward + forward kick
- (ST) Electric dash super (qcf x2 +k)
Chang:
- St. fierce
- (ST) QCF, HCB+P super
Geese:
- (ST) Standing roundhouse
- Run up, cr. roundhouse
Hibiki:
- Qcf + strong
Haohmaru:
- St. strong
- St. fierce
Iori:
- (r) Qcb + fierce (1 hit)
- Run up, cr. roundhouse
- (r) qcf, hcb + P super
Joe:
- Walk forward, st. roundhouse
- Run up, Slide(D+RH)
Kim:
- Walk up, fierce
- Run up, cr. roundhouse
- (ST) qcb, hcf + K super
King:
- (ST) Super jump forward + roundhouse
- Hcb + Forward/RH (Rapid Kicks)
- Run up, cr. roundhouse
Kyo:
- (r) Qcf + fierce xx rekka combo
- (ST) Qcf + strong xx rekka combo
- Run up, cr. roundhouse
Mai:
- Walk up, jab
- Walk up, s. roundhouse
- Run up, cr. roundhouse
Nakoruru:
- Qcf + fierce
Raiden:
- Back, qcb + fierce
Rock:
- (r) Qcb + strong
- Run up, cr. roundhouse
Rugal:
- cr. fierce
- (r) Gigas Breaker
Terry:
- (ST) Super jump forward + roundhouse
- Run up, cr. roundhouse
- (r) Buster Wolf (1 hit)
Todo:
- Forward + forward kick
- qcfx2 + P
Vice:
- Qcb + fierce xx forward, down > forward + roundhouse
Yamazaki:
- St. roundhouse
Yuri:
- St. roundhouse