Capcom vs SNK 2/Blanka

From SuperCombo Wiki

Introduction

CVS2 Blanka CAPCOM Art.jpg
Health (at Ratio 2)
14800 High
Stun
60 Low
Dash Length
17 Frames Long
Dash Type
Hop Corpse Hop=Yes, Proj. Hop=Yes
Run Speed
7.2 Slow
Roll Distance
140 pixels Far
Roll Duration
28f Long
Wakeup Speed compared to Ryu
6f Very Slow

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.
Pros Cons
  • Buttons: Blanka has some of the strongest buttons in the game, like 5LP, 5MP, 5HP, 3HP, j.HK, 2MK, 2HK, and more
  • Mobility: His command hops allow him to quickly move backwards and forwards, and mixed with Roll Cancel, these are almost impossible to punish. Solid jumps and forward moving specials also help make him very mobile
  • Mixup: Cancelling normals into hops to reset pressure, generating plus frames with his normals for powerful guard crush strings, and RC Electricity okizeme give Blanka unique but strong mixup potential
  • Damage: Blanka's pokes do solid damage on their own, hitconfirms into super do a lot more however. If you have A-Blanka, you can punish with a Custom Combo as well for massive damage potential
  • Roll Cancels: RC Electricity is a multi-hitting plus on block invincible special that knocks down, RC Blanka Balls are fast moving invincible fireball and poke punishes, and RC Hops are invincible command hops that are airborne so they can't be thrown
  • Meterless: Without spending on a super or CC, Blanka struggles to get meaningful damage or a knockdown. He usually either cancels into a Blanka Ball, which is punishable even on hit, or a hop to push another mixup, which leaves a wide gap
  • Reversals: Blanka's only meterless special with invincibility is Backward Hop, which isn't a strike and can be punished. This forces Blanka to spend meter on invincible reversals or go for a difficult and Groove specific RC Electricity/Blanka Ball reversal.



Blanka CvS2 colors.png

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


CvS2 Wiki Navigation

General
Controls
Notation
HUD
Glossary
System
Roll Cancel
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori