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      « BALROG / BOXER - MOVES COMBOS & STRATEGY | Main | C. VIPER - MOVES COMBOS & STRATEGY »
      Saturday
      13Sep2008

      BLANKA - MOVES COMBOS & STRATEGY

      BLANKA

      CHARACTER INTRO

      Blanka returns in Street Fighter IV as an over all strong character who has a lot of tricky mix ups that are great for punishing players unfamiliar with his game. However, once you run into players who have a better understanding of his gameplay, it starts to become an uphill battle in that many of his moves such as his Rolling Attack can easily be punished when blocked.

      By nature he is a more defensive character, but has the ability to inflict a lot of damage through simple combos and solid normal attacks when given the opportunity. His EX Rolling Attack allows him to go through fireballs and both his duck and slide command normals allow him to avoid them altogether, so he can be a good answer for Shoto-type characters. His Electric Thunder is also useful for avoiding cross ups and creating mix ups situations after a cross up of his own.

      His Ultra has very ambiguous properties that will hit his opponents low at first, then high as it comes down, making it very hard to defend against if the other player is not aware of how to defend against it.  He cannot juggle into it like other characters can, and really can only connect it if the other player misses a big move or combos into it off of crouching medium kick, which requires very strict timing. With that being said, it inflicts a lot of chip damage so it can be useful when trying to take out the other character who has very little health left.

      FULL BLANKA STRATEGY GUIDE AT 1UP.COM MYCHEATS

      COMMAND NORMALS

      SLIDE
      DOWN-TOWARDS HARD PUNCH

      • Goes under projectiles and covers a fair amount of distance in the process.
      • Deceptive in that it stays active for a long time which makes it a good meaty move.

      COWARD CROUCH
      DOWN + THREE PUNCHES

      • Ducks projectiles including Sagat's Low Tiger Shot.

      SURPRISE FORWARD & BACK
      BACK/TOWARDS + THREE KICKS

      • Hop which is useful for gaining ground quickly and crossing up the opponent.

      SPECIAL MOVES

      ROLLING ATTACK
      CHARGE BACK, TOWARDS + PUNCH

      • EX version goes through fireballs.

      VERTICAL ROLLING
      CHARGE DOWN, UP + KICK

      BACKSTEP ROLLING
      CHARGE BACK, TOWARDS + KICK

      ELECTRIC THUNDER
      TAP PUNCH REPEATEDLY

      SUPER

      GROUND SHAVE ROLLING
      CHARGE BACK, TOWARDS, BACK, TOWARDS + PUNCH

      ULTRA

      LIGHTNING CANNONBALL
      CHARGE BACK, TOWARDS, BACK, TOWARDS + THREE PUNCHES

      • First hit connects low then acts as an overhead on the way down.
      • Does massive chip damage.

      COMBOS

      MASTER GUIDE COMBOS

      • jump in hk, cr.mk, standing far lp, cancel into hp rolling attack, super cancel into hp super
      • crossup jump mk, cr.mk, far standing lp, cancel into hp rolling attack, super cancel into hp super
      • jump in hk, cr.mk, ultra
      • cr.mk, standing far hk
      • jump in hk, standing close mp, cr.mk, standing far lp, cancel into hp rolling attack
      • jump in hk, cr.lp, cancel into lp electricity, super cancel into lp super
      • focus attack (opponent collapse), dash cancel, cr.mk, ultra

      MATCH UP NOTES

      vs. Balrog (Boxer)

      • Rolling Attack can be punished by Dash Straight

      vs. C. Viper

      • Use Electric Thunder or Ultra to avoid cross up games.
      • Blocked Rolling Atack can be punished with Sesmic Hammer

      vs. Sagat

      • EX Rolling Attack to punish Tiger Shots
      • Blocked EX Rolling Attack can be punished with EX Low Tiger Shot
      • Blocked Rolling Attack cannot be punished with EX Low Tiger Shot, so retaliate with a follow up EX Rolling Attack when landing.

      MEDIA

      LIL SHOTO STRATEGY RAP

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      Reader Comments (5)

      jump in hk, standing close mp, cr.mk, standing far lp, cancel into hp rolling attack

      How do you charge for the hp rolling attack in this combo? Whenever I try the st.close mp, it always headbutts instead of the poke because Im pressing back to charge for the ball.

      December 12, 2008 | Unregistered CommenterExis

      the trick is to start holding back during the mp headbut. It takes some timing. And you can usually get a few extra frames if you delay the cr.mk slightly.

      April 15, 2009 | Unregistered CommenterEarthborn

      Against Balrog, Dhalsim, and Bison, Blanka has some serious trouble. The trick I've found to beating Balrog is to bait them into whiffing a dash or headbutt. Once Balrog is vulnerable, you have a few options: Ultra, if you have it, ex elec, or throw. You'll never get your EX meter up high enough to use a Super against Balrog, as he'll be turtling almost the entire match. While he's turtling though, you can lp -->ball to throw or elec if you're at the right distance to pressure a mistake (some players will allow this, not knowing that a lp from balrog will almost 90% of the time stop the roll). Most Balrog players won't use anything but light dash against you, but if you find a dash-happy player, stop that with cr.mp, which has some great range and is pretty damn fast. If you're really fast, you cam mix it up with a cr.lp --> cr.hk or start a mix-up. At this point, Balrog will start to turtle again, charge for headbutt, usually, to escape it. Expect this, block, and throw.

      Most Blanka players don't realize that ex elec is incredibly powerful against the Rog. It often beats his short dash, or trades. The problem with this is that Rog's cr.hk is a great counter...but only if he's about half a character distance away. If he's immediately next to you, elec will connect.

      I have a helluva time with Bison. And play to try to get him to whiff a scissors or stomp. He might use his slide on you, but that's punishable. Ball is punishable by ex scissors, so I usually try to score the knockdown if I can connect with a combo, same as with Balrog.

      For Dhalsim? I've no idea. Sometimes I get lucky against him, but most of the time I get owned. Every one of his attacks can punish Blanka, and they all HURT. I've found that jumping in is a bad idea, but, if you have to, use HP instead of HK, it seems to connect weird with sim's kick and trade sometimes, allowing you to get in close. Once you're in close, hope he teleports above you and go for an ex or normal elec. I've been using lp-->ball to try to get in closer and beat his punch, but if he yoga fires, you're in trouble. =0

      April 30, 2009 | Unregistered CommenterEarthborn

      Fightin Akuma with Blanka can be pretty easy at times i found out that the trick is to let him jump back so he can start his ariel haduken then right when he jumps dashin foward then quickly executing his slide will punish him almost 90% of the time but be careful because not timing it right he can hit u with both hadukens also when he jumps at u with the straight kick down simply focus attacking and dashin back can be a good stradegy do not focus and land it cause he will simply excecute his helicopter kick and from experience playing the right player once he begins that he could start a painful combo

      May 28, 2009 | Unregistered CommenterFernie A

      what is cr?

      July 4, 2009 | Unregistered Commenter279

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