![]() ![]() ![]() | ![]() ![]() | Rolling Attack |
![]() ![]() ![]() | ![]() ![]() | Beast Roll |
![]() ![]() ![]() | ![]() ![]() | Vertical Roll |
![]() ![]() ![]() | P repeatedly | Electric Thunder |
![]() ![]() ![]() | ![]() | Amazon River Run |
![]() ![]() | ![]() ![]() | Surprise Dash |
![]() ![]() | ![]() ![]() ![]() ![]() | Grand Shave Roll (hold down P to spin in place) |
![]() | ![]() ![]() ![]() ![]() | Tropical Hazard |
Jump-in attack, Headbutt (towards + strong), interrupt with a fierce Blankaball [HP Rolling Attack] after the first hit of the Headbutt.
For those of you playing V-Blanka, I was devastated yesterday by 2 Variation Combos that were used against me:
1) Perform a pop-up (or counter a jump-in with a) Vertical Roll, then Blankaball [Rolling Attack] until the timer's gone.
Basically, the Vertical Roll hits on the way up, the shadow hits coming down, and the Blankaballs [Rolling Attacks] were from opposite sides, so it was him hitting, then the shadow, then him, etc... It's fast enough to combo, and no I couldn't recover quick enough....2) (HP+HK VC only, it seems) Headbutt, walk toward a bit (shadow hits meanwhile), Headbutt, walk toward...repeat, end with a Blankaball [Rolling Attack].
LOTS of damage... and it crushes guard like there's no tomorrow!
After you do the electricity [Electric Thunder] do a strong [MP] Rolling Attack to get to the opposite side of your opponent and do another electricity [Electric Thunder] for a 2hit combo.
Also you can chain into a super roll [Grand Shave Roll] after the electricity [Electric Thunder].
---Bill Gould---
On Blanka's Tropical Hazard super: He can be hit on the way up - it doesn't work as anti-air. However, if he's hit before he reaches the top of the screen, he won't use up super meter energy. I believe the only damage comes from when Blanka flies down at a 45 degree angle and hits you. He leaves a watermelon behind at level 1, and up to four at level 3. When the watermelon drops, they can actually hit as they fall. If they're blocked, they'll disappear immediately.
Now here's the fun bit: The watermelons that Blanka leaves behind can be knocked around, both by him and his opponent. Hitting one with a crouching LP/LK makes the watermelon fly upwards and drop down at a steep angle - good for anti air. HP/HK (again crouching) makes it fly straight and low. MP/MK probably make the watermelon fly upwards at a 45 degree angle.
Now if you're fast (since the watermelons disappear quickly), you can actually use the LP/LK version as a psyche: hit it up into the air (must be blocked high), and then attack low. Not a big deal, but if done infrequently or when close to finishing off an opponent... Well, it's not as if his other super is that great, anyway...
Make sure that all your buttons work. This is a little basic but start every round off by doing the Electricity. A quick combo you could do is:
Jump in MK (a deep MK)Then since people are stupid and want to jump at you when you are done doing your Cannon Ball [Rolling Attack], do the Electricity.
Down and MK (while charging back)
Then the Cannon Ball/Rolling Attack (whatever you wanna call it).---Penny---
The best Blanka is A-ism. You can just keep jumping straight up and down, while charging back. If they step in and try to sweep hit rk [HK] to crouching fk [MK] to ball [Rolling Attack]. If they try jumping at you while you rise hit fp [HP] (beats almost all air attacks) then hop up again and air-throw (they can't tech out of this). If they try jumping at you while you are landing, go into the ball super [Grand Shave Roll] (invincible). After it connects hold P for a split sec then release for 4 hits. This is a pretty annoying strategy - most people will lose their patience and move in if you keep it up and take avantage of every opening. It's pretty good stuff.
---IRS---
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