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Feb252010

BLANKA - SPECIAL MOVES - SUPER STREET FIGHTER 4

ROLLING ATTACK

CHARGE BACK, TOWARDS + PUNCH

This is one of Blanka's main ranged attacks.  He uses himself as the projectile.  In Super Street Fighter 4, this move's usefulness is limited.  This move is easy for many characters to interrupt (characters with fast Light Punches can just jab him out of it).  It is also pretty easy for many characters to punish the attack if it is blocked.  To make matters even worse, there are some characters who can punish this move even if it hits!

That is not to say that the move isn't useful, you just have to be careful and know which characters can punish this move on block and which ones can punish on hit.

If you use the Rolling Attack as part of a combo or if you are close to your opponent when the attack is initiated, you can Focus Cancel (if you have 2 EX stocks) after the Blanka ball hits the opponent.  This takes away the opponent's opportunity to punish.

The strength of the punch button used determines the distance the attack travels as well as the damage it inflicts.  Light Punch travels the shortest distance and does least damage and Hard Punch goes farthest and does most damage.

EX version goes through fireballs, travels the entire length of the screen, and inflicts the same damage as the Medium Punch version.

The Rolling Attack can also be cancelled into Super (Ground Shave Roll) if the move is part of a combo.  However, Blanka's EX moves are very useful in the match, so using the Super should mainly be used when it can give you the opportunity to win the match.

VERTICAL ROLL (OFTEN REFERRED TO AS UP-BALL)

CHARGE DOWN, UP + KICK

This is Blanka's main anti-air attack.  It is also extremely useful on wake-up. 

The strength of the punch button used determines the distance (height), speed, angle, and damage of the attack. The Light Kick version has the shortest height, has the steepest angle, is slower, and does the least amount of damage. 

The EX version of this move has a few frames of invincibility on its start-up, which is why it makes for an excellent wake-up move.  Like the EX Rolling Attack, the EX version of this move goes through fireballs. It does the same damage as the Heavy Kick version. 

Remember, you can keep a down-charge as you move if you use the Surprise Forward and Surprise Back (see above under Command Normals).  This is extremely useful to help you chase down an opponent who likes to jump back a lot and play keep-away.

 

BACKSTEP ROLLING (OFTEN REFERRED TO AS RAINBOW BALL)

CHARGE BACK, TOWARDS + KICK

This is a move that has limited uses in most cases, but it does have some.  It is sometimes referred to as the "rainbow ball" because it travels in a rainbow trajectory.

The strength of the kick button used determines the vertical and horizontal distance the move travels along its trajectory as well as the damage inflicted.  The Light Punch version travels a short distance, has the lowest height, and does the least damage.

All of the normal versions of the Rolling Attack are risky to use. They are all slow enough in flight that a skilled player will easily block in the correct direction and leave you open to possible punishment.

The EX version of this move is extremely useful.  It has a few frames of animation at its start-up. Also, you can adjust the range of the attack by pushing Forward or Back as it is in the air, which turns it into something akin to a guided missile! Here are a few ways to use the EX Backstep Roll:

Get out of the corner:  Blanka isn't at his best in a corner, so if you need to get out this is your ejection seat!  The fast start-up and few invincibility frames make it difficult for your opponent to stop you from doing this and your ability to control the distance traveled means you can put yourself down at pretty much any point you desire.

Create ambiguous blocking situation:  If you absolutely have to use this move as an actual attack against a ground target, the EX version is the version to use.  Because you can control the flight path, you should guide the flight path so that it lands as close to the very top of the opponent's head as possible but still be on the side you want to attack.  This makes it difficult for the opponent to block, as the move is pretty fast and the opponent often has to guess which side to block on if he doesn't have fast reflexes.

Whiff into Bite: Here is yet another way you can whiff into Bite.  You have to practice this some to be able to land exactly where you want, but once you do it can be effective.  What you do is control the EX Backstep Roll so that it doesn't actually hit your opponent, but lands right in front of them. They will often be blocking, expecting to be hit. The moment your feet hit the ground, grab the opponent for the throw.  Now, keeping in mind Blanka's short throw range, you can see why you might need to practice this some before putting it into your arsenal because you have to land right in front of them. If you land too far away your throw may whiff or it will be telegraphed too much to the opponent who will react with an attack instead of blocking like you want.

 

ELECTRIC THUNDER

TAP PUNCH REPEATEDLY

Electric Thunder has several key uses.  You have to rapidly tap the punch button to initiate it, and it takes 5 punch inputs of any punch strength to initiate. The last punch button presssed determines the strength of the Electric Thunder used. You can also keep tapping the punch button to keep Electric Thunder continuously active until you either get hit out of it or you stop pressing the buttons.

The strength of the punch button used to initiate the attack determines the size of the horizontal area that the electricity covers as well as how long it stays in effect and its damage. The Light Punch has the shortest electric area, inflicts the least damage, and stays in effect the least amount of time.

The EX version of Electric Thunder gives it the widest electrical range and inflicts the most damage, but unless you absolutely need to use EX in a particular situation it is usually better to reserve your EX bars for Blanka's other moves.

All versions of the Electric Thunder are safe on block or give Blanka frame advantage and you can determine when to stop the attack by ceasing to tap the punch button.  If you wish, you can keep the Electric Thunder going by continuing to tap the punch until they are pushed away from you.

This move is useful as a general anti-air, but it is not as safe as some of Blanka's other anti-airs. For one it takes some time for the move to actually start up, and you can be hit out of it if you are struck before the Electric Thunder fully initiates.  Also, you can sometimes still be hit by a jumping attack if they hit you at the right time, as there appear to be brief moments in a continuous Electric Thunder where you can be hit by some attacks from above.

Electric Thunder is also useful on wake-up if you think your opponent is going to use a jumping cross-up on you, as this move pretty much shuts down cross-up games for most characters.

Comboing into Electric Thunder is a good alternative to using a Rolling Attack in combos that start with a jump-in attack, as Electric Thunder does great damage, is very easy to combo into, and is not nearly as punishable as the Rolling Attack is. 

If you are able to use the pianoing technique, you can combo into Electric Thunder to maintain pressure.

Finally, you can use Electric Thunder to just build up EX meter from across the screen if you and/or your opponent are just facing off and trying to determine what to do next.  Keep in mind that one continuous Electric Thunder will not keep charging the EX meter. You have to start and stop the move over and over again quickly to build meter.

COMMUNITY VIDEOS

Half Animal Half Man : Blanka Electricity Tutorial by ReNiCGaming: This tutorial video shows various ways to combo into Blanka electricity using a joystick. It shows all the inputs very slowly, which makes it very useful.

 

SUPER - GROUND SHAVE ROLL

CHARGE BACK, TOWARDS, BACK, TOWARDS + PUNCH

If you are about to win the match and you feel this move will clinch the victory, you should go ahead and use it.  If you are not in this situation, however, completely draining Blanka's EX bar for this Super is usually not a good trade, as Blanka's EX meter is better used with his special moves.

The Ground Shave Roll may look like a mini version of his Lightning Cannonball (Ultra 1) but it is not nearly as dangerous.  You can cancel into this Super from several of Blanka's moves, however.  If a Rolling Attack is used in a combo, you can cancel into Super from that move.  You can also cancel into Super from a crouching Hard Punch.

ULTRA 1 - LIGHTNING CANNONBALL

CHARGE BACK, TOWARDS, BACK, TOWARDS + THREE PUNCHES

The Lightning Cannonball can be devastating to an opponent if you can get it to land.  To opponents who do not know how to block this Ultra, it can seem too powerful.  However, against opponents who know how to block this Ultra, getting it to land can be tricky.  In fact, you almost have to "trick" your opponent into falling for it.

When the Ultra 1 first initiates it connects low.  The Cannonball then rises into the air and comes down in an arch.  During this portion of the Ultra it is airborne and can act as an anti-air if your timing is good.  Lastly, the Cannonball hits the ground and then rolls along the ground for a set distance.  If you hold the three punches you can hold it in place and control when to release it.

So, if your opponent is right next to Blanka when the Ulltra is initiated, they have to block Low (for the initial low connect), then High (to block the aerial arch), then Low (to block the ground roll).

 

First hit connects low then acts as an overhead on the way down. Does massive chip damage. Makes for goofy cross up games.

 

ULTRA 2 - SHOUT OF EARTH

 OR  

 

Two versions:

Kick version acts as a ground type attack, useful vs fireballs.

 

 

 

 

 

Punch version used as anti air, can stop jump in attacks.


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Reader Comments (2)

Blanka is awesome, if well used it is unstoppable, no one can beat him.


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