Date: 18 Mar 1999 04:37:45 GMT Blanka FAQ for SFEX2 v0.31 by n00body (ki2fan@worldnet.att.net) Contents -------- 1. Why play Blanka? 2. Normals 3. Move List 4. Combos ------------------- 1. Why play Blanka? ------------------- Blanka isn't the #1 top tier "on paper" character in EX2, but as in most fighting games any character can be deadly depending on who's behind the controller. Another reason to play Blanka is for the nostalgia. He was in the entire SF2 series and many people played him. So playing him in EX2 continues that saga. You might also want to play him because, with a few exceptions, is mostly a charge character and may be easier to play then a fireball motion based character such as Ryu or Kairi. His charging moves are fairly easy, his beast leap is great for going over regular and super projectiles and his combos are fairly easy to do, although not as damaging as some characters. You may also just love beating your opponents senseless with a "low tier" character that is a beast. ----------- 2. Normals ----------- ------------ 3. Move List ------------- Special Moves ------------- Blanka Ball (c)b, f+p Beast Leap (c)b, f+k (can cancel with p early) Vertical Ball (c)d, u+k Electricity Tap punch repeatedly Jungle Slide df+hp Rock Crush f+mp Forward Leap qcf+kkk Backward Leap qcb+kkk Super Moves ----------- Grand Shave Roll (c)b, f, b, f+p Jungle Heat (c)b, f, b, f+k Beast Hurricane qcf, qcf+p (in air) Special Moves ------------- Blanka Ball ----------- This is Blanka's signature move. It comes out pretty fast, does average damage, but all 3 versions can be countered by your opponent before it either hits them or they block it. An interesting property of the Blanka Ball is that if you start the Blanka Ball and your opponent gets up, if the "back" of the ball is near the opponents front side, they will get hit by the ball resulting in a "cross up" Blanka Ball. Unfortunately Blanka remains turned around when he lands and your opponent can do what they want with you. Jab: Travels a short distance.The damage is low and is only useful in tricking your opponent into getting caught in a Bite or charging your super meter from far away. If blocked, the recovery is very short. Strong: Has the same stipulations as the jab version but travels farther and takes a longer time to recover. Fierce: Travels just short of the entire length of the screen. Useful in getting close to your opponent quickly if you're on the other side of the screen. If you've knocked down your opponent or they are in the air and they aren't in the corner, you can use this version to get on the other side of them. This is also the version that you will want to use in combos. Beast Leap ---------- This is the move he gained in Super. It is used mostly for anti air, but can also be used for getting out of the corner, confusing your opponent, or leaping over that fireball and hitting them for a chance to Super Cancel into a Beast Hurricane. I'm not sure how well it fares against leaping over a Super Fireball though. Short: A very quick and short ranged move. Can be used only if your opponent is in close. It might also be useful for psyching out your opponent into thinking you're doing the forward or roundhouse version. Can also be used to charge your super meter from far away. Forward: Gets some air time, executes more quickly than the roundhouse version and therefore better for hopping over fireballs. Roundhouse: Good for anti air. Takes a while to come out. Fairly good for jumping over fireballs or getting out of the corner. Vertical Roll ------------- This move is somewhat useful. Its only real use is as anti-air, but even then, the Grand Shave Roll might be a better bet. It depends on how far away your opponent is in the air from you. If they're right overhead, go for the super. If they're farther away, this will have more reach and hit them. Short:Doesn't go very far and isn't as quick as the forward and rounhouse versions. Because it doesn't go very high, it looks kinda weird. Forward:Bah, you're probably better off using the Roundhouse version. Roundhouse:This is the version you probably want to use. Electricity ----------- The fierce version is the only one that is worth anything. Fairly good anti-air, but causes minimal block damage. A good move to stick out every once and a while after a Jungle Heat. Jungle Slide ------------ Might still be useful for getting under fireballs or for transportation. It is most likely comboable. Rock Crush ---------- I haven't used this move at all. Forward Leap ------------ Useful for getting to the other side of your opponent, especially if you are in the corner. Good for pysch outs into landing a Bite. Backward Leap ------------- You can retreat more quickly with this move than you can by walking backwards. It also as other uses that I've found out from Kao Megura and Onaje Everett. "There's the odd ball situation where you have guys who'll let their guard down to follow you. If they do, teach 'em a lesson with a ball or Jungle heat. It's also a good fake out. If you repeat the backleap repeatedly for the same effect as above. In fact, the backleap could get bloody annoying at times." "Say someone jumps at you trying to cross you up.You backdash and then Beast Roll him at the point in time in which your opponent would be open in the air (which is pretty much RIGHT before they land). Also, you can use it to avoid projectile block-damage death." Super Moves ----------- Grand Shave Roll ---------------- This super move has many uses but the "plain version" of it isn't that useful. The plain version is just going c b,f,b,f+p. Blanka will roll along the ground and hit his opponent for about 6 hits. The plain version does not go through fireballs, and I think Blanka can be swepped out of it and can be hit out of it with regular/special/super moves (anyone tried guard breaking him out of it yet). The best way to utilize the plain version effectively is to somehow use it in a combo, something like charge db, c. forward, f, b, f+p A good reason to have this super is for the following variation:hold punch after you do the motion and Blanka will spin in place. For each spin (not really sure about this) that Blanka does, he will gain another hit on his roll once he makes contact. After a certain amount of spins his body will become electrified. Eventually, he will stop spinning in place and go rocketing towards his opponent and a massive 13 hits. He will also be spinning very rapidly and will gradually float upwards while he his hitting his opponent. This looks very devastating and is an *awesome* way to end the match. -- -------------------------- You know you're a scrub if you've been playing the game the exact same way since the day it came out .