Date: 18 Mar 1999 04:37:45 GMT

Blanka FAQ for SFEX2 v0.31
by n00body ([email protected])

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.
<Enter Kao Megura>
"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."
<Exit Kao Megura>

<Enter Onaje Everett>
 "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."
<Exit Onaje Everett>

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 .