Capcom vs. SNK: Millenium Fight 2000
Blanka (Dreamcast/Arcade)
Version 3.50
updated 05/12/2005
by Charles Grey ([email protected])


01) LEGEND

UB U UF  1 2 = P  jab   fierce
B  * F   3 4 = K  short roundhouse
DB D DF  n/x = normal/ex only


02) SECRETS


EX BLANKA (Time-release in arcade, see title screen for his picture.)
* Finish ARCADE MODE with Blanka on your team using the CAPCOM GROOVE.
* Buy in SECRET SHOP/PRICE MODE
* Hold START while selecting Blanka to get 'EX' version.

EXTRA COLORS
* Finish ARCADE MODE with Blanka on your team.
* Buy in SECRET SHOP
* Select with 1+2 / 1+3 / 2+4 / 3+4 for colors #5-8.

SECRET POSE
If time runs out and the round is declared a DRAW, Blanka will sit down
and scratch his head for several seconds.


03) MOVELIST

Basic Moves  * two-in-one possible
Close 1   : Palm Slap *
Far 1     : Side Slap *
2         : Scoop Punch
B+2       : Rock Crush  (* off 1st hit)
Close 3   : Double Knee (* off 1st hit)
Far 3     : Quick Stomach Kick
4         : Flip Kick
D+1       : Low Swipe (* supers only)
D/DB+2    : Uppercut Punch (* supers only)
DF+2      : Claw Slide
D+3       : Ankle Kick *
DB+4      : Side Ankle Kick *
D/DF+4    : Back Foot Sweep
Jump 1    : Claw Swipe
j UB/UF,2 : Downward Double Claw
Jump U,2  : Wide Range Slap
j UB/UF,3 : Jumping Foot (can cross up)
Jump U,3  : Jumping Upper Kick
Jump 4    : Two-foot Drop Kick

Special Moves
 Electric Thunder  : Tap P x7 then rapidly
 Rolling Attack    : Hold B,F+P
n Back Step Rolling : Hold B,F+K
n Vertical Rolling  : Hold D,U+K

Extra Moves
 Surprise Forward : 3+4
 Surprise Back    : B+3+4
 Claw Slide       : DF+2

Throws
 Biting Hold   : B or F+2 - tap buttons for more hits
 Rolling Throw : B or F+4

Super
n Direct Lightning  : Hold B,F,B,F+P
n Shout of Earth    : Hold DB,DF,DB,UF+P
x Ground Shave Roll : Hold B,F,B,F+P - hold P to delay


04) STRATEGY

ANKLE KICK
Now you can link into a few other basic attacks from this, like a crouching 1
or DB+4.

ROCK CRUSH
Double-hit headbutt is still there. You can two-in-one off the first hit.

SCOOP PUNCH
He "scoops" the air with both of his hands. Good anti-air or you didn't charge
the roll long enough.

UPPERCUT PUNCH
This is a single face-level punch. It has great range and can be used to keep
opponents from starting specials.

CLAW SLIDE
Slides on his stomach with both hands forward. It has almost a half of a screen
range and goes under many projectiles. Use it!

WIDE RANGE SLAP
Does a straight swipe straight forward. This move has range, but use only as
an anti-air, because it hits too high for grounded opponents.

JUMPING FOOT
Aims one foot down at a 45" angle. This is his one and only cross-up.

TWO-FOOT DROP KICK
It's Blanka's ultimate projectile punisher! Fireball freaks will groan when
Blanka throws both legs out at a diagonal-down angle. This is how you deal
with annoying keep-away characters like Ryu, Ken, Sagat, and King.

ELECTRIC THUNDER
Blanka generates electricity for some weird reason. Anyone who touches this
will get shocked (with some exceptions).
(There's no individual 'shock' frames for every character anymore, though.)
Keep pressing the button to keep it going, though moves like projectiles and
foot sweeps can still beat this move. Great to use as a 'wake-up' attack.

ROLLING ATTACK
This is his original roll. The jab version travels slowly and goes 1/2 screen.
The fierce goes almost a full screen.
This is a classic pressure attack and combo finisher.
Watch out, because this move can be hit out of by the following moves:
King's jumping 4
Yuri/Sakura's jumping 1
Sagat's Tiger Uppercut
Ken's Shoryuken / Shoryureppa
Geese's Middle Counter Throw
Rugal's God Press/Gigantic Pressure
Dhalsim's Yoga Drill/Mummy/close 2
Yamazaki's Guillotine (late)
Benimaru's Drill Kick
Zangief's Clotheslines

BACK STEP ROLLING
Blanka first goes into his flip kick animation, then jumps up and forward
into the air, then begins his roll attack as he descends.
This can be used to get closer to projectile throwers, or catch jumpers on the
way down. (Heavy jumpers like King or Benimaru will often fall for this.)
It can however be countered by Ryu's jumping 1 or Geese Howard's air fireball.

VERTICAL ROLLING
Blanka does an upward roll. The short version goes mostly straight up about
1/2 screen height. The roundhouse travels diagonally up-forward about 3/4
screen. This can be used in the combos the same way as the regular roll.

SURPRISE FORWARD / BACK
This hop looks just like his forward or back dash. The difference is that he
can go through and switch sides with his opponent and avoid projectiles.

ROLL THROW
This is his new throw for Capcom vs. SNK. Blanka grabs them and does a double
back roll and then pushes them away with his feet. His opponent gets some air,
but it seems you can't charge B or F on throws that turn you around.

BITING HOLD
He's had it since Street Fighter II: World Warrior and every appearance in
between. He jumps on them and chomps away. By ramming on the buttons, you
can add the number of hits (10 is the max possible.), and your opponent can
break out sooner by doing the same. In the corner, Blanka can now set up a
juggle with either his Direct Lightning or Shout of Earth!

DIRECT LIGHTNING
Blanka does a slower than usual rolling attack while surrounded by a bunch of
white hot electricity. The range travelled and damage varies depending on the
level (The level 3/MAX does at least 25%) Since this move is kind of slow and
can be easily jumped over, try charging for another roll during this move,
then surprise them with Fierce Rolling Attack as soon as this move ends.
It can be hit out of by certain moves like Ken's jumping 3.

SHOUT OF EARTH
Blanka goes into his standing win pose animation and electrifies himself.
If this hits, his opponent gets lifted up into the air with each hit.
(The higher the level, the more hits. You can also tap P for a few more hits.)
Off of a level 1 in the corner, this can set up for juggling with yet another
Shout of Earth (level 2).
This is a good anti-air move if you can get the tricky motion.

GROUND SHAVE ROLL
His original super from SSF2T! Blanka starts by doing a rolling attack in
place while hopping up a little bit. (If this hits, this can set up to juggle
with the rest of the combo.)
The second part is where rolls along the ground and finishes with a small
vertical hop.  He can delay this for up to 3 seconds by holding down the punch
button used. This hits 2-4 times depending on the level. This may or may not
fully connect depending on your positioning, beware.


05) COMBOS

(2) Crouch 3,1
(2) Jump in 2/4 - crouch 2
(2) (Surprise Fwd) - close 1 - Elec. Thunder
(3) Jump in 2/4 - B+2
(3) Jump in 2/4 - close 3
(3) Jump in 2/4 - DB+4 - Roll 2
(3) Jump in 1/2/crossup 3 - close 1 - Elec. Thunder
(3) Jump in 2/4 - close 3(1 hit) - Roll 2
(3) Jump in 2/4 - B+2(1 hit) - Roll 2
(2)  DB+4 - Direct Lightning / (large characters)Grand Shave Roll 2/3/MAX
(4)  Jump in 2/4 - Hold DB,3,4 - Roll 2
(5)  Cross-up jumping 3 - hold DB,3,3,4 - Roll 2
(8+) (corner) Biting Hold - Direct Lightning 2/3/MAX
(15+)(Capcom Groove,corner)Biting Hold - Shout of Earth 1 - Shout of Earth 2


06) CREDITS

CAPCOM vs. SNK is (C) CAPCOM
DREAMCAST is (c) SEGA