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Blanka Strategy Guide and Moves: Super Street Fighter 2 Turbo HD Remix

Guide last updated on
January 19, 2009 at 5:53 p.m. PST


Blanka Character Guide: Super Street Fighter 2 Turbo HD Remix

Character Overview

Strengths
+ The range on your bite grab (towards + Hard Punch) is HUGE.
+ Powerful character. Takes off a lot of damage when he hits.
+ His moves give him good mobility.
+ Disgustingly good bite trap tactics.
+ Difficult for some characters to consistently counter his Beast Roll.
+ Jumping Light Kick is an awesome cross up move.
+ Really small hit box when he crouches. Difficult for some players to hit him.

Weaknesses
- High learning curve.
- Projectile throwers can still present some problems for him.
- Getting hit during his Beast Roll hurts.

Biting For The Win

If you play Blanka, you're going to bite people.

The reason is your Bite grab (towards + Hard Punch) has a ton of range, and a great way to set it up.

You'll want to cross the other player up with a Jumping Light Kick, do a Standing Medium Punch and begin walking forward. The moment your opponent recovers from the Medium Punch — bite them.

If your timing is good it's really hard for the other player to escape after you've hit them with the Standing Medium Punch, they'll most likely have to resort to pulling out a Reversal — because if timed correctly they won't even have the chance to jump away.

This simple tactic can cause a lot of problems for some players because they'll be so worried about you landing it that it opens up other areas of your game.

Learn this, and abuse it.

Special Moves

A (2) next to an arrow means to hold the joystick in that direction for 2 seconds to 'charge' the move.

With moves that charge by holding back or down, you can use the diagonal positions to charge up as well. For example, if you're holding back, you can jump backwards or block low and still maintain your charge.

Important Note: With all of Blanka's Beast Rolls, the strength of button pressed determines the speed and power of the move.

• Light attacks go the shortest distance and do the least damage.

• Hard attacks go much further and do the most damage.

• Medium is a mix between both moves.

Joystick Joystick Joystick Joystick
Beast Roll (Blanka Ball)
This move is MUCH safer than it was in Super Turbo, and even when it's blocked there's only a few characters that can punish him.

This helps him against projectile throwers because even if they throw a fireball in retaliation for a blocked Beast Roll, Blanka should have time to jump over it and hit them after he recovers.

Joystick Joystick Joystick Joystick
Backstep Rolling (Hop Back Arcing Roll Attack)

Joystick Joystick Joystick Joystick
Upwards Beast Roll (Vertical Rolling)

Joystick Joystick Joystick (Press Punch Button Rapidly)
Electric Thunder

Joystick or Joystick Joystick Joystick
Hop
You can also substitute a Punch and Kick button of the same strength instead of the pressing all three Kick buttons to execute this move.

Joystick Joystick Joystick
Beast Slide
You can use this move to slide under Guile and Dee Jay's projectiles. Decent range on this attack and it can catch players off guard because of its relatively quick speed. Does a healthy amount of damage when it hits too.

Super Move

Joystick Joystick Joystick Joystick Joystick Joystick
Grand Shave Rolling (Super Beast Roll)
You can hold Punch after executing this move to keep Blanka rolling in place for about 3 seconds.

Combos

Jumping Hard Kick, Crouching Medium Kick, Cancel into Hard Punch Beast Roll

Cross up with Jumping Light Kick, Crouching Medium Kick, Link into Crouching Medium Kick, Hard Punch Beast Roll

Cross up with Jumping Light Kick, Standing Medium Punch, Link with Towards + Medium Punch (Headbutt)
4 hits and it will usually dizzy your opponent, plus it's one of his easier combos to pull off.

Jumping Hard Punch, Standing Medium Punch, Link into Crouching Hard Kick
This combo ends with an ever important knock down, and you don't need a charge to pull it off, but the timing is tricky on the Link.

Changes from Super Street Fighter 2 Turbo

* Beast Roll has safer recovery.

* Beast Roll with Light and Medium Punch have same sound effect and same spinning speed as Hard version.

* Beast Roll with Light and Medium Punch travel slightly shorter distance so a missed roll into bite is a little more effective.

* Upwards Beast Roll has faster startup and safer recovery.

* Hop move has new command: Hold stick left or right then Light Kick and Punch, or Medium Punch and Kick, or Hard Punch and Kick. (Old motion of all three Kicks still works).

* Hop back builds much less super meter.

* Hop forward version has slightly more foot-invulnerability at startup.

* Electricity easier to execute (mash punches).

* Super move has faster startup, faster recovery, and always knocks down if it hits.

Contributions to this guide by DarksydePhil.


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