Not-So-Solid Snake
Member
Okay, I have some more Blanka shit to post up, this time regarding Electricity and a great set up in the corner, once again, bunch of text incoming
Finishing combos with HP Ball is the most common special for Blanka, it gives the highest output options for damage and stun, and causes a soft knockdown. However it has one big flaw, especially in the corner, it pushes you away from the opponent. You could dash or hop forward, except if your opponent quick rises(which is almost all the time after HP Ball) your open for a reversal or normal to the face uncontested. This is especially bad in the corner, you have worked your opponent into a bad postion, and your basically giving them free breathing room despite getting the hit. As I have said before, most Blankas under utilize electricity, and especially in the corner. Yes you lose out on a little bit of damage and stun, but you keep right on your opponent, being able to immediately pressure again, and also opening up one of, in fact, the strongest (well outside of unblockables) ambiguous jump ins he has imho. So here are my findings on this.
Electricity, like HP Ball, causes soft knockdown. In the corner, Electricity doesnt push you out like HP Ball. Finishing with HP Electricity does more Damage than LP Electricity, but has more recovery, making a jump in follow up more susceptible to being reversaled. LP Electricity does less damage, the same amount of stun, and is more forgiving on the follow up. The timings are as follows.
The Setup
After say a jab electricity when they are in the corner, take one step back as soon as you recover, just before Blankas back foot hits the ground, jump forward, mk, and hp will both hit in the front. If you jump roughly 2-3 frames earlier, they will instead crossup, This is really hard to tell the difference unless you really know what you are supposed to be looking for. For HP to crossup, you need to hit high, not deep after a LP Electricity for it to hit. After a HP electricity, you need to wait a frame or two longer before you hit HP in the air, as it is a tighter window to have it connect. Against Taller characters you will have to adjust timing slightly, same with small hurtbox characters, as you will whiff and can be punished. You can also immediately jump forward after Electricity for a crossup with either MK or HP, however if you hit HP early, it can instead be a fake crossup on a decent chunk of the cast. One positive of the immediate jump is if your opponent does not quick stand, you have enough time to corpse hop out of the corner and still be safe. You can utilize this jump in with Jump MP or LP to set up a tick throw or a frame trap if you wish. It also functions as a safe jump against some reversals, I need to do more testing to pinpoint all of them.
A huge plus to this jump in, is if you land in front and get the hit, you can confirm into Electricity and immediately setup the jump in again. Some examples of how to follow up after hit are as follows.
Jumping MK:
Cr.LK(or Cr.LP, or S.LP)-HP Electricity= 202 Damage, 310 Stun. LP Electricity=186 Damage
Cr.LK-S.LP-HP Electricity= 212 Damage, 330 Stun. LP Electricity= 198 Damage
Cr.MK-HP Electricity= 242 Damage, 360 Stun. LP Electricity= 226 Damage
Cl. S.MP-S.LP-EX Electricity= 269 Damage, 380 Stun
Jumping HP:
Cr.MK-HP Electricity= 272 Damage, 460 Stun. LP Electricty= 264 Damage
Cr.MK-S.LP-HP Electricity= 282 Damage, 480 Stun. LP Electricity= 268 Damage
Cl. S.MP-S.LP-EX Electricty= 299 Damage, 480 Stun.
You can also cancel a confirmed Electricity into LP Super in the corner. MP and HP will whiff. This can also be used to chip out if need be. If so, make sure you cancel after HP electricity (more blockstun) and be aware that invincible EX moves(Ryu's EX Shoryuken) can beat it outright. If you do cross them up, and end up in the corner, make sure you finish with HP Ball or electricity to knock them down, and push them away to give yourself some breathing room to move out of the corner. You can also get creative, for example. Crossup HP-Cr.MK.-HK Upball- FADC forward dash, as you finish the dash, they will just be out of hit stun, allowing you to back throw them back into the corner leading to another setup.
On a final note, you dont have to jump in, instead opting for a grounded frame trap approach, or a pass through ball gimmick. Immediately after electricity, if they quick stand, HP Ball, you will pass through, allowing for a back throw, electricity, jab electricity, or straight into Ultra 1 shenanigan if your feeling cheeky.
Thats that, a lot of text I know, but hopefully its useful for you guys in some way, I'll update what reversals it works on after I figure them out.
Finishing combos with HP Ball is the most common special for Blanka, it gives the highest output options for damage and stun, and causes a soft knockdown. However it has one big flaw, especially in the corner, it pushes you away from the opponent. You could dash or hop forward, except if your opponent quick rises(which is almost all the time after HP Ball) your open for a reversal or normal to the face uncontested. This is especially bad in the corner, you have worked your opponent into a bad postion, and your basically giving them free breathing room despite getting the hit. As I have said before, most Blankas under utilize electricity, and especially in the corner. Yes you lose out on a little bit of damage and stun, but you keep right on your opponent, being able to immediately pressure again, and also opening up one of, in fact, the strongest (well outside of unblockables) ambiguous jump ins he has imho. So here are my findings on this.
Electricity, like HP Ball, causes soft knockdown. In the corner, Electricity doesnt push you out like HP Ball. Finishing with HP Electricity does more Damage than LP Electricity, but has more recovery, making a jump in follow up more susceptible to being reversaled. LP Electricity does less damage, the same amount of stun, and is more forgiving on the follow up. The timings are as follows.
The Setup
After say a jab electricity when they are in the corner, take one step back as soon as you recover, just before Blankas back foot hits the ground, jump forward, mk, and hp will both hit in the front. If you jump roughly 2-3 frames earlier, they will instead crossup, This is really hard to tell the difference unless you really know what you are supposed to be looking for. For HP to crossup, you need to hit high, not deep after a LP Electricity for it to hit. After a HP electricity, you need to wait a frame or two longer before you hit HP in the air, as it is a tighter window to have it connect. Against Taller characters you will have to adjust timing slightly, same with small hurtbox characters, as you will whiff and can be punished. You can also immediately jump forward after Electricity for a crossup with either MK or HP, however if you hit HP early, it can instead be a fake crossup on a decent chunk of the cast. One positive of the immediate jump is if your opponent does not quick stand, you have enough time to corpse hop out of the corner and still be safe. You can utilize this jump in with Jump MP or LP to set up a tick throw or a frame trap if you wish. It also functions as a safe jump against some reversals, I need to do more testing to pinpoint all of them.
A huge plus to this jump in, is if you land in front and get the hit, you can confirm into Electricity and immediately setup the jump in again. Some examples of how to follow up after hit are as follows.
Jumping MK:
Cr.LK(or Cr.LP, or S.LP)-HP Electricity= 202 Damage, 310 Stun. LP Electricity=186 Damage
Cr.LK-S.LP-HP Electricity= 212 Damage, 330 Stun. LP Electricity= 198 Damage
Cr.MK-HP Electricity= 242 Damage, 360 Stun. LP Electricity= 226 Damage
Cl. S.MP-S.LP-EX Electricity= 269 Damage, 380 Stun
Jumping HP:
Cr.MK-HP Electricity= 272 Damage, 460 Stun. LP Electricty= 264 Damage
Cr.MK-S.LP-HP Electricity= 282 Damage, 480 Stun. LP Electricity= 268 Damage
Cl. S.MP-S.LP-EX Electricty= 299 Damage, 480 Stun.
You can also cancel a confirmed Electricity into LP Super in the corner. MP and HP will whiff. This can also be used to chip out if need be. If so, make sure you cancel after HP electricity (more blockstun) and be aware that invincible EX moves(Ryu's EX Shoryuken) can beat it outright. If you do cross them up, and end up in the corner, make sure you finish with HP Ball or electricity to knock them down, and push them away to give yourself some breathing room to move out of the corner. You can also get creative, for example. Crossup HP-Cr.MK.-HK Upball- FADC forward dash, as you finish the dash, they will just be out of hit stun, allowing you to back throw them back into the corner leading to another setup.
On a final note, you dont have to jump in, instead opting for a grounded frame trap approach, or a pass through ball gimmick. Immediately after electricity, if they quick stand, HP Ball, you will pass through, allowing for a back throw, electricity, jab electricity, or straight into Ultra 1 shenanigan if your feeling cheeky.
Thats that, a lot of text I know, but hopefully its useful for you guys in some way, I'll update what reversals it works on after I figure them out.