Street Fighter EX3/Blanka

From SuperCombo Wiki

Introduction

Moves List

Normal Moves

Throws

Wild Fang

  • LP+LK
    • Blanka bites opponents head and kicks them away. Damage:24

Command Moves

Raging Nail

  • MP+MK
    • Blanka swipes down with both hands. Can combo off a close standing HP for good damage.Damage:17

Rock Rush

  • Forward + MP
    • Blanka Headbutts opponent. Does 2 hits. Damage:15

Amazon River Run

  • Down-Forward + HP
    • Blanka slides across the ground with fists held out. Can pass under projectiles. Knocks down. Damage:18

Surprise Forward

  • All three Kicks
    • Blanka leaps forward. Does not build any meter. Good for applying pressure after a knockdown. Great for throw set-ups.

Surprise Back

  • Back + All three Kicks
    • Blanka leaps backwards. Does not build any meter. Good for evasion.

Special Moves

Electric Thunder

  • Press Punch rapidly
    • Damage:26

Rolling Attack

  • Charge Back, Forward + Punch
    • Damage:21

Vertical Rolling Attack

  • Charge Down, Up + Kick
    • Damage:26

Back-Step Rolling

  • Charge Back, Forward + Kick
    • Press Punch to cancel. Damage:26

Aerial Rolling

  • (In Air)Quarter Circle Forward + Punch
    • Damage:17

Super Moves

Ground Shave Rolling

  • Charge Back, Forward, Back, Forward + Punch
    • Damage:43-58

Beast Hurricane

  • (In Air)Double Quarter Circle Forward + Punch
    • Damage:37-42

Jungle Beat

  • Charge Back, Forward, Back, Forward + Kick
    • Damage:51

Meteor Combo

Super Electric Thunder

  • Double Quarter Circle Forward + All three Kicks
    • Damage:129

Meteor Tag Combo

With Dhalsim

  • Charge Back, Forward, Back, Forward + All three Punches
    • Damage:135

The Basics

Basic Combos

  • 2 Hit Combos
    • Close standing HP > MP+MK (2 hits)
      • Damage:37
  • 3 Hit Combos
    • Jump in LK, Crouching LK > Rolling Attack (3 hits)
      • Damage:26/24
    • Jump in LK, Crouching MK > Rolling Attack (3 hits)
      • Damage:36/33
    • Jump in MK, Crouching LK > Rolling Attack (3 hits)
      • Damage:35/33
    • Jump in MK, Crouching MK > Rolling Attack (3 hits)
      • Damage:45/42
    • Jump in HK, Crouching LK > Rolling Attack (3 hits)
      • Damage:41/39
    • Jump in HK, Crouching MK > Rolling Attack (3 hits)
      • Damage:51/48
    • Jump in LP, Crouching LP > Rolling Attack (3 hits)
      • Damage:28/26
    • Jump in LP, Crouching MP > Rolling Attack (3 hits)
      • Damage:35/33
    • Jump in MP, Crouching LP > Rolling Attack (3 hits)
      • Damage:37/35
    • Jump in MP, Crouching MP > Rolling Attack (3 hits)
      • Damage:44/42
    • Jump in HP, Crouching LP > Rolling Attack (3 hits)
      • Damage:43/41
    • Jump in HP, Crouching MP > Rolling Attack (3 hits)
      • Damage:50/48
  • 4 Hit Combos
    • Jump in LK, Crouching LK x2 > Rolling Attack (4 hits)
      • Damage:27
    • Jump in MK, Crouching LK x2 > Rolling Attack (4 hits)
      • Damage:36
    • Jump in HK, Crouching LK x2 > Rolling Attack (4 hits)
      • Damage:42
  • 7 Hit Combos
    • Crouching LK > Ground Shave Rolling (7 hits)
      • Damage:41/36
    • Crouching MK > Ground Shave Rolling (7 hits)
      • Damage:53/47
    • Crouching LP > Ground Shave Rolling (7 hits)
      • Damage:44/38
    • Crouching MP > Ground Shave Rolling (7 hits)
      • Damage:52/46

Advanced Strategy

Instant Beast Hurricane

It is possible to get an almost instant Beast Hurricane from a standing position. To do this, input a 360 (starting from Down) plus an addition Quarter Circle Forward + Punch. The game registers the first quarter circle forward(contained in the 360), a jump from the 3 up directions you input, and then the last quarter circle. The faster you execute to closer to the ground you activate the super. This technique is not super hard to execute, and can lead to some nice surprise situations and mind-games.

Match-Ups