Street Fighter Alpha 3/Blanka/Introduction

From SuperCombo Wiki

Introduction

One day long ago, a young boy named Jimmy was aboard a plane, along with some government officials, on his way to visit his uncle. Unfortunately these officials were the targets of an assaination attempt by the Shadoloo, and the plane was crashed into the Brazilian Jungle. However Jimmy survived the crash, and began to live amongst the animals in the jungle. One day, he unwittingly hitched a ride on a poacher's car. Curious and excited, Blanka began to venture into the outside world. It was probably during this time that he met Dan as well as Dan's 'student', Sakura, before he went back to the jungle. He later resurfaced again to compete in the World Warrior tournament, where his mother happened to be a spectator. There is a tearful reunion as mother and son were finally reunited. Blanka probably now lives a happy (ab)normal life with his mother.

Pros Cons
  • Fierce roll is incredibly annoying for characters that can't punish it on block
  • s. fierce is a great pressure tool and preemptive anti-air
  • s. RH has good range and odd low crush properties
  • Slide is relatively safe at max range and will blow up projectiles
  • Amazing set of air normals, including up fierce being one of the fastest air to airs in the game
  • Fast, shallow jump that's difficult to anti-air. J. fierce is one of the best jump-ins in A3
  • Rolls/hops give him a lot of mobility
  • Up ball is incredibly fast, despite being air blockable
  • Fierce electricity does a massive amount of guard damage
  • Electricity sets up good oki/tech traps due to the way it bounces the opponent upwards
  • Electricity is a decent way to build meter
  • Can easily do huge damage/stun off crouch cancel juggles
  • Has a V-ISM infinite off air counter hits
  • This ain't CvS2 Blanka. c. FP can be ducked and is a lot slower with a worse hitbox
  • s. FP is inconsistent as a grounded anti-air
  • Rainbow roll is straight up useless, since it's incredibly unsafe on block/hit
  • No reliable cross-up (j. FP will work when spaced very specifically)
  • Rolls are unsafe on hit or block against many characters
  • Lacks good strings
  • Limited BnBs on the ground
  • Grabs build ZERO meter on whiff for some reason and recover slower than other characters
  • Lacks reliable custom combos outside of air counter hit
  • Super is only useful defensively