Super Street Fighter 2 Turbo/Blanka/Introduction

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Story

Date of Birth: 2/12/1966
Height: 6'5"
Weight: 218 lbs
Measurements: B 77", W 47", H 67"
Blood Type: B
Likes: Arapaima, tropical fruits
Dislikes: Army ants, people who wear masks.

Once upon a time, there was a boy named Jimmy. Now Jimmy loved his mom, but unfortunately for the both of them they would be separated in a freak plane crash when Jimmy was young. Standed out in the Brazilian jungle, he was forced to eat plants to survive, and kill tigers to survive. His nails grew sharp and unkempt. His teeth grew long and gnarly. The chlorophyll in the plants he was eating turned his skin green, and his hair turned a bright orange. He also gained the ability to generate electricity from his body. The boy named Jimmy disappeared, and in his place rose the mighty Blanka.

Blanka would eventually find his way to a nearby fishing village, where he rejoined society and found a hobby in street fighting. His success led him to the World Warrior tournament, where he hopes to further advance his career.


Overview

Blanka is often considered one of the most underused characters in Super Street Fighter II Turbo. While some say he's among the worst characters in the game, Blanka does have his share of combos, crossovers, ticks, tricks, and tactics that can lead you to victory. He also has one of the best throws in the game, one of the fastest special moves in the game, and some of the best links, leading into dizzies.

Unfortunately, Blanka also comes with a lot of bad matchups. While you'll likely rack up wins against those unfamiliar with the matchup, as soon as they get used to your tricks they'll find ways around them. It doesn't help that some characters straight up counter most of the things Blanka can do effectively. This won't be much of a problem unless you're at a very high level of play, however.


Strengths Weaknesses
  • Great in the Air: Blanka has some pretty good air normals, including a great crossup.
  • Far Reaching: Many of Blanka's moves have long hitboxes, including his throw.
  • Instant Attacks: Rolling Attack and Vertical Roll have no startup.
  • Combos Aplenty: Blanka's moves have high combo potential.
  • Meter Man: Blanka can very quickly and safely build up Super meter.
  • Flat on the Ground: Blanka has the lowest crouch height in the game, allowing him to duck under some attacks.
  • Quick on the Fly: Blanka has a fast falling speed, which is useful for punishing fireballs or moves with long recovery.
  • Slow Walking Speed
  • Wide: His hurtbox while standing or crouching is quite wide, making him easy to catch and making it hard to neutral jump over fireballs.
  • Can't Get In: Playing Blanka means you'll have to work hard to get in, and even so you'll often lack the tools to damage once you do.
  • Not Very Useful Super: His Super Combo has an incredibly slow startup, making it terrible in most situations.
  • Can't Find a Good Match: Blanka's poorly defined kit leads to a lot of one-sided matchups.
  • Low Priority Attacks: Despite Blanka's wide reach, many of his attacks end up having poor recovery and/or bad priority.


New & Old Versions Comparison

To select Old Blanka, choose Blanka and then press → ← ← ← Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.

Here is the list of differences:

  • System Changes: O.Blanka cannot tech throws or use his Super Combo;
  • Old Blanka cannot use his 3HP slide or his Surprise hops;
  • O.Blanka has some differences in some of his normals:
    • Close Standing Jab cannot be special canceled;
    • Far Standing Jab cannot be special canceled;
    • Crouching Short cannot be special canceled;
    • Crouching Forward cannot be special canceled;
    • Diagonal Jumping Short has outstanding air to ground priority (can beat N.Shoto Shoryukens with the right timing) but does not has crossup properties (all in all a huge loss);
    • Diagonal Jumping Roundhouse hits slightly higher and can connect back to his thighs, but has less range and priority at his feet (which makes it worse overall);
  • O.Blanka's electric attacks have no recovery while for N.Blanka they have a recovery animation, the only significant nerf that N.Blanka received;
  • O.Blanka's Both Horizontal and Vertical Beast Rolls have a 50% of chance of being unblockable if it hits on the first frame;
  • O.Blanka's Vertical Beast Rolls have a different arc and recovery animation: it tends to go more vertically and then pull horizontally back, whereas N.Blanka's travels farther horizontally and then drops straight down. It may be more safe but it is worse as a projectile avoiding tool, though on rare occasions it's useful to bait some attacks;

O.Blanka is a waste of time; he loses so much for a different vertical roll, a better lightning attack, and a different dj.Short that may have its uses, but without having a cross-up a lot of match-ups which are already hard become almost impossible.

Color Options

Jab Strong Fierce Start Old
Blanka-lp.gif Blanka-mp.gif Blanka-hp.gif Blanka-start.gif Blanka-old1.gif
Blanka-lk.gif Blanka-mk.gif Blanka-hk.gif Blanka-hold.gif Blanka-old2.gif
Short Forward Roundhouse Hold Old Alternative

--Born2SPD