From: u895174@bruny.cc.utas.edu.au (Tim Morris)
Subject: For Tom Haywood [SF2]
Organization: University of Tasmania, Australia.
Date: Mon, 12 Oct 1992 02:13:22 GMT


Here's the only Blanka guide I have - direct mail to your account bounced.

--
From: Tim Morris <u895174@bruny.cc.utas.edu.au>
Subject: Re: Blanka Guide
To: Tom.Haywood/11445246@bruny.cc.utas.edu.au


From: blue%cs@hub.ucsb.edu (Lee)	<- Original author

This guide is by no means complete.  I only included 3 characters and it's
longer than I thought it would be.  Waaaay longer.  And I was holding back!

This guide is for the more experienced player and although I tried to explain
every move in detail I'm afraid that the beginner or novice would be lost.



	Air Combinations: 

*	(all these combo's will daz any non-dazzed opponent)

*	(scenario: you jump at opponent.  opponent is on ground and CLOSE
	 If you're too far away, your first hit might make contact but the
	 third and second hit might miss)

*	(remember to time jump so opponent doesn't walk under or dragon punch
	 or razor kick..etc. Usually done while opponent is getting up from
	 a throw,razor kick,Blanka's roll,dragon punch,...and don't jump too
	 soon or you'll miss the first hit and get thrown as you land.)

*	(FIRST HIT IS ALWAYS FROM THE AIR)


Air Combinations:
-------------------------------------------

	Blanka: While jstick is in NEUTRAL position, fierce claw punch wait
		1/2 sec and hit the strong punch button(the middle punch) and-
		IMMEDIATELY-crouch-hit-(middle kick).

		(Blanka's combos are the easiest to execute.  If you are new
		 at combinations, do it with Blanka first to get use to the
 		 timing aspect of the combinations)

		You can do similiar combo's by replacing the fierce claw punch
		with any attack button(fierce claw does more damage though).

-------
STRATEGIES/TRICKS:
		Mix Blanka's combinations so your opponent doesn't know if
		you'll finish the combination or simply walk up and bite
		him/her.

		Try not to be predictable by jumping forward all the time or
		else you'll get walked under and thrown.  Don't jump forward
		everytime a sonic boom or fireball is thrown.  Try jumping
		straight up.  It's very difficult to time those slow boom/balls,
		because of Blanka's short hang time but worth the skill to
		master.

		Blanka is most vulnerable when he falls to the ground and tries
		to get up.  If Guile or Ryu/Ken jumps at you, the crouch fierce
		is a reliable defense.  Beware of the distance though.  At the
		right distance(far but close enough for contact), Guile and
		Ryu/Ken can kick you while you're pressing the fierce button.
		Sometimes Ryu/Ken will come down on you with the short knee 
		kick and the crouch fierce punch doesn't work!  That is because
		your opponent timed his jump perfectly.  So a more difficult
		but better defense is Blanka's roll.  When you get knocked down
		immediately assume the roll position with the jstick.  The
		difficult part is timing your roll.  You can help your timing
		by NOT observing your character but the OTHER guy.  Wait until
		Ryu/Ken is JUST about to hit you and then let it fly.  Beware,
		if your opponent has the right distance between him/her and you,
		Blanka's roll can be countered with a kick in the air.

		Blanka's crouched forward middle kick button has priority
		against Guile's infamous crouched forward middle kick button.
		Although Blanka's middle kick doesn't have the reach as Guile's,
		you can hit his outstretched leg and do some significant 
		amount of damage.  So if Guile plays the crouch and wait game,
		do the same but slowly creep up to him all the while crouching
		and hitting the middle kick button repeatdly.

		If Guile does his roundhouse tripping kick(the one that comes
		around twice), block the first one and wait until his second
		swing comes around.  Wait until it's just about to hit you and
		use Blanka's roundhouse tripping kick.  If you do it right, 
		Guile will get tripped while you won't.  Sometimes you might get
		the timing off and both players will get tripped.
		
		Remember, Blanka's opponents are most vulnerable against the
		wall.  So if your opponent walks back, walk forward but don't
		jump forward.  Be patient.  If your opponent throws a boom/ball,
		jump straight up or simply block it and continue to advance
		(by walking not jumping forward).  If your opponent doesn't
		give up any ground then it's time to wait for an opening and
		attack.  Otherwise walk them to the wall and then attack.


Please don't take this guide as 'the' way to win, but more of a source of
techniques that can be built on.  I wrote this for those people who find 
themselves stuck in a losing pattern.  I stress that anyone can be beat with
a predictable playing pattern.  Mixing up moves is a good way to win, and
makes the fight more interesting.

There are so MUCH more tricks/tactics for these three characters.  I've
just given a small sample of some of today's top playing tactics.  I wouldn't
be surprised if they become obselete in a week!  Actually they've been around
but I've been lazy and putting off posting them.  

I know there are a zillion parts that need more explaining..so please email
me if you have any questions.

Coming soon:  Chun Li and Zangief Deadly Combinations!

"FIGHT!"

Sam Lee
blue@cs.ucsb.edu 
 
--
Tim Morris