Street Fighter V – Gameplay Tips How to Fight in Game

Street Fighter V – Gameplay Tips How to Fight in Game 1 - steamlists.com
Street Fighter V – Gameplay Tips How to Fight in Game 1 - steamlists.com

I spent 2 months with the character and i was amazed at the lack of complete updated guides for Jimmy. Particulary VS2 combos, meaties, optimal combos and few tricks which are hard to be found online. So i made one myself.

With this guide you won’t have to learn the character the hard way.

Basic execution

Everybody has to start somewhere.

Charge inputs

Ape is charge character. To make most out of his limited combo potential you have to charge. Jumping? Charge during the jump. Getting hit by your opponent? Charge. Pressed any button? Hold down+back if it was crouching button or at least hold back if it was standing button. Even if you are using fhop which requires holding forward, you can charge down by doing df.kkk. Basically to play character with charge moves means hold down+back at every single opportunity no matter what is happening on the screen. Get used to it.

To charge simply hold down for vertical moves, back for horizontal moves (or both down+back to charge both at once). The charge takes 40 or 45 frames (0.75 second) and as long as you hold it the move is ready.

Name ChargeWay TimeToCharge Input
ball horizontal 40 frames b>f.punch
rainbow horizontal 40 frames b>f.kick
upball vertical 45 frames d>u.kick

Many combos starting with light or medium button require you to charge beforehand in order to function. If combo starts with heavy or medium>light button you typically have enough time to complete charge during the attack animation.

Piano/mash input

Without charge (happens all the time) Blanka has to use electrics to do any reasonable punish / damage conversion / pressure. To do electrics you have to input 4 punches under a second. If you try to do it with one button (lp>lp>lp>lp) you will quickly get hand pain and probably fail. So instead do something like lp>mp>lp>mp where you double tap two different punch buttons. Or even all three buttons like lp>mp>hp>lp. On pad you can slide your thumb between two front buttons to achieve the same result.

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You can play Jimmy without this special but you will gimp yourself. Difference between poking opponent with cr.mk and poking them with cr.mk>ele is massive in terms of rewards.

cr.lp>v.ele

Normal electrics have 10 frames startup. VT1 electrics have 12 frames startup but you can still cancel cr.lp into VT1 electrics. You just need to be faster with the piano.

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You can also cancel cr.lk into electrics which is hard but still possible to execute with enough practice.

ball into super cancel

Blanka’s critical art (CA = super) is classic quarter circle twice > punch which allows you to fire super whenever you need without charge. However this makes it tricky to cancel charge specials (ball or upball) into super. With other characters like Urien its trivial to do tackle>super (15 frames to cancel). With Jimmy this requires training to be able to do this consistently.

It doesn’t matter if you are cancelling upball or ball, nor its strength or VT1, they all have same cancel window into super: first 5 active frames of the move. If your combo route allows you to choose, pick heavy ball. It allows you to cancel into super even if opponent is one dash away (because 5th active frame is furthest due to the move speed; 2.37 reach) and it allows you to use the charge move to input first quarter circle.

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Most consistent input i discovered is using negative edge and charge leniency. Input first quarter circle to fire the ball, then do second qcf:

db(charge)>d>f.hp(hold HP)>d>f(release HP)

x.ball into h.ball

Optimal combo routes often have sequence x.ball>h.ball which many Jimmy players arent aware of. To pull this sequence off you simply need to input

db(charge)>f.ppp>db(charge)>f.hp

The trick is to realize the second charge has to start the same moment you fire first ball and charge in SAME DIRECTION which you charged for first ball. Fire the heavy ball the moment ape starts to slow down but havent touched the floor yet.

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Works both midscreen (one dash or closer to opponent) or near corner (any distance).

Buffering cr.lp>ball

Blanka has pretty good cr.lp (okay reach+speed, 3 active frames), it has very high chance of clipping opponent’s buttons or movement. If you are fast enough with cr.lp>h.ball, the ball wont come out unless the jab connects.

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Practice this. Yes even charge moves can be buffered.

vs1>p>x.rainbow>h.ball

EX or VT1 version of rainbow is pilotable. This isnt very obvious, but you need to hold forward to get two hits and then down to land faster + back to charge the h.ball.

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Why not simply use x.ball>h.ball? Because you dont want to side switch in 90% cases!

cr.mk>lp>h.ball

This sequence is one of the most practical strings for blanka. And also the hardest to do. You need to practice this a lot. Both cr.mk and lp have wide cancel window. If you try to mash this out like normal SFV combo string, you wont charge in time.

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You have to delay the cr.mk and lp cancel as much as possible so you can finish charging ball in time.

Which vtrigger and vskill to pick?

All 4 combinations are viable. And they heavily rely on your preferred play style or matchup. Playing ape with VS1 feels like complete different character compared to Jimmy with VS2. I heavily recommend you to try both vskills and decide for yourself.

VS1 the coward duck

Very hard tool to utilize correctly. It enables Blanka to convert HP button into respectable damage. It gives him meterless left/right mixups both midscreen and in corner. And it can easily turn your opponent frustrated and blacklist you after the game. It gives you “parry” like option to duck under fireballs and high profile moves and punish them. It gives you many extra tools to overwhelm your opponent’s mind with. Will they be ready to react to extra 4 new options you can do in neutral? Or will they crumble?

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Its downside is that you will be chasing your opponent whole game and you will be time and time again painfully reminded how weak oki game Jimmy has.

VS2 the earth bash

Sniper rifle. Safe on block long range attack which has to be reloaded between shots. This vskill enables you to lame out your opponents. It gives them reason to try jumping on you. It makes them nervous seeing you charging it. Will they risk trying to interrupt you? Or stand there scared to act? This vskill transforms MK button into very respectable and deadly pressure button. And it gives ape access to 300+ damage combos without spending meter. With VS2 you wont care Jimmy has weak oki options, just use every knockdown for reloading.

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The downside is that it takes forever to reload. You will die again and again to mistimed / misplaced reloads. It takes a lot of experience to know when and where its safe to use it.

VT1 Jungle Dynamo

Respectable standard (not overpowered) 2bar vtrigger. It makes all Blanka specials better and enables you to convert ANY button into ~300 damage combo (even without charge). Most notable is fireball invincibility on all ball specials. Pick this against heavy fireball spammers (Ryu, Sagat, Guile) or if you feel like playing honest. This vtrigger alone will make guile scared to throw another sonic boom. It gives even your long range pokes (cannot be cancelled normally) okay damage conversion and good oki on hit.

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If you play correctly and dont get overly greedy, you can easily pop this vtrigger twice per round. One of the specials gives you ability to guard break. And this vtrigger gives you few extra left/right mixups.

VT2 Lightning Beast

The robbery. The scam. The instant skip neutral and guess for your life vtrigger. This thing gives ape wings. Literally fly in any of the 8 cardinal directions. If you master this vtrigger your comebacks (read: robberies) will get into YouTube highlights compilations!

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It takes a little practice to understand and fully utilize this VT, but the payoff is stealing wins and your opponent crying online to nerf it. Its on par of Urien’s mirror vtrigger. Practically unavoidable left/right mixups. Its great, its glorious, many people play Jimmy just for this vtrigger.

Light buttons

In some combos you can swap h.ball with l.upball and vice versa which does same damage and stun, but leads into better oki. I intentionally didn’t include x.ball>x.upball because it does only 20 more damage, no oki and its horrible waste of meter. Don’t ever use it unless it kills.

Three lights gives enough time to charge ball, otherwise you need to charge beforehand or use ex.electricity for any damage conversion.

LK light kick (4f, 4a, +3ob) reach 1,05

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Best pressure button, best meaty button, 4 active frames, fastest button. The best button.

lk>grab tick throw
lk>lp>lp( >h.ball) frame trap
lk>lp>mp frame trap
lk>cr.mk>ele frame trap
lk>cr.mk>cr.hp space trap
lk>lk>cr.lp>h.ball 165/294 point blank
lk>cr.lp>ex.ele>h.ball 205/358
lk>lk>cr.lp>x.ball>h.ball 223/384
lk>cr.lp>v.ele>v.ball>v.upball 279/527
lk>cr.lp>v.ele>v.ball>VS2>v.upball 328/599 corner

 

CR.LK low light (4f, 3a, +1ob) reach 1,13

Low check, cancellable into ele.

cr.lk>ele 92/205
cr.lk>cr.lp>x.ele>h.ball 195/358
cr.lk>cr.lp>v.ele>v.ball>v.upball 269/527
cr.lk>cr.lp>v.ele>v.ball>VS2>v.upball 318/599 corner

 

LP jab (5f, 2a, +2ob) reach 1,33

Good range for light button, cancellable. But most of the time you want to use MP (better poke) or cr.LP (faster, safer on whiff, keeps down charge).

lp>mp space trap
lp>lp>h.ball 153/253
lp>lp>x.ele>h.ball 205/358
lp>lp>v.ele>v.ball>v.upball 279/527

 

CR.LP best jab (4f, 3a, +2ob) reach 1,20

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Really good jab, cancellable, fastest button, 3 active frames, bufferable into ball.

cr.lp>grab tick throw
cr.lp>lk>lp frame trap
cr.lp>lk>cr.mk frame trap
cr.lp>ele frame trap
cr.lp>cr.lp>l.upball 153/253
cr.lp>cr.lp>cr.lp>l.upball 165/294 crouching only
cr.lp>cr.lp>x.ele>h.ball 205/358
cr.lp>cr.lp>x.ball>h.ball 221/358
cr.lp>cr.lp>v.ele>v.ball>v.upball 279/527
cr.lp>cr.lp>v.ele>v.ball>VS2>v.upball 328/599 corner

 

Medium buttons

Most of the time you want to use medium buttons both for pokes and for fishing for counterhits / pressure (cancel into electrics).

MP best poke (7f, 3a, 0ob) reach 1,48

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Excellent poke, use to frustrate enemy. It has damage conversion with VT1.

mp>mp space trap
mp>cr.hp space trap
mp>vta>v.roll 153/240
mp>v.roll 179/280
mp>vta>v.ele>v.ball>v.upball 251/438

 

CR.MP anti-air (6f, 2+2a, -3ob) reach 1,18

Good versatile anti air. First two active frames can be cancelled. Offers 10 more damage over cr.mk but has less range so use in combos only when you are sure about spacing, typically after jumpin.

anti-air cr.mp +5~+10 advantage
anti-air cr.mp>fhop -2~+ 2 advantage side switch
cr.mp>ele 132/235
cr.mp>l.upball 168/235 6f punish
cr.mp>x.ball>h.ball 246/355

 

F.MP overhead (21f, 1+1a, -7ob)

Typical overhead which can be charged to be +4 on hit and only -2 on block. Charging takes ages and it has sound clue to make it even harder to confuse your opponent. That said people will think they blocked regular overhead, buffer 6f punish which you will block and then counter-punish them. You can charge back while you charge the overhead.

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You can sneakily kill opponent with 300hp left which wont be looking for the overhead yet.

f.mp 70/100
f.MP>cr.lp>l.upball 213/303
f.MP>cr.lp>v.roll 221/343
f.MP>cr.lp>x.ball>h.ball 281/408
f.MP>cr.lp>v.ele>v.ball>v.upball 339/577
f.MP>cr.lp>x.ball>VS2>vs2>h.ball 375/543 corner

 

CR.MK low short (6f, 2a, -1ob) reach 1,37

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Respectable low short, cancellable, only -1 on block allowing you to keep pressure with proper spacing, very good range. On counterhit comboes into VS1>p or cr.mk.

cr.mk>ele 122/235
cr.mk>l.upball 158/235 6f punish
cr.mk>cr.lp>l.upball 173/283
cr.mk>lp>h.ball 173/283
cr.mk>x.ele>h.ball 218/355
cr.mk>cr.lp>x.ball>h.ball 241/388
cr.mk>lp>v.ele>v.ball>v.upball 299/557
cr.mk>lp>x.ball>VS2>vs2>h.ball 335/523 corner
cr.mk>lp>v.ele>v.ball>VS2>v.upball 348/629 corner

 

MK double knee (7f, 2(7)2a, +2ob) reach 0,90

With VS1 this is begginer trap. Bad damage, no oki, punishable on vshift, whiff or neutral jump.

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Instead go for cr.mk or lk.

mk>lk>mp frame trap
mk>cr.lk>cr.hp space trap
mk>hk>hp 170/243
mk>hk>v.roll 194/291
mk>hk>fhop>x.upball 234/323
mk>hk>vta>v.ball>v.upball 235/361
mk>vta>hp>vs1>p>v.ele>v.ball>v.upball 279/491
mk>hk>v.ball>v.upball 279/433
mk>v.ele>v.ball>v.upball 315/550

With VS2 this is your main offense button which you use for pressure.

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Very easy to hitconfirm. Very solid damage conversions. Can be used as shimmy button but its tight. vs2 = not charged, VS2 = charged

mk>hk>vs2 178/243
mk>hk>vs2>h.ball 262/348 corner
mk>hk>VS2>h.ball 278/388
mk>hk>VS2>fhop>x.upball 299/423
mk>hk>VS2>vs2>h.ball 322/443 corner
mk>hk>VS2>v.ball>v.upball 336/517
mk>hk>VS2>vs2>v.ele>v.upball 371/563 corner

 

Heavy buttons

The big boy buttons. Use only when you know what are you doing.

HP big punch (10f, 2a, -6ob) reach 1,39

Very respectable button, great payoff if you are using VS1. Crush counter. Shimmy button. Cancellable.

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Offers meterless left/right mixup with VS1.

hp>bhop hop to safety
hp>vs1>bhop hop to safety
hp>vs1>p>hp>fhop close left/right +2
hp>vs1>p>hk>fhop close left/right +2
hp>vs1>p>walk>lk>walk corner left/right +15
hp>vs1>p>l.upball 230/360
hp>vs1>p>vta>vs1>p>v.roll 238/400
hp>vs1>p>h.rainbow>h.ball 282/465 corner close
hp>vs1>p>l.rainbow>h.ball 282/465 corner point blank
hp>vs1>p>x.ball>h.ball 298/465
hp>vs1>p>x.rainbow>h.ball 298/465
hp>vs1>p>v.ele>v.ball>v.upball 356/634

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After crush counter you can microwalk if close or fhop (possible side switch).

hpCC>vs1>p>l.upball 228/365
hpCC>hp>vs1>p>l.upball 274/460
hpCC>hk>cr.mp>l.upball 274/460
hpCC>hp>vs1>p>l.rainbow>h.ball 310/535 corner close
hpCC>hp>vs1>p>x.ball>h.ball 322/535
hpCC>hp>vs1>p>x.rainbow>h.ball 322/535

With VS2 HP button isnt as relevant, but you still want to use it for crush counters, pressure and for when you have VS2 charged.

hp>ele -6ob cancel for +4ob
hp>h.ball 188/285
hp>x.ele>h.ball 248/405
hp>VS2>h.ball 266/405
hp>VS2>fhop>x.upball 290/445
hp>VS2>vs2>h.ball 318/470 corner
hp>VS2>vs2>v.ball>v.upball 376/599 corner
hp>x.ball>VS2>vs2>h.ball 378/565 corner
hp>v.ele>v.ball>VS2>v.upball 392/687 corner

Crush counter combos involving VS2 involve a lot of decision making (corner, charged, exbar) on top of usual possible side switch. You still have to fhop between hpCC and the followup.

hpCC>hk>cr.mp>l.upball 274/460
hpCC>mk>hk>VS2>h.ball 306/474
hpCC>mk>hk>VS2>vs2>h.ball 334/509 corner
hpCC>hk>cr.mp>x.ball>VS2>vs2>h.ball 380/620 corner

 

CR.HP heavy poke (13f, 3a, -3ob) reach 1,70

Massive reach (longer than sweep), very slow, safe on block, crush counter. Use with caution.

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Cancellable into super and roll. You can finish any blockstring with cr.hp and turn it into space trap.

cr.hp>v.roll 209/330
cr.hp>vta>cr.hp>v.roll 231/375
cr.hp>vta>v.ele>v.ball>v.upball 281/488
cr.hp>vta>v.ele>v.ball>VS2>v.upball 318/545
cr.hp>super 396/150

On crush counter you get little rewards but great oki.

cr.hpCC>v.roll 212/340
cr.hpCC>super 380/180

 

DF.HP slide (11f, 10a, -14~-5ob) reach 1,80 ~ 2,80

Slide, low check, round finisher. Decent vtrigger activation. Anti fireball tool. Many combos can be finished with slide instead of ball for better oki but less damage. Low profile from frame 6. Goes under many attacks.

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Upper body fireball invincible from frame 7. Can be used as anti fireball tool against slower moving projectiles. Corner escape: when opponent is out of sweep range and you have VTA ready, you can slide>VTA>grab them into corner.

CR.HK sweep (8f, 3a, -12ob) reach 1,57

One of the better sweeps in the game, 8 frames startup. On max range opponent’s counter sweep may not reach. Does 20 more damage than slide.

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Can be spaced to be safe on block in most matchups. One example is fgrab in corner followed with sweep as meaty.

HK heavy kick (10f, 5a, -4ob) reach 1,25

Alternative combo starter, same startup as HP, 5 active frames allowing you to cover both quick and backrise in corner. Cancellable into hop. Risky anti air. Can crossup. On hit you can combo into cr.mp (10 more damage) or cr.mk (more range). Forces opponent to stand on hit. Use in your block strings to beat delay tech.

hk>fhop -1 oh/-7 ob
hk>mp>cr.hp space trap
hk>cr.mk>l.upball 221/360
hk>cr.mp>l.upball 230/360
hk>cr.mk>x.ball>h.ball 289/465
hk>cr.mk>x.ball>VS2>vs2>h.ball 383/600 corner
hk>cr.mk>v.ele>v.ball>VS2>v.upball 396/706 corner

 

Air game

With VT2 Jimmy can literally fly. Without VT2 ape is very grounded character forced to play footsies or test opponent’s reactions with hops and matchups knowledge with (rainbow)balls and VS1 duck into “mixups”. Dont jump much. Prefer grounded combat.

Air buttons

Blanka doesnt have good horizontal button for back/forward jumps nor any air-grab nor air knockdowns limiting his air-to-air combat capabilities significantly. No dive kicks.

move advOnHit
 j.lk + 6~9 best air-to-air button, 5 active frames, 3 startup 
 j.lp + 3~6 instant overhead (only on tall characters)
 j.mp + 8~12 
 j.mk + 8~10 CROSSUP button 
 j.hp + 8~12 can hit really late/deep, SUPER GOOD
nj.hp +13~15 very good neutral jump button
 j.hk + 9~14 okay horizontal reach, hits really early
 rainbow + 8~12 all meterless same adv
x.rainbow +16~18 pilotable
v.rainbow juggle pilotable

Difference in reach+timing between j.hp and j.hk is big enough to pay attention to which you use and alternate between them. It can make opponent’s AA whiff, trade or be too late. VS1>k launches you into air under different angle but doesnt change any frame data.

Anti airs

Very strong cr.mp AA tool. Can easily stop crossups, just (micro)walk backwards to adjust the angle and then hit it. Blanka is at least +6 after succesfull anti-air cr.mp which is free pressure.

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You can also cancel the anti air into hop if timing is right (first two active frames) for far away jumps and practical side switch.

Hands down, if blanka has down charge nothing beats Upball. But you need that down charge AND pick correct version. Hard to use. Light version has potential to AA even neutral jumps.

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If upball trade hits you get free juggle into ball/slide/VS2. Ex version is fully invincible.

Preemptive anti-air rainbow ball is most suited against opponents who love to jump A LOT, or if they have dive kick or air fireballs. The biggest reason to use rainbow instead of conventional AA is the payoff and fireball invincibility.

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h.rainbow>slide 152/285
m.rainbow>h.ball 204/315
m.rainbow>x.ball>h.ball 282/435 corner
h.rainbow>VS1>p>x.rainbow>h.ball 298/465
l.rainbow>VS2>vs2>h.ball 334/500 corner

Standing heavy kick hk offers 20 more damage over cr.mp and guaranteed cancel into hop (side switch), but it is slower and riskier option. Blanka is at least +8 after AA HK and +1~3 after AA HK>fhop.

Panic option is jump back into light kick bj.lk. This should be your last resort how to deal with dive kicks and crossups, not your primary one because you are giving up space and missing on damage + pressure.

Stopping neutral jump spam

Players with enough Blanka matchup experience will utilize increased amount of neutral/back jumps spam. They do this to punish slide and ball. If Jimmy had good horizontal jump buttons this wouldn’t be big problem. But he doesn’t.

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So to punish this silly behavior get used to quickly reacting to their jump with fhop>upball. Fhop allows you to quickly close distance without losing down charge. Dont forget even if the upball trade hits you can still juggle into slide/VS2/ball for extra damage.

Punishes

Blanka buttons have okay reach, but nothing fantastic. Serviceable. No 3 framer hurts a lot in some matchups.

4f

Crouching jab is cancellable and has good reach. This is your main punish for very close situations.

cr.lp>x.ele>h.ball (VERY CAREFUL, x.ele will whiff 90%)
cr.lp>l.upball
cr.lp>x.ball>h.ball
cr.lp>v.ele>v.ball>v.upball
cr.lp>VTA is +6 on hit but spacing is off

You dont have luxury for hitconfirming due to rather big pushback on hit. Know your opponent frame data, be sure of spacing and hit it!

6f

Low short has excellent reach and decent combo routes. You still dont have any luxury for hitconfirms. Dont use ex electrics, hopelessly out of range.

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cr.mk>h.ball
cr.mk>x.ball>h.ball
cr.mk>v.ele>v.ball>v.upball
cr.mk>VTA>v.roll

 

7f

After blocking overhead (-7 on block unless you face priviledged character) think about about spacing. Close? Refer to 6f punishes. Not close? Press MP.

mp
mp>vta>v.roll
mp>v.roll
mp>vta>v.ele>v.ball>v.upball

Side note: MK also has 7 frames startup. If you go for this as punish, you need to block their move point blank and have VS2 charged otherwise you are wasting damage output/oki.

8f

Sweep has great range. EX ball>h.ball is also great choice. Super has 8f startup as well. All said and done blanka trully misses heavy button with 8f startup and it hurts a lot.

10f

HK or HP. HP will be in range almost always. HK if you are running VS2 and dont have charge.

Sweeps

Seth -4 this isnt sweep, doesnt even hit low. However seths cr.hp

is like “little slide”, is -7~-10 on block: use cr.mk. Old zeku -8 cr.hk is fast enough to sweep even old zeku back but its way better to use cr.mk. Honda, Gill -9 From here you can use h.ball as punish (cancellable into super).

All other sweeps in the game are -10 or more. Recommended punish is HP if its tall character (zangief, urien) or if you blocked the sweep close. Otherwise ball/upball or simply sweep back.

DP punish

With VS1 most damage you get by neutral jump hk, 2nd place is HP(cc). Simple. If you dont want side switch (midscreen), use x.rainbow instead of x.ball. Blanka has exceptional j.hk which allows him to use neutral jump punish on DPs where other characters dont get such option such as Ryu’s EXDP.

hpCC>fhop>hp>vs1>p>l.upball 274/460
hpCC>fhop>hp>vs1>p>l.rainbow>h.ball 310/535 corner
hpCC>fhop>hp>vs1>p>x.ball>h.ball 322/535
hpCC>fhop>hp>vs1>p>x.rainbow>h.ball 322/535

j.hk>hp>vs1>p>l.upball 334/500
j.hk>hp>vs1>p>l.rainbow>h.ball 378/590 corner
j.hk>hp>vs1>p>x.ball>h.ball 392/590
j.hk>hp>vs1>p>x.rainbow>h.ball 392/590

With VS2 there are a lot of choices to pick the best punish. Use HP(cc) only when other options are out of range or too slow.

Street Fighter V - Gameplay Tips How to Fight in Game - Punishes - C4DAD0E

hpCC>fhop>hk>cr.mp>h.ball 267/460
hpCC>fhop>mk>hk>vs2>h.ball 294/444 corner
hpCC>fhop>mk>hk>VS2>h.ball 306/474
hpCC>fhop>mk>hk>VS2>vs2>h.ball 334/509 corner
hpCC>fhop>hk>cr.mp>x.ball>VS2>vs2>h.ball 380/620 corner

hk>mk>hk>vs2 268/431
hk>mk>hk>vs2>h.ball 326/486 corner
hk>mk>hk>VS2>h.ball 340/521
hk>mk>hk>VS2>vs2>h.ball 376/566 corner
hk>cr.mp>x.ball>VS2>vs2>h.ball 408/630 corner

j.hk>hk>cr.mp>h.ball 312/500
j.hk>mk>hk>vs2>h.ball 338/486 corner
j.hk>mk>hk>VS2>h.ball 374/521
j.hk>mk>hk>VS2>vs2>h.ball 410/566 corner
j.hk>hk>cr.mp>x.ball>VS2>vs2>h.ball 468/700 corner

 

Shimmies, delay tech punish

With VS1 the shimmy button is HP without a doubt. It has the range, crush counter potential and damage output. All you need.

With VS2 the choice isnt as easy. HP is still an option, but without charged VS2 the reward isnt as great. For that reason use MK instead. Longest grab range in the game has Alex (1.0). Train the shimmy on him and then on Bison (0.9 reach).

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Once you master spacing and timing on these two characters you will easily use MK as your goto shimmy tool.

Meaties, oki

One of the biggest reasons why you find Jimmy so low on tier lists is his weak oki game. Midscreen you get good oki (threaten meaty grab on wakeup) only from few selected moves which are hard to implement into Blanka’s game plan properly.

Best meaty tool is (button cancelled into or raw) electrics (+4ob, on hit knockdown granting another good oki) followed by LK (+3ob, 4 active frames). Honorable mention is HK which has 5 active frames allowing you to cover both rise options but leaves you -4 on block.

Forward hop(28f) carries ape further than two dashes(16f). D = delay, W = micro-walk.

KNOCKDOWN QUICK_RISE BACK_RISE
mk>hk>vs2 +40 fhop>cr.mk>ele +45 fhop>W(13)>lk
ele +38 fhop>hp>ele +43 fhop>D(9)>cr.mk>ele
ele +38 dash>dash>cr.mk>ele +43 dash>dash>hp>ele
cr.hp(CC) +35 fhop>cr.mk>ele +40 fhop>hp>ele
v.roll +28 dash>hp>ele +33 dash>mk (2nd hit)
v.roll +28 dash>D(8)>lk +33 dash>W(13)>lk
l.upball +25 dash>hp>ele +30 dash>W(10)>lk
VS1p>l.upball +29 dash>W(9)>lk +34 dash>W(14)>lk

**************From here meaties are weak/none or involve guessing************
v.ball +44~75 +49~80
sweep +20 dash>cr.lp>ele +25 dash>hp/mp (not on max range)
v-break +19 slide
x.upball +14 slide>vta +19
l.ball +13 cr.hp +18 dash>cr.lp
slide +13~17 +18~22
 f.grab +13 slide>vta
 f.grab +13 W(7)>mp
 b.grab +10 slide>vta
cmd.grab +14 
mk>hk>hp + 8 mp +13 W(6)>mp
m.ball + 8 cr.hk +13 slide>vta
x.ball>h.ball + 7 +12
v-reversal + 6 +11
h.ball + 5 +10
super + 5 hp

Some moves like slide or v.ball offer really good oki in theory but in real match the spacing and long active frames makes it tricky to go for meaty due to timining changes you need to adjust for on the go. Be aware.

Specials and circus tricks

Many people will tell you that Jimmy’s biggest strength is the ability to keep opponent guessing and surprising them with setups they haven’t seen before. Its sort of true but mostly because nobody knows the matchup.

ball

Never use heavy ball raw. Hitconfirm into it. This is the signature move which makes everybody call ape brain dead character. This is the reason they hate us. This is why they call us monkey instead of Jimmy! Apart from the obvious ways how to use ball (combo extender / finisher, whiff punish and neutral block check), you can use light ball as the slowest dash in the game (opponent will be too scared to press button)

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or as block string finisher (some characters don’t have punish on block OR your opponent doesn’t know the matchup. Test if they can punish it. If not, feel free to “spam” light balls).

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In VT1 ball gains full projectile invincibility and juggle potential, making your opponent scared to use projectiles at all. In VT2 you can cancel all balls, upballs and rainbows into “Rolling cannon”, making them safe on block or even plus and on hit into big damage.

UPball

Good (but hard to use = can whiff easily) anti air. Ex version fully invincible from frames 1~16. Apart from using it as typical EXDP to blowup meaties on your wakeup and frametraps it has one other function:

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auto correction to beat left/right mixups.

rainbow

Spam light rainbow in neutral to annoy and condition your enemy. There is no sound clue difference between meter less versions. Make them feel safe or even trying to pursue you and then use medium or heavy version to catch them off guard!

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Ex and VT1 version gives you strike invincibility from frame 3, great for escaping corner, even from 3f frame traps. And they give you option to “drive” the flying and with it endless possibilities of mixups and setplays such as

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baiting anti airs!

command grab

Whiff light version at full screen and then don’t press anything. Blanka will then say what he thinks about his opponent. Its excellent round finisher. You can also use the Birdie/Zangief trick of cancelling button>command grab. I guarantee you it will work at least once per set.

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Ex version has full projectile invincibility. Use approximately two dashes away from fireball spammer on reaction to punish fireballs. Don’t forget you have to “drive” the ex version the same way as you drive the rainbow balls.

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You can time command grab as meaty (for example on hard knockdown such as CC sweep>cr.mp>l.cmdgrab)

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and even if they wakeup with neutral jump you can still AA them in time. If they jump back you can even super them midair!

VS1 the Coward Crouch

Nothing makes your opponent more confused than VS1. One of the hardest tools to master and properly use in matches. Use to duck under fireballs, dashpunches, divekicks and generally high profile buttons.

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Can be cancelled into fhop, bhop, wild lift (punch) and raid jump (kick). Its sort of stance. Dont be afraid to experiment with various sequences to see which works the best for you. The trick is to cancel the duck on first possible frame so opponent has less time to realize what is going on. Dont forget you can cancel cancellable buttons (hp, cr.mk) into duck even on block.

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It gives you acess to many meterless left/right mixups. Few examples:

hp>vs1>p>hp>fhop close left/right +2
hp>vs1>p>hk>fhop point blank left/right +2
hp>vs1>p>walk>lk>walk corner left/right +15
hp>vs1>p>vta>j.mp>v.ele>v.upball v.ele can hit crossup

 

VS2 the Shout of Earth

Blanka style “fireball” or more accurately ground bash. Use every opportunity (knockdowns) to charge which gives you access to many applications such as anti-fireball.

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Whiff punish for moves which are typically safe on whiff.

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You can cancel VS2 charging very quickly into (back)dash, creating mind game on its own. Use just outside their effective range. If they dash/walk its free punish, if they jump dash away from (or under) them. With some conditioning your opponent will just watch you charge it for free.

Hop Surprise Forward/Back

Its command dash, 28 frames long. Airborne on frames 10-19, can switch sides. For best results combine forward and back hop with other moves to frustrate your opponent. In low ranks all you need to kill opponents is nonstop cancelling block strings into fhop and repeat until they are dead.

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In corner can be used as anti-delay tech (airborne cant be grabbed).

Super Dynamic Rolling

Classic super, 8 frames startup, 10 frames of invincibility. You can combo into super from all specials (cancelling electrics and upball is hard) and many buttons.

cr.lp>ele>super 374/205
cr.lk>cr.lp>h.ball>super 381/253
hp>super 386/150
mk>hk>super 386/163
cr.lp>cr.lp>h.ball>super 391/253
cr.lp>cr.lp>l.upball>super 391/253
cr.hp>super 396/150
cr.mk>lp>h.ball>super 411/283
cr.mk>lp>v.ele>v.ball>super 431/449
mk>hk>VS2>dash>super 432/283
mp>v.roll>super 451/280
cr.hp>v.roll>super 481/330
mk>hk>vs2>h.ball>super 466/348 corner
hp>vs1>p>h.ball>super 468/360
hp>vs1>p>l.rainbow>h.ball>super 486/465 corner
mk>hk>VS2>vs2>h.ball>super 492/443 corner

Can be used as anti-fireball tool on reaction. The reach is very solid (fireballs have extended hurt box).

v.roll (GRS) Ground Shave Rolling

VT1 gives blanka access to unique special giving him great oki even from buttons which you cant usually cancel like cr.hp and mp. You can charge it up and score guard break. Guaranteed guard break on sweep crush counter. Guard break has massive damage scaling so finish into reset or mixup

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cr.hkCC>VTA>v.roll(hold)
cr.hkCC>v.roll(hold)

guard break>hp>vs1>p>hp>fhop left/right
guard break>mk>hk>vs2 good oki
guard break>hk>walk>grab/cr.mk>ele reset

It is projectile invincible from frame 5 so it can be used as anti fireball tool on reaction. It can also catch neutral jumps.

VT2 Rolling Cannon

The infamous vtrigger giving Jimmy wings, making his signature move ball PLUS on block, allowing him to skip the neutral and get drunken on the power the few privileged toptiers like Seth, Urien, Cammy or Akuma.

Basic combo conversions

Any existing combo can be extended by cannon up to three times. First use costs one third of meter, following cannons (until you touch the ground) costs only 10%. So on hit you should aim for all three uses, ideally moving your opponent into corner. Alternatively you should save last 10% for final mixup on opponents wakeup. All in all, you don’t get more than 3 separate uses per round. Make it count!

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h.ball>f.can>b.can>uf.can>dash 240/342
l.upball>uf.can>ub.can>f.can>dash 240/342
x.upball>uf.can>ub.can>f.can>dash 270/392
h.ball>df.can>x.upball>b.can>u.can>uf.can 375/526
l.upball>df.can>x.upball>b.can>u.can>uf.can 375/526
x.ball>h.ball>df.can>x.upball>b.can>u.can>uf.can 428/609

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In corner you can simply aim all cannon followups upwards with zero worry about timing. You still land faster than your opponent for good oki afterwards. Alternatively aim last (3rd) cannon down for quicker landing for super finish.

Don’t forget you can fire the cannon in all eight directions, don’t be shy an try out your own cannon sequences, there are a lot of viable routes.

Skipping neutral

The idea is very simple: first ape forces opponent to block ball and then cancels into cannon granting him point blank pressure OR left/right mixup under certain conditions.

point blank cr.lp>l.ball>df.can +1ob side switch
point blank cr.lp>m.ball>df.can 0ob side switch
very close cr.mk>l.ball>df.can +2ob
very close cr.mk>m.ball>df.can 0ob side switch
1 dash away l.ball>df.can +2ob
1 dash away m.ball>df.can +1ob side switch
2 dash away m.ball>df.can +1ob side switch
2 dash away h.ball>df.can 0ob side switch
2 dash away x.ball>df.can +2ob

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As you can see, many options leads into “unexpected” side switch, giving your opponent extra option to worry about on top of the usual block/tech guess. On light ball if you delay slightly the cannon it wont side switch. And yes Jimmy can definitely test matchup knowledge of your opponent and just use h.ball from full screen, they most likely will think its +2 but its fake. You are -2 in almost all unwritten combinations.

Chip damage kill

Cannon gives Blanka very solid way how to close rounds by super chip kill while opponent still has around 200hp left. The sequence is so long you can gain one EX bar just from making opponent block all these specials.

slide>VTA>(cr.mk>ele>cr.mk> if close)
>l.ball>df.can>cr.lp>ele>cr.mp
>l.ball>df.can>cr.lp>ele>cr.mp
>l.ball>df.can>cr.lp>ele>cr.mp
>h.ball>super

 

“Saving” blocked wakeup EXDP

Yes, ape can cancel x.upball into cannon even on block and potentially save yourself from full punish. You should know though its still punishable. Be aware.

Escaping corner

Many Jimmy combos have built in sideswitches and dropping any combo involving ball leaves you stuck in corner. So any new Blanka players will OFTEN find themselves stuck in corner. Luckily ape has extra tools for escape.

Slide

Good opponent will stay just out of sweep range to deny his opponent any real possibility of sweep>VTA>blender. But Jimmy has slide. Its not realistically possible to stay out of Blanka’s slide range. So go for it. Even if you don’t have VTA ready its still worth a shot. It goes under fireballs, its range is practically infinite and it can low profile typical long range buttons your opponent will use to keep you guessing in corner.

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Be aware if you have VTA ready really good opponents will try to predict the slide and neutral jump in advance. In that case look at other options bellow.

Upball

A lot of players like to mixup corner pressure with jumps. Neutral jump, jumpin, crossup, all these options lose to upball. Simply stay calm, block their pressure and get that down charge. Once their feet leave the ground shoot heavy or light upball. It will get you out of corner and even give you oki. All you need is simply to stay calm and collected. Simple.

EX rainbow ball

Almost unstoppable escape option. Strike and projectile invincible from frame 3. This special can bust through common frame traps, crossjumps, normal jumps, air fireballs, dive kicks or even if your opponent is neutral jumping (to bait and punish the slide). Hold forward to pilot as far from opponent and corner as possible.

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How is this different from using x.upball? You dont lose 300+ health to CC punish if your opponent does button>block and still escape.

MP, cr.HP

Blanka has really long poke buttons. Sure they are slow to come out but their reach can throw your opponent rhythm off. Ryus aren’t used to get counter hit from their cr.mk>fireball. Just a single mp poke can give you the opportunity to walk or jump away.

button>fhop

Yes its incredibly fake and risky but you cant make ape guide without mentioning this option. It side switches and if your opponent isnt expecting it, it will get you out in blink of an eye. I recommend you to do instant tech or backdash after the fhop to minimize chances you will get grabbed back into the corner.

Use cancel-able button like HP or cr.MK.

Written by Pawell

I hope you enjoy the Guide we share about Street Fighter V – Gameplay Tips How to Fight in Game; if you think we forget to add or we should add more information, please let us know via commenting below! See you soon!


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