Capcom vs. SNK: Millenium Fight 2000
Blanka (Dreamcast and NAOMI Arcade)
Version 2.0 - December 2, 2001
by Charles Grey (iceout0002@aol.com)
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01) Updates   02) Background
03) Legend    04) Secrets
05) Movelist  06) Move Descriptions
07) Combos    08) Credits
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01) UPDATES
'''''''''''
1.0 (January 9, 2001)
1.1 (January 15, 2001) Added his JUMP U,3 (split kick) and fixed some mistakes.
1.2 (April 19, 2001)   Fixes and corrections.
1.3 (May 25, 2001)     A new combo and updated move section.
1.4 (June 13, 2001)    Added arcade codes and his secret draw game pose.
2.0 (December 2, 2001) Final edit. Cut out 'filler'.

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02) BACKGROUND
''''''''''''''
NEW FOR THIS GAME
* Gains a new kick throw.
* Tropical Hazard from SFA3 gone.
* Two new supers - Direct Lightning and Shout of Earth.
* Old crouching medium kick now done as DB+4.
* Rock Crush now done as B+2.
ABOUT BLANKA IN CAPCOM VS. SNK
* Blanka is a RATIO 1 character.

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03) LEGEND
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Joypad   Buttons
UB U UF  1 2 = P  jab   fierce
B  * F   3 4 = K  short roundhouse
DB D DF  n/x = normal/ex only

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04) SECRETS
'''''''''''
EX BLANKA (Time-release in arcade, see title screen for his picture.)
* Finish ARCADE MODE with Blanka on your team using the CAPCOM GROOVE.
* Buy in SECRET SHOP for 2,000 points.
* Hold START while selecting Blanka to get 'EX' version.
* EX Blanka dosen't have the Vertical or Back Step Rolling.
  and only has one super - Ground Shave Roll.

EXTRA COLORS
* Finish ARCADE MODE with Blanka on your team.
* Buy in SECRET SHOP for 200 points.
* Select with 1+2 / 1+3 / 2+4 / 3+4 for colors #5-8.

RUNNING
* Buy Morrigan and Nakoruru from the SECRET SHOP.
* Buy in SECRET SHOP for 2,300 points.
* Go to OPTIONS and turn on the RUN option.

PAIR MATCH MODE
* Beat Morrigan and Nakoruru in ARCADE MODE.
* Buy PAIR MATCH MODE for 1,800 points.
* All characters are Ratio 2 and you can pick two of the same character.
* You can finish games and earn Vs. points a bit quicker.
ARCADE
* Hold 1+2 when starting a 1-player game.

SECRET POSE
* If time runs out and the round is declared a DRAW, Blanka will sit down
  and scratch his head for several seconds.

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05) MOVELIST
''''''''''''
Universal Moves
Dash         : F,F
Run          : F,hold F (must unlock and turn on first - see SECRETS)
Backdash     : B,B
Super Jump   : DB,UF / D,U / DF,UB / UB/U/UF while running
Roll Escape  : 1+3
Super Charge : Hold 2+4 (SNK Groove Only)
Throw Escape : B or F+2/4 when about to be thrown
Late Recover : Hold 1+2 when knocked down
Taunt        : Hold 3, Start

Basic Moves  * two-in-one possible
Close 1  : Palm Slap *
Far 1    : Side Slap *
2        : Scoop Punch
B+2      : Rock Crush (*off 1st hit)
Close 3  : Double Knee (*off 1st hit)
Far 3    : Quick Stomach Kick
4        : Flip Kick
D+1      : Low Swipe (*supers only)
D/DB+2   : Uppercut Punch (*supers only)
DF+2     : Amazon River Run
D+3      : Ankle Kick *
DB+4     : Side Ankle Kick *
D/DF+4   : Back Foot Sweep
Jump 1   : Claw Swipe
j UB/UF,2: Downward Double Claw
Jump U,2 : Wide Range Slap
j UB/UF,3: Jumping Foot (can cross up)
Jump U,3 : Jumping Upper Kick
Jump 4   : Two-foot Drop Kick

Special Moves
  Electric Thunder  : Tap P x7 then rapidly
  Rolling Attack    : Hold B,F+P
n Back Step Rolling : Hold B,F+K
n Vertical Rolling  : Hold D,U+K

Extra Moves
  Surprise Forward : 3+4
  Surprise Back    : B+3+4
  Amazon River Run : DF+2

Throws
  Biting Hold   : B or F+2 - tap buttons for more hits
  Rolling Throw : B or F+4

Super Moves (Use 1+2 for level 3)
n Direct Lightning  : Hold B,F,B,F+P
n Shout of Earth    : Hold DB,DF,DB,UF+P
x Ground Shave Roll : Hold B,F,B,F+P - hold P to delay

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06) MOVE DESCRIPTIONS
'''''''''''''''''''''
SUPER JUMPS
They go about 50% higher and farther then regular jumps and have shadow trails.

ROLL ESCAPE
Blanka rolls along the ground with a non-hitting roll that goes behind
opponents. This goes through projectiles and most other attacks except ground
throws. Also, watch out for the roll into throw cheap.

DASH / BACKDASH
These looks like his Surprise hops, but don't go through opponents or go
through projectiles. Also, regular dashes are non-interruptable.

RUNNING
You have to unlock a majority of the secrets before getting this one. Blanka
runs forward for as long as you hold the second Forward. Just tapping F,F will
have him run 1/3 screen before stopping. Runs are better because they can be
stopped at any time just like in MVC 2. 

LATE RECOVERY
When knocked down, you can delay your get up frames to avoid meaty attacks.
If done right, shadows will appear when you recover.

ANKLE KICK
Now, you can link into a few other basic attacks from this, like a D+1/DB+4.

ROCK CRUSH
Double-hit headbutt is still there. You can two-in-one off the first hit.

SCOOP PUNCH
He "scoops" the air with both of his hands. Good anti-air or you didn't charge
the roll long enough.

UPPERCUT PUNCH
This is a single face-level punch. It has great range and can be used to keep
opponents from starting specials.

CLAW SLIDE
Slides on his stomach with both hands forward. It has almost a half of a screen
range and goes under many projectiles. Use it!

WIDE RANGE SLAP
Does a straight swipe straight forward. This move has range, but use only as
an anti-air, because it hits too high for grounded opponents.

JUMPING FOOT
Aims one foot down at a 45" angle. This is his one and only cross-up.

TWO-FOOT DROP KICK
It's Blanka's ultimate projectile punisher! Fireball freaks will groan when
Blanka throws both legs out at a diagonal-down angle. This is how you deal with
annoying keep-away characters like Ryu, Ken, Sagat, and King.

ELECTRIC THUNDER
Blanka generates electricity for some weird reason. Anyone who touches this
will get shocked (with some exceptions).
Keep pressing the button to keep it going, though moves like projectiles and
foot sweeps can still beat this move. Great to use as a 'wake-up' attack.

ROLLING ATTACK
This is his original roll. The jab version travels slowly and goes 1/2 of a
screen. The fierce goes almost a full screen.
Classic pressure attack and combo finisher.
Watch out, because this move can be hit out of by the following moves:
King's jumping 4              Yuri/Sakura's jumping 1
Sagat's Tiger Uppercut        Ken's Shoryuken / Shoryureppa
Geese's Middle Counter Throw  Rugal's God Press/Gigantic Pressure
Dhalsim's Yoga Drill/Mummy    Yamazaki's Guillotine (late)
Benimaru's Drill Kick         Zangief's Clotheslines

BACK STEP ROLLING
Blanka first goes into his flip kick animation, then jumps up and forward
into the air, then begins his roll attack as he descends.
This can be used to get closer to projectile throwers, or catch jumpers on the
way down. (Heavy jumpers like King or Benimaru will often fall for this.)
It can, however be countered by Ryu's jumping 1 or Geese Howard's air fireball.

VERTICAL ROLLING
Blanka does an upward roll. The short version goes mostly straight up about
1/2 screen height. The roundhouse travels diagonally up-forward about 3/4
screen. This can be used in the combos the same way as the regular roll.

SURPRISE FORWARD / BACK
This hop looks just like his forward or back dash. The difference is that he
can go through and switch sides with his opponent and avoid projectiles.

ROLL THROW
This is his new throw for Capcom vs. SNK. Blanka grabs them and does a double
back roll and then pushes them away with his feet. His opponent gets some air,
but it seems you can't charge B or F on throws that turn you around.

BITING HOLD
He's had in since Street Fighter II: World Warrior and every appearance in
between. He jumps on them and chomps away. By ramming on the buttons, you
can add the number of hits (10 is the max possible.), and your opponent can
break out sooner by doing the same. In the corner, Blanka can now set up a
juggle with either his Direct Lightning or Shout of Earth!

DIRECT LIGHTNING
Blanka does a slower than usual rolling attack while surrounded by a bunch of
white hot electricity. The range travelled and damage varies depending on the
level.(The level 3/MAX does at least 25%) Since this move is kind of slow and
can be easily jumped over, try charging for another roll during this move,
then surprise them with Fierce Rolling Attack as soon as this move ends.
It can be hit out of by certain moves like Ken's jumping 3.

SHOUT OF EARTH
Blanka goes into his standing win pose animation and electrifies himself.
If this hits, his opponent gets lifted up into the air with each hit.
The higher the level, the more hits. You can also tap P for a few more hits.
Off of a level 1 in the corner, this can set up for juggling with yet another
Shout of Earth (level 2). Good anti-air move if you can get the tricky motion.

GROUND SHAVE ROLL
His original super from SSF2T! Blanka starts by doing a rolling attack in
place while hopping up a little bit. If this hits, this can set up to juggle
with the rest of the combo. The second part is where rolls along the ground
and finishes with a small vertical hop. He can delay this for up to 3 seconds
by holding down the punch button used. This hits 2-4 times depending on the
level. This may or may not fully connect depending on your positioning, beware.

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07) COMBOS
''''''''''
#1 (2)  Crouch 3,1
#2 (3)  Jump in 2/4 - DB+4 - Rolling Attack 2
#3 (3)  Jump in 1/2 - 1 - Electric Thunder 1
#4 (3)  Jump in 2/4 - close 3 / B+2 (1 hit) - Rolling Attack 2
#5 (2)  DB+4 - Direct Lightning / (large characters)Grand Shave Roll 2/3/MAX
#6 (4)  Jump in 2/4 - Hold DB,3,4 - Rolling Attack 2
#7 (5)  Cross-up jumping 3 - hold DB,3,3,4 - Rolling Attack 2
#8 (8+) (corner) Biting Hold - Direct Lightning 2/3/MAX
#9 (15+)(Capcom Groove, corner) Biting Hold - Shout of Earth 1 - Shout 2

#3
You should start pumping the 1 before the standing 1 is ready to land.
You should be on your 4th press as it hits so the next will two-in-one.

#4
Cancel off the first hit of attack into the roll.

#5
The DB+4 has to be done right on the second back before the super motion is
completed. The second part of the GS Roll misses in the corner.

#7
Blanka never had a combo like this, until now. The timing of the 3 low kicks
is vicious, though. If you time every hit right, the combo will work.

#8
Complete the motion the instant Blanka releases them from the hold, or else
he'll roll too late.

#9
A real 'shocker' of a combo! Blanka juggles the first super and then can
follow with another of a higher level. This is usually the biggest juggle
allowed by the Capcom vs. SNK engine.

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08) CREDITS
'''''''''''
shoryuken.com - Combos from SF2Freak's video
James Chen    - Juggling information from his Capcom vs. SNK Combo Systems FAQ
                and the Late Recovery trick as well.

CAPCOM vs. SNK is (C) CAPCOM
DREAMCAST is (c) SEGA
