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Capcom vs. SNK: Millenium Fight 2000
Blanka Guide (Dreamcast)
Version 1.1
Last Update January 15, 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
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1.0 : (January 9, 2001)
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This is the first version. I've had the DC version for about 2 months now and
have played Blanka heavily.

1.1 : (Jaunary 15, 2001)
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Added his JUMP U,3 (split kick) and fixed some mistakes.

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02) BACKGROUND
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NEW FOR THIS GAME
* Gains a new kick throw that similar to Ryu or Ken's
  (All Capcom vs. SNK characters can throw with punch and kick - 
   Iori has the same with each one.)
* Tropical Hazard from SFA3 gone
* Two new supers - Direct Lightning and Shout of Earth
* Better combos
* Alternate 'EX' version (still has old super)
* 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, which means he takes more damage from an
  attack than a RATIO 3 like Rugal. You can back him up with one RATIO 3,
  a RATIO 2 and RATIO 1, or 3 RATIO 1 characters.

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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

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04) SECRETS
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EX BLANKA
* 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 for 5th color
  1+3 for 6th color
  2+4 for 7th color
  3+4 for 8th color

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
* I recommend getting this because you can finish games and earn Vs.
  points a bit quicker.

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05) MOVELIST
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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 *
D/DB+2       : Uppercut Punch
DF+2         : Claw Slide
D+3          : Ankle Kick *
DB+4         : Side Ankle Kick *
D/DF+4       : Back Foot Sweep
Jump 1       : Claw Swipe
Jump UB/UF,2 : Downward Double Claw
Jump U,2     : Wide Range Slap
Jump 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 rapidly
Rolling Attack    : Hold B,F+P
Back Step Rolling : Hold B,F+K (NORMAL only)
Vertical Rolling  : Hold D,U+K (NORMAL only)

Extra Moves
Surprise Forward  : 3+4
Surprise Back     : B+3+4

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/MAX)
NORMAL ONLY
Direct Lightning  : Hold B,F,B,F+P
Shout of Earth    : Hold DB,DF,DB,UF+P
EX ONLY
Ground Shave Roll : Hold B,F,B,F+P - hold P to delay

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06) MOVE DESCRIPTIONS
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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 crouching
1 or 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 to 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).
(There's no individual 'shock' frames for every character like there used to be,
though.)
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. This is 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's jumping 1
Sagat's Tiger Uppercut
Ken's Shoryuken / Shoryureppa
Geese's Middle Counter Throw

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,
though I don't know if Blanka can get a juggle off in time.

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 (I think 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 traveled 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 suprise 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 or MAX).
This is a good anti-air move if you can get the tricky motion.
(Use the analog stick on the DC controller or an arcade stick.)

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
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BASIC COMBOS

#1  (2) Crouch 3,1
#2  (2) Jump in 2/4 - crouch 2
#3  (3) Jump in 2/4 - B+2
#4  (3) Jump in 2/4 - close 3

STANDARD COMBOS

#5  (3) Jump in 2/4 - DB+4 - Rolling Attack 2
#6  (3) Jump in 1/2 - stand 1 - Electric Thunder 1
#7  (3) Jump in 2/4 - close 3 (1 hit) - Rolling Attack 2
#8  (3) Jump in 2/4 - B+2 (1 hit) - Rolling Attack 2

ADVANCED COMBOS

#9  (2)  Close 1 - Direct Lightning
#10 (4)  Jump in 2/4 -Hold DB,3,4 - Rolling Attack 2
#11 (5)  Cross-up jumping 3 - hold DB,3,3,4 - Rolling Attack 2
#12 (8+) (corner) Biting Hold - Direct Lightning 2/3/MAX
#13 (15+)(corner) Biting Hold - Shout of Earth 1 - Shout of Earth 2/MAX

#6
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.

#7/#8
Cancel off the first hit of attack into the roll.

#9
The jab has to be done right before the super motion is completed. It might
be at the second back or possibly at the neutral point.

#11
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.

#12
Complete the motion the instant Blanka releases them from the hold, or else
he'll roll too late.

#13
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.

A NOTE ABOUT JUGGLING
It appears the only juggling opportunity Blanka has is off his hold in the
corner. If you try to juggle after hitting them out of the air with one of
your jumping attacks, it will not work because they get a freefall animation
where NOTHING can hit. The only exception is EX Bison can juggle after doing
his jumping 2,2. The only moves that can juggle are his Supers. If you try
anything else it won't work.

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08) CREDITS
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shoryuken.com -
Combos #10 and #13 came from a combo 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 
