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==Vs. Boxer== | ==Vs. Boxer== | ||
Don't jump him,poke him with Crouching Roundhouse and then wait for a loss Dash Upper and chew him. | |||
==Vs. Claw== | ==Vs. Claw== |
Revision as of 01:37, 8 July 2016


Introduction
Color Options
Start | Default |
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Moves List
Normal Moves
Double Head Butt: f + Medium Punch
Double Knee: close, f + Medium Punch
Head Bite: close, b or f + Hard Punch
Special Moves
Electricity: Punch button rapidly
Rolling Attack: b~f + Punch
The Basics
Anti-Airs: crouching Hard Punch,close standing Medium Punch and standing Hard Kick
High Pokes: far standing Medium Punch
Low Pokes: crouching Medium or Hard Kick
Combos
- j.MP,MP E.Thunder
- j.HK,s.MP,cr.HK/cr.HP
Hitboxes
Standing Normals
- Standing LP:
Damage | 14 | ![]() |
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Stun | 1~7 | ||||||
Stun Timer | 40 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +0 | ||||||
Frame Count | 2 | 3 | 4 | 3 | 3 | 1 | |
Simplified | 3+2 | 3 | 11* |
- Standing MP:
Damage | 18 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +10 | |||||
Frame Count | 2 | 2 | 3 | 3 | 1 | |
Simplified | 4+2 | 2 | 7* |
- Standing HP:
Damage | 22 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | -5 | ||||||
Frame Count | 3 | 4 | 6 | 10 | 7 | 1 | |
Frame Count | 3+3 | 10 | 18* |
- Standing LK:
Damage | 14 | ![]() |
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Stun | 1~7 | ||||||
Stun Timer | 40 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +3 | ||||||
Frame Count | 2 | 2 | 4 | 3 | 3 | 1 | |
Simplified | 3+4 | 4 | 7* |
- Standing MK:
Damage | 18 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +1 | ||||||
Frame Count | 2 | 2 | 4 | 3 | 3 | 1 | |
Simplified | 3+4 | 4 | 7* |
- Standing HK:
Damage | 22 | ![]() |
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Stun | 11~17 | ||||||||
Stun Timer | 80 | ||||||||
Chain Cancel | No | ||||||||
Special Cancel | No | ||||||||
Frame Advantage | -9 | ||||||||
Frame Count | 3 | 6 | 5 | 5 | 5 | 5 | 5 | 1 | |
Simplified | 4+3 | 11 | 21* |
Close Standing Normals
- Close Standing LP:
Damage | 16 | ![]() |
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Stun | 1~7 | |||||||
Stun Timer | 40 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | +6 | |||||||
Frame Count | 3 | 2 | 2 | 2 | 4 | 2 | 1 | |
Simplified | 1+5 | 2 | 9* |
- Close Standing MP:
Damage | 16 | ![]() |
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Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes | ||||
Frame Advantage | +6 | ||||
Frame Count | 2 | 4 | 2 | 1 | |
Simplified | 1+2 | 4 | 3* |
- Close Standing LK:
Damage | 16 | ![]() |
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Stun | 1~7 | |||||||||||
Stun Timer | 40 | |||||||||||
Chain Cancel | No | |||||||||||
Special Cancel | No | |||||||||||
Frame Advantage | +6 | |||||||||||
Frame Count | 3 | 3 | 3 | 2 | 2 | 4 | 3 | 3 | 3 | 3 | 1 | |
Simplified | 1+13 | 4 | 13* |
- Close Standing MK:
Damage | 20,20 | ![]() |
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Stun | 1~7 | |||||||||||
Stun Timer | 40 | |||||||||||
Chain Cancel | No | |||||||||||
Special Cancel | No | |||||||||||
Frame Advantage | +8 | |||||||||||
Frame Count | 3 | 3 | 3 | 2 | 2 | 4 | 3 | 3 | 3 | 3 | 1 | |
Simplified | 1+11 | 6 | 13* |
Crouching Normals
- Crouching LP:
Damage | 14 | ![]() |
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Stun | 1~7 | ||||||
Stun Timer | 40 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +4 | ||||||
Frame Count | 2 | 4 | 3 | 3 | 3 | 1 | |
Simplified | 3+6 | 3 | 7* |
- Crouching MP:
Damage | 18 | ![]() |
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Stun | 5~11 | ||||||||
Stun Timer | 60 | ||||||||
Chain Cancel | No | ||||||||
Special Cancel | No | ||||||||
Frame Advantage | -1 | ||||||||
Frame Count | 3 | 3 | 3 | 7 | 3 | 3 | 3 | 1 | |
Simplified | 1+6 | 3 | 17* |
- Crouching HP:
Damage | 22 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | -1 | ||||||
Frame Count | 3 | 4 | 6 | 10 | 7 | 1 | |
Simplified | 1+7 | 6 | 18* |
- Crouching LK:
Damage | 14 | ![]() |
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Stun | 1~7 | ||||||
Stun Timer | 40 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +3 | ||||||
Frame Count | 2 | 2 | 4 | 3 | 3 | 1 | |
Simplified | 1+4 | 4 | 7* |
- Crouching MK:
Damage | 18 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +8 | ||||||
Frame Count | 2 | 2 | 4 | 3 | 3 | 1 | |
Simplified | 1+4 | 4 | 7* |
- Crouching HK:
Damage | 22 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +1 | ||||||
Frame Count | 2 | 3 | 4 | 10 | 7 | 1 | |
Simplified | 1+7 | 4 | 18* |
Aerial Normals
- Neutral/Diagonal Jumping LP:
Damage | 16 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Frame Count | 2 | 3 | 20 | 3 | ∞ | |
Simplified | 5 | 20 | ∞ |
- Neutral/Diagonal Jumping MP:
Damage | 20 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 2 | 3 | 12 | 3 | ∞ | |
Simplified | 5 | 12 | ∞ |
- Neutral Jumping HP:
Damage | 24 | ![]() |
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Stun | 11~17 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 1 | 3 | 3 | 6 | 3 | 3 | ∞ | |
Simplified | 1* | 3* | ∞ |
- Diagonal Jumping HP:
Damage | 22 | ![]() |
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Stun | 11~17 | ||||
Stun Timer | 60 | ||||
Frame Count | 2 | 3 | 6 | ∞ | |
Simplified | 5 | 6 | ∞ |
- Neutral Jumping LK:
Damage | 16 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Frame Count | 2 | 3 | 20 | 3 | ∞ | |
Simplified | 5 | 20 | ∞ |
- Diagonal Jumping LK:
Damage | 14 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Frame Count | 2 | 3 | 20 | 3 | ∞ | |
Simplified | 5 | 20 | ∞ |
- Neutral Jumping MK:
Damage | 20 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 2 | 3 | 12 | 3 | ∞ | |
Simplified | 5 | 12 | ∞ |
- Diagonal Jumping MK:
Damage | 18 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 2 | 3 | 12 | 3 | ∞ | |
Simplified | 5 | 12 | ∞ |
- Neutral Jumping HK:
Damage | 24 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 2 | 3 | 6 | 3 | ∞ | |
Simplified | 5 | 6 | ∞ |
- Diagonal Jumping HK:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 2 | 3 | 6 | 3 | ∞ | |
Simplified | 5 | 6 | ∞ |
Unique Moves
- Rock Crush a.k.a. Headbutt: (On ground and close, ←/→ + MP)
Damage | 18,18 | ![]() |
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Stun | 5~11 | |||||||||
Stun Timer | 60 | |||||||||
Chain Cancel | No | |||||||||
Special Cancel | No | |||||||||
Frame Advantage | +3/+4 | |||||||||
Frame Count | 5 | 4 | 4 | 3 | 2 | 5 | 4 | 3 | 1 | |
Simplified | 9 | 7 | 2 | 13 |
Throws
- Wild Fang a.k.a. Bite: (←/→ + HP)
Damage | 20+(4*n) | ![]() | |
Duration | 130 | ||
Stun | - | ||
Stun Timer | - | ||
Range (from axis) | 64 | ||
Range advantage | 35 |
Special Moves
- Electric Thunder: press any single Punch repeatedly
LP version:
Damage | 28 | ![]() |
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Stun | 13~19 | ||
Stun Timer | 120 | ||
Frame Advantage | -23 | ||
Frame Count | 3 | 52+ |
MP version:
Damage | 32 | ![]() |
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Stun | 13~19 | ||
Stun Timer | 120 | ||
Frame Advantage | KD/-4 | ||
Frame Count | 5 | 34+ |
HP version:
Damage | 36 | ![]() |
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Stun | 13~19 | ||
Stun Timer | 120 | ||
Frame Advantage | +9 | ||
Frame Count | 7 | 25+ |
+9 on block if is blocked 3 times (point blank). +4 for 2 blocks.
- Rolling Attack: charge ←, → + Punch (charge 60f)
LP/MP versions (whiff):
Damage | 22/24 | ![]() |
Stun | 13~19 | |
Stun Timer | 120 | |
Frame Advantage | -17 | |
Frame Count | 25 |
HP version (whiff):
Damage | 26 | ![]() |
Stun | 13~19 | |
Stun Timer | 120 | |
Frame Advantage | -17 | |
Frame Count | ∞ |
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
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- Standing reel:
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- Standing gut reel:
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- Crouching reel:
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- Dizzy:
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Advanced Strategy
Blanka's gameplan is about jumping-crouching hit and run ,and when is near to opponent use his hold-to-roll traps.
His objetive is about keep away your opponent with his crouching Roundhouse or Fierce and then charge for your roll or use your hold if it close,standing attacks are fast and your main attack is Far Strong due to his acceptable range and fast startup, and also he can cancel his Far or Close Jab into Electricity,but you are vulnerable for projectiles ,lows and sweeps.
Jumping attacks are nice due to his fast jump along with his Diagonal Roundhouse,its the best against projectile character,his Hold is one of the best along with E.Honda one,but he had more set up options,like a Rolling Attack charge, meaty Electricity or crouching Roundhouse,due that his speed are better than E.Honda crossups.
Electric Attack is buffered and easier to connect with a Jumping Attack and its safe block. Rolling Attacks are buffered too and the best one, now you don't take double damage if your hit a unsafe opponent,and you stop when you hit a blocked one and with a short recovery enough to made your Hold.
Unfortunately,he doesn't had good anti air options outside of his Far Roundhouse or Fierce ,blocking is better than poke one.
Match-Ups
Vs. Ryu
Vs. Ken
Vs. E.Honda
Vs. Chun Li
Vs. Blanka
Vs. Zangief
Vs. Guile
Vs. Dhalsim
Vs. Boxer
Don't jump him,poke him with Crouching Roundhouse and then wait for a loss Dash Upper and chew him.
Vs. Claw
Vs. Sagat
Vs. Dictador
General | Game Mechanics | Strategy | Tiers | |
The Characters | Balrog (Boxer) | Blanka | Chun-Li | Dhalsim | E. Honda | Guile | Ken | M. Bison (Dictator) | Ryu | Sagat | Vega (Claw) | Zangief |