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{{ | {{OSFIVHeader}} | ||
{{USFIVCharacterHeader|Blanka|Blanka| | {{USFIVCharacterHeader|Blanka|Blanka| | ||
| | | | ||
}} | }} | ||
(Intro paragraph to describe overall gameplay) | |||
[[Image:USFIV-Header.png|thumb|center|150px|link=Ultra_Street_Fighter_IV/Blanka|Click for USF4 version]] | |||
== Notable Changes from USF4 to Omega == | == Notable Changes from USF4 to Omega == | ||
[https://docs.google.com/document/d/1tzFmjhOFI664OxAv6Cn-LJ86tqYc3AJCuW7RDYcSszw/edit#heading=h.g5xzmblgwdh9 Bafcord Omega Doc - Blanka]<br> | |||
[https://docs.google.com/spreadsheets/d/1EMjOcWNOdvedIkvDJZlia21WmPbR0R-FPSHfMlbmDRU/edit#gid=180002980&range=A1 Detailed Frame Data with USF4 Comparisons - Blanka] | |||
* | * General/Movement Changes: | ||
** '''Forward Dash''': 2f faster (20f > 18f), longer distance | |||
** '''Backdash''': shorter distance | |||
** '''Throw''': slightly shorter range | |||
** '''Charge Time''': special moves require 50f charge time (was 55f); Supers/Ultras unaffected | |||
* | * Normal Move Changes: | ||
** '''cl.5LP''' has 4f better advantage (+6/+3) and 20 more damage, making it a good combo starter | |||
** '''cl.5MP''' is 1f faster (5f), can be input with 4MP for charge combos | |||
** '''cl.5MK''' damage is shifted more toward the first hit, making it better when cancelled | |||
** '''cl.5HK''' is 1f faster (6f), 20 more damage | |||
** '''far.5HP''' is now 2 hits, 1st hit cancellable; +2/-4 (from -2/-7) but 10 less damage overall | |||
*** 1st hit causes air KD, giving it some utility as an AA even though it's likely to trade<br><br> | |||
** '''2LP''' is 1f better on hit (+4) and 20 more damage, making it more useful in confirms | |||
** '''2HP''' is 2f faster (6f), 1f safer (-3/-9) | |||
*** 1st active frame has very short range, so as a ranged poke it is functionally only 1f faster | |||
** '''2LK''' has 1f worse advantage (+3/0) and 15 more damage; must link into far.5LP now | |||
** '''2MK''' is 1f worse on hit (+4), 1f less active; cannot link into itself or Ultra 1 anymore | |||
** '''2HK''' is 1f faster (5f) and combos from cl.5MP; 3f worse on block (-10), 20 more damage, 50 more stun<br><br> | |||
** '''Amazon River Run - 3HP''' - 7f less active, 2f more recovery, 20 more damage | |||
*** This makes it harder to space safely and a bit worse against fireballs | |||
** '''Rock Crusher - 6MP''' - 10 more damage, 50 more stun; no longer comes out with 4MP input, which makes cl.5MP more useful in combos | |||
*** Uncharged 6MP is 2f slower (9f) | |||
* Special Move Changes: | * Special Move Changes: | ||
** '''Electric Thunder''' (P~P~P~P) - All versions worse on block, -4/0/-3 (from +5/+8/+10); no more extended mashed version, and only requires 4 inputs | |||
*** LP version pops opponent up for a juggle state, but has short range making combo routes character-specific | |||
** '''Lightning Grenade''' (P~P~P~PP) - New 2-bar version of EX Electricity; fast with startup invincibility, 310 damage + 300 stun | |||
*** -13 on block but can FADC for safety with 4 bars; good horizontal range, useful since EX Vertical Roll can whiff easily | |||
** '''Rolling Attack / Blanka Ball''' ([4]6P) - All versions 2f worse on block (-24) with slightly more landing recovery; all knock down on hit for safety | |||
*** EX now has followup animation on hit for more damage/stun; the entire animation is projectile invincible, so he won't bounce back into slow projectiles | |||
** '''Backstep Roll / Rainbow Ball''' ([4]6K) - Meterless version is now plus on block, no longer bounces off opponent | |||
*** Allows a followup juggle (e.g. Vertical Roll) | |||
*** EX version still bounces off, making it unsafe; does 90 more damage | |||
** '''Vertical Roll / Upball''' ([2]8K) - KD on grounded hit, making it safer; now hits twice; 1st hit can FADC (+4/-6) | |||
*** EX version goes straight up; 90 more damage and slams opponent for a knockdown; much more unsafe at -51 (from -26) | |||
** '''Lightning Mole''' (623P) - New move; disappears underground, then reappears for a lightning attack; strength determines horizontal distance | |||
*** Can crossup, but all versions are very unsafe on block; too slow to be useful against projectiles | |||
*** EX version auto-tracks opponent, meaning it won't crossup unless opponent moves after startup | |||
** '''Coward Crouch''' (2PPP meterless / 2HP+HK EX) - Now has 2 followups; cannot cancel recovery early unless using followups. Earliest followup timing is 16f meterless, 5f for EX. EX version can be cancelled into like a special move. | |||
*** '''+ Wild Lift''' (+P) - Upward arm swing, launches into limited juggle state (free juggle is 1 hit connects). Meterless is -10, EX is -3. | |||
*** '''+ Raid Jump''' (+K) - Short, low jump that allows diagonal air normals. EX version is faster but the air normals do not hit overhead. | |||
** '''Surprise Forward/Back''' (6KKK / 4KKK) - unchanged | |||
* Super/Ultra Changes: | * Super/Ultra Changes: | ||
** '''P Super''' - 1f faster (4f), 50 more damage; unheld version is 5f safer (-27) but has more grounded recovery at the end | |||
** '''K Super''' - New move - Doesn't bounce at the start; safe on block at -1, but slower at 9f startup | |||
** '''Ultra 1''' - 2f slower (6f), making it a worse punish and reversal; cl.5LP is the only practical combo into U1 now | |||
*** Does 30 more damage (40 if the first hit doesn't connect), but has very few ambiguous left/right setups now | |||
** '''Ultra 2''' - AA version can hit grounded opponents at close range; Ground version unchanged | |||
* Moves with ending Input Buffer: | |||
** Close 5LP, 5MP, 5MK; Far 5LP, 5HP; 2LP, 2LK, 2MK; Rock Crusher (Held/Unheld) | |||
** LP Electric Thunder, EX Wild Lift, Focus Attack + Forward Dash | |||
== Character Specific Data == | == Character Specific Data == | ||
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{{OmegaSFIVFrameDataTableHeader}} | {{OmegaSFIVFrameDataTableHeader}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{OSFIVFrameDataRow|'''5LP''' (Close)|cl. {{lp}}| | {{OSFIVFrameDataRow|'''5LP''' (Close)|cl. {{lp}}|4|2|9|3|6|50|50|M|Sp Su|-|}} | ||
{{OSFIVFrameDataRow|'''5MP''' (Close)|cl. {{mp}}|5|2|10|2|5|85|100|M|Su|-|}} | {{OSFIVFrameDataRow|'''5MP''' (Close)|cl. {{mp}}|5|2|10|2|5|85|100|M|Su|-|}} | ||
{{OSFIVFrameDataRow|'''5HP''' (Close)|cl. {{hp}}|7|4|22|-7|-1|120(100)|200|M|Su|Hitbox moves with Blanka's hands, starting near the ground; (Damage on later active frames)|}} | {{OSFIVFrameDataRow|'''5HP''' (Close)|cl. {{hp}}|7|4|22|-7|-1|120(100)|200|M|Su|Hitbox moves with Blanka's hands, starting near the ground; (Damage on later active frames)|}} | ||
{{OSFIVFrameDataRow|'''5LK''' (Close)|cl. {{lk}}|4|3|10|-2|1|50|50|M|Sp Su|-|}} | {{OSFIVFrameDataRow|'''5LK''' (Close)|cl. {{lk}}|4|3|10|-2|1|50|50|M|Sp Su|-|}} | ||
{{OSFIVFrameDataRow|'''5MK''' (Close)|cl. {{mk}}|5|2<small>(3)</small>2|12|0|3|50*30|50*50|M|Su / -|2 hits, only 1st is cancellable|}} | {{OSFIVFrameDataRow|'''5MK''' (Close)|cl. {{mk}}|5|2<small>(3)</small>2|12|0|3|50*30|50*50|M|Su / -|2 hits, only 1st is cancellable|}} | ||
{{OSFIVFrameDataRow|'''5HK''' (Close)|cl. {{hk}}|6|6|19|-6|-1|120(100)|200|M|Su| | {{OSFIVFrameDataRow|'''5HK''' (Close)|cl. {{hk}}|6|6|19|-6|-1|120(100)|200|M|Su|Has juggle potential; hitbox moves with Blanka's foot, starting near the ground; (Damage on later active frames)|}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{OSFIVFrameDataRow|'''5LP''' (Far)|far. {{lp}}|3|2|9|0|3|50|50|M|Sp Su|-|}} | {{OSFIVFrameDataRow|'''5LP''' (Far)|far. {{lp}}|3|2|9|0|3|50|50|M|Sp Su|-|}} | ||
{{OSFIVFrameDataRow|'''5MP''' (Far)|far. {{mp}}|7|4|9|1|4|100|100|M|Su|-|}} | {{OSFIVFrameDataRow|'''5MP''' (Far)|far. {{mp}}|7|4|9|1|4|100|100|M|Su|-|}} | ||
{{OSFIVFrameDataRow|'''5HP''' (Far)|far. {{hp}}|7|3*3|19|-4|2|70*40|150*50|M|Sp Su / -|2 hits, only 1st is cancellable; | {{OSFIVFrameDataRow|'''5HP''' (Far)|far. {{hp}}|7|3*3|19|-4|2|70*40|150*50|M|Sp Su / -|2 hits, only 1st is cancellable; 1st hit can AA, puts airborne opponents into free juggle state|}} | ||
{{OSFIVFrameDataRow|'''5LK''' (Far)|far. {{lk}}|5|2|12|-3|0|60|50|M|Su|-|}} | {{OSFIVFrameDataRow|'''5LK''' (Far)|far. {{lk}}|5|2|12|-3|0|60|50|M|Su|-|}} | ||
{{OSFIVFrameDataRow|'''5MK''' (Far)|far. {{mk}}|5|2|19|-7|-4|100|100|M|Su|Has a somewhat useful AA hitbox, but hard to use due to few active frames|}} | {{OSFIVFrameDataRow|'''5MK''' (Far)|far. {{mk}}|5|2|19|-7|-4|100|100|M|Su|Has a somewhat useful AA hitbox, but hard to use due to few active frames|}} | ||
{{OSFIVFrameDataRow|'''5HK''' (Far)|far. {{hk}}|3|6|23|-9|-4|120(100)|200|M|-| | {{OSFIVFrameDataRow|'''5HK''' (Far)|far. {{hk}}|3|6|23|-9|-4|120(100)|200|M|-|Has juggle potential; hitbox moves with Blanka's foot, starting near the ground; (Damage on later active frames)|}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{OSFIVFrameDataRow|'''2LP'''|{{Down}}{{lp}}|4|2|8|0|4|50|50|M|Sp Su|-|}} | {{OSFIVFrameDataRow|'''2LP'''|{{Down}}{{lp}}|4|2|8|0|4|50|50|M|Sp Su|-|}} | ||
Line 53: | Line 100: | ||
{{OSFIVFrameDataRow|'''2MK'''|{{Down}}{{mk}}|5|1|12|1|4|75|100|L|Sp Su|-|}} | {{OSFIVFrameDataRow|'''2MK'''|{{Down}}{{mk}}|5|1|12|1|4|75|100|L|Sp Su|-|}} | ||
{{OSFIVFrameDataRow|'''2HK'''|{{Down}}{{hk}}|5|2|25|-10|KD|110|200|L|Su|KD Adv: +17|}} | {{OSFIVFrameDataRow|'''2HK'''|{{Down}}{{hk}}|5|2|25|-10|KD|110|200|L|Su|KD Adv: +17|}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{OSFIVFrameDataRow|Rock Crusher|cl. {{Right}}{{mp}}|9|2<small>(1)</small>5|11|-2|3(1)|60*40|100*50|M*M|Sp Su / -|( | {{OSFIVFrameDataRow|Rock Crusher|cl. {{Right}}{{mp}}|9|2<small>(1)</small>5|11|-2|3(1)|60*40|100*50|M*M|Sp Su / -|(worse hit adv. vs. crouching); only 1st hit is cancellable|}} | ||
{{OSFIVFrameDataRow|Rock Crusher<br>(Overhead)|cl. {{Right}}{{mp}}<br>(hold)|25|2<small>(1)</small>4|11|-1|5|60*40|100*50|H*H|-|2 hit overhead, close proximity only|}} | {{OSFIVFrameDataRow|Rock Crusher<br>(Overhead)|cl. {{Right}}{{mp}}<br>(hold)|25|2<small>(1)</small>4|11|-1|5|60*40|100*50|H*H|-|2 hit overhead, close proximity only|}} | ||
{{OSFIVFrameDataRow|Amazon River Run<br>(Slide)|{{Downright}}{{hp}}|10|9|18|-11(-3)|KD|120|200|L|-|8-17f low profile, | {{OSFIVFrameDataRow|Amazon River Run<br>(Slide)|{{Downright}}{{hp}}|10|9|18|-11(-3)|KD|120|200|L|-|'''8-17f low profile''', advantage depends on spacing; KD Adv: +17~25; Hitstop on hit makes it easier to dodge slow projectiles|}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{OSFIVFrameDataRow|'''j.LP''' (angled)|{{Upright}}{{lp}}| | {{OSFIVFrameDataRow|'''j.LP''' (angled)|{{Upright}}{{lp}}|5|7|-|-|-|60|50|H|-|-|}} | ||
{{OSFIVFrameDataRow|'''j.MP''' (angled)|{{Upright}}{{mp}}| | {{OSFIVFrameDataRow|'''j.MP''' (angled)|{{Upright}}{{mp}}|6|5|-|-|-|80|100|H|-|-|}} | ||
{{OSFIVFrameDataRow|'''j.HP''' (angled)|{{Upright}}{{hp}}| | {{OSFIVFrameDataRow|'''j.HP''' (angled)|{{Upright}}{{hp}}|6|3|-|-|-|120|200|H|-|-|}} | ||
{{OSFIVFrameDataRow|'''j.LK''' (angled)|{{Upright}}{{lk}}| | {{OSFIVFrameDataRow|'''j.LK''' (angled)|{{Upright}}{{lk}}|5|5|-|-|-|60|50|H|-|-|}} | ||
{{OSFIVFrameDataRow|'''j.MK''' (angled)|{{Upright}}{{mk}}| | {{OSFIVFrameDataRow|'''j.MK''' (angled)|{{Upright}}{{mk}}|5|5|-|-|-|75|100|H|-|Crossup|}} | ||
{{OSFIVFrameDataRow2|'''j.HK''' (angled)|{{Upright}}{{hk}}| | {{OSFIVFrameDataRow2|'''j.HK''' (angled)|{{Upright}}{{hk}}|7|6|-|-|-|120|200|H|-|-|}} | ||
{{OSFIVFrameDataRow|'''j.LP''' (neutral)|{{Up}}{{lp}}| | {{OSFIVFrameDataRow|'''j.LP''' (neutral)|{{Up}}{{lp}}|5|7|-|-|-|60|50|H|-|-|}} | ||
{{OSFIVFrameDataRow|'''j.MP''' (neutral)|{{Up}}{{mp}}| | {{OSFIVFrameDataRow|'''j.MP''' (neutral)|{{Up}}{{mp}}|6|3|-|-|-|100|100|H|-|-|}} | ||
{{OSFIVFrameDataRow|'''j.HP''' (neutral)|{{Up}}{{hp}}| | {{OSFIVFrameDataRow|'''j.HP''' (neutral)|{{Up}}{{hp}}|4|3|-|-|-|130|200|H|-|-|}} | ||
{{OSFIVFrameDataRow|'''j.LK''' (neutral)|{{Up}}{{lk}}| | {{OSFIVFrameDataRow|'''j.LK''' (neutral)|{{Up}}{{lk}}|4|3|-|-|-|60|50|H|-|-|}} | ||
{{OSFIVFrameDataRow|'''j.MK''' (neutral)|{{Up}}{{mk}}| | {{OSFIVFrameDataRow|'''j.MK''' (neutral)|{{Up}}{{mk}}|5|5|-|-|-|95|100|H|-|-|}} | ||
{{ | {{OSFIVFrameDataRow|'''j.HK''' (neutral)|{{Up}}{{hk}}|7|7|-|-|-|120|200|H|-|-|}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{OSFIVFrameDataRow|Focus Attack Lv. 1|{{mp}}{{mk}}| | {{OSFIVFrameDataRow|Focus Attack Lv. 1|{{mp}}{{mk}}|10+10|2|38|-24|KD|110|150|M|Dash|KD Adv: +5; +24 after Forward Dash, +22 after Back Dash|}} | ||
{{OSFIVFrameDataRow|Focus Attack Lv. 2|{{mp}}{{mk}}| | {{OSFIVFrameDataRow|Focus Attack Lv. 2|{{mp}}{{mk}}|18+10|2|38|-18|crumple|90|100|M|Dash|-|}} | ||
{{OSFIVFrameDataRow|Focus Attack Lv. 3|{{mp}}{{mk}}| | {{OSFIVFrameDataRow|Focus Attack Lv. 3|{{mp}}{{mk}}|63|2|39|crumple|crumple|170|250|-|Dash|Unblockable|}} | ||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{OSFIVFrameDataRow|Wild Fang<br>(Forward Throw)|{{lp}}{{lk}}|3|2|24|-|KD|180|200|T|-|KD Adv: +31|}} | {{OSFIVFrameDataRow|Wild Fang<br>(Forward Throw)|{{lp}}{{lk}}|3|2|24|-|KD|180|200|T|-|KD Adv: +31|}} | ||
{{OSFIVFrameDataRow|Jungle Wheel<br>(Back Throw)|{{Left}}+{{lp}}{{lk}}|3|2|24|-|KD|180|200|T|-|KD Adv: +12|}} | {{OSFIVFrameDataRow|Jungle Wheel<br>(Back Throw)|{{Left}}+{{lp}}{{lk}}|3|2|24|-|KD|180|200|T|-|KD Adv: +12|}} | ||
{{OmegaSFIVFrameDataHeader}} | |||
{{OSFIVFrameDataRow|LP Electric Thunder|Mash {{lp}}x4<br>P~P~P~LP|5|[4<small>(4)</small>]x3*4|11|-4|KD|100|200|M|Su|Launches opponent for a juggle; no longer has extended version; KD Adv: +42|}} | |||
{{OSFIVFrameDataRow|MP Electric Thunder|Mash {{mp}}x4<br>P~P~P~MP|7|[2<small>(2)</small>]x7*2|15|0|KD|80*60|150*100|M|Su|No longer has extended version; has juggle potential; KD Adv: +18|}} | |||
{{OSFIVFrameDataRow|HP Electric Thunder|Mash {{hp}}x4<br>P~P~P~HP|10|[2<small>(2)</small>]x7*2|18|-3|KD|80*50*30|150*50x2|M|Su|No longer has extended version; has juggle potential; KD Adv: +15|}} | |||
{{OSFIVFrameDataRow2|Lightning Grenade<br>{{ex}}{{ex}}|Mash {{2p}}x4<br>P~P~P~PP|6|4<small>(23)</small>3<br><small>(16)</small>32|23|-13|KD|30*50*230|0*300|M|FA|'''1-14f full invuln'''; Costs 2 bars, has high juggle potential; Attack has 3 parts, can interrupt between them on block; 2nd/3rd parts are FA cancellable; all stun occurs on final hit; KD Adv: +34|}} | |||
{{OSFIVFrameDataRow|LP Rolling Attack<br>(Blanka Ball)|{{cb}},{{f}}{{lp}}<br>[4]6+LP|6|18|4+2 land<br>[34+7 land]|-24|KD|130|200|M|Su*|'''8f~ airborne; Armor Break'''; can only cancel early active frames; active frames end upon reaching the corner; [Recovery when bouncing off opponent on hit/block]; charge time 50f; KD Adv: +7|}} | |||
{{OSFIVFrameDataRow|MP Rolling Attack<br>(Blanka Ball)|{{cb}},{{f}}{{mp}}<br>[4]6+MP|6|33|4+2 land<br>[34+7 land]|-24|KD|140|200|M|Su*|'''8f~ airborne; Armor Break'''; can only cancel early active frames; active frames end upon reaching the corner; [Recovery when bouncing off opponent on hit/block]; charge time 50f; KD Adv: +7|}} | |||
{{OSFIVFrameDataRow|HP Rolling Attack<br>(Blanka Ball)|{{cb}},{{f}}{{hp}}<br>[4]6+HP|6|33|4+3 land<br>[34+7 land]|-24|KD|150(130)|200|M|Su*|'''7f~ airborne; Armor Break'''; can only cancel early active frames; active frames end upon reaching the corner; [Recovery when bouncing off opponent on hit/block]; charge time 50f; KD Adv: +7|}} | |||
{{OSFIVFrameDataRow2|{{ex}} Rolling Attack<br>(Blanka Ball)|{{cb}}{{f}}{{2p}}<br>[4]6+PP|6|33|4+3 land<br>[34+7 land]|-24|KD|60*130|100*150|M|FA*|'''1-38f projectile invuln (hit followup also invuln), 7f~ airborne; Armor Break'''; can only cancel early active frames; active frames end upon reaching the corner; [Recovery when bouncing off opponent on hit/block]; charge time 50f; KD Adv: +34|}} | |||
{{OSFIVFrameDataRow|LK Backstep Roll<br>(Rainbow Ball)|{{cb}},{{f}}{{lk}}<br>[4]6+LK|42|8|9 land|1(7)|KD|110|200|M|-|'''1f~ airborne'''; can juggle afterward on hit; charge time 50f; KD Adv: +47|}} | |||
{{OSFIVFrameDataRow|MK Backstep Roll<br>(Rainbow Ball)|{{cb}},{{f}}{{mk}}<br>[4]6+MK|42|9|7 land|2(8)|KD|120|200|M|-|'''1f~ airborne'''; can juggle afterward on hit; charge time 50f; KD Adv: +48|}} | |||
{{OSFIVFrameDataRow|HK Backstep Roll<br>(Rainbow Ball)|{{cb}},{{f}}{{hk}}<br>[4]6+HK|38|8<small>(3)</small>6|6 land|-5 / 6(9)|KD|130|200|M|-|'''1f~ airborne'''; can juggle afterward on hit; 2 sets of active frames (worse advantage if the 1st hit connects); charge time 50f; KD Adv: +41/53|}} | |||
{{OSFIVFrameDataRow2|{{ex}} Backstep Roll<br>(Rainbow Ball)|{{cb}}{{f}}{{2k}}<br>[4]6+KK|28|31|6 land<br>[44+7 land]|-34<br>(-28)|KD|50x2*<br>30*80|50x4|M|-|'''1-22f full invuln, 1f~ airborne'''; [refers to recovery when bouncing off opponent on hit/block]; charge time 50f; KD Adv: +12/16|}} | |||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{OSFIVFrameDataRow| | {{OSFIVFrameDataRow|LK Vertical Roll<br>(Upball)|{{cd}},{{u}}{{lk}}<br>[2]8+LK|4|1<small>(2)</small>18|40+5 land|-21|KD|40*100|150x2|M|Su|'''7f~ airborne'''; 1st hit cancellable, 2nd hit knocks down; +4/-6 after FADC Forward, can combo to Lv. 2 Focus; charge time 50f; KD Adv: +37|}} | ||
{{OSFIVFrameDataRow|MP | {{OSFIVFrameDataRow|MK Vertical Roll<br>(Upball)|{{cd}},{{u}}{{mk}}<br>[2]8+MK|4|1<small>(2)</small>18|42+10 land|-21|KD|40*110|150x2|M|Su|'''7f~ airborne'''; 1st hit cancellable, 2nd hit knocks down; +4/-6 after FADC Forward, can combo to Lv. 2 Focus; charge time 50f; KD Adv: +37|}} | ||
{{OSFIVFrameDataRow| | {{OSFIVFrameDataRow|HK Vertical Roll<br>(Upball)|{{cd}},{{u}}{{hk}}<br>[2]8+HK|4|1<small>(2)</small>18|46+4 land|-21|KD|40*120|150x2|M|Su|'''9f~ airborne'''; 1st hit cancellable, 2nd hit knocks down; +4/-6 after FADC Forward, can combo to Lv. 2 Focus; charge time 50f; KD Adv: +37|}} | ||
{{OSFIVFrameDataRow2| | {{OSFIVFrameDataRow2|{{ex}} Vertical Roll<br>(Upball)|{{cd}}{{u}}{{2k}}<br>[2]8+KK|4|2<small>(1)</small>2<small>(1)</small>2|57+10 land|-51|KD|210|200|M|-|'''1-5f full invuln, 6f~ airborne'''; charge time 50f; KD Adv: +22|}} | ||
{{OSFIVFrameDataRow|Lightning Mole<br>(Teleport Strike)|{{Dp}}{{P}}<br>623+P|52|11|49|-40|KD|100*80|100x2|M|-|'''29-60f full invuln'''; Button strength determines distance (LP short, MP midscreen, HP fullscreen); can crossup; KD Adv: +24|}} | |||
{{OSFIVFrameDataRow2|{{ex}} Lightning Mole<br>(Teleport Strike)|{{Dp}}{{2p}}<br>623+PP|46|11<small>(6)</small>1<br><small>(7)</small>2|40|-44|KD|200|200|M|-|'''1-53f projectile invuln, 29-53f full invuln'''; auto-tracks to opponent's location; KD Adv: +16|}} | |||
{{OSFIVFrameDataRow|Surprise Forward<br>(Hop)|{{f}}{{3k}}<br>6+KKK|-|-|22|-|-|-|-|-|-|'''5-18f Airborne'''; can pass through opponent|}} | |||
{{OSFIVFrameDataRow2|Surprise Back<br>(Hop)|{{b}}{{3k}}<br>4+KKK|-|-|29|-|-|-|-|-|-|'''4-21f Airborne'''|}} | |||
{{OSFIVFrameDataRow|Coward Crouch|{{d}}{{3p}}<br>2+PPP|-|-|81|-|-|-|-|-|Sp*|'''7-64f low profile'''; can input followup starting frame 16; cannot be special cancelled into; full recovery animation plays out unless cancelled into P or K followup|}} | |||
{{OSFIVFrameDataRow| + Wild Lift|+ {{P}}|5|5|25|-10|KD|80*50|100x2|M|Su|Both hits Su/FA cancellable; puts grounded opponents into limited juggle state (free juggle if only 1 hit connects); KD Adv: +49|}} | |||
{{OSFIVFrameDataRow| + Raid Jump|+ {{K}}|-|-|33+4 land|-|-|-|-|-|-|Can use diagonal jump normals that hit overhead|}} | |||
{{OSFIVFrameDataRow|{{ex}} Coward Crouch|{{d}}{{hp}}{{hk}}<br>2+HP+HK|-|-|48|-|-|-|-|-|Sp*|'''4-35f low profile'''; can input followup starting frame 5; can be special cancelled into|}} | |||
{{OSFIVFrameDataRow| + {{ex}} Wild Lift|+ {{P}}|4|5|18|-3|KD|80*50|100x2|M|FA|Both hits FA cancellable; puts grounded opponents into limited juggle state (free juggle if only 1 hit connects); KD Adv: +56|}} | |||
{{OSFIVFrameDataRow2| + {{ex}} Raid Jump|+ {{K}}|-|-|23+4 land|-|-|-|-|-|-|Much lower and faster than meterless version; diagonal jump normals do not hit overhead, but juggle airborne opponents|}} | |||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
{{OSFIVFrameDataRow|Ground Shave Roll<br>(Unheld P Super)|{{cb}},{{f}}{{bf}}{{P}}<br>[4]646+P| | {{OSFIVFrameDataRow|Ground Shave Roll<br>(Unheld P Super)|{{cb}},{{f}}{{bf}}{{P}}<br>[4]646+P|1+3|3<small>(2)</small><br>20*31|6<br>[37+7 land]|-27|KD|40*410|-|M|-|'''1-18f full invuln'''; active frames end upon reaching the corner; [refers to bouncing recovery on hit/block]; charge time 55f; KD Adv: +69|}} | ||
{{OSFIVFrameDataRow|Ground Shave Roll<br>(Held P Super)|{{cb}},{{f}}{{bf}}{{P}}<br>[4]646+P (hold)| | {{OSFIVFrameDataRow|Ground Shave Roll<br>(Held P Super)|{{cb}},{{f}}{{bf}}{{P}}<br>[4]646+P (hold)|1+3|3<small>(2)</small>20*<br>80*14|12<br>[37+7 land]|-32|KD|100x5|-|M|-|'''1-18f full invuln'''; Can hold P up to 80f before release; active frames end upon reaching the corner; only 4 hits can connect in combo; [refers to bouncing recovery on hit/block]; charge time 55f; KD Adv: +93|}} | ||
{{OSFIVFrameDataRow2|Ground Shave Roll<br>(K Super)|{{cb}},{{f}}{{bf}}{{K}}<br>[4]646+K| | {{OSFIVFrameDataRow2|Ground Shave Roll<br>(K Super)|{{cb}},{{f}}{{bf}}{{K}}<br>[4]646+K|1+8|25|14|-1|KD|60x3*180|-|M|-|'''1-15f full invuln'''; no hop animation; active frames end upon reaching the corner; early active frames have very short range, making it weaker for punishes; charge time 55f; KD Adv: +69|}} | ||
{{OSFIVFrameDataRow|Lightning Cannonball<br>(Ultra 1)|{{cb}},{{f}}{{bf}}{{3p}}<br>[4]646+PPP| | |||
{{OSFIVFrameDataRow|Shout of Earth<br>(AA Ultra 2)|{{cdb}},{{Delta}}{{3p}}<br>[1]319+PPP| | {{OSFIVFrameDataRow|Lightning Cannonball<br>(Ultra 1)|{{cb}},{{f}}{{bf}}{{3p}}<br>[4]646+PPP|0+6|2<small>(18)</small><br>26*20|17<br>[37+7 land]|-39|KD|120*405|-|L*H*M|-|'''1-27f full invuln'''; [refers to bouncing recovery on hit/block]; After bounce, can hold PPP up to 80f (stays active the entire time); charge time 55f; KD Adv: +91 (+79 if 2nd hit whiffs)|}} | ||
{{OSFIVFrameDataRow|Shout of Earth<br>(Ground Ultra 2)|{{cdb}},{{Delta}}{{3k}}<br>[1]319+KKK| | {{OSFIVFrameDataRow|Shout of Earth<br>(AA Ultra 2)|{{cdb}},{{Delta}}{{3p}}<br>[1]319+PPP|0+7|55<small>(10)</small>6|80|-67|KD|500<br>(195)|-|M|-|'''1-7f full invuln, 8-61f projectile invuln'''; can hit grounded opponents at point blank; can hold PPP to delay 2nd hit; (refers to damage on late non-cinematic hit); Cinematic damage distribution: 30*38x7*204; charge time 42f; KD Adv: +40 (+33 grounded)|}} | ||
{{OSFIVFrameDataRow|Shout of Earth<br>(Ground Ultra 2)|{{cdb}},{{Delta}}{{3k}}<br>[1]319+KKK|0+12|2<small>(7)</small>2<br><small>(33)</small>90|31|-57|KD|120x2*<br>90x2|-|M|-|'''1-11f full invuln, 12-146f projectile invuln'''; 420 damage total; about -31 oB if only last part is blocked; charge time 42f; KD Adv: +25 (+48 vs. airborne)|}} | |||
{{OmegaSFIVFrameDataHeader}} | {{OmegaSFIVFrameDataHeader}} | ||
|- | |- | ||
|} | |} | ||
== Combos == | |||
'''Confirms''': | |||
* | |||
'''Punishes''': | |||
* | |||
'''Ultra Setups''': | |||
* | |||
== Useful Info == | |||
'''Reversals''': | |||
* | |||
'''Anti-Airs''': | |||
* | |||
'''Anti-Focus''': | |||
* | |||
'''Anti-Projectile''': | |||
* | |||
'''Juggles''': | |||
* | |||
'''Miscellaneous''': | |||
* | |||
{{Navbox- | {{Navbox-OSFIV}} | ||
[[Category:Ultra Street Fighter IV]] | [[Category:Ultra Street Fighter IV]] |
Latest revision as of 22:00, 23 November 2022

Blanka
In a nutshell
(Intro paragraph to describe overall gameplay)
Notable Changes from USF4 to Omega
Bafcord Omega Doc - Blanka
Detailed Frame Data with USF4 Comparisons - Blanka
- General/Movement Changes:
- Forward Dash: 2f faster (20f > 18f), longer distance
- Backdash: shorter distance
- Throw: slightly shorter range
- Charge Time: special moves require 50f charge time (was 55f); Supers/Ultras unaffected
- Normal Move Changes:
- cl.5LP has 4f better advantage (+6/+3) and 20 more damage, making it a good combo starter
- cl.5MP is 1f faster (5f), can be input with 4MP for charge combos
- cl.5MK damage is shifted more toward the first hit, making it better when cancelled
- cl.5HK is 1f faster (6f), 20 more damage
- far.5HP is now 2 hits, 1st hit cancellable; +2/-4 (from -2/-7) but 10 less damage overall
- 1st hit causes air KD, giving it some utility as an AA even though it's likely to trade
- 1st hit causes air KD, giving it some utility as an AA even though it's likely to trade
- 2LP is 1f better on hit (+4) and 20 more damage, making it more useful in confirms
- 2HP is 2f faster (6f), 1f safer (-3/-9)
- 1st active frame has very short range, so as a ranged poke it is functionally only 1f faster
- 2LK has 1f worse advantage (+3/0) and 15 more damage; must link into far.5LP now
- 2MK is 1f worse on hit (+4), 1f less active; cannot link into itself or Ultra 1 anymore
- 2HK is 1f faster (5f) and combos from cl.5MP; 3f worse on block (-10), 20 more damage, 50 more stun
- Amazon River Run - 3HP - 7f less active, 2f more recovery, 20 more damage
- This makes it harder to space safely and a bit worse against fireballs
- Rock Crusher - 6MP - 10 more damage, 50 more stun; no longer comes out with 4MP input, which makes cl.5MP more useful in combos
- Uncharged 6MP is 2f slower (9f)
- Special Move Changes:
- Electric Thunder (P~P~P~P) - All versions worse on block, -4/0/-3 (from +5/+8/+10); no more extended mashed version, and only requires 4 inputs
- LP version pops opponent up for a juggle state, but has short range making combo routes character-specific
- Lightning Grenade (P~P~P~PP) - New 2-bar version of EX Electricity; fast with startup invincibility, 310 damage + 300 stun
- -13 on block but can FADC for safety with 4 bars; good horizontal range, useful since EX Vertical Roll can whiff easily
- Rolling Attack / Blanka Ball ([4]6P) - All versions 2f worse on block (-24) with slightly more landing recovery; all knock down on hit for safety
- EX now has followup animation on hit for more damage/stun; the entire animation is projectile invincible, so he won't bounce back into slow projectiles
- Backstep Roll / Rainbow Ball ([4]6K) - Meterless version is now plus on block, no longer bounces off opponent
- Allows a followup juggle (e.g. Vertical Roll)
- EX version still bounces off, making it unsafe; does 90 more damage
- Vertical Roll / Upball ([2]8K) - KD on grounded hit, making it safer; now hits twice; 1st hit can FADC (+4/-6)
- EX version goes straight up; 90 more damage and slams opponent for a knockdown; much more unsafe at -51 (from -26)
- Lightning Mole (623P) - New move; disappears underground, then reappears for a lightning attack; strength determines horizontal distance
- Can crossup, but all versions are very unsafe on block; too slow to be useful against projectiles
- EX version auto-tracks opponent, meaning it won't crossup unless opponent moves after startup
- Coward Crouch (2PPP meterless / 2HP+HK EX) - Now has 2 followups; cannot cancel recovery early unless using followups. Earliest followup timing is 16f meterless, 5f for EX. EX version can be cancelled into like a special move.
- + Wild Lift (+P) - Upward arm swing, launches into limited juggle state (free juggle is 1 hit connects). Meterless is -10, EX is -3.
- + Raid Jump (+K) - Short, low jump that allows diagonal air normals. EX version is faster but the air normals do not hit overhead.
- Surprise Forward/Back (6KKK / 4KKK) - unchanged
- Electric Thunder (P~P~P~P) - All versions worse on block, -4/0/-3 (from +5/+8/+10); no more extended mashed version, and only requires 4 inputs
- Super/Ultra Changes:
- P Super - 1f faster (4f), 50 more damage; unheld version is 5f safer (-27) but has more grounded recovery at the end
- K Super - New move - Doesn't bounce at the start; safe on block at -1, but slower at 9f startup
- Ultra 1 - 2f slower (6f), making it a worse punish and reversal; cl.5LP is the only practical combo into U1 now
- Does 30 more damage (40 if the first hit doesn't connect), but has very few ambiguous left/right setups now
- Ultra 2 - AA version can hit grounded opponents at close range; Ground version unchanged
- Moves with ending Input Buffer:
- Close 5LP, 5MP, 5MK; Far 5LP, 5HP; 2LP, 2LK, 2MK; Rock Crusher (Held/Unheld)
- LP Electric Thunder, EX Wild Lift, Focus Attack + Forward Dash
Character Specific Data
Blanka
VITALS | |||||
---|---|---|---|---|---|
Health: | 1000 | Stun: | 950 | ||
WALKING | |||||
Forward Walk Speed: | 0.050 | Back Walk Speed: | 0.045 | ||
JUMPING | |||||
Jump Total Frames: | 4+34+4 | Jump Distance: | 1.65 Forward, 1.49 Back | ||
DASHING | |||||
Forward Dash Frames: | 18 | Forward Dash Distance: | 1.66 | ||
Back Dash Frames: | 26 | Back Dash Distance: | 1.34 | ||
FA + Forward Dash Frames: | 20 | FA + Back Dash Frames: | 22 | ||
Back Dash Invincibility: | 1-8 | FA + Back Dash Invincibility: | 0 | ||
Back Dash Airborne: | 9-19 | FA + Back Dash Airborne: | 7-16 | ||
FOCUS ATTACK DATA | |||||
Lv1 FA + Forward Dash (Block): | -5 | Lv1 FA + Back Dash (Block): | -7 | ||
Lv2 FA + Forward Dash (Block): | +1 | Lv2 FA + Back Dash (Block): | -1 |
Frame Data
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|
5LP (Close) | cl. ![]() |
4 | 2 | 9 | 3 | 6 | 50 | 50 | M | Sp Su | - |
5MP (Close) | cl. ![]() |
5 | 2 | 10 | 2 | 5 | 85 | 100 | M | Su | - |
5HP (Close) | cl. ![]() |
7 | 4 | 22 | -7 | -1 | 120(100) | 200 | M | Su | Hitbox moves with Blanka's hands, starting near the ground; (Damage on later active frames) |
5LK (Close) | cl. ![]() |
4 | 3 | 10 | -2 | 1 | 50 | 50 | M | Sp Su | - |
5MK (Close) | cl. ![]() |
5 | 2(3)2 | 12 | 0 | 3 | 50*30 | 50*50 | M | Su / - | 2 hits, only 1st is cancellable |
5HK (Close) | cl. ![]() |
6 | 6 | 19 | -6 | -1 | 120(100) | 200 | M | Su | Has juggle potential; hitbox moves with Blanka's foot, starting near the ground; (Damage on later active frames) |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
5LP (Far) | far. ![]() |
3 | 2 | 9 | 0 | 3 | 50 | 50 | M | Sp Su | - |
5MP (Far) | far. ![]() |
7 | 4 | 9 | 1 | 4 | 100 | 100 | M | Su | - |
5HP (Far) | far. ![]() |
7 | 3*3 | 19 | -4 | 2 | 70*40 | 150*50 | M | Sp Su / - | 2 hits, only 1st is cancellable; 1st hit can AA, puts airborne opponents into free juggle state |
5LK (Far) | far. ![]() |
5 | 2 | 12 | -3 | 0 | 60 | 50 | M | Su | - |
5MK (Far) | far. ![]() |
5 | 2 | 19 | -7 | -4 | 100 | 100 | M | Su | Has a somewhat useful AA hitbox, but hard to use due to few active frames |
5HK (Far) | far. ![]() |
3 | 6 | 23 | -9 | -4 | 120(100) | 200 | M | - | Has juggle potential; hitbox moves with Blanka's foot, starting near the ground; (Damage on later active frames) |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
2LP | ![]() ![]() |
4 | 2 | 8 | 0 | 4 | 50 | 50 | M | Sp Su | - |
2MP | ![]() ![]() |
7 | 4 | 15 | -5 | -2 | 90 | 100 | M | Su | - |
2HP | ![]() ![]() |
6 | 4 | 22 | -9 | -3 | 100 | 200 | M | Su | 1st active frame has very short range |
2LK | ![]() ![]() |
4 | 3 | 8 | 0 | 3 | 45 | 50 | L | Sp Su | - |
2MK | ![]() ![]() |
5 | 1 | 12 | 1 | 4 | 75 | 100 | L | Sp Su | - |
2HK | ![]() ![]() |
5 | 2 | 25 | -10 | KD | 110 | 200 | L | Su | KD Adv: +17 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Rock Crusher | cl. ![]() ![]() |
9 | 2(1)5 | 11 | -2 | 3(1) | 60*40 | 100*50 | M*M | Sp Su / - | (worse hit adv. vs. crouching); only 1st hit is cancellable |
Rock Crusher (Overhead) |
cl. ![]() ![]() (hold) |
25 | 2(1)4 | 11 | -1 | 5 | 60*40 | 100*50 | H*H | - | 2 hit overhead, close proximity only |
Amazon River Run (Slide) |
![]() ![]() |
10 | 9 | 18 | -11(-3) | KD | 120 | 200 | L | - | 8-17f low profile, advantage depends on spacing; KD Adv: +17~25; Hitstop on hit makes it easier to dodge slow projectiles |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
j.LP (angled) | ![]() ![]() |
5 | 7 | - | - | - | 60 | 50 | H | - | - |
j.MP (angled) | ![]() ![]() |
6 | 5 | - | - | - | 80 | 100 | H | - | - |
j.HP (angled) | ![]() ![]() |
6 | 3 | - | - | - | 120 | 200 | H | - | - |
j.LK (angled) | ![]() ![]() |
5 | 5 | - | - | - | 60 | 50 | H | - | - |
j.MK (angled) | ![]() ![]() |
5 | 5 | - | - | - | 75 | 100 | H | - | Crossup |
j.HK (angled) | ![]() ![]() |
7 | 6 | - | - | - | 120 | 200 | H | - | - |
j.LP (neutral) | ![]() ![]() |
5 | 7 | - | - | - | 60 | 50 | H | - | - |
j.MP (neutral) | ![]() ![]() |
6 | 3 | - | - | - | 100 | 100 | H | - | - |
j.HP (neutral) | ![]() ![]() |
4 | 3 | - | - | - | 130 | 200 | H | - | - |
j.LK (neutral) | ![]() ![]() |
4 | 3 | - | - | - | 60 | 50 | H | - | - |
j.MK (neutral) | ![]() ![]() |
5 | 5 | - | - | - | 95 | 100 | H | - | - |
j.HK (neutral) | ![]() ![]() |
7 | 7 | - | - | - | 120 | 200 | H | - | - |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Focus Attack Lv. 1 | ![]() ![]() |
10+10 | 2 | 38 | -24 | KD | 110 | 150 | M | Dash | KD Adv: +5; +24 after Forward Dash, +22 after Back Dash |
Focus Attack Lv. 2 | ![]() ![]() |
18+10 | 2 | 38 | -18 | crumple | 90 | 100 | M | Dash | - |
Focus Attack Lv. 3 | ![]() ![]() |
63 | 2 | 39 | crumple | crumple | 170 | 250 | - | Dash | Unblockable |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Wild Fang (Forward Throw) |
![]() ![]() |
3 | 2 | 24 | - | KD | 180 | 200 | T | - | KD Adv: +31 |
Jungle Wheel (Back Throw) |
![]() ![]() ![]() |
3 | 2 | 24 | - | KD | 180 | 200 | T | - | KD Adv: +12 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LP Electric Thunder | Mash ![]() P~P~P~LP |
5 | [4(4)]x3*4 | 11 | -4 | KD | 100 | 200 | M | Su | Launches opponent for a juggle; no longer has extended version; KD Adv: +42 |
MP Electric Thunder | Mash ![]() P~P~P~MP |
7 | [2(2)]x7*2 | 15 | 0 | KD | 80*60 | 150*100 | M | Su | No longer has extended version; has juggle potential; KD Adv: +18 |
HP Electric Thunder | Mash ![]() P~P~P~HP |
10 | [2(2)]x7*2 | 18 | -3 | KD | 80*50*30 | 150*50x2 | M | Su | No longer has extended version; has juggle potential; KD Adv: +15 |
Lightning Grenade![]() ![]() |
Mash ![]() P~P~P~PP |
6 | 4(23)3 (16)32 |
23 | -13 | KD | 30*50*230 | 0*300 | M | FA | 1-14f full invuln; Costs 2 bars, has high juggle potential; Attack has 3 parts, can interrupt between them on block; 2nd/3rd parts are FA cancellable; all stun occurs on final hit; KD Adv: +34 |
LP Rolling Attack (Blanka Ball) |
![]() ![]() ![]() [4]6+LP |
6 | 18 | 4+2 land [34+7 land] |
-24 | KD | 130 | 200 | M | Su* | 8f~ airborne; Armor Break; can only cancel early active frames; active frames end upon reaching the corner; [Recovery when bouncing off opponent on hit/block]; charge time 50f; KD Adv: +7 |
MP Rolling Attack (Blanka Ball) |
![]() ![]() ![]() [4]6+MP |
6 | 33 | 4+2 land [34+7 land] |
-24 | KD | 140 | 200 | M | Su* | 8f~ airborne; Armor Break; can only cancel early active frames; active frames end upon reaching the corner; [Recovery when bouncing off opponent on hit/block]; charge time 50f; KD Adv: +7 |
HP Rolling Attack (Blanka Ball) |
![]() ![]() ![]() [4]6+HP |
6 | 33 | 4+3 land [34+7 land] |
-24 | KD | 150(130) | 200 | M | Su* | 7f~ airborne; Armor Break; can only cancel early active frames; active frames end upon reaching the corner; [Recovery when bouncing off opponent on hit/block]; charge time 50f; KD Adv: +7 |
![]() (Blanka Ball) |
![]() ![]() ![]() [4]6+PP |
6 | 33 | 4+3 land [34+7 land] |
-24 | KD | 60*130 | 100*150 | M | FA* | 1-38f projectile invuln (hit followup also invuln), 7f~ airborne; Armor Break; can only cancel early active frames; active frames end upon reaching the corner; [Recovery when bouncing off opponent on hit/block]; charge time 50f; KD Adv: +34 |
LK Backstep Roll (Rainbow Ball) |
![]() ![]() ![]() [4]6+LK |
42 | 8 | 9 land | 1(7) | KD | 110 | 200 | M | - | 1f~ airborne; can juggle afterward on hit; charge time 50f; KD Adv: +47 |
MK Backstep Roll (Rainbow Ball) |
![]() ![]() ![]() [4]6+MK |
42 | 9 | 7 land | 2(8) | KD | 120 | 200 | M | - | 1f~ airborne; can juggle afterward on hit; charge time 50f; KD Adv: +48 |
HK Backstep Roll (Rainbow Ball) |
![]() ![]() ![]() [4]6+HK |
38 | 8(3)6 | 6 land | -5 / 6(9) | KD | 130 | 200 | M | - | 1f~ airborne; can juggle afterward on hit; 2 sets of active frames (worse advantage if the 1st hit connects); charge time 50f; KD Adv: +41/53 |
![]() (Rainbow Ball) |
![]() ![]() ![]() [4]6+KK |
28 | 31 | 6 land [44+7 land] |
-34 (-28) |
KD | 50x2* 30*80 |
50x4 | M | - | 1-22f full invuln, 1f~ airborne; [refers to recovery when bouncing off opponent on hit/block]; charge time 50f; KD Adv: +12/16 |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
LK Vertical Roll (Upball) |
![]() ![]() ![]() [2]8+LK |
4 | 1(2)18 | 40+5 land | -21 | KD | 40*100 | 150x2 | M | Su | 7f~ airborne; 1st hit cancellable, 2nd hit knocks down; +4/-6 after FADC Forward, can combo to Lv. 2 Focus; charge time 50f; KD Adv: +37 |
MK Vertical Roll (Upball) |
![]() ![]() ![]() [2]8+MK |
4 | 1(2)18 | 42+10 land | -21 | KD | 40*110 | 150x2 | M | Su | 7f~ airborne; 1st hit cancellable, 2nd hit knocks down; +4/-6 after FADC Forward, can combo to Lv. 2 Focus; charge time 50f; KD Adv: +37 |
HK Vertical Roll (Upball) |
![]() ![]() ![]() [2]8+HK |
4 | 1(2)18 | 46+4 land | -21 | KD | 40*120 | 150x2 | M | Su | 9f~ airborne; 1st hit cancellable, 2nd hit knocks down; +4/-6 after FADC Forward, can combo to Lv. 2 Focus; charge time 50f; KD Adv: +37 |
![]() (Upball) |
![]() ![]() ![]() [2]8+KK |
4 | 2(1)2(1)2 | 57+10 land | -51 | KD | 210 | 200 | M | - | 1-5f full invuln, 6f~ airborne; charge time 50f; KD Adv: +22 |
Lightning Mole (Teleport Strike) |
![]() ![]() 623+P |
52 | 11 | 49 | -40 | KD | 100*80 | 100x2 | M | - | 29-60f full invuln; Button strength determines distance (LP short, MP midscreen, HP fullscreen); can crossup; KD Adv: +24 |
![]() (Teleport Strike) |
![]() ![]() 623+PP |
46 | 11(6)1 (7)2 |
40 | -44 | KD | 200 | 200 | M | - | 1-53f projectile invuln, 29-53f full invuln; auto-tracks to opponent's location; KD Adv: +16 |
Surprise Forward (Hop) |
![]() ![]() 6+KKK |
- | - | 22 | - | - | - | - | - | - | 5-18f Airborne; can pass through opponent |
Surprise Back (Hop) |
![]() ![]() 4+KKK |
- | - | 29 | - | - | - | - | - | - | 4-21f Airborne |
Coward Crouch | ![]() ![]() 2+PPP |
- | - | 81 | - | - | - | - | - | Sp* | 7-64f low profile; can input followup starting frame 16; cannot be special cancelled into; full recovery animation plays out unless cancelled into P or K followup |
+ Wild Lift | + ![]() |
5 | 5 | 25 | -10 | KD | 80*50 | 100x2 | M | Su | Both hits Su/FA cancellable; puts grounded opponents into limited juggle state (free juggle if only 1 hit connects); KD Adv: +49 |
+ Raid Jump | + ![]() |
- | - | 33+4 land | - | - | - | - | - | - | Can use diagonal jump normals that hit overhead |
![]() |
![]() ![]() ![]() 2+HP+HK |
- | - | 48 | - | - | - | - | - | Sp* | 4-35f low profile; can input followup starting frame 5; can be special cancelled into |
+ ![]() |
+ ![]() |
4 | 5 | 18 | -3 | KD | 80*50 | 100x2 | M | FA | Both hits FA cancellable; puts grounded opponents into limited juggle state (free juggle if only 1 hit connects); KD Adv: +56 |
+ ![]() |
+ ![]() |
- | - | 23+4 land | - | - | - | - | - | - | Much lower and faster than meterless version; diagonal jump normals do not hit overhead, but juggle airborne opponents |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Ground Shave Roll (Unheld P Super) |
![]() ![]() ![]() ![]() [4]646+P |
1+3 | 3(2) 20*31 |
6 [37+7 land] |
-27 | KD | 40*410 | - | M | - | 1-18f full invuln; active frames end upon reaching the corner; [refers to bouncing recovery on hit/block]; charge time 55f; KD Adv: +69 |
Ground Shave Roll (Held P Super) |
![]() ![]() ![]() ![]() [4]646+P (hold) |
1+3 | 3(2)20* 80*14 |
12 [37+7 land] |
-32 | KD | 100x5 | - | M | - | 1-18f full invuln; Can hold P up to 80f before release; active frames end upon reaching the corner; only 4 hits can connect in combo; [refers to bouncing recovery on hit/block]; charge time 55f; KD Adv: +93 |
Ground Shave Roll (K Super) |
![]() ![]() ![]() ![]() [4]646+K |
1+8 | 25 | 14 | -1 | KD | 60x3*180 | - | M | - | 1-15f full invuln; no hop animation; active frames end upon reaching the corner; early active frames have very short range, making it weaker for punishes; charge time 55f; KD Adv: +69 |
Lightning Cannonball (Ultra 1) |
![]() ![]() ![]() ![]() [4]646+PPP |
0+6 | 2(18) 26*20 |
17 [37+7 land] |
-39 | KD | 120*405 | - | L*H*M | - | 1-27f full invuln; [refers to bouncing recovery on hit/block]; After bounce, can hold PPP up to 80f (stays active the entire time); charge time 55f; KD Adv: +91 (+79 if 2nd hit whiffs) |
Shout of Earth (AA Ultra 2) |
![]() ![]() ![]() [1]319+PPP |
0+7 | 55(10)6 | 80 | -67 | KD | 500 (195) |
- | M | - | 1-7f full invuln, 8-61f projectile invuln; can hit grounded opponents at point blank; can hold PPP to delay 2nd hit; (refers to damage on late non-cinematic hit); Cinematic damage distribution: 30*38x7*204; charge time 42f; KD Adv: +40 (+33 grounded) |
Shout of Earth (Ground Ultra 2) |
![]() ![]() ![]() [1]319+KKK |
0+12 | 2(7)2 (33)90 |
31 | -57 | KD | 120x2* 90x2 |
- | M | - | 1-11f full invuln, 12-146f projectile invuln; 420 damage total; about -31 oB if only last part is blocked; charge time 42f; KD Adv: +25 (+48 vs. airborne) |
Move Name | Input | Startup | Active | Recovery | On Block | On Hit | Damage | Stun | Hit Lv | Cancel | Notes |
Combos
Confirms:
Punishes:
Ultra Setups:
Useful Info
Reversals:
Anti-Airs:
Anti-Focus:
Anti-Projectile:
Juggles:
Miscellaneous: