Ultra Street Fighter IV/Blanka: Difference between revisions

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{{USFIVCharacterHeader|Blanka|Blanka|
{{USFIVCharacterHeader|Blanka|Blanka|
Stranded in the Brazilian rain forests when his plane went down, Jimmy was forced to survive alone in the jungles and that's how he became the beast known as Blanka.  After finally deciding to see the world, he entered in the Street Fighting tournament and was thus reunited with his mother.  He also managed to meet and befriend Dan Hibiki and, despite Blanka being the one who saved Dan's life, now Dan treats Blanka as his #1 pupil.  Blanka doesn't mind as he feels happy to finally have a close friend in Dan.
Stranded in the Brazilian rain forests when his plane went down, Jimmy was forced to survive alone in the jungles and that's how he became the beast known as Blanka.  After finally deciding to see the world, he entered in the Street Fighting tournament and was thus reunited with his mother.  He also managed to meet and befriend Dan Hibiki and, despite Blanka being the one who saved Dan's life, now Dan treats Blanka as his #1 pupil.  Blanka doesn't mind as he feels happy to finally have a close friend in Dan.
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Blanka is a tricky character who, despite being a charge character, has deadly mixup potential.  His playstyle is wild and unpredictable, from sneaky cross-up Rolling Attacks to constantly switching sides on the enemy with the Beast Hop.  Even his Ultras are unpredictable, with the first having to be blocked high and then low, to the other being able to hit either airborne or grounded foes.  Blanka, however, has a very luck-based wakeup game which, should he guess incorrectly, can he furiously punished for.  In addition, he is very charge reliant and the second he loses his charge the only thing he can hope to save him is his Electricity.  If you prefer to annoy your opponents with mindgames, mixups, and unpredictability, Blanka might be for you.}}
Blanka is a tricky character who, despite being a charge character, has deadly mixup potential.  His playstyle is wild and unpredictable, from sneaky cross-up Rolling Attacks to constantly switching sides on the enemy with the Beast Hop.  Even his Ultras are unpredictable, with the first having to be blocked high and then low, to the other being able to hit either airborne or grounded foes.  Blanka, however, has a very luck-based wakeup game which, should he guess incorrectly, can be furiously punished for.  In addition, he is very charge reliant and the second he loses his charge the only thing he can hope to save him is his Electricity.  If you prefer to annoy your opponents with mindgames, mixups, and unpredictability, Blanka might be for you.}}
 
'''Players to Watch'''
 
[http://www.youtube.com/results?search_query=Nishikin+Blanka+USF4 Nishikin] (JP), [http://www.youtube.com/results?search_query=Mizoteru+Blanka+USF4 Mizoteru] (JP)


[[Image:OmegaSF4 Icon.png|thumb|center|100px|link=Ultra_Street_Fighter_IV/Blanka/Omega|Click for Omega SF4 version]]


== Ultra SFIV Changes ==
== Ultra SFIV Changes ==
(From Ultra SFIV Arcade Japan)
[https://wiki.supercombo.gg/w/Street_Fighter_IV/Changelist#Blanka Blanka SF4 Changelist]
* Forward Dash: Total frames reduced to 20 frames from 21 frames
* Close MK: Now airborne start on 3rd frame
* Crouch MK: On hit is now +5 from +4; pushback on guard and hit increased
* Rolling Attack: Hard version now causes Soft Knockdown on hit at all distances
* Backstep Roll: All versions now cause 2 more frames of block-stun
* Vertical Roll: All versions can now be cancelled into EX Focus on hit or block
(New to Ultra SFIV Console Digital Release)
* Close MK: Airborne frames increased from frames 3 through 4 to frames 3 through 5
* Shout of Earth (UC2): Anti-air version first Hitbox now the same as second hit; no longer hits grounded opponents


== Character Specific Data ==
== Character Specific Data ==
Blanka{{USFIVCharacterData|1000|950|75%|0.05|0.045|2.04|38 (4+34)|1.65|1.48|1.52|20|1.20|26|8|11|7|0.93|0.93|33|22|Rock Crusher Overhead|Crouch LK, Crouch MK, Crouch HK, Amazon River Run, Lightning Cannonball (1st Hit), Shout of Earth (Anti-Ground)|Crouch HK, Amazon River Run|Rolling Attack, EX Rolling Attack, Lightning Cannonball, Shout of Earth (Anti-Air), Shout of Earth (Anti-Ground)|20|28|63|-4|-10|+2|-4|TBD|}}
Blanka{{USFIVCharacterData|1000|950|75%|0.05|0.045|2.04|38 (4+34)|1.65|1.48|1.52|20|1.20|26|8|11|7|0.93|0.93|33|22|Rock Crusher Overhead|Crouch LK, Crouch MK, Crouch HK, Amazon River Run, Lightning Cannonball (1st Hit), Shout of Earth (Anti-Ground)|Crouch HK, Amazon River Run|Rolling Attack, EX Rolling Attack, Lightning Cannonball, Shout of Earth (Anti-Air), Shout of Earth (Anti-Ground)|20|28|63|-4|-10|+2|-4|Close HP, Crouch HP, Close HK, LP/MP Rolling Attack, LK/MK/HK Vertical Roll|}}




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{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|30|50|20|HL|sp/su|4|2|10|15|11|14|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close LP|Close Jab|Close lp||Close {{lp}}|30|50|20|HL|sp/su|4|2|10|15|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|80|100|40|HL|su|6|2|10|17|14|17|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MP|Close Strong|Close mp||Close {{mp}}|80|100|40|HL|su|6|2|10|17|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|110[90]|200[150]|60|HL|su|7|4|22|32|19|25|-7|-1|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HP|Close Fierce|Close hp||Close {{hp}}|110[90]|200[150]|60|HL|su[-]|7|4|22|32|19|25|-7|-1|[] refers to active frames 3~4F||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|40|50|20|HL|sp/su|4|3|10|16|11|14|-2|+1|||||||Reset|Reset|-|-|Feet: 3~12f|Feet: 3~12f|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close LK|Close Short|Close lk||Close {{lk}}|40|50|20|HL|sp/su|4|3|10|16|11|14|-2|1|||||||Reset|Reset|-|-|Feet: 3~12F|Feet: 3~12F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|40*40|50*50|40*20|HL|su*-|5|2(3)2|12|23|14|17|0|+3|||||||Reset|Reset|-|-|Feet: 4~18f|Feet: 4~18f|-|3~5f|-|}}
{{USFIVFrameDataGlanceRow|Close MK|Close Forward|Close mk||Close {{mk}}|40*40|50*50|40*20|HL|su*-|5|2(3)2|12|23|14|17|0|3|||||||Reset|Reset|-|-|Feet: 4~18F|Feet: 4~18F|-|3~5F|-|}}
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|100[80]|200[150]|60|HL|su|7|6|19|31|19|24|-6|-1|[] refers to active frames 3~6||||||Reset|Reset|-|-|Feet: 6~8f|Feet: 6~8f|-|-|-|}}
{{USFIVFrameDataGlanceRow|Close HK|Close Roundhouse|Close hk||Close {{hk}}|100[80]|200[150]|60|HL|su[-]|7|6|19|31|19|24|-6|-1|[] refers to active frames 3~6F||||[3~6F]: Forces Stand|[3~6F]: Forces Stand|Reset|Reset|-|-|Feet: 6~8F|Feet: 6~8F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|30|50|20|HL|sp/su|3|2|9|13|11|14|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LP|Far Jab|lp||Far {{lp}}|30|50|20|HL|sp/su|3|2|9|13|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|80|100|40|HL|su|7|4|9|19|14|17|+1|+4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MP|Far Strong|mp||Far {{mp}}|80|100|40|HL|su|7|4|9|19|14|17|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|120|200|60|HL|-|7|6|20|32|20|25|-6|-1|Hit advantage is based on 2nd active frame||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HP|Far Fierce|hp||Far {{hp}}|120|200|60|HL|-|7|6|20|32|19|24|-7|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|30|50|20|HL|su|5|2|12|18|11|14|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far LK|Far Short|lk||Far {{lk}}|30|50|20|HL|su|5|2|12|18|11|14|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|90|100|40|HL|su|5|2|19|25|14|17|-7|-4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far MK|Far Forward|mk||Far {{mk}}|90|100|40|HL|su|5|2|19|25|14|17|-7|-4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|100[80]|200[150]|60|HL|-|3|6|23|31|19|24|-10|-5|[] refers to active frames 3~6||||||Reset|Reset|-|-|Feet: 4~8f|Feet: 4~8f|-|-|-|}}
{{USFIVFrameDataGlanceRow|Far HK|Far Roundhouse|hk||Far {{hk}}|100[80]|200[150]|60|HL|-|3|6|23|31|19|24|-10|-5|[] refers to active frames 3~6F||||||Reset|Reset|-|-|Feet: 4~8F|Feet: 4~8F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|30|50|20|HL|sp/su|4|2|9|14|11|14|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LP|Crouch Jab|d + lp||Crouch {{lp}}|30|50|20|HL|sp/su|4|2|9|14|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|90|100|40|HL|su|7|4|15|25|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MP|Crouch Strong|d + mp||Crouch {{mp}}|90|100|40|HL|su|7|4|15|25|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|100|200|60|HL|su|8|4|25|36|19|25|-10|-4|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HP|Crouch Fierce|d + hp||Crouch {{hp}}|100|200|60|HL|su[-]|8|4|25|36|19|25|-10|-4|[] refers to active frames 3~4F||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|30|50|20|L|sp/su|4|3|7|13|11|14|+1|+4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch LK|Crouch Short|d + lk||Crouch {{lk}}|30|50|20|L|sp/su|4|3|7|13|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|70|100|40|L|sp/su|5|2|11|17|14|18|+1|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch MK|Crouch Forward|d + mk||Crouch {{mk}}|70|100|40|L|sp/su|4|2|11|16|14|17|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|90|150|60|L|su|6|5|21|31|19|-|-7|-|opponent gets up 48F after recovery if hit on first active frame||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{hk}}|90|150|60|L|su|6|5|21|31|19|-|-7|-|Opponent gets up 48F after recovery if hit on first active frame||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Rock Crusher|Headbutt|(near opponent) f or b + mp||[[File:Left.gif]] or [[File:Right.gif]]+[[File:Strong.gif]](close)|50*40|50*50|40*20|HL|sp/su*-|7|2(1)5|11|25|14|19|-2|+3|Only +1 on hit vs crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Rock Crusher|Headbutt|(near opponent) {{f}} or {{b}} + mp||Close<br>{{Left}} or {{Right}}<br>+ {{mp}}|50*40|50*50|40*20|HL|sp/su*-|7|2(1)5|11|25|14|19[17]|-2|3[1]|[] refers to vs crouching||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Rock Crusher Overhead|Overhead|(near opponent) f or b + hold mp||[[File:Left.gif]] or [[File:Right.gif]]+[[File:Strong.gif]](close)|50*40|50*50|40*20|H|-|25|2(1)4|11|42|14|20|-1|+5|Hold button 15f||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Rock Crusher Overhead|Rock Crusher Overhead|(near opponent) {{f}} or {{b}} + hold mp||Close<br>{{Left}} or {{Right}}<br>+ {{mp}} (Hold)|50*40|50*50|40*20|H|-|25|2(1)4|11|42|14|20|-1|5|Hold button 15F||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Amazon River Run|Slide|df + p||[[File:Downright.gif]]+[[File:Fierce.gif]]|100|200|60|L|-|10|16|16|41|21|-|-11|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Amazon River Run|Slide|df + p||{{Downright}}+{{hp}}|100|200|60|L|-|10|16|16|41|21|-|-11|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Coward Crouch|Coward Crouch|d + 3p|Continue holding d to crouch longer|Coward Crouch|-|-|-|-|sp/su|-|-|Total 53|53|-|-|-|-|29~32f cancellable, duration can be extended||||-|-|-|-|-|-|Upper body: 1~31f|Upper body: 1~31f|All: 1~31f|32~40f|-|}}
{{USFIVFrameDataGlanceRow|Coward Crouch|Coward Crouch|d + 3p|Continue holding {{d}} to crouch longer|{{Down}}+{{3p}}|-|-|-|-|sp/su|-|-|Total 53|53|||-|-|29~32F cancellable, duration can be extended||||-|-|-|-|-|-|Upper body: 1~31F|Upper body: 1~31F|All: 1~31F|32~40F|-|}}
{{USFIVFrameDataGlanceRow|Coward Crouch (Max)|Coward Crouch (Max)|d + 3p (hold d )||Coward Crouch (Max)|-|-|-|-|sp/su|-|-|Total 90|90|-|-|-|-|29~65f cancellable||||-|-|-|-|-|-|Upper body: 1~64f|Upper body: 1~64f|All: 1~64f|69~77f|-|}}
{{USFIVFrameDataGlanceRow|Coward Crouch (Max)|Coward Crouch (Max)|d + {{3p}} (hold {{d}} )||{{Down}}+{{3p}}<br>(Hold {{Down}})|-|-|-|-|sp/su|-|-|Total 90|90|||-|-|29~65F cancellable||||-|-|-|-|-|-|Upper body: 1~64F|Upper body: 1~64F|All: 1~64F|69~77F|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump {{lp}}|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump [[File:Strong.gif]]|70|100|40|H|-|6|3|-|8|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump {{mp}}|70|100|40|H|-|6|3|-|8|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~9F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump [[File:Fierce.gif]]|120|200|60|H|-|4|3|-|6|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump {{hp}}|120|200|60|H|-|4|3|-|6|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump [[File:Short.gif]]|40|50|20|H|-|4|3|-|6|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump {{lk}}|40|50|20|H|-|4|3|-|6|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|60|100|40|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump {{mk}}|60|100|40|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|120|200|60|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump {{hk}}|120|200|60|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp||Diagonal Jump [[File:Jab.gif]]|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump {{lp}}|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp||Diagonal Jump [[File:Strong.gif]]|70|100|40|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump {{mp}}|70|100|40|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~10F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp||Diagonal Jump [[File:Fierce.gif]]|90|200|60|H|-|5|4|-|8|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump {{hp}}|90|200|60|H|-|5|4|-|8|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~8F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk||Diagonal Jump [[File:Short.gif]]|40|50|20|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump {{lk}}|40|50|20|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~9F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk||Diagonal Jump [[File:Forward.gif]]|60|100|40|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump {{mk}}|60|100|40|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}}
{{USFIVFrameDataGlanceRow|Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk||Diagonal Jump [[File:Roundhouse.gif]]|110|200|60|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump {{hk}}|110|200|60|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+10|2|38|59|||-24|-24||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+10|2|38|59|16|16|-24|-24|Range: 2.104|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|90|150|40|HL|-|18+10|2|38|67|||-18|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|90|150|40|HL|-|18+10|2|38|67|22|-|-18|-|Range: 2.104||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|150|200|60|-|-|63|2|39|103|||-|-||X|||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|150|200|60|-|-|63|2|39|103|-|-|-|-|Range: 2.104, Cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~62F|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + {{mp}} + mk||Level 1 Red Focus|90|100|20|HL|-|10+10|2|38|59|16|16|-24|-24|Range: 2.104, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + {{mp}} + mk||Level 2 Red Focus|135|150|40|HL|-|18+10|2|38|67|22|-|-18|-|Range: 2.104, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + {{mp}} + mk||Level 3 Red Focus|225|200|60|-|-|63|2|39|103|-|-|-|-|Range: 2.104, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~63F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + {{mp}} + mk||Level 1 EX Red Focus|90|100|20|HL|-|10+10|2|38|59|22|-|-18|-|Range: 2.104, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Wild Fang|Forward Throw|f or n + lp + lk||Forward Throw|130|140|40|0.93|-|3|2|20|24|||-|-|Opponent gets up 81f after throw recovers|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Wild Fang|Forward Throw|f or {{n}} + {{lp}} + lk||Forward Throw|130|140|40|0.931|-|3|2|20|24|-|-|-|-|Opponent gets up 81F after throw recovers|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Jungle Wheel|Back Throw|b + lp + lk||Back Throw|120|120|40|0.93|-|3|2|20|24|||-|-|Opponent gets up 54f after throw recovers|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Jungle Wheel|Back Throw|b + {{lp}} + lk||Back Throw|120|120|40|0.931|-|3|2|20|24|-|-|-|-|Opponent gets up 54F after throw recovers|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Rolling Attack|Blanka Ball|b (charge) f + p ex armorbreak|ex version can be controlled with b or f|Blanka Ball [[File:Jab.gif]]|110|100|30/30|HL|su|6|18|4 + After landing 2 [36+5]|29|||-22|-15|Charge 55f, [] refers to on hit/block|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|8f~|-|}}
{{USFIVFrameDataGlanceRow|Rolling Attack|Blanka Ball|b (charge) {{f}} + {{p}} {{ex}} armorbreak|ex version can be controlled with {{b}} or f|Blanka Ball {{lp}}|110|100|30/30|HL|su|6|18|4 + After landing 2 [36+5]|29|2|9|-22|-15|Charge 55F, [] refers to on hit/block, builds 20 meter on block|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|8F~|-|}}
{{USFIVFrameDataGlanceRow|||||Blanka Ball [[File:Strong.gif]]|120|150|30/30|HL|su|6|33|4+2 [36+5]|44|||-22|-15|Charge 55f, [] refers to on hit/block|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|7f~|-|}}
{{USFIVFrameDataGlanceRow|||||Blanka Ball {{mp}}|120|150|30/30|HL|su|6|33|4+2 [36+5]|44|17|24|-22|-15|Charge 55F, [] refers to on hit/block, builds 20 meter on block|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|7F~|-|}}
{{USFIVFrameDataGlanceRow|||||Blanka Ball [[File:Fierce.gif]]|130|200|30/30|HL|su|6|33|4+3 [36+5]|45|||-22|-15|Charge 55f, [] refers to on hit/block|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|7f~|-|}}
{{USFIVFrameDataGlanceRow|||||Blanka Ball {{hp}}|130|200|30/30|HL|su|6|33|4+3 [36+5]|45|18|25|-22|-|Charge 55F, [] refers to on hit/block, builds 20 meter on block|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|7F~|-|}}
{{USFIVFrameDataGlanceRow|EX Rolling Attack|EX Blanka Ball|||Blanka Ball [[File:EX.gif]]|120|150|-250/0|HL|su|6|33|4+3[36+5]|45|||-22|-15|Charge 55f, [] refers to on hit/block|X|||1~2f: Soft Knockdown|1~2f: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Until end of active frames|-|7f~|-|}}
{{USFIVFrameDataGlanceRow|EX Rolling Attack|EX Blanka Ball|||Blanka Ball {{ex}}|120|150|-250/0|HL|su|6|33|4+3[36+5]|45|18|25|-22|-15|Charge 55F, [] refers to on hit/block, Opponent gains 15 meter when hit and 10 on block.|X|||[1~2F]: Soft Knockdown|[1~2F]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Until end of active frames|-|7F~|-|}}
{{USFIVFrameDataGlanceRow|Backstep Ball|Rainbow Ball|b (charge) f + k ex||Rainbow Ball [[File:Short.gif]]|110|200|30/40|HL|-|28|25|After landing 6|58|||-|-|Charge 55f||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataGlanceRow|Backstep Ball|Rainbow Ball|b (charge) {{f}} + {{k}} ex||Rainbow Ball {{lk}}|110|200|30/40|HL|-|28|25|After landing 6|58|-|-|-|-|Charge 55F||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1F~|-|}}
{{USFIVFrameDataGlanceRow|||||Rainbow Ball [[File:Forward.gif]]|120|200|30/40|HL|-|28|29|After landing 6|62|||-|-|Charge 55f||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataGlanceRow|||||Rainbow Ball {{mk}}|120|200|30/40|HL|-|28|29|After landing 6|62|-|-|-|-|Charge 55F||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1F~|-|}}
{{USFIVFrameDataGlanceRow|||||Rainbow Ball [[File:Roundhouse.gif]]|130|200|30/40|HL|-|28|33|After landing 6|66|||-|-|Charge 55f||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataGlanceRow|||||Rainbow Ball {{hk}}|130|200|30/40|HL|-|28|33|After landing 6|66|-|-|-|-|Charge 55F||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1F~|-|}}
{{USFIVFrameDataGlanceRow|EX Backstep Ball|EX Rainbow Ball|||Rainbow Ball [[File:EX.gif]]|120|200|-250/0|HL|-|28|33|After landing 6|66|||-|-|Charge 55f, direction can be controlled||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~22f|-|-|23~27f|1f~|-|}}
{{USFIVFrameDataGlanceRow|EX Backstep Ball|EX Rainbow Ball|||Rainbow Ball {{ex}}|120|200|-250/0|HL|-|28|33|After landing 6|66|-|-|-|-|Charge 55F, direction can be controlled, Opponent gains 20 meter on hit, 10 on block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~22F|-|-|23~27F|1F~|-|}}
{{USFIVFrameDataGlanceRow|Vertical Roll|Up Ball|d (charge) u + k ex||Vertical Roll [[File:Short.gif]]|100|200|30/30|HL|su|4|18|40+5 [36+5]|66|||-21|-17|Charge 55f, [] refers to on hit/block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|3f~|-|}}
{{USFIVFrameDataGlanceRow|Vertical Roll|Up Ball|d (charge) {{u}} + {{k}} ex||Up Ball {{lk}}|100|200|30/30|HL|su|4|18|40+5 [36+5]|66|42|46|-21|-17|Charge 55f, [] refers to on hit/block, 20 meter gained on block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|3F~|-|}}
{{USFIVFrameDataGlanceRow|||||Vertical Roll [[File:Forward.gif]]|110|200|30/30|HL|su|4|15|42+10 [36+5]|70|||-21|-17|Charge 55f, [] refers to on hit/block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|3f~|-|}}
{{USFIVFrameDataGlanceRow|||||Up Ball {{mk}}|110|200|30/30|HL|su|4|15|42+10 [36+5]|70|46|50|-21|-17|Charge 55f, [] refers to on hit/block, 20 meter gained on block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|3F~|-|}}
{{USFIVFrameDataGlanceRow|||||Vertical Roll [[File:Roundhouse.gif]]|120|200|30/30|HL|su|4|12|46+4 [36+5]|65|||-21|-17|Charge 55f, [] refers to on hit/block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|3f~|-|}}
{{USFIVFrameDataGlanceRow|||||Up Ball {{hk}}|120|200|30/30|HL|su|4|12|46+4 [36+5]|65|41|45|-21|-17|Charge 55f, [] refers to on hit/block, 20 meter gained on block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|3F~|-|}}
{{USFIVFrameDataGlanceRow|EX Vertical Roll|EX Up Ball|||Vertical Roll [[File:EX.gif]]|120|200|-250/0|HL|su|4|18|47+10 [36+10]|78|||-26|-17|Charge 55f, [] refers to on hit/block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~5f|-|-|-|3f~|-|}}
{{USFIVFrameDataGlanceRow|EX Vertical Roll|EX Up Ball|||Up Ball {{ex}}|120|200|-250/0|HL|su|4|18|47+10 [36+10]|78|49|58|-26|-|Charge 55f, [] refers to on hit/block, Opponent gains 15 meter on hit, 10 on block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~5F|-|-|-|3F~|-|}}
{{USFIVFrameDataGlanceRow|Electric Thunder|Electricity|press p repeatedly ex|Requires 5 button presses|Electric Thunder [[File:Jab.gif]]|120|200|20/20|HL|su|5|{4(4)}x3*4|9|41|||+5|-|1st hit on block does not stop immediately, can be extended||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Electric Thunder|Electricity|press {{p}} repeatedly ex|Requires 5 button presses|Electricity {{lp}}|120[100]|200[150]|20/20|HL|su|5|{4(4)}x3*4|9|41|18|-|5|-|1st hit on block does not stop immediately, can be extended, Causes 12[10] chip damage, [] Refers to extended version||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Electric Thunder [[File:Strong.gif]]|130|200|20/20|HL|su|7|{2(2)}x7*2|9|45|||+8|-|1st hit on block does not stop immediately, can be extended||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Electricity {{mp}}|130[110]|200[150]|20/20|HL|su|7|{2(2)}x7*2|9|45|19|-|8|-|1st hit on block does not stop immediately, can be extended, Causes 13[11] chip damage, [] Refers to extended version||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Electric Thunder [[File:Fierce.gif]]|140|200|20/20|HL|su|10|{1(1)}x16*2|9|52|||+10|-|1st hit on block does not stop immediately, can be extended||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|||||Electricity {{hp}}|140[120]|200|20/20|HL|su|10|{1(1)}x16*2|9|52|21|-|10|-|1st hit on block does not stop immediately, can be extended, Causes 14[12] chip damage, [] Refers to extended version||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Electric Thunder|EX Electrivity|||Electric Thunder [[File:EX.gif]]|150|200|-250/0|HL|su|5|{1(1)}x16*2|11|49|||+8|-|1st hit on block does not stop immediately||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|EX Electric Thunder|EX Electrivity|||Electricity {{ex}}|150[130]|200|-250/0|HL|su|5|{1(1)}x16*2|11|49|21|-|8|-|1st hit on block does not stop immediately, Causes 15[13] chip damage, [] Refers to extended version, Opponent gains 10 meter on hit, 5 on block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataGlanceRow|Surprise Forward|Forward Hop|f + 3k||Surprise Forward|-|-|-|-|-|-|-|Total 22|22|||-|-|5~18f can pass through opponent, treated as a special move, if immediately followed up by another move, that move will come out 2 frames after Surprise Forward has ended||||-|-|-|-|-|-|-|-|-|5~18f|-|}}
{{USFIVFrameDataGlanceRow|Surprise Forward|Forward Hop|f + 3k||{{Right}}+{{3k}}|-|-|-|-|-|-|-|Total 20[+2]|20|-|-|-|-|5~18f can pass through opponent, treated as a special move, Distance traveled: 2.0, [+2] refers to when inputting any move that can be input as a reversal before recovered.||||-|-|-|-|-|-|-|-|-|5~18F|-|}}
{{USFIVFrameDataGlanceRow|Surprise Back|Back Hop|b + 3k||Surprise Back|-|-|-|-|-|-|-|Total 29|29|||-|-|Treated as a special move||||-|-|-|-|-|-|-|-|-|4~21f|-|}}
{{USFIVFrameDataGlanceRow|Surprise Back|Back Hop|b + 3k||{{Left}}+{{3k}}|-|-|-|-|-|-|-|Total 29|29|-|-|-|-|Treated as a special move, Distance traveled: 1.19||||-|-|-|-|-|-|-|-|-|4~21F|-|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Ground Shave Roll|Super Combo|b (charge) f b f + p|Hold p to delay timing of dash|Ground Shave Roll|100x5|0|-1000/0|HL|-|1+4|16*1x14|12 [38+5]|46|||-32|-|Charge 55f, [] refers to on hit/block||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~5f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|Ground Shave Roll|Super|b (charge) {{f}} {{b}} {{f}} + p|Hold {{p}} to delay timing of dash|Super Combo|100x5|0|-1000/0|HL|-|1+4|16*1x14|12 [38+5]|46|-19|-|-32|-|Charge 55F, [] refers to on hit/block, Opponent gains 20x5 meter on hit, 5x5 on block||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~5F|-|-|-|-|JP: 0*1*3x3|}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceRow|Lightning Cannonball|Ultra Combo I|b (charge) f b f + 3p armorbreak|Hold 3p to delay timing of dash|Lightning Cannonball|0*120*125x4|0|0/0|L*H*HLx4|-|0+4|2(20)26*1x20|17 [39+5]|88|||-41|-|1st hit cannot hit airborne opponents & cannot be countered, charge 55f, can be held in place up to ? frames|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~27f|-|-|-|26~51f|JP: ?|}}
{{USFIVFrameDataGlanceRow|Lightning Cannonball|Ultra I|b (charge) {{f}} {{b}} {{f}} + {{3p}} armorbreak|Hold {{3p}} to delay timing of dash|Ultra Combo 1|0*120*125x4|0|0/0|L*H*HLx4|-|0+4|2(20)26*<br>1x20|17 [39+5]|88|-23|-|-41|-|1st hit cannot hit airborne opponents & cannot be countered, charge 55F, can be held in place up to ? frames, does 0*30x5 chip damage, Opponent gains 0*20x5 meter on hit, 5x6 on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~27F|-|-|-|26~51F|JP: 0*0*1*3x4|}}
{{USFIVFrameDataGlanceRow|Shout of Earth (Anti-Air)|Ultra Combo II (Anti-Air)|db (charge) df db u + 3p armorbreak|If first hit misses, hold 3p to delay final hit|Shout of Earth (Anti-Air)|30*195[470]|0|0/0|-|-|0+7|55(10)6|80|157|||-|-|2nd hit cannot hit crouching opponents, can delay 1st hit for a maximum of 30 frames, 1st hit goes into animation, [] refers to animation, charge 42f|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~7f|-|All: 1~62f|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|Shout of Earth (Anti-Air)|Anti-air Ultra II|db (charge) {{df}} {{db}} {{u}} + {{3k}} armorbreak||Ultra Combo 2 (Anti-air)|30*38x7*204<br>[195]|0|0/0|-|-|0+7|55(3)6|80|157|-|-|-|-|Can delay 2nd hit for a maximum of 30 frames, 1st hit goes into animation, [] refers to animation, charge 42F, Opponent gains 20x9 meter on hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~7F|-|All: 1~70F|-|-|JP: 0*1*4x4, JI: 1*1*4x4|}}
{{USFIVFrameDataGlanceRow|Shout of Earth (Anti-Ground)|Ultra Combo II (Anti-Ground)|db (charge) df db u + 3k armorbreak||Shout of Earth (Anti-ground)|120x2*90x3|0|0/0|L|-|0+12|2(7)2(33)90|31|176|||-57|-|Cannot hit grounded opponents, charge 42f|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11f|-|All: 12~145f|-|-|JP: ?|}}
{{USFIVFrameDataGlanceRow|Shout of Earth (Anti-Ground)|Anti-ground Ultra II|db (charge) {{df}} {{db}} {{u}} + {{3p}} armorbreak|If first hit misses, hold {{3p}} to delay final hit|Ultra Combo 2 (Anti-ground)|120x2*90x3|0|0/0|L|-|0+12|2(7)2(33)90|31|176|64|-|-57|-|charge 42F, does 30x2*22x4 chip damage, Opponent gains 20x4 meter on hit, 5x6 on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11F|-|All: 12~145F|-|-||}}
{{USFIVFrameDataGlanceHeader}}
{{USFIVFrameDataGlanceHeader}}
|-
|-
|}
|}


== Moves ==
== Moves ==
Line 225: Line 226:
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Blanka|DiagonalLP|
{{USFIVMoveListRow|Blanka|DiagonalLP|
Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp||
Diagonal Jump LP|Diagonal Jump Jab|ub / {{uf}} + lp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Blanka|DiagonalMP|
{{USFIVMoveListRow|Blanka|DiagonalMP|
Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp||
Diagonal Jump MP|Diagonal Jump Strong|ub / {{uf}} + mp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Blanka|DiagonalHP|
{{USFIVMoveListRow|Blanka|DiagonalHP|
Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp||
Diagonal Jump HP|Diagonal Jump Fierce|ub / {{uf}} + hp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Blanka|DiagonalLK|
{{USFIVMoveListRow|Blanka|DiagonalLK|
Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk||
Diagonal Jump LK|Diagonal Jump Short|ub / {{uf}} + lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Blanka|DiagonalMK|
{{USFIVMoveListRow|Blanka|DiagonalMK|
Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk||
Diagonal Jump MK|Diagonal Jump Forward|ub / {{uf}} + mk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Blanka|DiagonalHK|
{{USFIVMoveListRow|Blanka|DiagonalHK|
Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk||
Diagonal Jump HK|Diagonal Jump Roundhouse|ub / {{uf}} + hk||
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 255: Line 256:
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Blanka|RockCrusher|
{{USFIVMoveListRow|Blanka|RockCrusher|
Rock Crusher|Headbutt|(near opponent) f or b + mp||
Rock Crusher|Headbutt|(near opponent) {{f}} or {{b}} + mp||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Blanka|RockCrusherOverhead|
{{USFIVMoveListRow|Blanka|RockCrusherOverhead|
Rock Crusher Overhead|Overhead|(near opponent) f or b + hold mp||
Rock Crusher Overhead|Overhead|(near opponent) {{f}} or {{b}} + hold mp||
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 267: Line 268:
}}
}}
{{USFIVMoveListRow|Blanka|CowardCrouch|
{{USFIVMoveListRow|Blanka|CowardCrouch|
Coward Crouch|Coward Crouch|d + 3p|Continue holding d to crouch longer|
Coward Crouch|Coward Crouch|d + 3p|Continue holding {{d}} to crouch longer|
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Blanka|CowardCrouch(
{{USFIVMoveListRow|Blanka|CowardCrouch(
Max)|Coward Crouch (Max)|Coward Crouch (Max)|d + 3p (hold d )||
Max)|Coward Crouch (Max)|Coward Crouch (Max)|d + {{3p}} (hold {{d}} )||
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 299: Line 300:
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Blanka|WildFang|
{{USFIVMoveListRow|Blanka|WildFang|
Wild Fang|Forward Throw|f or n + lp + lk||
Wild Fang|Forward Throw|f or {{n}} + {{lp}} + lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Blanka|JungleWheel|
{{USFIVMoveListRow|Blanka|JungleWheel|
Jungle Wheel|Back Throw|b + lp + lk||
Jungle Wheel|Back Throw|b + {{lp}} + lk||
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 313: Line 314:
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Blanka|RollingAttack|
{{USFIVMoveListRow|Blanka|RollingAttack|
Rolling Attack|Blanka Ball|b (charge) f + p ex armorbreak|ex version can be controlled with b or f|
Rolling Attack|Blanka Ball|b (charge) {{f}} + {{p}} {{ex}} armorbreak|ex version can be controlled with {{b}} or f|
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Blanka|BackstepBall|
{{USFIVMoveListRow|Blanka|BackstepBall|
Backstep Ball|Rainbow Ball|b (charge) f + k ex||
Backstep Ball|Rainbow Ball|b (charge) {{f}} + {{k}} ex||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Blanka|VerticalRoll|
{{USFIVMoveListRow|Blanka|VerticalRoll|
Vertical Roll|Up Ball|d (charge) u + k ex||
Vertical Roll|Up Ball|d (charge) {{u}} + {{k}} ex||
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Blanka|ElectricThunder|
{{USFIVMoveListRow|Blanka|ElectricThunder|
Electric Thunder|Electricity|press p repeatedly ex|Requires 5 button presses|
Electric Thunder|Electricity|press {{p}} repeatedly ex|Requires 5 button presses|
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 343: Line 344:
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Blanka|GroundShaveRoll|
{{USFIVMoveListRow|Blanka|GroundShaveRoll|
Ground Shave Roll|Super Combo|b (charge) f b f + p|Hold p to delay timing of dash|
Ground Shave Roll|Super Combo|b (charge) {{f}} {{b}} {{f}} + p|Hold {{p}} to delay timing of dash|
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 353: Line 354:
{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Blanka|LightningCannonball|
{{USFIVMoveListRow|Blanka|LightningCannonball|
Lightning Cannonball|Ultra Combo I|b (charge) f b f + 3p armorbreak|Hold 3p to delay timing of dash|
Lightning Cannonball|Ultra Combo I|b (charge) {{f}} {{b}} {{f}} + 3p|Hold {{3p}} to delay timing of dash|
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Blanka|ShoutofEarth(
{{USFIVMoveListRow|Blanka|ShoutofEarth(
Anti-Air)|Shout of Earth (Anti-Air)|Ultra Combo II (Anti-Air)|db (charge) df db u + 3p armorbreak|If first hit misses, hold 3p to delay final hit|
Anti-Air)|Shout of Earth (Anti-Air)|Ultra Combo II (Anti-Air)|db (charge) {{df}} {{db}} {{u}} + {{3p}} armorbreak|If first hit misses, hold {{3p}} to delay final hit|
(No uses/strategies)
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Blanka|ShoutofEarth(
{{USFIVMoveListRow|Blanka|ShoutofEarth(
Anti-Ground)|Shout of Earth (Anti-Ground)|Ultra Combo II (Anti-Ground)|db (charge) df db u + 3k armorbreak||
Anti-Ground)|Shout of Earth (Anti-Ground)|Ultra Combo II (Anti-Ground)|db (charge) {{df}} {{db}} {{u}} + {{3k}} armorbreak||
(No uses/strategies)
(No uses/strategies)
}}
}}
Line 367: Line 368:




==The Basics==  
==The Basics==


==Combos==
==Combos==
Line 375: Line 376:
==Matchups==
==Matchups==


{{#vardefine:player|Blanka}}<!--
--->{{#vardefine:spacing|-0.75em}}<!--
---><!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Abel</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Abel
| icon        =Abel
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Adon</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Adon
| icon        =Adon
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Akuma/Gouki</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Akuma
| icon        =Akuma
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Balrog/Boxer</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Balrog
| icon        =Balrog
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Blanka (Mirror)</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Blanka
| icon        =Blanka
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">C. Viper</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =C. Viper
| icon        =CViper
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Cammy</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Cammy
| icon        =Cammy
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Chun-Li</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Chun-Li
| icon        =ChunLi
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Cody</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Cody
| icon        =Cody
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dan</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dan
| icon        =Dan
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Decapre</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Decapre
| icon        =Decapre
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dee Jay</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Deejay
| icon        =DeeJay
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dhalsim</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dhalsim
| icon        =Dhalsim
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dudley</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dudley
| icon        =Dudley
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">E. Honda</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =E. Honda
| icon        =EHonda
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">El Fuerte</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =El Fuerte
| icon        =ElFuerte
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Elena</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Elena
| icon        =Elena
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Evil Ryu</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Evil Ryu
| icon        =Evil_Ryu
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Fei Long</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Fei Long
| icon        =FeiLong
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Gen</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Gen
| icon        =Gen
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Gouken</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Gouken
| icon        =Gouken
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Guile</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Guile
| icon        =Guile
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Guy</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Guy
| icon        =Guy
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Hakan</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Hakan
| icon        =Hakan
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Hugo</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Hugo
| icon        =Hugo
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Ibuki</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ibuki
| icon        =Ibuki
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Juri</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Juri
| icon        =Juri
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Ken</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ken
| icon        =Ken
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">M. Bison/Dictator</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =M. Bison
| icon        =MBison
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Makoto</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Makoto
| icon        =Makoto
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Oni</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Oni
| icon        =Oni
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Poison</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Poison
| icon        =Poison
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Rolento</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rolento
| icon        =Rolento
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Rose</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rose
| icon        =Rose
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Rufus</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rufus
| icon        =Rufus
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Ryu</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ryu
| icon        =Ryu
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Sagat</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Sagat
| icon        =Sagat
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Sakura</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Sakura
| icon        =Sakura
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Seth</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Seth
| icon        =Seth
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">T. Hawk</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =T. Hawk
| icon        =THawk
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Vega/Claw</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Vega
| icon        =Vega
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Yang</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Yang
| icon        =Yang
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Yun</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Yun
| icon        =Yun
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Zangief</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Zangief
| icon        =Zangief
| favorability =
| data        =
}}</div>


==Frame Data==
==Frame Data==
{{USFIVFrameDataTableHeader}}
{{USFIVFrameDataTableHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close [[File:Jab.gif]]|30|50|20|HL|sp/su|4|2|10|15|11|14|-1|+2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close LP|Close Jab|Close lp||Close {{lp}}|30|50|20|HL|sp/su|4|2|10|15|11|14|-1|2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close [[File:Strong.gif]]|80|100|40|HL|su|6|2|10|17|14|17|+2|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close MP|Close Strong|Close mp||Close {{mp}}|80|100|40|HL|su|6|2|10|17|14|17|2|5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close [[File:Fierce.gif]]|110[90]|200[150]|60|HL|su|7|4|22|32|19|25|-7|-1|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close HP|Close Fierce|Close hp||Close {{hp}}|110[90]|200[150]|60|HL|su[-]|7|4|22|32|19|25|-7|-1|[] refers to active frames 3~4F||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close [[File:Short.gif]]|40|50|20|HL|sp/su|4|3|10|16|11|14|-2|+1|||||||Reset|Reset|-|-|Feet: 3~12f|Feet: 3~12f|-|-|-|}}
{{USFIVFrameDataRow|Close LK|Close Short|Close lk||Close {{lk}}|40|50|20|HL|sp/su|4|3|10|16|11|14|-2|1|||||||Reset|Reset|-|-|Feet: 3~12F|Feet: 3~12F|-|-|-|}}
{{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close [[File:Forward.gif]]|40*40|50*50|40*20|HL|su*-|5|2(3)2|12|23|14|17|0|+3|||||||Reset|Reset|-|-|Feet: 4~18f|Feet: 4~18f|-|3~5f|-|}}
{{USFIVFrameDataRow|Close MK|Close Forward|Close mk||Close {{mk}}|40*40|50*50|40*20|HL|su*-|5|2(3)2|12|23|14|17|0|3|||||||Reset|Reset|-|-|Feet: 4~18F|Feet: 4~18F|-|3~5F|-|}}
{{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close [[File:Roundhouse.gif]]|100[80]|200[150]|60|HL|su|7|6|19|31|19|24|-6|-1|[] refers to active frames 3~6||||||Reset|Reset|-|-|Feet: 6~8f|Feet: 6~8f|-|-|-|}}
{{USFIVFrameDataRow|Close HK|Close Roundhouse|Close hk||Close {{hk}}|100[80]|200[150]|60|HL|su[-]|7|6|19|31|19|24|-6|-1|[] refers to active frames 3~6F||||[3~6F]: Forces Stand|[3~6F]: Forces Stand|Reset|Reset|-|-|Feet: 6~8F|Feet: 6~8F|-|-|-|}}
{{USFIVFrameDataRow|Far LP|Far Jab|lp||Far [[File:Jab.gif]]|30|50|20|HL|sp/su|3|2|9|13|11|14|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LP|Far Jab|lp||Far {{lp}}|30|50|20|HL|sp/su|3|2|9|13|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MP|Far Strong|mp||Far [[File:Strong.gif]]|80|100|40|HL|su|7|4|9|19|14|17|+1|+4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MP|Far Strong|mp||Far {{mp}}|80|100|40|HL|su|7|4|9|19|14|17|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far [[File:Fierce.gif]]|120|200|60|HL|-|7|6|20|32|20|25|-6|-1|Hit advantage is based on 2nd active frame||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HP|Far Fierce|hp||Far {{hp}}|120|200|60|HL|-|7|6|20|32|19|24|-7|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LK|Far Short|lk||Far [[File:Short.gif]]|30|50|20|HL|su|5|2|12|18|11|14|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far LK|Far Short|lk||Far {{lk}}|30|50|20|HL|su|5|2|12|18|11|14|-3|0|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MK|Far Forward|mk||Far [[File:Forward.gif]]|90|100|40|HL|su|5|2|19|25|14|17|-7|-4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far MK|Far Forward|mk||Far {{mk}}|90|100|40|HL|su|5|2|19|25|14|17|-7|-4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far [[File:Roundhouse.gif]]|100[80]|200[150]|60|HL|-|3|6|23|31|19|24|-10|-5|[] refers to active frames 3~6||||||Reset|Reset|-|-|Feet: 4~8f|Feet: 4~8f|-|-|-|}}
{{USFIVFrameDataRow|Far HK|Far Roundhouse|hk||Far {{hk}}|100[80]|200[150]|60|HL|-|3|6|23|31|19|24|-10|-5|[] refers to active frames 3~6F||||||Reset|Reset|-|-|Feet: 4~8F|Feet: 4~8F|-|-|-|}}
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch [[File:Jab.gif]]|30|50|20|HL|sp/su|4|2|9|14|11|14|0|+3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LP|Crouch Jab|d + lp||Crouch {{lp}}|30|50|20|HL|sp/su|4|2|9|14|11|14|0|3|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch [[File:Strong.gif]]|90|100|40|HL|su|7|4|15|25|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MP|Crouch Strong|d + mp||Crouch {{mp}}|90|100|40|HL|su|7|4|15|25|14|17|-5|-2|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch [[File:Fierce.gif]]|100|200|60|HL|su|8|4|25|36|19|25|-10|-4|||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HP|Crouch Fierce|d + hp||Crouch {{hp}}|100|200|60|HL|su[-]|8|4|25|36|19|25|-10|-4|[] refers to active frames 3~4F||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch [[File:Short.gif]]|30|50|20|L|sp/su|4|3|7|13|11|14|+1|+4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch LK|Crouch Short|d + lk||Crouch {{lk}}|30|50|20|L|sp/su|4|3|7|13|11|14|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch [[File:Forward.gif]]|70|100|40|L|sp/su|5|2|11|17|14|18|+1|+5|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch MK|Crouch Forward|d + mk||Crouch {{mk}}|70|100|40|L|sp/su|4|2|11|17|14|17|1|4|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch [[File:Roundhouse.gif]]|90|150|60|L|su|6|5|21|31|19|-|-7|-|opponent gets up 48F after recovery if hit on first active frame||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Crouch HK|Crouch Roundhouse|d + hk||Crouch {{hk}}|90|150|60|L|su|6|5|21|31|19|-|-7|-|Opponent gets up 48F after recovery if hit on first active frame||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Rock Crusher|Headbutt|(near opponent) f or b + mp||[[File:Left.gif]] or [[File:Right.gif]]+[[File:Strong.gif]](close)|50*40|50*50|40*20|HL|sp/su*-|7|2(1)5|11|25|14|19|-2|+3|Only +1 on hit vs crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Rock Crusher|Headbutt|(near opponent) {{f}} or {{b}} + mp||Close<br>{{Left}} or {{Right}}<br>+ {{mp}}|50*40|50*50|40*20|HL|sp/su*-|7|2(1)5|11|25|14|19[17]|-2|3[1]|[] refers to vs crouching||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Rock Crusher Overhead|Overhead|(near opponent) f or b + hold mp||[[File:Left.gif]] or [[File:Right.gif]]+[[File:Strong.gif]](close)|50*40|50*50|40*20|H|-|25|2(1)4|11|42|14|20|-1|+5|Hold button 15f||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Rock Crusher Overhead|Rock Crusher Overhead|(near opponent) {{f}} or {{b}} + hold mp||Close<br>{{Left}} or {{Right}}<br>+ {{mp}} (Hold)|50*40|50*50|40*20|H|-|25|2(1)4|11|42|14|20|-1|5|Hold button 15F||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Amazon River Run|Slide|df + p||[[File:Downright.gif]]+[[File:Fierce.gif]]|100|200|60|L|-|10|16|16|41|21|-|-11|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Amazon River Run|Slide|df + p||{{Downright}}+{{hp}}|100|200|60|L|-|10|16|16|41|21|-|-11|-|||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Coward Crouch|Coward Crouch|d + 3p|Continue holding d to crouch longer|Coward Crouch|-|-|-|-|sp/su|-|-|Total 53|53|-|-|-|-|29~32f cancellable, duration can be extended||||-|-|-|-|-|-|Upper body: 1~31f|Upper body: 1~31f|All: 1~31f|32~40f|-|}}
{{USFIVFrameDataRow|Coward Crouch|Coward Crouch|d + 3p|Continue holding {{d}} to crouch longer|{{Down}}+{{3p}}|-|-|-|-|sp/su|-|-|Total 53|53|||-|-|29~32F cancellable, duration can be extended||||-|-|-|-|-|-|Upper body: 1~31F|Upper body: 1~31F|All: 1~31F|32~40F|-|}}
{{USFIVFrameDataRow|Coward Crouch (Max)|Coward Crouch (Max)|d + 3p (hold d )||Coward Crouch (Max)|-|-|-|-|sp/su|-|-|Total 90|90|-|-|-|-|29~65f cancellable||||-|-|-|-|-|-|Upper body: 1~64f|Upper body: 1~64f|All: 1~64f|69~77f|-|}}
{{USFIVFrameDataRow|Coward Crouch (Max)|Coward Crouch (Max)|d + {{3p}} (hold {{d}} )||{{Down}}+{{3p}}<br>(Hold {{Down}})|-|-|-|-|sp/su|-|-|Total 90|90|||-|-|29~65F cancellable||||-|-|-|-|-|-|Upper body: 1~64F|Upper body: 1~64F|All: 1~64F|69~77F|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump {{lp}}|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump [[File:Strong.gif]]|70|100|40|H|-|6|3|-|8|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MP|Neutral Jump Strong|u + mp||Neutral Jump {{mp}}|70|100|40|H|-|6|3|-|8|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~9F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump [[File:Fierce.gif]]|120|200|60|H|-|4|3|-|6|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HP|Neutral Jump Fierce|u + hp||Neutral Jump {{hp}}|120|200|60|H|-|4|3|-|6|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump [[File:Short.gif]]|40|50|20|H|-|4|3|-|6|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump LK|Neutral Jump Short|u + lk||Neutral Jump {{lk}}|40|50|20|H|-|4|3|-|6|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~7F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump [[File:Forward.gif]]|60|100|40|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump MK|Neutral Jump Forward|u + mk||Neutral Jump {{mk}}|60|100|40|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump [[File:Roundhouse.gif]]|120|200|60|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk||Neutral Jump {{hk}}|120|200|60|H|-|7|7|-|13|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump LP|Diagonal Jump Jab|ub / uf + lp||Diagonal Jump [[File:Jab.gif]]|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump LP|Angled Jump Jab|ub / {{uf}} + lp||Angled Jump {{lp}}|40|50|20|H|-|5|7|-|11|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~11F|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump MP|Diagonal Jump Strong|ub / uf + mp||Diagonal Jump [[File:Strong.gif]]|70|100|40|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump MP|Angled Jump Strong|ub / {{uf}} + mp||Angled Jump {{mp}}|70|100|40|H|-|6|5|-|10|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~10F|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump HP|Diagonal Jump Fierce|ub / uf + hp||Diagonal Jump [[File:Fierce.gif]]|90|200|60|H|-|5|4|-|8|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump HP|Angled Jump Fierce|ub / {{uf}} + hp||Angled Jump {{hp}}|90|200|60|H|-|5|4|-|8|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~8F|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump LK|Diagonal Jump Short|ub / uf + lk||Diagonal Jump [[File:Short.gif]]|40|50|20|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump LK|Angled Jump Short|ub / {{uf}} + lk||Angled Jump {{lk}}|40|50|20|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~9F|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump MK|Diagonal Jump Forward|ub / uf + mk||Diagonal Jump [[File:Forward.gif]]|60|100|40|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump MK|Angled Jump Forward|ub / {{uf}} + mk||Angled Jump {{mk}}|60|100|40|H|-|5|5|-|9|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~4F|-|-|-|}}
{{USFIVFrameDataRow|Diagonal Jump HK|Diagonal Jump Roundhouse|ub / uf + hk||Diagonal Jump [[File:Roundhouse.gif]]|110|200|60|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Angled Jump HK|Angled Jump Roundhouse|ub / {{uf}} + hk||Angled Jump {{hk}}|110|200|60|H|-|7|6|-|12|||-|-|||||||Reset|Reset|-|-|-|Lower body: 1~6F|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+10|2|38|59|||-24|-24||||||Crumple|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk||Level 1 Focus|60|100|20|HL|-|10+10|2|38|59|16|16|-24|-24|Range: 2.104|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|90|150|40|HL|-|18+10|2|38|67|||-18|-|||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk||Level 2 Focus|90|150|40|HL|-|18+10|2|38|67|22|-|-18|-|Range: 2.104||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|150|200|60|-|-|63|2|39|103|||-|-||X|||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk||Level 3 Focus|150|200|60|-|-|63|2|39|103|-|-|-|-|Range: 2.104, Cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~62F|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Red Focus Attack (Level 1)|Level 1 Red Focus|lp + {{mp}} + mk||Level 1 Red Focus|90|100|20|HL|-|10+10|2|38|59|16|16|-24|-24|Range: 2.104, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block|||||Crumple|Soft Knockdown|Soft Knockdown|1~10F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Red Focus Attack (Level 2)|Level 2 Red Focus|lp + {{mp}} + mk||Level 2 Red Focus|135|150|40|HL|-|18+10|2|38|67|22|-|-18|-|Range: 2.104, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|1~18F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Red Focus Attack (Level 3)|Level 3 Red Focus|lp + {{mp}} + mk||Level 3 Red Focus|225|200|60|-|-|63|2|39|103|-|-|-|-|Range: 2.104, Opponent gains 30 meter on hit, cannot hit pre-jump|X|||Crumple|Crumple|Free Juggle|Free Juggle|1~63F (99 hits)|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Red Focus Attack (Level 1)|Level 1 EX Red Focus|lp + {{mp}} + mk||Level 1 EX Red Focus|90|100|20|HL|-|10+10|2|38|59|22|-|-18|-|Range: 2.104, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block||||Crumple|Crumple|Free Juggle|Free Juggle|-|-|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Wild Fang|Forward Throw|f or n + lp + lk||Forward Throw|130|140|40|0.93|-|3|2|20|24|||-|-|Opponent gets up 81f after throw recovers|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Wild Fang|Forward Throw|f or {{n}} + {{lp}} + lk||Forward Throw|130|140|40|0.931|-|3|2|20|24|-|-|-|-|Opponent gets up 81F after throw recovers|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Jungle Wheel|Back Throw|b + lp + lk||Back Throw|120|120|40|0.93|-|3|2|20|24|||-|-|Opponent gets up 54f after throw recovers|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Jungle Wheel|Back Throw|b + {{lp}} + lk||Back Throw|120|120|40|0.931|-|3|2|20|24|-|-|-|-|Opponent gets up 54F after throw recovers|||X|Hard Knockdown|-|-|-|-|-|-|-|-|-|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Rolling Attack|Blanka Ball|b (charge) f + p ex armorbreak|ex version can be controlled with b or f|Blanka Ball [[File:Jab.gif]]|110|100|30/30|HL|su|6|18|4 + After landing 2 [36+5]|29|||-22|-15|Charge 55f, [] refers to on hit/block|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|8f~|-|}}
{{USFIVFrameDataRow|Rolling Attack|Blanka Ball|b (charge) {{f}} + {{p}} {{ex}} armorbreak|ex version can be controlled with {{b}} or f|Blanka Ball {{lp}}|110|100|30/30|HL|su|6|18|4 + After landing 2 [36+5]|29|2|9|-22|-15|Charge 55F, [] refers to on hit/block, builds 20 meter on block|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|8F~|-|}}
{{USFIVFrameDataRow|||||Blanka Ball [[File:Strong.gif]]|120|150|30/30|HL|su|6|33|4+2 [36+5]|44|||-22|-15|Charge 55f, [] refers to on hit/block|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|7f~|-|}}
{{USFIVFrameDataRow|||||Blanka Ball {{mp}}|120|150|30/30|HL|su|6|33|4+2 [36+5]|44|17|24|-22|-15|Charge 55F, [] refers to on hit/block, builds 20 meter on block|X|||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|7F~|-|}}
{{USFIVFrameDataRow|||||Blanka Ball [[File:Fierce.gif]]|130|200|30/30|HL|su|6|33|4+3 [36+5]|45|||-22|-15|Charge 55f, [] refers to on hit/block|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|7f~|-|}}
{{USFIVFrameDataRow|||||Blanka Ball {{hp}}|130|200|30/30|HL|su|6|33|4+3 [36+5]|45|18|25|-22|-|Charge 55F, [] refers to on hit/block, builds 20 meter on block|X|||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|7F~|-|}}
{{USFIVFrameDataRow|EX Rolling Attack|EX Blanka Ball|||Blanka Ball [[File:EX.gif]]|120|150|-250/0|HL|su|6|33|4+3[36+5]|45|||-22|-15|Charge 55f, [] refers to on hit/block|X|||1~2f: Soft Knockdown|1~2f: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Until end of active frames|-|7f~|-|}}
{{USFIVFrameDataRow|EX Rolling Attack|EX Blanka Ball|||Blanka Ball {{ex}}|120|150|-250/0|HL|su|6|33|4+3[36+5]|45|18|25|-22|-15|Charge 55F, [] refers to on hit/block, Opponent gains 15 meter when hit and 10 on block.|X|||[1~2F]: Soft Knockdown|[1~2F]: Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|Until end of active frames|-|7F~|-|}}
{{USFIVFrameDataRow|Backstep Ball|Rainbow Ball|b (charge) f + k ex||Rainbow Ball [[File:Short.gif]]|110|200|30/40|HL|-|28|25|After landing 6|58|||-|-|Charge 55f||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataRow|Backstep Ball|Rainbow Ball|b (charge) {{f}} + {{k}} ex||Rainbow Ball {{lk}}|110|200|30/40|HL|-|28|25|After landing 6|58|-|-|-|-|Charge 55F||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1F~|-|}}
{{USFIVFrameDataRow|||||Rainbow Ball [[File:Forward.gif]]|120|200|30/40|HL|-|28|29|After landing 6|62|||-|-|Charge 55f||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataRow|||||Rainbow Ball {{mk}}|120|200|30/40|HL|-|28|29|After landing 6|62|-|-|-|-|Charge 55F||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1F~|-|}}
{{USFIVFrameDataRow|||||Rainbow Ball [[File:Roundhouse.gif]]|130|200|30/40|HL|-|28|33|After landing 6|66|||-|-|Charge 55f||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1f~|-|}}
{{USFIVFrameDataRow|||||Rainbow Ball {{hk}}|130|200|30/40|HL|-|28|33|After landing 6|66|-|-|-|-|Charge 55F||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|1F~|-|}}
{{USFIVFrameDataRow|EX Backstep Ball|EX Rainbow Ball|||Rainbow Ball [[File:EX.gif]]|120|200|-250/0|HL|-|28|33|After landing 6|66|||-|-|Charge 55f, direction can be controlled||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~22f|-|-|23~27f|1f~|-|}}
{{USFIVFrameDataRow|EX Backstep Ball|EX Rainbow Ball|||Rainbow Ball {{ex}}|120|200|-250/0|HL|-|28|33|After landing 6|66|-|-|-|-|Charge 55F, direction can be controlled, Opponent gains 20 meter on hit, 10 on block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~22F|-|-|23~27F|1F~|-|}}
{{USFIVFrameDataRow|Vertical Roll|Up Ball|d (charge) u + k ex||Vertical Roll [[File:Short.gif]]|100|200|30/30|HL|su|4|18|40+5 [36+5]|66|||-21|-17|Charge 55f, [] refers to on hit/block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|3f~|-|}}
{{USFIVFrameDataRow|Vertical Roll|Up Ball|d (charge) {{u}} + {{k}} ex||Up Ball {{lk}}|100|200|30/30|HL|su|4|18|40+5 [36+5]|66|42|46|-21|-17|Charge 55f, [] refers to on hit/block, 20 meter gained on block||||-|-|Soft Knockdown|Soft Knockdown|-|-|-|-|-|3F~|-|}}
{{USFIVFrameDataRow|||||Vertical Roll [[File:Forward.gif]]|110|200|30/30|HL|su|4|15|42+10 [36+5]|70|||-21|-17|Charge 55f, [] refers to on hit/block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|3f~|-|}}
{{USFIVFrameDataRow|||||Up Ball {{mk}}|110|200|30/30|HL|su|4|15|42+10 [36+5]|70|46|50|-21|-17|Charge 55f, [] refers to on hit/block, 20 meter gained on block||||-|-|Soft Knockdown|Soft Knockdown|-|-|-|-|-|3F~|-|}}
{{USFIVFrameDataRow|||||Vertical Roll [[File:Roundhouse.gif]]|120|200|30/30|HL|su|4|12|46+4 [36+5]|65|||-21|-17|Charge 55f, [] refers to on hit/block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|3f~|-|}}
{{USFIVFrameDataRow|||||Up Ball {{hk}}|120|200|30/30|HL|su|4|12|46+4 [36+5]|65|41|45|-21|-17|Charge 55f, [] refers to on hit/block, 20 meter gained on block||||-|-|Soft Knockdown|Soft Knockdown|-|-|-|-|-|3F~|-|}}
{{USFIVFrameDataRow|EX Vertical Roll|EX Up Ball|||Vertical Roll [[File:EX.gif]]|120|200|-250/0|HL|su|4|18|47+10 [36+10]|78|||-26|-17|Charge 55f, [] refers to on hit/block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~5f|-|-|-|3f~|-|}}
{{USFIVFrameDataRow|EX Vertical Roll|EX Up Ball|||Up Ball {{ex}}|120|200|-250/0|HL|su|4|18|47+10 [36+10]|78|49|58|-26|-|Charge 55f, [] refers to on hit/block, Opponent gains 15 meter on hit, 10 on block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~5F|-|-|-|3F~|-|}}
{{USFIVFrameDataRow|Electric Thunder|Electricity|press p repeatedly ex|Requires 5 button presses|Electric Thunder [[File:Jab.gif]]|120|200|20/20|HL|su|5|{4(4)}x3*4|9|41|||+5|-|1st hit on block does not stop immediately, can be extended||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Electric Thunder|Electricity|press {{p}} repeatedly ex|Requires 5 button presses|Electricity {{lp}}|120[100]|200[150]|20/20|HL|su|5|{4(4)}x3*4|9|41|18|-|5|-|1st hit on block does not stop immediately, can be extended, Causes 12[10] chip damage, [] Refers to extended version||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Electric Thunder [[File:Strong.gif]]|130|200|20/20|HL|su|7|{2(2)}x7*2|9|45|||+8|-|1st hit on block does not stop immediately, can be extended||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Electricity {{mp}}|130[110]|200[150]|20/20|HL|su|7|{2(2)}x7*2|9|45|19|-|8|-|1st hit on block does not stop immediately, can be extended, Causes 13[11] chip damage, [] Refers to extended version||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Electric Thunder [[File:Fierce.gif]]|140|200|20/20|HL|su|10|{1(1)}x16*2|9|52|||+10|-|1st hit on block does not stop immediately, can be extended||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|||||Electricity {{hp}}|140[120]|200|20/20|HL|su|10|{1(1)}x16*2|9|52|21|-|10|-|1st hit on block does not stop immediately, can be extended, Causes 14[12] chip damage, [] Refers to extended version||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Electric Thunder|EX Electrivity|||Electric Thunder [[File:EX.gif]]|150|200|-250/0|HL|su|5|{1(1)}x16*2|11|49|||+8|-|1st hit on block does not stop immediately||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|EX Electric Thunder|EX Electrivity|||Electricity {{ex}}|150[130]|200|-250/0|HL|su|5|{1(1)}x16*2|11|49|21|-|8|-|1st hit on block does not stop immediately, Causes 15[13] chip damage, [] Refers to extended version, Opponent gains 10 meter on hit, 5 on block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}}
{{USFIVFrameDataRow|Surprise Forward|Forward Hop|f + 3k||Surprise Forward|-|-|-|-|-|-|-|Total 22|22|||-|-|5~18f can pass through opponent, treated as a special move, if immediately followed up by another move, that move will come out 2 frames after Surprise Forward has ended||||-|-|-|-|-|-|-|-|-|5~18f|-|}}
{{USFIVFrameDataRow|Surprise Forward|Forward Hop|f + 3k||{{Right}}+{{3k}}|-|-|-|-|-|-|-|Total 20[+2]|20|-|-|-|-|5~18f can pass through opponent, treated as a special move, Distance traveled: 2.0, [+2] refers to when inputting any move that can be input as a reversal before recovered.||||-|-|-|-|-|-|-|-|-|5~18F|-|}}
{{USFIVFrameDataRow|Surprise Back|Back Hop|b + 3k||Surprise Back|-|-|-|-|-|-|-|Total 29|29|||-|-|Treated as a special move||||-|-|-|-|-|-|-|-|-|4~21f|-|}}
{{USFIVFrameDataRow|Surprise Back|Back Hop|b + 3k||{{Left}}+{{3k}}|-|-|-|-|-|-|-|Total 29|29|-|-|-|-|Treated as a special move, Distance traveled: 1.19||||-|-|-|-|-|-|-|-|-|4~21F|-|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Ground Shave Roll|Super Combo|b (charge) f b f + p|Hold p to delay timing of dash|Ground Shave Roll|100x5|0|-1000/0|HL|-|1+4|16*1x14|12 [38+5]|46|||-32|-|Charge 55f, [] refers to on hit/block||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~5f|-|-|-|-|JP: ?|}}
{{USFIVFrameDataRow|Ground Shave Roll|Super|b (charge) {{f}} {{b}} {{f}} + p|Hold {{p}} to delay timing of dash|Super Combo|100x5|0|-1000/0|HL|-|1+4|16*1x14|12 [38+5]|46|-19|-|-32|-|Charge 55F, [] refers to on hit/block, Opponent gains 20x5 meter on hit, 5x5 on block||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~5F|-|-|-|-|JP: 0*1*3x3|}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataRow|Lightning Cannonball|Ultra Combo I|b (charge) f b f + 3p armorbreak|Hold 3p to delay timing of dash|Lightning Cannonball|0*120*125x4|0|0/0|L*H*HLx4|-|0+4|2(20)26*1x20|17 [39+5]|88|||-41|-|1st hit cannot hit airborne opponents & cannot be countered, charge 55f, can be held in place up to ? frames|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~27f|-|-|-|26~51f|JP: ?|}}
{{USFIVFrameDataRow|Lightning Cannonball|Ultra I|b (charge) {{f}} {{b}} {{f}} + {{3p}} armorbreak|Hold {{3p}} to delay timing of dash|Ultra Combo 1|0*120*125x4|0|0/0|L*H*HLx4|-|0+4|2(20)26*<br>1x20|17 [39+5]|88|-23|-|-41|-|1st hit cannot hit airborne opponents & cannot be countered, charge 55F, can be held in place up to ? frames, does 0*30x5 chip damage, Opponent gains 0*20x5 meter on hit, 5x6 on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~27F|-|-|-|26~51F|JP: 0*0*1*3x4|}}
{{USFIVFrameDataRow|Shout of Earth (Anti-Air)|Ultra Combo II (Anti-Air)|db (charge) df db u + 3p armorbreak|If first hit misses, hold 3p to delay final hit|Shout of Earth (Anti-Air)|30*195[470]|0|0/0|-|-|0+7|55(10)6|80|157|||-|-|2nd hit cannot hit crouching opponents, can delay 1st hit for a maximum of 30 frames, 1st hit goes into animation, [] refers to animation, charge 42f|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~7f|-|All: 1~62f|-|-|JP: ?|}}
{{USFIVFrameDataRow|Shout of Earth (Anti-Air)|Anti-air Ultra II|db (charge) {{df}} {{db}} {{u}} + {{3k}} armorbreak||Ultra Combo 2 (Anti-air)|30*38x7*204<br>[195]|0|0/0|-|-|0+7|55(3)6|80|157|-|-|-|-|Can delay 2nd hit for a maximum of 30 frames, 1st hit goes into cinematic, [] refers to non-cinematic, charge 42F, Opponent gains 20x9 meter on hit|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~7F|-|All: 1~70F|-|-|JP: 0*1*4x4, JI: 1*1*4x4|}}
{{USFIVFrameDataRow|Shout of Earth (Anti-Ground)|Ultra Combo II (Anti-Ground)|db (charge) df db u + 3k armorbreak||Shout of Earth (Anti-ground)|120x2*90x3|0|0/0|L|-|0+12|2(7)2(33)90|31|176|||-57|-|Cannot hit grounded opponents, charge 42f|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11f|-|All: 12~145f|-|-|JP: ?|}}
{{USFIVFrameDataRow|Shout of Earth (Anti-Ground)|Anti-ground Ultra II|db (charge) {{df}} {{db}} {{u}} + {{3p}} armorbreak|If first hit misses, hold {{3p}} to delay final hit|Ultra Combo 2 (Anti-ground)|120x2*90x3|0|0/0|L|-|0+12|2(7)2(33)90|31|176|64|-|-57|-|charge 42F, does 30x2*22x4 chip damage, Opponent gains 20x4 meter on hit, 5x6 on block|X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~11F|-|All: 12~145F|-|-||}}
{{USFIVFrameDataHeader}}
{{USFIVFrameDataHeader}}
|-
|-
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=====Notes:=====
=====Notes=====


[[Category: Ultra Street Fighter IV]]
{{Navbox-USFIV}}
[[Category:Ultra Street Fighter IV]]

Latest revision as of 12:06, 26 January 2023

Ultra Street Fighter IVUSFIV-Header.png

Blanka

SSFIV-Blanka Face.jpg

Stranded in the Brazilian rain forests when his plane went down, Jimmy was forced to survive alone in the jungles and that's how he became the beast known as Blanka. After finally deciding to see the world, he entered in the Street Fighting tournament and was thus reunited with his mother. He also managed to meet and befriend Dan Hibiki and, despite Blanka being the one who saved Dan's life, now Dan treats Blanka as his #1 pupil. Blanka doesn't mind as he feels happy to finally have a close friend in Dan.


In a nutshell

Blanka is a tricky character who, despite being a charge character, has deadly mixup potential. His playstyle is wild and unpredictable, from sneaky cross-up Rolling Attacks to constantly switching sides on the enemy with the Beast Hop. Even his Ultras are unpredictable, with the first having to be blocked high and then low, to the other being able to hit either airborne or grounded foes. Blanka, however, has a very luck-based wakeup game which, should he guess incorrectly, can be furiously punished for. In addition, he is very charge reliant and the second he loses his charge the only thing he can hope to save him is his Electricity. If you prefer to annoy your opponents with mindgames, mixups, and unpredictability, Blanka might be for you.

Players to Watch

Nishikin (JP), Mizoteru (JP)

Click for Omega SF4 version

Ultra SFIV Changes

Blanka SF4 Changelist

Character Specific Data

Blanka

VITALS
Health: 1000 Stun: 950 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.05 Forward Dash Distance: 1.52
Back Walk Speed: 0.045 Forward Dash Total Frames: 20
JUMPING Back Dash Distance: 1.20
Jump Height Apex: 2.04 Back Dash Total Frames: 26
Jump Total Frames: 38 (4+34) Back Dash Invincibility: 8
Forward Jump Distance: 1.65 Back Dash Airborne: 11
Back Jump Distance 1.48 Back Dash Recovery: 7
THROWS WAKE-UP TIMING
Forward Throw Range: 0.93 Face Up Total Frames: 33
Back Throw Range: 0.93 Face Down Total Frames: 22
NOTABLE MOVE CLASSES
High Attacks: Rock Crusher Overhead Hard Knockdowns: Crouch HK, Amazon River Run
Low Attacks: Crouch LK, Crouch MK, Crouch HK, Amazon River Run, Lightning Cannonball (1st Hit), Shout of Earth (Anti-Ground) Armor Breakers: Rolling Attack, EX Rolling Attack, Lightning Cannonball, Shout of Earth (Anti-Air), Shout of Earth (Anti-Ground)
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 20 L1 EX Red Focus Attack Combo Lead-Ins: Close HP, Crouch HP, Close HK, LP/MP Rolling Attack, LK/MK/HK Vertical Roll
Level 2 Focus Startup Frames: 28
Level 3 Focus Startup Frames: 63
L1 Focus Attack Forward Dash: -4 L2 FA Forward Dash (On Block): +2
L1 Focus Attack Back Dash: -10 L2 FA Back Dash (On Block): -4


Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Lp.png 30 50 20 HL sp/su 4 2 10 -1 2
Close MP Close Mp.png 80 100 40 HL su 6 2 10 2 5
Close HP Close Hp.png 110[90] 200[150] 60 HL su[-] 7 4 22 -7 -1
Close LK Close Lk.png 40 50 20 HL sp/su 4 3 10 -2 1
Close MK Close Mk.png 40*40 50*50 40*20 HL su*- 5 2(3)2 12 0 3
Close HK Close Hk.png 100[80] 200[150] 60 HL su[-] 7 6 19 -6 -1
Far LP Far Lp.png 30 50 20 HL sp/su 3 2 9 0 3
Far MP Far Mp.png 80 100 40 HL su 7 4 9 1 4
Far HP Far Hp.png 120 200 60 HL - 7 6 20 -7 -2
Far LK Far Lk.png 30 50 20 HL su 5 2 12 -3 0
Far MK Far Mk.png 90 100 40 HL su 5 2 19 -7 -4
Far HK Far Hk.png 100[80] 200[150] 60 HL - 3 6 23 -10 -5
Crouch LP Crouch Lp.png 30 50 20 HL sp/su 4 2 9 0 3
Crouch MP Crouch Mp.png 90 100 40 HL su 7 4 15 -5 -2
Crouch HP Crouch Hp.png 100 200 60 HL su[-] 8 4 25 -10 -4
Crouch LK Crouch Lk.png 30 50 20 L sp/su 4 3 7 1 4
Crouch MK Crouch Mk.png 70 100 40 L sp/su 4 2 11 1 4
Crouch HK Crouch Hk.png 90 150 60 L su 6 5 21 -7 -
Rock Crusher Close
Left.gif or Right.gif
+ Mp.png
50*40 50*50 40*20 HL sp/su*- 7 2(1)5 11 -2 3[1]
Rock Crusher Overhead Close
Left.gif or Right.gif
+ Mp.png (Hold)
50*40 50*50 40*20 H - 25 2(1)4 11 -1 5
Amazon River Run Downright.gif+Hp.png 100 200 60 L - 10 16 16 -11 -
Coward Crouch Down.gif+3p.png - - - - sp/su - - Total 53 - -
Coward Crouch (Max) Down.gif+3p.png
(Hold Down.gif)
- - - - sp/su - - Total 90 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Lp.png 40 50 20 H - 5 7 - - -
Neutral Jump MP Neutral Jump Mp.png 70 100 40 H - 6 3 - - -
Neutral Jump HP Neutral Jump Hp.png 120 200 60 H - 4 3 - - -
Neutral Jump LK Neutral Jump Lk.png 40 50 20 H - 4 3 - - -
Neutral Jump MK Neutral Jump Mk.png 60 100 40 H - 5 5 - - -
Neutral Jump HK Neutral Jump Hk.png 120 200 60 H - 7 7 - - -
Angled Jump LP Angled Jump Lp.png 40 50 20 H - 5 7 - - -
Angled Jump MP Angled Jump Mp.png 70 100 40 H - 6 5 - - -
Angled Jump HP Angled Jump Hp.png 90 200 60 H - 5 4 - - -
Angled Jump LK Angled Jump Lk.png 40 50 20 H - 5 5 - - -
Angled Jump MK Angled Jump Mk.png 60 100 40 H - 5 5 - - -
Angled Jump HK Angled Jump Hk.png 110 200 60 H - 7 6 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+10 2 38 -24 -24
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+10 2 38 -18 -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 63 2 39 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+10 2 38 -24 -24
Red Focus Attack (Level 2) Level 2 Red Focus 135 150 40 HL - 18+10 2 38 -18 -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 60 - - 63 2 39 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+10 2 38 -18 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Wild Fang Forward Throw 130 140 40 0.931 - 3 2 20 - -
Jungle Wheel Back Throw 120 120 40 0.931 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Rolling Attack Blanka Ball Lp.png 110 100 30/30 HL su 6 18 4 + After landing 2 [36+5] -22 -15
Blanka Ball Mp.png 120 150 30/30 HL su 6 33 4+2 [36+5] -22 -15
Blanka Ball Hp.png 130 200 30/30 HL su 6 33 4+3 [36+5] -22 -
EX Rolling Attack Blanka Ball Ex.png 120 150 -250/0 HL su 6 33 4+3[36+5] -22 -15
Backstep Ball Rainbow Ball Lk.png 110 200 30/40 HL - 28 25 After landing 6 - -
Rainbow Ball Mk.png 120 200 30/40 HL - 28 29 After landing 6 - -
Rainbow Ball Hk.png 130 200 30/40 HL - 28 33 After landing 6 - -
EX Backstep Ball Rainbow Ball Ex.png 120 200 -250/0 HL - 28 33 After landing 6 - -
Vertical Roll Up Ball Lk.png 100 200 30/30 HL su 4 18 40+5 [36+5] -21 -17
Up Ball Mk.png 110 200 30/30 HL su 4 15 42+10 [36+5] -21 -17
Up Ball Hk.png 120 200 30/30 HL su 4 12 46+4 [36+5] -21 -17
EX Vertical Roll Up Ball Ex.png 120 200 -250/0 HL su 4 18 47+10 [36+10] -26 -
Electric Thunder Electricity Lp.png 120[100] 200[150] 20/20 HL su 5 {4(4)}x3*4 9 5 -
Electricity Mp.png 130[110] 200[150] 20/20 HL su 7 {2(2)}x7*2 9 8 -
Electricity Hp.png 140[120] 200 20/20 HL su 10 {1(1)}x16*2 9 10 -
EX Electric Thunder Electricity Ex.png 150[130] 200 -250/0 HL su 5 {1(1)}x16*2 11 8 -
Surprise Forward Right.gif+3k.png - - - - - - - Total 20[+2] - -
Surprise Back Left.gif+3k.png - - - - - - - Total 29 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Ground Shave Roll Super Combo 100x5 0 -1000/0 HL - 1+4 16*1x14 12 [38+5] -32 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Lightning Cannonball Ultra Combo 1 0*120*125x4 0 0/0 L*H*HLx4 - 0+4 2(20)26*
1x20
17 [39+5] -41 -
Shout of Earth (Anti-Air) Ultra Combo 2 (Anti-air) 30*38x7*204
[195]
0 0/0 - - 0+7 55(3)6 80 - -
Shout of Earth (Anti-Ground) Ultra Combo 2 (Anti-ground) 120x2*90x3 0 0/0 L - 0+12 2(7)2(33)90 31 -57 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / Uf.png + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / Uf.png + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / Uf.png + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / Uf.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / Uf.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / Uf.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Rock Crusher

Headbutt (near opponent) F.png or B.png + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Rock Crusher Overhead

Overhead (near opponent) F.png or B.png + hold mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Amazon River Run

Slide df + p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Coward Crouch

Coward Crouch d + 3p Continue holding D.png to crouch longer

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Coward Crouch (Max) Coward Crouch (Max) d + 3p.png (hold D.png )

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Wild Fang

Forward Throw f or N.png + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jungle Wheel

Back Throw b + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Rolling Attack

Blanka Ball b (charge) F.png + P.png Ex.png armorbreak ex version can be controlled with B.png or f

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Backstep Ball

Rainbow Ball b (charge) F.png + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Vertical Roll

Up Ball d (charge) U.png + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Electric Thunder

Electricity press P.png repeatedly ex Requires 5 button presses

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Surprise Forward

Forward Hop f + 3k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Surprise Back

Back Hop b + 3k

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Ground Shave Roll

Super Combo b (charge) F.png B.png F.png + p Hold P.png to delay timing of dash

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Lightning Cannonball

Ultra Combo I b (charge) F.png B.png F.png + 3p Hold 3p.png to delay timing of dash

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Shout of Earth (Anti-Air) Ultra Combo II (Anti-Air) db (charge) Df.png Db.png U.png + 3p.png armorbreak If first hit misses, hold 3p.png to delay final hit

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Shout of Earth (Anti-Ground) Ultra Combo II (Anti-Ground) db (charge) Df.png Db.png U.png + 3k.png armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)


The Basics

Combos

Strategy

Matchups

Abel
SSFIV-Abel Face.jpg
Abel[No Data]
[character page]
Adon
SSFIV-Adon Face.jpg
Adon[No Data]
[character page]
Akuma/Gouki
SSFIV-Akuma Face.jpg
Akuma[No Data]
[character page]
Balrog/Boxer
SSFIV-Balrog Face.jpg
Balrog[No Data]
[character page]
Blanka (Mirror)
SSFIV-Blanka Face.jpg
Blanka[No Data]
[character page]
C. Viper
SSFIV-CViper Face.jpg
C. Viper[No Data]
[character page]
Cammy
SSFIV-Cammy Face.jpg
Cammy[No Data]
[character page]
Chun-Li
SSFIV-ChunLi Face.jpg
Chun-Li[No Data]
[character page]
Cody
SSFIV-Cody Face.jpg
Cody[No Data]
[character page]
Dan
SSFIV-Dan Face.jpg
Dan[No Data]
[character page]
Decapre
SSFIV-Decapre Face.jpg
Decapre[No Data]
[character page]
Dee Jay
SSFIV-DeeJay Face.jpg
Deejay[No Data]
[character page]
Dhalsim
SSFIV-Dhalsim Face.jpg
Dhalsim[No Data]
[character page]
Dudley
SSFIV-Dudley Face.jpg
Dudley[No Data]
[character page]
E. Honda
SSFIV-EHonda Face.jpg
E. Honda[No Data]
[character page]
El Fuerte
SSFIV-ElFuerte Face.jpg
El Fuerte[No Data]
[character page]
Elena
SSFIV-Elena Face.jpg
Elena[No Data]
[character page]
Evil Ryu
SSFIV-Evil Ryu Face.jpg
Evil Ryu[No Data]
[character page]
Fei Long
SSFIV-FeiLong Face.jpg
Fei Long[No Data]
[character page]
Gen
SSFIV-Gen Face.jpg
Gen[No Data]
[character page]
Gouken
SSFIV-Gouken Face.jpg
Gouken[No Data]
[character page]
Guile
SSFIV-Guile Face.jpg
Guile[No Data]
[character page]
Guy
SSFIV-Guy Face.jpg
Guy[No Data]
[character page]
Hakan
SSFIV-Hakan Face.jpg
Hakan[No Data]
[character page]
Hugo
SSFIV-Hugo Face.jpg
Hugo[No Data]
[character page]
Ibuki
SSFIV-Ibuki Face.jpg
Ibuki[No Data]
[character page]
Juri
SSFIV-Juri Face.jpg
Juri[No Data]
[character page]
Ken
SSFIV-Ken Face.jpg
Ken[No Data]
[character page]
M. Bison/Dictator
SSFIV-MBison Face.jpg
M. Bison[No Data]
[character page]
Makoto
SSFIV-Makoto Face.jpg
Makoto[No Data]
[character page]
Oni
SSFIV-Oni Face.jpg
Oni[No Data]
[character page]
Poison
SSFIV-Poison Face.jpg
Poison[No Data]
[character page]
Rolento
SSFIV-Rolento Face.jpg
Rolento[No Data]
[character page]
Rose
SSFIV-Rose Face.jpg
Rose[No Data]
[character page]
Rufus
SSFIV-Rufus Face.jpg
Rufus[No Data]
[character page]
Ryu
SSFIV-Ryu Face.jpg
Ryu[No Data]
[character page]
Sagat
SSFIV-Sagat Face.jpg
Sagat[No Data]
[character page]
Sakura
SSFIV-Sakura Face.jpg
Sakura[No Data]
[character page]
Seth
SSFIV-Seth Face.jpg
Seth[No Data]
[character page]
T. Hawk
SSFIV-THawk Face.jpg
T. Hawk[No Data]
[character page]
Vega/Claw
SSFIV-Vega Face.jpg
Vega[No Data]
[character page]
Yang
SSFIV-Yang Face.jpg
Yang[No Data]
[character page]
Yun
SSFIV-Yun Face.jpg
Yun[No Data]
[character page]
Zangief
SSFIV-Zangief Face.jpg
Zangief[No Data]
[character page]

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Lp.png 30 50 20 HL sp/su 4 2 10 15 -1 2 11 14 Reset Reset - - - - - - -
Close MP Close Mp.png 80 100 40 HL su 6 2 10 17 2 5 14 17 Reset Reset - - - - - - -
Close HP Close Hp.png 110[90] 200[150] 60 HL su[-] 7 4 22 32 -7 -1 19 25 [] refers to active frames 3~4F Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Lk.png 40 50 20 HL sp/su 4 3 10 16 -2 1 11 14 Reset Reset - - Feet: 3~12F Feet: 3~12F - - -
Close MK Close Mk.png 40*40 50*50 40*20 HL su*- 5 2(3)2 12 23 0 3 14 17 Reset Reset - - Feet: 4~18F Feet: 4~18F - 3~5F -
Close HK Close Hk.png 100[80] 200[150] 60 HL su[-] 7 6 19 31 -6 -1 19 24 [] refers to active frames 3~6F [3~6F]: Forces Stand [3~6F]: Forces Stand Reset Reset - - Feet: 6~8F Feet: 6~8F - - -
Far LP Far Lp.png 30 50 20 HL sp/su 3 2 9 13 0 3 11 14 Reset Reset - - - - - - -
Far MP Far Mp.png 80 100 40 HL su 7 4 9 19 1 4 14 17 Reset Reset - - - - - - -
Far HP Far Hp.png 120 200 60 HL - 7 6 20 32 -7 -2 19 24 Reset Reset - - - - - - -
Far LK Far Lk.png 30 50 20 HL su 5 2 12 18 -3 0 11 14 Reset Reset - - - - - - -
Far MK Far Mk.png 90 100 40 HL su 5 2 19 25 -7 -4 14 17 Reset Reset - - - - - - -
Far HK Far Hk.png 100[80] 200[150] 60 HL - 3 6 23 31 -10 -5 19 24 [] refers to active frames 3~6F Reset Reset - - Feet: 4~8F Feet: 4~8F - - -
Crouch LP Crouch Lp.png 30 50 20 HL sp/su 4 2 9 14 0 3 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 90 100 40 HL su 7 4 15 25 -5 -2 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 100 200 60 HL su[-] 8 4 25 36 -10 -4 19 25 [] refers to active frames 3~4F Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Lk.png 30 50 20 L sp/su 4 3 7 13 1 4 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 70 100 40 L sp/su 4 2 11 17 1 4 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 90 150 60 L su 6 5 21 31 -7 - 19 - Opponent gets up 48F after recovery if hit on first active frame Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Rock Crusher Close
Left.gif or Right.gif
+ Mp.png
50*40 50*50 40*20 HL sp/su*- 7 2(1)5 11 25 -2 3[1] 14 19[17] [] refers to vs crouching Reset Reset - - - - - - -
Rock Crusher Overhead Close
Left.gif or Right.gif
+ Mp.png (Hold)
50*40 50*50 40*20 H - 25 2(1)4 11 42 -1 5 14 20 Hold button 15F Reset Reset - - - - - - -
Amazon River Run Downright.gif+Hp.png 100 200 60 L - 10 16 16 41 -11 - 21 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Coward Crouch Down.gif+3p.png - - - - sp/su - - Total 53 53 - - 29~32F cancellable, duration can be extended - - - - - - Upper body: 1~31F Upper body: 1~31F All: 1~31F 32~40F -
Coward Crouch (Max) Down.gif+3p.png
(Hold Down.gif)
- - - - sp/su - - Total 90 90 - - 29~65F cancellable - - - - - - Upper body: 1~64F Upper body: 1~64F All: 1~64F 69~77F -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Lp.png 40 50 20 H - 5 7 - 11 - - Reset Reset - - - Lower body: 1~11F - - -
Neutral Jump MP Neutral Jump Mp.png 70 100 40 H - 6 3 - 8 - - Reset Reset - - - Lower body: 1~9F - - -
Neutral Jump HP Neutral Jump Hp.png 120 200 60 H - 4 3 - 6 - - Reset Reset - - - Lower body: 1~7F - - -
Neutral Jump LK Neutral Jump Lk.png 40 50 20 H - 4 3 - 6 - - Reset Reset - - - Lower body: 1~7F - - -
Neutral Jump MK Neutral Jump Mk.png 60 100 40 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump HK Neutral Jump Hk.png 120 200 60 H - 7 7 - 13 - - Reset Reset - - - Lower body: 1~6F - - -
Angled Jump LP Angled Jump Lp.png 40 50 20 H - 5 7 - 11 - - Reset Reset - - - Lower body: 1~11F - - -
Angled Jump MP Angled Jump Mp.png 70 100 40 H - 6 5 - 10 - - Reset Reset - - - Lower body: 1~10F - - -
Angled Jump HP Angled Jump Hp.png 90 200 60 H - 5 4 - 8 - - Reset Reset - - - Lower body: 1~8F - - -
Angled Jump LK Angled Jump Lk.png 40 50 20 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Angled Jump MK Angled Jump Mk.png 60 100 40 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump HK Angled Jump Hk.png 110 200 60 H - 7 6 - 12 - - Reset Reset - - - Lower body: 1~6F - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+10 2 38 59 -24 -24 16 16 Range: 2.104 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+10 2 38 67 -18 - 22 - Range: 2.104 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 63 2 39 103 - - - - Range: 2.104, Cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~62F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+10 2 38 59 -24 -24 16 16 Range: 2.104, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 135 150 40 HL - 18+10 2 38 67 -18 - 22 - Range: 2.104, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 60 - - 63 2 39 103 - - - - Range: 2.104, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~63F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+10 2 38 59 -18 - 22 - Range: 2.104, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Wild Fang Forward Throw 130 140 40 0.931 - 3 2 20 24 - - - - Opponent gets up 81F after throw recovers X Hard Knockdown - - - - - - - - - -
Jungle Wheel Back Throw 120 120 40 0.931 - 3 2 20 24 - - - - Opponent gets up 54F after throw recovers X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Rolling Attack Blanka Ball Lp.png 110 100 30/30 HL su 6 18 4 + After landing 2 [36+5] 29 -22 -15 2 9 Charge 55F, [] refers to on hit/block, builds 20 meter on block X Soft Knockdown Soft Knockdown - - - - - 8F~ -
Blanka Ball Mp.png 120 150 30/30 HL su 6 33 4+2 [36+5] 44 -22 -15 17 24 Charge 55F, [] refers to on hit/block, builds 20 meter on block X Soft Knockdown Soft Knockdown - - - - - 7F~ -
Blanka Ball Hp.png 130 200 30/30 HL su 6 33 4+3 [36+5] 45 -22 - 18 25 Charge 55F, [] refers to on hit/block, builds 20 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 7F~ -
EX Rolling Attack Blanka Ball Ex.png 120 150 -250/0 HL su 6 33 4+3[36+5] 45 -22 -15 18 25 Charge 55F, [] refers to on hit/block, Opponent gains 15 meter when hit and 10 on block. X [1~2F]: Soft Knockdown [1~2F]: Soft Knockdown Soft Knockdown Soft Knockdown - - - Until end of active frames - 7F~ -
Backstep Ball Rainbow Ball Lk.png 110 200 30/40 HL - 28 25 After landing 6 58 - - - - Charge 55F Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 1F~ -
Rainbow Ball Mk.png 120 200 30/40 HL - 28 29 After landing 6 62 - - - - Charge 55F Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 1F~ -
Rainbow Ball Hk.png 130 200 30/40 HL - 28 33 After landing 6 66 - - - - Charge 55F Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 1F~ -
EX Backstep Ball Rainbow Ball Ex.png 120 200 -250/0 HL - 28 33 After landing 6 66 - - - - Charge 55F, direction can be controlled, Opponent gains 20 meter on hit, 10 on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~22F - - 23~27F 1F~ -
Vertical Roll Up Ball Lk.png 100 200 30/30 HL su 4 18 40+5 [36+5] 66 -21 -17 42 46 Charge 55f, [] refers to on hit/block, 20 meter gained on block - - Soft Knockdown Soft Knockdown - - - - - 3F~ -
Up Ball Mk.png 110 200 30/30 HL su 4 15 42+10 [36+5] 70 -21 -17 46 50 Charge 55f, [] refers to on hit/block, 20 meter gained on block - - Soft Knockdown Soft Knockdown - - - - - 3F~ -
Up Ball Hk.png 120 200 30/30 HL su 4 12 46+4 [36+5] 65 -21 -17 41 45 Charge 55f, [] refers to on hit/block, 20 meter gained on block - - Soft Knockdown Soft Knockdown - - - - - 3F~ -
EX Vertical Roll Up Ball Ex.png 120 200 -250/0 HL su 4 18 47+10 [36+10] 78 -26 - 49 58 Charge 55f, [] refers to on hit/block, Opponent gains 15 meter on hit, 10 on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5F - - - 3F~ -
Electric Thunder Electricity Lp.png 120[100] 200[150] 20/20 HL su 5 {4(4)}x3*4 9 41 5 - 18 - 1st hit on block does not stop immediately, can be extended, Causes 12[10] chip damage, [] Refers to extended version Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Electricity Mp.png 130[110] 200[150] 20/20 HL su 7 {2(2)}x7*2 9 45 8 - 19 - 1st hit on block does not stop immediately, can be extended, Causes 13[11] chip damage, [] Refers to extended version Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Electricity Hp.png 140[120] 200 20/20 HL su 10 {1(1)}x16*2 9 52 10 - 21 - 1st hit on block does not stop immediately, can be extended, Causes 14[12] chip damage, [] Refers to extended version Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Electric Thunder Electricity Ex.png 150[130] 200 -250/0 HL su 5 {1(1)}x16*2 11 49 8 - 21 - 1st hit on block does not stop immediately, Causes 15[13] chip damage, [] Refers to extended version, Opponent gains 10 meter on hit, 5 on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Surprise Forward Right.gif+3k.png - - - - - - - Total 20[+2] 20 - - - - 5~18f can pass through opponent, treated as a special move, Distance traveled: 2.0, [+2] refers to when inputting any move that can be input as a reversal before recovered. - - - - - - - - - 5~18F -
Surprise Back Left.gif+3k.png - - - - - - - Total 29 29 - - - - Treated as a special move, Distance traveled: 1.19 - - - - - - - - - 4~21F -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Ground Shave Roll Super Combo 100x5 0 -1000/0 HL - 1+4 16*1x14 12 [38+5] 46 -32 - -19 - Charge 55F, [] refers to on hit/block, Opponent gains 20x5 meter on hit, 5x5 on block Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~5F - - - - JP: 0*1*3x3
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Lightning Cannonball Ultra Combo 1 0*120*125x4 0 0/0 L*H*HLx4 - 0+4 2(20)26*
1x20
17 [39+5] 88 -41 - -23 - 1st hit cannot hit airborne opponents & cannot be countered, charge 55F, can be held in place up to ? frames, does 0*30x5 chip damage, Opponent gains 0*20x5 meter on hit, 5x6 on block X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~27F - - - 26~51F JP: 0*0*1*3x4
Shout of Earth (Anti-Air) Ultra Combo 2 (Anti-air) 30*38x7*204
[195]
0 0/0 - - 0+7 55(3)6 80 157 - - - - Can delay 2nd hit for a maximum of 30 frames, 1st hit goes into cinematic, [] refers to non-cinematic, charge 42F, Opponent gains 20x9 meter on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~7F - All: 1~70F - - JP: 0*1*4x4, JI: 1*1*4x4
Shout of Earth (Anti-Ground) Ultra Combo 2 (Anti-ground) 120x2*90x3 0 0/0 L - 0+12 2(7)2(33)90 31 176 -57 - 64 - charge 42F, does 30x2*22x4 chip damage, Opponent gains 20x4 meter on hit, 5x6 on block X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~11F - All: 12~145F - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes

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