< Street Fighter 6 | Blanka
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! style="width: 12%"| Knockdown !! style="width: 10%"| KD Adv. !! Oki/Notes | ! style="width: 12%"| Knockdown !! style="width: 10%"| KD Adv. !! Oki/Notes | ||
|- | |- | ||
| '''Forward Throw''' || + | | '''Forward Throw''' || +30 || | ||
* Walk for a manually timed throw loop that also allows shimmy | |||
* Forward Dash leaves Blanka {{sf6-adv|VP|+11}}; can auto-time some meaty normals and still walk back out of opponent's reversal throw tech (except vs. Zangief) | |||
* 6KKK Hop leaves Blanka {{sf6-adv|P|+3}} for an auto-timed strike/throw mixup, but cannot walk back out of throw range to bait reversal | |||
** Also allows a meaty strike vs. midscreen Back Rise (but no throw oki) | |||
|- | |- | ||
| '''Back Throw''' || + | | '''Back Throw''' || +27 || | ||
* After throwing opponent into corner, Blanka can dash to become {{sf6-adv|VP|+8}} and manually time a strike/throw mixup | |||
|- | |- | ||
| '''{{clr|H|2HK}}''' || HKD + | | '''Air Throw''' || +22 || | ||
* Too far for throw oki, but can {{clr|4|Drive Rush}} and use the momentum for a tick throw | |||
|- | |||
| '''Drive Impact'''<br>(No Crumple) || +35 || ? | |||
|- | |||
| '''Drive Reversal''' || +23 || ? | |||
|- | |||
| '''{{clr|H|2HK}}''' || HKD +25<br>HKD +46 (CH/PC)<br>+? (Juggle) || ? | |||
|- | |||
| '''{{clr|H|3HP}}''' || +29~38<br>HKD +29~38 (PC) || ? | |||
|- | |||
| '''{{clr|10|SA1}} - 236236P'''<br>(Shout of Earth) || +15 || ? | |||
|- | |||
| '''{{clr|10|SA3}} - 236236K'''<br>(Ground Shave Cannonball) || HKD +50 || ? | |||
|- | |||
| '''{{clr|10|CA}} - 236236K'''<br>(Ground Shave Cannonball) || HKD +14 || ? | |||
|} | |} | ||
Revision as of 03:38, 9 March 2024
Neutral
TO-DO
Offense
Frame Traps
Light Chains -
Okizeme and Mixups
TO-DO
Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +30 |
|
Back Throw | +27 |
|
Air Throw | +22 |
|
Drive Impact (No Crumple) |
+35 | ? |
Drive Reversal | +23 | ? |
2HK | HKD +25 HKD +46 (CH/PC) +? (Juggle) |
? |
3HP | +29~38 HKD +29~38 (PC) |
? |
SA1 - 236236P (Shout of Earth) |
+15 | ? |
SA3 - 236236K (Ground Shave Cannonball) |
HKD +50 | ? |
CA - 236236K (Ground Shave Cannonball) |
HKD +14 | ? |
vs. Burnout
Drive Rush
When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LK | 5LP/2LK | 2LP | 5HK | 5MK/2MK | 2MP/6MK/4MK | 5MP/5HP | 2HK | 3HP | 2HP | 6HP | 6MP | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
5LP~DR | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 14 | 15 | 18 | 20 |
5HP~DR | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 3 | 4 | 7 | 9 |
5LK~DR | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 15 | 16 | 19 | 21 |
5MK~DR | 0 | 0 | 0 | 0 | 0 | 1 | 2 | 3 | 6 | 7 | 10 | 12 |
2LP~DR | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 15 | 16 | 19 | 21 |
2MP~DR | 0 | 0 | 0 | 1 | 2 | 3 | 4 | 5 | 8 | 9 | 12 | 14 |
2MK~DR | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 10 | 11 | 14 | 16 |
4MK~DR | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 1 | 4 | 5 | 8 | 10 |
The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
2LP~DR | +5 | 5LK, 4MK, 2MK > [2]8LK/[4]6MP
5LK, 6MK, 2LP > [2]8LK
|
5LP~DR | +6 | |
5LK~DR | ||
2MP~DR | +10 | 5HK, 5HP > 2PP~P, [2]8MK
|
5MK~DR | +14 | |
2MK~DR | ||
4MK~DR | +16 | |
5HP~DR | +17 |
Defense
Reversals
Anti-Airs
Anti-Projectile
Fighting vs. Blanka