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| The infamous "Blanka Ball" that lets him control much of the horizontal space, especially against characters without strong projectiles. Heavier versions have slower startup but travel farther across the screen. Each version has a particular use that is essential to Blanka's overall gameplan. | | The infamous "Blanka Ball" that lets him control much of the horizontal space, especially against characters without strong projectiles. Heavier versions have slower startup but travel farther across the screen. Each version has a particular use that is essential to Blanka's overall gameplan. |
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| {{clr|L|LP Blanka Ball}} is primarily used to intentionally stop short of the opponent, whiffing with quick landing recovery. Many opponents will try to parry frequently in neutral against Blanka to avoid losing Drive gauge on block or to punish the safer versions of Blanka Ball with a Perfect Parry; mixing in the occasional LP Ball lets him land and immediately throw to punish this. It's important not to accidentally use this version at a range where it can be blocked, as it's horribly unsafe. If the opponent expects a whiffed LP Ball, they can stuff it with a quick jab punish on reaction. | | {{clr|L|LP Roll}} is primarily used to intentionally stop short of the opponent, whiffing with quick landing recovery. Many opponents will try to parry frequently in neutral against Blanka to avoid losing Drive gauge on block or to punish the safer versions of Blanka Ball with a Perfect Parry; mixing in the occasional {{clr|L|LP Roll}} lets him land and immediately throw to punish this. It's important not to accidentally use this version at a range where it can be blocked, as it's horribly unsafe. If the opponent expects a whiffed {{clr|L|LP Roll}}, they can stuff it with a quick jab punish on reaction. |
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| {{clr|M|MP Blanka Ball}} is the most common version in combos with its good combination of speed and distance, hitting much more consistently than [[#Electric_Thunder_(214P)|Electric Thunder]] from ranged pokes. In some matchups it can also be used as a decent whiff punish tool if Blanka already has charge, though it's quite risky to throw out if the opponent might block it. A successful {{clr|PC|Punish Counter}} can lead to a juggled {{clr|SA|SA1}} in the corner, but in most cases the reward is just better oki and corner carry. | | {{clr|M|MP Roll}} is the most common version in combos with its good combination of speed and distance, hitting much more consistently than [[#Electric_Thunder_(214P)|Electric Thunder]] from ranged pokes. In some matchups it can also be used as a decent whiff punish tool if Blanka already has charge, though it's quite risky to throw out if the opponent might block it. A successful {{clr|PC|Punish Counter}} can lead to a juggled {{clr|SA|SA1}} in the corner, but in most cases the reward is just better oki and corner carry. |
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| {{clr|H|HP Blanka Ball}} has much slower startup than the other versions, but travels full screen and is much safer on block due to the high pushback. In almost all cases, a Perfect Parry is required to punish it effectively. This version is great for harassing the opponent's Drive gauge, chipping away a full bar every time they block. The threat of HP Blanka Ball is what makes whiffed LP Ball so strong. The slow startup does make it a little easier to Perfect Parry or to interrupt with an anti-air invincible move, and makes it more likely for Blanka to run into a projectile before it can connect with the opponent. If it manages to land as a {{clr|PC|Punish Counter}}, the tumble state allows Blanka to combo into {{clr|DR|DR~}}{{clr|H|3HP}} from anywhere on the screen. | | {{clr|H|HP Roll}} has much slower startup than the other versions, but travels full screen and is much safer on block due to the high pushback. In almost all cases, a Perfect Parry is required to punish it effectively. This version is great for harassing the opponent's Drive gauge, chipping away a full bar every time they block. The threat of {{clr|H|HP Roll}} is what makes whiffed {{clr|L|LP Roll}} so strong. The slow startup does make it a little easier to Perfect Parry or to interrupt with an anti-air invincible move, and makes it more likely for Blanka to run into a projectile before it can connect with the opponent. If it manages to land as a {{clr|PC|Punish Counter}}, the tumble state allows Blanka to combo into {{clr|DR|DR~}}{{clr|H|3HP}} from anywhere on the screen. |
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| Notable punishes for HP Blanka Ball without Perfect Parry include: | | Notable punishes for {{clr|H|HP Roll}} without Perfect Parry include: |
| * Cammy {{clr|SA|SA3}} | | * Cammy {{clr|SA|SA3}} |
| * Blanka {{clr|SA|SA1}} (during {{clr|SA|SA2}} install only) | | * Blanka {{clr|SA|SA1}} (during {{clr|SA|SA2}} install only) |
| * Guile {{clr|SA|SA1}} (only if blocked from close range) | | * Guile {{clr|SA|SA1}} (only if blocked from close range) |
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| {{clr|OD|OD Blanka Ball}} has the same full screen presence of the HP version, while being faster and even safer on block. Blanka can be punished if the opponent Perfect Parries, with {{clr|DR|Drive Rush}} making it much easier to chase him down as he lands. On hit, Blanka switches sides and launches the opponent upward for a follow-up juggle like [2]8K or j.MP > j.[4]6P. | | {{clr|OD|OD Roll}} has the same full screen presence of the {{clr|H|HP}} version, while being faster and even safer on block. Blanka can be punished if the opponent Perfect Parries, with {{clr|DR|Drive Rush}} making it much easier to chase him down as he lands. On hit, Blanka switches sides and launches the opponent upward for a follow-up juggle like Vertical Roll or {{clr|M|j.MP}} > Air Ball. |
| }} | | }} |
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| * '''Airborne''' 10-23f ({{FKD}} state) | | * '''Airborne''' 10-23f ({{FKD}} state) |
| * Activates Blanka-chan doll (meterless 1-hit version) | | * Activates Blanka-chan doll (meterless 1-hit version) |
| * '''Cancel Hitconfirm Window:''' 58f hit / 56f block (Rolling Cannon) | | * '''Cancel Hitconfirm Window:''' 58f hit / 56f block ({{clr|SA|Rolling Cannon}}) |
| * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into | | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| {{AttackDataCargo-SF6/Query|blanka_46mp_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_46mp_sa2}} |
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| * {{clr|PC|Punish Counter}}: KD +66 Tumble / {{sf6-jug|limited juggle}} OTG state | | * {{clr|PC|Punish Counter}}: KD +66 Tumble / {{sf6-jug|limited juggle}} OTG state |
| * Activates Blanka-chan doll (meterless 1-hit version) | | * Activates Blanka-chan doll (meterless 1-hit version) |
| * '''Cancel Hitconfirm Window:''' 58f hit / 56f block (Rolling Cannon) | | * '''Cancel Hitconfirm Window:''' 58f hit / 56f block ({{clr|SA|Rolling Cannon}}) |
| * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into | | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| {{AttackDataCargo-SF6/Query|blanka_46hp_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_46hp_sa2}} |
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| * {{clr|PC|Punish Counter}}: KD +81 Tumble / {{sf6-jug|limited juggle}} OTG state | | * {{clr|PC|Punish Counter}}: KD +81 Tumble / {{sf6-jug|limited juggle}} OTG state |
| * Activates Blanka-chan doll (meterless 1-hit version) | | * Activates Blanka-chan doll (meterless 1-hit version) |
| * '''Cancel Hitconfirm Window:''' 58f hit / 56f block (Rolling Cannon) | | * '''Cancel Hitconfirm Window:''' 58f hit / 56f block ({{clr|SA|Rolling Cannon}}) |
| * Applies 20% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into | | * Applies 20% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| {{AttackDataCargo-SF6/Query|blanka_46pp_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_46pp_sa2}} |
| * 40f charge time (no charge required if canceled into) | | * 40f charge time (no charge required if canceled into) |
| * '''Airborne''' 18-46f ({{FKD}} state) | | * '''Airborne''' 18-46f ({{FKD}} state) |
| * Activates Blanka-chan doll (OD 3-hit version) | | * Activates Blanka-chan doll ({{clr|OD|OD}} 3-hit version) |
| * '''Cancel Hitconfirm Window:''' 42f block (Rolling Cannon) | | * '''Cancel Hitconfirm Window:''' 42f block ({{clr|SA|Rolling Cannon}}) |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| The general usage of Rolling Attack during the {{clr|SA|SA2}} install is the same, but there are some key changes. Charge is no longer required when canceling into the move, making combos much more consistent. Each usage of Blanka Ball drains 100f from the 1500f install timer, or about 6.7% of the total time. Electricity is applied during the attack, allowing for the activation of Blanka-chan dolls that can lead to powerful juggles on hit or mixups on block. | | The general usage of Rolling Attack during the {{clr|SA|SA2}} install is the same, but there are some key changes. Charge is no longer required when canceling into the move, making combos much more consistent. Each usage of Blanka Ball drains 100f from the 1500f install timer, or about 6.7% of the total time. Electricity is applied during the attack, allowing for the activation of Blanka-chan dolls that can lead to powerful juggles on hit or mixups on block. |
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| After bouncing off the opponent on hit/block, Blanka can cancel into a Rolling Cannon follow-up (except for the OD version on hit). This allows for extended combos and juggles with plenty of time to confirm on hit. On block, Blanka can use the 3P Rolling Cannon to get frame advantage, or fly backwards to make punishes more difficult. If the opponent crouch blocks after a meterless Blanka Ball, the 3P Rolling Cannon will not form a true blockstring, allowing the opponent to Perfect Parry or interrupt it with an anti-air invincible attack. | | After bouncing off the opponent on hit/block, Blanka can cancel into a {{clr|SA|Rolling Cannon}} follow-up (except for the {{clr|OD|OD}} version on hit). This allows for extended combos and juggles with plenty of time to confirm on hit. On block, Blanka can use the {{clr|SA|3P Rolling Cannon}} to get frame advantage, or fly backwards to make punishes more difficult. If the opponent crouch blocks after a meterless Blanka Ball, the {{clr|SA|3P Rolling Cannon}} will not form a true blockstring, allowing the opponent to Perfect Parry or interrupt it with an anti-air invincible attack. |
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| All versions on block have only 5 frames of landing recovery, much like the standard OD version. This makes the proper punish timing a bit more precise, as an early punish will put Blanka into a juggle state. The LP and MP versions are slightly safer on block and bounce much farther away, limiting the punish options of most characters. The HP version, meanwhile, recovers closer and is 6f worse on block; this makes it much more punishable if not canceled into Rolling Cannon. OD Blanka Ball also recovers closer, but at -7 it is still generally safe. | | All versions on block have only 5 frames of landing recovery, much like the standard {{clr|OD|OD}} version. This makes the proper punish timing a bit more precise, as an early punish will put Blanka into a juggle state. The {{clr|L|LP}} and {{clr|M|MP}} versions are slightly safer on block and bounce much farther away, limiting the punish options of most characters. The {{clr|H|HP}} version, meanwhile, recovers closer and is 6f worse on block; this makes it much more punishable if not canceled into {{clr|SA|Rolling Cannon}}. {{clr|OD|OD Roll}} also recovers closer, but at {{sf6-adv|VM|-7}} it is still generally safe. |
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| After a {{clr|PC|Punish Counter}} MP or HP version, the opponent's tumbling OTG state can be followed up anywhere on the screen with a 3P Rolling Cannon or an enhanced {{clr|SA|SA1}}. This dramatically increases the damage output on a successful punish starter compared to the non-{{clr|SA|SA2}} versions. | | After a {{clr|PC|Punish Counter}} {{clr|M|MP}} or {{clr|H|HP}} version, the opponent's tumbling OTG state can be followed up anywhere on the screen with a {{clr|SA|3P Rolling Cannon}} or an enhanced {{clr|SA|SA1}}. This dramatically increases the damage output on a successful punish starter compared to the non-{{clr|SA|SA2}} versions. |
| }} | | }} |
| </tabber> | | </tabber> |
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| * {{FKD}} state until landing | | * {{FKD}} state until landing |
| <br> | | <br> |
| A unique "divekick" that requires charge, notable for its ability to be performed from a backwards jump. The meterless version is usually unsafe, but with accurate spacing it can avoid punishment. The OD version is always safe on block, and can often be plus depending on the spacing. While the execution is difficult, Aerial Ball can be done from a forward jump; an easier (but more reactable) option is to charge while inputting Coward Crouch > Raid Jump, then using Aerial Ball to change your jump trajectory. | | A unique "divekick" that requires charge, notable for its ability to be performed from a backwards jump. The meterless version is usually unsafe, but with accurate spacing it can avoid punishment. The {{clr|OD|OD}} version is always safe on block, and can often be plus depending on the spacing. While the execution is difficult, Aerial Ball can be done from a forward jump; an easier (but more reactable) option is to charge while inputting Coward Crouch > Raid Jump, then using Aerial Ball to change your jump trajectory. |
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| Being usable from a backwards jump allows Blanka to hold up-back on wakeup to avoid a throw, then punish the whiff on reaction. The OD version is excellent for this purpose, since it's safe on block and leads to massive corner carry on hit to escape the corner. This makes Blanka the most dangerous character in the game to attempt a corner throw loop against, allowing him to get away with more risky options on defense. | | Being usable from a backwards jump allows Blanka to hold up-back on wakeup to avoid a throw, then punish the whiff on reaction. The {{clr|OD|OD}} version is excellent for this purpose, since it's safe on block and leads to massive corner carry on hit to escape the corner. This makes Blanka one of the most dangerous charactes in the game to attempt a corner throw loop against, allowing him to get away with more risky options on defense. |
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| Aerial Ball can be used in combos when canceled from j.MP, most notably after an OD Blanka Ball launch. This gives more damage and better oki than a Vertical Roll juggle ender. This can also be useful in air-to-air situations, allowing a backwards j.MP to deal extra damage without giving up screen position. It can also be used in spacing traps with moves like Electric Thunder; if the opponent tries to take back their turn on block with a slow enough normal, Blanka may be able to avoid it with the jump and come back down to whiff punish the recovery (though the effectiveness of this technique varies heavily based on the matchup). | | Aerial Ball can be used in combos when canceled from {{clr|M|j.MP}}, most notably after an {{clr|OD|OD Roll}} launch. This gives more damage and better oki than a Vertical Roll juggle ender. This can also be useful in air-to-air situations, allowing a backwards {{clr|M|j.MP}} to deal extra damage without giving up screen position. It can also be used in spacing traps with moves like Electric Thunder; if the opponent tries to take back their turn on block with a slow enough normal, Blanka may be able to avoid it with the jump and come back down to whiff punish the recovery (though the effectiveness of this technique varies heavily based on the matchup). |
| }} | | }} |
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| * Puts grounded opponents into {{sf6-jug|limited juggle}} state; spike knockdown vs. airborne opponents | | * Puts grounded opponents into {{sf6-jug|limited juggle}} state; spike knockdown vs. airborne opponents |
| * Activates Blanka-chan doll (meterless 1-hit version) | | * Activates Blanka-chan doll (meterless 1-hit version) |
| * '''Cancel Hitconfirm Window:''' 22(17)f (Rolling Cannon, height-dependent) | | * '''Cancel Hitconfirm Window:''' 22(17)f ({{clr|SA|Rolling Cannon}}, height-dependent) |
| * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into | | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| {{AttackDataCargo-SF6/Query|blanka_j46pp_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_j46pp_sa2}} |
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| * Can hit cross-up (2nd attack whiffs midscreen) | | * Can hit cross-up (2nd attack whiffs midscreen) |
| * {{FKD}} state until landing | | * {{FKD}} state until landing |
| * Activates Blanka-chan doll (OD 3-hit version) | | * Activates Blanka-chan doll ({{clr|OD|OD}} 3-hit version) |
| * '''Cancel Hitconfirm Window:''' 72(66)f hit / 17f block (Rolling Cannon, height-dependent) | | * '''Cancel Hitconfirm Window:''' 72(66)f hit / 17f block ({{clr|SA|Rolling Cannon}}, height-dependent) |
| * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into | | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| <br> | | <br> |
| The {{clr|SA|SA2}} install version of Aerial Ball is mostly identical, but has a few key changes compared to the original. It deals slightly more damage, and can be canceled into from j.MP with no charge; this can even be done late from a forward j.MP, leaving a small gap in the blockstring that can catch opponents who expect an immediate tick throw after landing. It also gains the ability to cancel into Rolling Cannon before landing (unless it connects at the minimum possible height, in which case a cancel is no longer possible). This can be used to make the meterless versions safe, or set up a tricky cross-up sequence like j.MP > Aerial Ball > Rolling Cannon, which can hit in many different ways depending on the spacing and timing. | | The {{clr|SA|SA2}} install version of Aerial Ball is mostly identical, but has a few key changes compared to the original. It deals slightly more damage, and can be canceled into from {{clr|M|j.MP}} with no charge; this can even be done late from a forward {{clr|M|j.MP}}, leaving a small gap in the blockstring that can catch opponents who expect an immediate tick throw after landing. It also gains the ability to cancel into {{clr|SA|Rolling Cannon}} before landing (unless it connects at the minimum possible height, in which case a cancel is no longer possible). This can be used to make the meterless versions safe, or set up a tricky cross-up sequence like {{clr|M|j.MP}} > Aerial Ball > {{clr|SA|Rolling Cannon}}, which can hit in many different ways depending on the spacing and timing. |
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| Like all ball-type {{clr|SA|SA2}} specials, the install timer is drained by 100f (6.7% of the total time) per use, even when not canceled into. It also can be used to activate a Blanka-chan doll, which is especially great for corner mixups. | | Like all ball-type {{clr|SA|SA2}} specials, the install timer is drained by 100f (6.7% of the total time) per use, even when not canceled into. It also can be used to activate a Blanka-chan doll, which is especially great for corner mixups. |
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| If {{clr|SA|SA2}} Aerial Ball connects very low to the ground and is canceled into the downward Rolling Cannon (2P), it reduces Blanka's landing recovery and grants significant frame advantage on block without deducting Rolling Cannon's usual 200f from the install timer. While this is likely a bug, it is an effective technique for confusing the opponent who expects Blanka to be at frame disadvantage after a blocked meterless Aerial Ball. | | If {{clr|SA|SA2}} Aerial Ball connects very low to the ground and is canceled into the downward {{clr|SA|Rolling Cannon (2P)}}, it reduces Blanka's landing recovery and grants significant frame advantage on block without deducting {{clr|SA|Rolling Cannon's}} usual 200f from the install timer. While this is likely a bug, it is an effective technique for confusing the opponent who expects Blanka to be at frame disadvantage after a blocked meterless Aerial Ball. |
| }} | | }} |
| </tabber> | | </tabber> |
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| * Farthest horizontal range (most useful in grounded combos) | | * Farthest horizontal range (most useful in grounded combos) |
| * Activates Blanka-chan doll (meterless 1-hit version) | | * Activates Blanka-chan doll (meterless 1-hit version) |
| * '''Cancel Hitconfirm Window:''' 60f hit / 51f block (Rolling Cannon) | | * '''Cancel Hitconfirm Window:''' 60f hit / 51f block ({{clr|SA|Rolling Cannon}}) |
| * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into | | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| {{AttackDataCargo-SF6/Query|blanka_28mk_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_28mk_sa2}} |
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| * Travels up and slightly forward for standard anti-air purposes | | * Travels up and slightly forward for standard anti-air purposes |
| * Activates Blanka-chan doll (meterless 1-hit version) | | * Activates Blanka-chan doll (meterless 1-hit version) |
| * '''Cancel Hitconfirm Window:''' 60f hit / 52f block (Rolling Cannon) | | * '''Cancel Hitconfirm Window:''' 60f hit / 52f block ({{clr|SA|Rolling Cannon}}) |
| * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into | | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| {{AttackDataCargo-SF6/Query|blanka_28hk_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_28hk_sa2}} |
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| * Travels straight up for deep anti-airs and juggles | | * Travels straight up for deep anti-airs and juggles |
| * Activates Blanka-chan doll (meterless 1-hit version) | | * Activates Blanka-chan doll (meterless 1-hit version) |
| * '''Cancel Hitconfirm Window:''' 60f hit / 52f block (Rolling Cannon) | | * '''Cancel Hitconfirm Window:''' 60f hit / 52f block ({{clr|SA|Rolling Cannon}}) |
| * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into | | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| {{AttackDataCargo-SF6/Query|blanka_28kk_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_28kk_sa2}} |
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| * Travels up, in between the trajectory of MK and HK versions | | * Travels up, in between the trajectory of MK and HK versions |
| * Activates Blanka-chan doll (OD 3-hit version) | | * Activates Blanka-chan doll (OD 3-hit version) |
| * '''Cancel Hitconfirm Window:''' 82f hit (Rolling Cannon) | | * '''Cancel Hitconfirm Window:''' 82f hit ({{clr|SA|Rolling Cannon}}) |
| * Applies 40% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into | | * Applies 40% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| <br> | | <br> |
| The {{clr|SA|SA2}} install version of Vertical Roll is a great juggle starter when canceled into a Rolling Cannon follow-up; while there is additional damage scaling applied, it massively increases Blanka's damage potential overall. The lack of charge requirement when canceled into also makes the attack more versatile, making Blanka free to move around and combo in situations that would normally be impossible. | | The {{clr|SA|SA2}} install version of Vertical Roll is a great juggle starter when canceled into a {{clr|SA|Rolling Cannon}} follow-up; while there is additional damage scaling applied, it massively increases Blanka's damage potential overall. The lack of charge requirement when canceled into also makes the attack more versatile, making Blanka free to move around and combo in situations that would normally be impossible. |
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| Other properties like attack angle, no cross-up hitbox, and invincibility frames are identical to the regular version. Blanka loses 100f (6.7%) of the install timer when activating Vertical Roll, and it can be used to activate a Blanka-chan doll with either the meterless or OD electricity. | | Other properties like attack angle, no cross-up hitbox, and invincibility frames are identical to the regular version. Blanka loses 100f (6.7%) of the install timer when activating Vertical Roll, and it can be used to activate a Blanka-chan doll with either the meterless or OD electricity. |
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| On block, Vertical Roll is a safer and bounces farther away compared to the regular version; it also has only 1 frame of landing recovery, making a grounded punish much more difficult. While the opponent could simply {{clr|DR|Drive Rush}} into a juggle starter, the ability to cancel into Rolling Cannon makes this a risky proposition. It's important to note that against crouch blocking opponents, Vertical Roll into Rolling Cannon cannot create a true blockstring; this means that an anti-air invincible special can punish Blanka for attempting to use the 3P follow-up as a divekick. This creates a sort of rock-paper-scissors mind game for both players that is generally weighted in Blanka's favor. | | On block, Vertical Roll is a safer and bounces farther away compared to the regular version; it also has only 1 frame of landing recovery, making a grounded punish much more difficult. While the opponent could simply {{clr|DR|Drive Rush}} into a juggle starter, the ability to cancel into {{clr|SA|Rolling Cannon}} makes this a risky proposition. It's important to note that against crouch blocking opponents, Vertical Roll into {{clr|SA|Rolling Cannon}} cannot create a true blockstring; this means that an anti-air invincible special can punish Blanka for attempting to use the 3P follow-up as a divekick. This creates a sort of rock-paper-scissors mind game for both players that is generally weighted in Blanka's favor. |
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| After OD Vertical Roll on block, Blanka cannot follow up with Rolling Cannon to keep himself safe. It does have more juggle potential than the meterless versions, making it a bit more useful in certain juggle routes. | | After OD Vertical Roll on block, Blanka cannot follow up with {{clr|SA|Rolling Cannon}} to keep himself safe. It does have more juggle potential than the meterless versions, making it a bit more useful in certain juggle routes. |
| }} | | }} |
| </tabber> | | </tabber> |
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| * Shortest trajectory (can steer forward/backward) | | * Shortest trajectory (can steer forward/backward) |
| * Activates Blanka-chan doll (meterless 1-hit version) | | * Activates Blanka-chan doll (meterless 1-hit version) |
| * '''Cancel Hitconfirm Window:''' 22(18)f (Rolling Cannon, height-dependent) | | * '''Cancel Hitconfirm Window:''' 22(18)f ({{clr|SA|Rolling Cannon}}, height-dependent) |
| * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into | | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| {{AttackDataCargo-SF6/Query|blanka_63214mk_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_63214mk_sa2}} |
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| * Medium trajectory (can steer forward/backward) | | * Medium trajectory (can steer forward/backward) |
| * Activates Blanka-chan doll (meterless 1-hit version) | | * Activates Blanka-chan doll (meterless 1-hit version) |
| * '''Cancel Hitconfirm Window:''' 23(19)f (Rolling Cannon, height-dependent) | | * '''Cancel Hitconfirm Window:''' 23(19)f ({{clr|SA|Rolling Cannon}}, height-dependent) |
| * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into | | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| {{AttackDataCargo-SF6/Query|blanka_63214hk_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_63214hk_sa2}} |
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| * Farthest trajectory (can steer forward/backward) | | * Farthest trajectory (can steer forward/backward) |
| * Activates Blanka-chan doll (meterless 1-hit version) | | * Activates Blanka-chan doll (meterless 1-hit version) |
| * '''Cancel Hitconfirm Window:''' 22(18)f (Rolling Cannon, height-dependent) | | * '''Cancel Hitconfirm Window:''' 22(18)f ({{clr|SA|Rolling Cannon}}, height-dependent) |
| * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into | | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| {{AttackDataCargo-SF6/Query|blanka_63214kk_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_63214kk_sa2}} |
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| * Medium trajectory (can steer forward/backward) | | * Medium trajectory (can steer forward/backward) |
| * Activates Blanka-chan doll (OD 3-hit version) | | * Activates Blanka-chan doll (OD 3-hit version) |
| * '''Cancel Hitconfirm Window:''' 36(19)f (Rolling Cannon, height-dependent) | | * '''Cancel Hitconfirm Window:''' 36(19)f ({{clr|SA|Rolling Cannon}}, height-dependent) |
| * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into | | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| <br> | | <br> |
| The {{clr|SA|SA2}} install version of Backstep Roll does slightly more damage, though this is somewhat mitigated by the additional damage scaling. It can also cancel into Rolling Cannon like all other ball-type special moves. Since it already leads to strong combos on hit and pressure on block, this doesn't change very much overall, although it's possible to set up some Rolling Cannon cross-ups midscreen. Activating this move drains 100f (6.7%) from the install timer, and importantly it gains electricity to activate Blanka-chan; this makes it harder for the opponent to defend against in neutral, especially on the OD version. Corner juggles with OD Backstep Roll and Blanka-chan dolls can deal massive damage, especially if Blanka has an extra bar for {{clr|SA|SA1}} juggles. | | The {{clr|SA|SA2}} install version of Backstep Roll does slightly more damage, though this is somewhat mitigated by the additional damage scaling. It can also cancel into {{clr|SA|Rolling Cannon}} like all other ball-type special moves. Since it already leads to strong combos on hit and pressure on block, this doesn't change very much overall, although it's possible to set up some {{clr|SA|Rolling Cannon}} cross-ups midscreen. Activating this move drains 100f (6.7%) from the install timer, and importantly it gains electricity to activate Blanka-chan; this makes it harder for the opponent to defend against in neutral, especially on the OD version. Corner juggles with OD Backstep Roll and Blanka-chan dolls can deal massive damage, especially if Blanka has an extra bar for {{clr|SA|SA1}} juggles. |
| }} | | }} |
| </tabber> | | </tabber> |