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(26 intermediate revisions by 2 users not shown) |
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| | title = Standing Light Punch | | | title = Standing Light Punch |
| | subtitle = | | | subtitle = |
| | input = 5LP | | | input = {{Classic_sf6}} 5LP<br>{{Modern_sf6}} 5L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=190px|blanka_5lp|caption=}} | | {{MoveDataCargoImage|imageHeight=190px|blanka_5lp|caption=}} |
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| | title = Standing Medium Punch | | | title = Standing Medium Punch |
| | subtitle = | | | subtitle = |
| | input = 5MP | | | input = {{Classic_sf6}} 5MP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|blanka_5mp|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|blanka_5mp|caption=}} |
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| | title = Standing Heavy Punch | | | title = Standing Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 5HP | | | input = {{Classic_sf6}} 5HP<br>{{Modern_sf6}} A[H] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|blanka_5hp|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|blanka_5hp|caption=}} |
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| | title = Standing Light Kick | | | title = Standing Light Kick |
| | subtitle = | | | subtitle = |
| | input = 5LK | | | input = {{Classic_sf6}} 5LK<br>{{Modern_sf6}} A[L] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=190px|blanka_5lk|caption=}} | | {{MoveDataCargoImage|imageHeight=190px|blanka_5lk|caption=}} |
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| | title = Standing Medium Kick | | | title = Standing Medium Kick |
| | subtitle = | | | subtitle = |
| | input = 5MK | | | input = {{Classic_sf6}} 5MK<br>{{Modern_sf6}} 5M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|blanka_5mk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|blanka_5mk|caption=}} |
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| | title = Standing Heavy Kick | | | title = Standing Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 5HK | | | input = {{Classic_sf6}} 5HK<br>{{Modern_sf6}} 5H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|blanka_5hk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|blanka_5hk|caption=}} |
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| | title = Crouching Light Punch | | | title = Crouching Light Punch |
| | subtitle = | | | subtitle = |
| | input = 2LP | | | input = {{Classic_sf6}} 2LP<br>{{Modern_sf6}} 2L~2L or A[L~L] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|blanka_2lp|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|blanka_2lp|caption=}} |
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| | title = Crouching Medium Punch | | | title = Crouching Medium Punch |
| | subtitle = | | | subtitle = |
| | input = 2MP | | | input = {{Classic_sf6}} 2MP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|blanka_2mp|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|blanka_2mp|caption=}} |
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| | title = Crouching Heavy Punch | | | title = Crouching Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 2HP | | | input = {{Classic_sf6}} 2HP<br>{{Modern_sf6}} 2H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_2hp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|blanka_2hp|caption=}} |
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| * 1f extra recovery on block | | * 1f extra recovery on block |
| * Forces stand | | * Forces stand |
| | * Extends a hurtbox 1f before active that is vulnerable to projectiles |
| <br> | | <br> |
| Enormous reach for a normal attack, and one of Blanka's farthest-reaching neutral options. Great for harassing the opponent's Drive gauge, especially when they are on the lookout to Perfect Parry a Blanka Ball. Can be fairly easily counterpoked and whiff punished due to the slow startup and long recovery time, so it should be used sparingly. | | Enormous reach for a normal attack, and one of Blanka's farthest-reaching neutral options. Great for harassing the opponent's Drive gauge, especially when they are on the lookout to Perfect Parry a Blanka Ball. Can be fairly easily counterpoked and whiff punished due to the slow startup and long recovery time, so it should be used sparingly. |
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| On {{clr|PC|Punish Counter}}, it knocks the opponent to the other end of the screen; this doesn't allow a follow-up juggle, but gives Blanka great screen position. After a whiff punish, closet the gap with {{clr|M|MP Rolling Attack}} for follow-up oki, or set up a Blanka-chan doll. | | On {{clr|PC|Punish Counter}}, it knocks the opponent to the other end of the screen; this doesn't allow a follow-up juggle, but gives Blanka great screen position. After a whiff punish, close the gap with {{clr|M|MP Rolling Attack}} for follow-up oki, or set up a Blanka-chan doll. |
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| {{clr|H|2HP}} can anti-air near its max range, but is liable to lose or trade with stronger jump-ins. | | {{clr|H|2HP}} can anti-air near its max range, but is liable to lose or trade with stronger jump-ins. |
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| | title = Crouching Light Kick | | | title = Crouching Light Kick |
| | subtitle = | | | subtitle = |
| | input = 2LK | | | input = {{Classic_sf6}} 2LK<br>{{Modern_sf6}} 2L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_2lk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_2lk|caption=}} |
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| * 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> |
| Blanka's fastest low, typically making it good for pressure. Chaining into {{clr|L|2LP}} leaves a 5f blockstring gap, and a chain into another {{clr|L|2LK}} leaves a 4f gap, allowing the opponent to mash out of pressure or at least force a trade. Chaining from {{clr|L|2LK}} into {{clr|L|5LK}} will frame trap any of the opponent's buttons. | | Blanka's fastest low, typically making it good for pressure. Chaining into {{clr|L|2LP}} leaves a 4f blockstring gap, allowing the opponent to trade with their own mashed 4f button. Chaining into {{clr|L|5LK}} or another {{clr|L|2LK}} will frame trap any of the opponent's buttons. |
| }} | | }} |
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| | title = Crouching Medium Kick | | | title = Crouching Medium Kick |
| | subtitle = | | | subtitle = |
| | input = 2MK | | | input = {{Classic_sf6}} 2MK<br>{{Modern_sf6}} 2M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|blanka_2mk|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|blanka_2mk|caption=}} |
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| | title = Crouching Heavy Kick | | | title = Crouching Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 2HK | | | input = {{Classic_sf6}} 2HK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_2hk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|blanka_2hk|caption=}} |
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| {{AttackDataCargo-SF6/Query|blanka_2hk}} | | {{AttackDataCargo-SF6/Query|blanka_2hk}} |
| * {{clr|PC|Counter-hit/Punish Counter}}: HKD +46 | | * {{clr|PC|Counter-hit/Punish Counter}}: HKD +46 |
| * Has juggle potential; not a Hard Knockdown when juggled into | | * Has juggle potential |
| <br> | | <br> |
| Blanka's traditional sweep with fairly long range and a convenient Hard Knockdown on hit. Has a lot of recovery, above-average startup and is unsafe on block, so it should be used either as a whiff punish or against characters with poor ranged punish options. | | Blanka's traditional sweep with fairly long range and a convenient Hard Knockdown on hit. Has a lot of recovery, above-average startup and is unsafe on block, so it should be used either as a whiff punish or against characters with poor ranged punish options. |
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| | title = Jumping Light Punch | | | title = Jumping Light Punch |
| | subtitle = | | | subtitle = |
| | input = j.LP | | | input = {{Classic_sf6}} j.LP<br>{{Modern_sf6}} j.L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_jlp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_jlp|caption=}} |
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| | title = Jumping Medium Punch | | | title = Jumping Medium Punch |
| | subtitle = | | | subtitle = |
| | input = j.MP | | | input = {{Classic_sf6}} j.MP<br>{{Modern_sf6}} j.M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_jmp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|blanka_jmp|caption=}} |
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| * Puts airborne opponents into a {{sf6-jug|limited juggle}} state | | * Puts airborne opponents into a {{sf6-jug|limited juggle}} state |
| * Cancelable into Aerial Rolling Attack (no charge required during SA2) | | * Cancelable into Aerial Rolling Attack (no charge required during SA2) |
| | * '''Lower Body Projectile Invuln''' 7-22f (except around the attack hitbox) |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| Rewarding air-to-air if you have back charge, though the downward angle of the hitbox can make it harder to use in some scenarios. Allows a juggle route into Aerial Rolling Attack after {{clr|OD|OD Rolling Attack}}. | | Rewarding air-to-air if you have back charge, though the downward angle of the hitbox can make it harder to use in some scenarios. Allows a juggle route into Aerial Rolling Attack after {{clr|OD|OD Rolling Attack}}. |
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| | title = Jumping Heavy Punch | | | title = Jumping Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = j.HP | | | input = {{Classic_sf6}} j.HP<br>{{Modern_sf6}} j.A[H] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_jhp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_jhp|caption=}} |
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| {{AttackDataCargo-SF6/Query|blanka_jhp}} | | {{AttackDataCargo-SF6/Query|blanka_jhp}} |
| * Spike knockdown vs. airborne opponents | | * Spike knockdown vs. airborne opponents |
| | * '''Lower Body Projectile Invuln''' 9-23f (except around the attack hitbox) |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| Blanka hits slightly above himself before swinging his arms down. More vulnerable to anti-airs than {{clr|H|j.HK}} since the hurtbox extends well outside the attack hitbox. | | Blanka hits slightly above himself before swinging his arms down. More vulnerable to anti-airs than {{clr|H|j.HK}} since the hurtbox extends well outside the attack hitbox. |
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| | title = Neutral Jumping Heavy Punch | | | title = Neutral Jumping Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 8j.HP | | | input = {{Classic_sf6}} 8j.HP<br>{{Modern_sf6}} 8j.A[H] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|blanka_8jhp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|blanka_8jhp|caption=}} |
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| {{AttackDataCargo-SF6/Query|blanka_8jhp}} | | {{AttackDataCargo-SF6/Query|blanka_8jhp}} |
| * Puts airborne opponents into a {{sf6-jug|limited juggle}} state | | * Puts airborne opponents into a {{sf6-jug|limited juggle}} state |
| | * '''Lower Body Projectile Invuln''' 7-23f (except around the attack hitbox) |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| Air-to-air with decent horizontal range. Does not cancel into Aerial Rolling Attack like {{clr|M|j.MP}}, but is more rewarding when Blanka does not have charge. | | Air-to-air with decent horizontal range. Does not cancel into Aerial Rolling Attack like {{clr|M|j.MP}}, but is more rewarding when Blanka does not have charge. |
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| | title = Jumping Light Kick | | | title = Jumping Light Kick |
| | subtitle = | | | subtitle = |
| | input = j.LK | | | input = {{Classic_sf6}} j.LK<br>{{Modern_sf6}} j.A[L] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|blanka_jlk|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|blanka_jlk|caption=}} |
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| | title = Jumping Medium Kick | | | title = Jumping Medium Kick |
| | subtitle = | | | subtitle = |
| | input = j.MK | | | input = {{Classic_sf6}} j.MK<br>{{Modern_sf6}} j.A[M] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_jmk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_jmk|caption=}} |
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| {{AttackDataCargo-SF6/Query|blanka_jmk}} | | {{AttackDataCargo-SF6/Query|blanka_jmk}} |
| * Can hit cross-up | | * Can hit cross-up |
| | * '''Lower Body Projectile Invuln''' 7-17f (except around the attack hitbox) |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| Fairly wide cross-up hitbox. Great option after Raid Jump (2PP~K) that can hit very ambiguously. | | Fairly wide cross-up hitbox. Great option after Raid Jump (2PP~K) that can hit very ambiguously. |
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| | title = Jumping Heavy Kick | | | title = Jumping Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = j.HK | | | input = {{Classic_sf6}} j.HK<br>{{Modern_sf6}} j.H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_jhk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|blanka_jhk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_jhk}} | | {{AttackDataCargo-SF6/Query|blanka_jhk}} |
| | * '''Lower Body Projectile Invuln''' 11-19f (except around the attack hitbox) |
| | ** Cannot be used to avoid the 2nd hit of JP's {{clr|OD|OD Amnesia}} bombs |
| <br> | | <br> |
| Blanka's main jump-in attack with solid horizontal and vertical range. The lower edge of the hitbox lines up with the hurtbox, allowing it to beat or trade with many anti-air moves. | | Blanka's main jump-in attack with solid horizontal and vertical range. The lower edge of the hitbox lines up with the hurtbox, allowing it to beat or trade with many anti-air moves. |
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| | title = Rock Crusher | | | title = Rock Crusher |
| | subtitle = | | | subtitle = |
| | input = 6MP | | | input = {{Classic_sf6}} 6MP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_6mp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_6mp|caption=}} |
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| | title = Double Knee Bombs | | | title = Double Knee Bombs |
| | subtitle = | | | subtitle = |
| | input = 6MK | | | input = {{Classic_sf6}} 6MK<br>{{Modern_sf6}} 6M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_6mk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_6mk|caption=}} |
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| {{AttackDataCargo-SF6/Query|blanka_6mk}} | | {{AttackDataCargo-SF6/Query|blanka_6mk}} |
| * '''Low Crush:''' 9-23f (not airborne) | | * '''Low Crush:''' 9-23f (not airborne) |
| | * Forces stand |
| * 1st hit puts airborne opponents into {{sf6-jug|free juggle}} state (allows both hits to connect) | | * 1st hit puts airborne opponents into {{sf6-jug|free juggle}} state (allows both hits to connect) |
| * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage carries through both hits | | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage carries through both hits |
| <br> | | <br> |
| A hopping 2-hit knee strike that advances forward. Can combo naturally into {{clr|L|5LP}} or {{clr|L|2LP}} with plenty of time to hitconfirm. Works well out of {{clr|DR|Drive Rush}}, giving it extra momentum, plus frames on block, and a combo route into {{clr|H|5HP}} for great damage. | | A hopping 2-hit knee strike that advances forward. Can combo naturally into {{clr|L|5LP}} or {{clr|L|2LP}} with plenty of time to hitconfirm, and always allows a combo into Vertical Roll since the opponent is put into standing hitstun. Works well out of {{clr|DR|Drive Rush}}, giving it extra momentum, plus frames on block, and a combo route into {{clr|H|5HP}} for great damage. |
| }} | | }} |
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| | title = Wild Edge | | | title = Wild Edge |
| | subtitle = | | | subtitle = |
| | input = 4MK | | | input = {{Classic_sf6}} 4MK<br>{{Modern_sf6}} 4M or A[M] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|blanka_4mk|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|blanka_4mk|caption=}} |
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| | title = Wild Nail | | | title = Wild Nail |
| | subtitle = | | | subtitle = |
| | input = 6HP | | | input = {{Classic_sf6}} 6HP<br>{{Modern_sf6}} 6H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|blanka_6hp|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|blanka_6hp|caption=}} |
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| | title = Amazon River Run | | | title = Amazon River Run |
| | subtitle = | | | subtitle = |
| | input = 3HP | | | input = {{Classic_sf6}} 3HP<br>{{Modern_sf6}} 3H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_3hp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_3hp|caption=}} |
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| | title = Forward Throw | | | title = Forward Throw |
| | subtitle = | | | subtitle = |
| | input = LPLK | | | input = {{Classic_sf6}} LPLK<br>{{Modern_sf6}} LM |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=210px|blanka_lplk|caption=}} | | {{MoveDataCargoImage|imageHeight=210px|blanka_lplk|caption=}} |
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| * Applies 20% damage scaling to 3rd hit of combo after juggling into Blanka-chan (in addition to the doll's 2-hit combo scaling) | | * Applies 20% damage scaling to 3rd hit of combo after juggling into Blanka-chan (in addition to the doll's 2-hit combo scaling) |
| ** e.g. Throw (100), Blanka-chan (100), follow-up juggle (50) | | ** e.g. Throw (100), Blanka-chan (100), follow-up juggle (50) |
| | * Successful Throw Escape builds {{clr|DR|1 Drive Gauge}} and {{clr|SA|10% Super Gauge}} for defender |
| | ** Awarded to random player if Throws are input simultaneously |
| <br> | | <br> |
| Sets up an excellent corner throw loop with multiple options to alter the timing. Walking forward requires manual timing on the next strike/throw mixup, but allows for precise positioning and is the best option for baiting the opponent's throw tech. | | Sets up an excellent corner throw loop with multiple options to alter the timing. Walking forward requires manual timing on the next strike/throw mixup, but allows for precise positioning and is the best option for baiting the opponent's throw tech. |
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| | title = Back Throw | | | title = Back Throw |
| | subtitle = | | | subtitle = |
| | input = 4LPLK | | | input = {{Classic_sf6}} 4LPLK<br>{{Modern_sf6}} 4LM |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=210px|blanka_4lplk|caption=}} | | {{MoveDataCargoImage|imageHeight=210px|blanka_4lplk|caption=}} |
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| * {{clr|PC|Punish Counter}}: HKD +27 | | * {{clr|PC|Punish Counter}}: HKD +27 |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| | * Successful Throw Escape builds {{clr|DR|1 Drive Gauge}} and {{clr|SA|10% Super Gauge}} for defender |
| | ** Awarded to random player if Throws are input simultaneously |
| <br> | | <br> |
| After throwing the opponent back into the corner, Blanka is {{sf6-adv|VP|+8}} after a forward dash. This allows him to pressure with {{clr|M|4MK}}, but leaves him too far to throw the opponent's wakeup 4f buttons (except against Blanka, E. Honda, and Zangief). Spending 1 bar on {{clr|DR|Drive Rush}} allows stronger oki while allowing Blanka to bait a reversal if he doesn't commit to an attack. | | After throwing the opponent back into the corner, Blanka is {{sf6-adv|VP|+8}} after a forward dash. This allows him to pressure with {{clr|M|4MK}}, but leaves him too far to throw the opponent's wakeup 4f buttons (except against Blanka, E. Honda, and Zangief). Spending 1 bar on {{clr|DR|Drive Rush}} allows stronger oki while allowing Blanka to bait a reversal if he doesn't commit to an attack. |
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| | title = Air Throw | | | title = Air Throw |
| | subtitle = | | | subtitle = |
| | input = LPLK (air) | | | input = {{Classic_sf6}} LPLK (air)<br>{{Modern_sf6}} LM (air) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|blanka_jlplk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|blanka_jlplk|caption=''Wait, Blanka has an air throw?''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_jlplk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_jlplk|caption=}} |
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| | title = Drive Parry | | | title = Drive Parry |
| | subtitle = | | | subtitle = |
| | input = MPMK | | | input = {{Classic_sf6}} MPMK<br>{{Modern_sf6}} DP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|blanka_mpmk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|blanka_mpmk|caption=}} |
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| | title = Coward Crouch | | | title = Coward Crouch |
| | subtitle = | | | subtitle = |
| | input = 2PP | | | input = {{Classic_sf6}} 2PP<br>{{Modern_sf6}} 2MH |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=120px|blanka_2pp|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|blanka_2pp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|blanka_2pp_p|caption='' Wild Lift ''}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=220px|blanka_2pp_k|caption='' Raid Jump ''}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|blanka_2pp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|blanka_2pp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_2pp_p|caption='' Wild Lift ''}}
| |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_2pp_k|caption='' Raid Jump ''}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_2pp}} | | {{AttackDataCargo-SF6/Query|blanka_2pp}} |
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| A crouching stance that can be canceled into from normals, most notably {{clr|H|5HP}}. Blanka can follow this up with a launching attack, a shallow jump, a forward or back hop, or by simply exiting the stance. The low profile frames are good at ducking under projectiles and {{clr|DR|Drive Impact}}, and the variable follow-up timing allows Blanka to act unpredictably, making it a bit harder for the opponent to punish the stance recovery. | | A crouching stance that can be canceled into from normals, most notably {{clr|H|5HP}}. Blanka can follow this up with a launching attack, a shallow jump, a forward or back hop, or by simply exiting the stance. The low profile frames are good at ducking under projectiles and {{clr|DR|Drive Impact}}, and the variable follow-up timing allows Blanka to act unpredictably, making it a bit harder for the opponent to punish the stance recovery. |
| | }} |
| | |
| | ======<font style="visibility:hidden; float:right">Wild Lift (2PP~P)</font>====== |
| | {{MoveDataCargo |
| | | title = Wild Lift |
| | | subtitle = |
| | | input = {{Classic_sf6}} 2PP~P<br>{{Modern_sf6}} 2MH~L |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|blanka_2pp_p|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_2pp_p|caption=}} |
| | | info = |
| {{AttackDataCargo-SF6/Query|blanka_2pp_p}} | | {{AttackDataCargo-SF6/Query|blanka_2pp_p}} |
| * Puts opponents into {{sf6-jug|limited juggle}} state | | * Puts opponents into {{sf6-jug|limited juggle}} state |
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| An upward swipe that launches the opponent on hit, but is very unsafe on block. The final 3 active frames have a very disjointed vertical hitbox, allowing it to anti-air at some ranges if the opponent jumps in response to the crouch animation. Combos naturally from {{clr|H|5HP}}, but can also work after {{clr|PC|Counter-hit}} {{clr|M|4MK}} or {{clr|PC|Punish Counter}}/{{clr|DR|Drive Rush}} {{clr|M|5MK}} and {{clr|M|2MK}}. Blanka can maintain charge while inputting Wild Lift, allowing for easy juggles like Vertical Roll. | | An upward swipe that launches the opponent on hit, but is very unsafe on block. The final 3 active frames have a very disjointed vertical hitbox, allowing it to anti-air at some ranges if the opponent jumps in response to the crouch animation. Combos naturally from {{clr|H|5HP}}, but can also work after {{clr|PC|Counter-hit}} {{clr|M|4MK}} or {{clr|PC|Punish Counter}}/{{clr|DR|Drive Rush}} {{clr|M|5MK}} and {{clr|M|2MK}}. Blanka can maintain charge while inputting Wild Lift, allowing for easy juggles like Vertical Roll. |
| | }} |
| | |
| | ======<font style="visibility:hidden; float:right">Raid Jump (2PP~K)</font>====== |
| | {{MoveDataCargo |
| | | title = Raid Jump |
| | | subtitle = |
| | | input = {{Classic_sf6}} 2PP~K<br>{{Modern_sf6}} 2MH~M/H |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=220px|blanka_2pp_k|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_2pp_k|caption=}} |
| | | info = |
| {{AttackDataCargo-SF6/Query|blanka_2pp_k}} | | {{AttackDataCargo-SF6/Query|blanka_2pp_k}} |
| * '''Upper Body Projectile Invuln:''' 1-9f | | * '''Upper Body Projectile Invuln:''' 1-9f |
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| }} | | }} |
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| =====<font style="visibility:hidden; float:right">Surprise Hop (6KKK/4KKK)</font>===== | | =====<font style="visibility:hidden; float:right">Surprise Hop (6KKK or 4KKK)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Surprise Hop | | | title = Surprise Hop |
| | subtitle = | | | subtitle = |
| | input = 6KKK/4KKK | | | input = {{Classic_sf6}} 6KKK or 4KKK<br>{{Modern_sf6}} 6LMH or 4LMH |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|blanka_6kkk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|blanka_6kkk|caption=}} |
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| A hop that can be input in either direction. Can be canceled into like a special move, allowing Blanka to mix up with Blanka-chan dolls or keep himself safe. He can also hop to exit Coward Crouch, making it harder to punish reliably. The hop can be input while crouching with 3KKK or 1KKK, allowing Blanka to maintain down charge for an immediate Vertical Roll. | | A hop that can be input in either direction. Can be canceled into like a special move, allowing Blanka to mix up with Blanka-chan dolls or keep himself safe. He can also hop to exit Coward Crouch, making it harder to punish reliably. The hop can be input while crouching with 3KKK or 1KKK, allowing Blanka to maintain down charge for an immediate Vertical Roll. |
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| Forward Hop is useful in Blanka's throw loops, setting up an auto-timed +3 situation in the corner while keeping him in range for a meaty normal midscreen. The brief throw invincible period allows Blanka to punish an attempted throw tech when canceled from a light normal (unless significantly delayed); afterwards, Blanka has enough time to punish with 5HK, 5HP > 2PP~P for big damage. This is a decent option to mix with standard tick throws, but should be used sparingly as it is very unsafe. | | Forward Hop is useful in Blanka's throw loops, setting up an auto-timed {{sf6-adv|P|+3}} situation in the corner while keeping him in range for a meaty normal midscreen. The brief throw invincible period allows Blanka to punish an attempted throw tech when canceled from a light normal (unless significantly delayed); afterwards, Blanka has enough time to punish with {{clr|H|5HK}}, {{clr|H|5HP}} > Wild Lift for big damage. This is a decent option to mix with standard tick throws, but should be used sparingly as it is very unsafe. |
| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Electric Thunder | | | title = Electric Thunder |
| | subtitle = | | | subtitle = Electricity |
| | input = 214P | | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X or 5S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=210px|blanka_214p|caption=}} | | {{MoveDataCargoImage|imageHeight=210px|blanka_214p|caption=}} |
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| * Strike hitbox with forward movement during startup; 2f extra recovery on whiff | | * Strike hitbox with forward movement during startup; 2f extra recovery on whiff |
| * Can hold button to extend active frames on whiff only | | * Can hold button to extend active frames on whiff only |
| * Activates Blanka-chan doll (OD 3-hit version) | | * Activates Blanka-chan doll ({{clr|OD|OD}} 3-hit version) |
| * '''Cancel Hitconfirm Window:''' 50f hit / 22f block (Super) | | * '''Cancel Hitconfirm Window:''' 50f hit / 22f block (Super) |
| * '''{{clr|SA|SA2}} cancel advantage:''' KD +54(60) hit / {{sf6-adv|VP|+9}} block | | * '''{{clr|SA|SA2}} cancel advantage:''' KD +54(60) hit / {{sf6-adv|VP|+9}} block |
| <br> | | <br> |
| Electric Thunder is Blanka's primary hitconfirm ender when charge is not available, leaving him safe on block with moderate pushback. The range is quite short, causing the meterless version to whiff in longer range cancels; holding the button down to extend the active frames can mess with the opponent's punish attempt, but this is a risky habit to get into as it opens the door for even stronger punishes against Blanka like a {{clr|DR|Drive Impact}}. On hit, a [[#Surprise_Hop_(6KKK/4KKK)|Forward Hop]] will close the gap for oki. | | Electric Thunder is Blanka's primary hitconfirm ender when charge is not available, leaving him safe on block with moderate pushback. The range is quite short, causing the meterless version to whiff in longer range cancels; holding the button down to extend the active frames can mess with the opponent's punish attempt, but this is a risky habit to get into as it opens the door for even stronger punishes against Blanka like a {{clr|DR|Drive Impact}}. On hit, a [[#Surprise Hop (6KKK or 4KKK)|Forward Hop]] will close the gap for oki. |
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| The OD version is much more reliable in combos and blockstrings due to its forward movement. It gives excellent frame advantage on block for extended pressure, though the opponent is left slightly out of throw range. On hit, it transitions to a launching follow-up attack that can lead to further juggles. Canceling into [[#Level_2_Super_(214214P)|SA2]] leads to powerful combos and setups on hit while granting enormous block advantage to begin mounting his offense. Activating a Blanka-chan doll with OD Electricity is one of Blanka's most powerful offensive tools, leading to extended mixups and juggles that are difficult to escape. | | The {{clr|OD|OD}} version is much more reliable in combos and blockstrings due to its forward movement. It gives excellent frame advantage on block for extended pressure, though the opponent is left slightly out of throw range. On hit, it transitions to a launching follow-up attack that can lead to further juggles. Canceling into [[#Level_2_Super_(214214P)|{{clr|SA|SA2}}]] leads to powerful combos and setups on hit while granting enormous block advantage to begin mounting his offense. Activating a Blanka-chan doll with {{clr|OD|OD Electricity}} is one of Blanka's most powerful offensive tools, leading to extended mixups and juggles that are difficult to escape. |
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| Both versions of Electricity receive a slight damage/chip boost during [[#Level_2_Super_(214214P)|SA2 (Lightning Beast)]], but no other changes are applied during the install. | | Both versions of Electricity receive a slight damage/chip boost during [[#Level_2_Super_(214214P)|{{clr|SA|SA2 (Lightning Beast)}}]], but no other changes are applied during the install. |
| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Rolling Attack | | | title = Rolling Attack |
| | subtitle = | | | subtitle = Blanka Ball |
| | input = [4]6P | | | input = {{Classic_sf6}} [4]6P<br>{{Modern_sf6}} [4]6X or [4]S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|blanka_46lp|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|blanka_46lp|caption=}} |
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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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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Rolling Attack | | | title = Rolling Attack |
| | subtitle = SA2 Install | | | subtitle = Blanka Ball (SA2) |
| | input = [4]6P | | | input = {{Classic_sf6}} [4]6P<br>{{Modern_sf6}} [4]6X or [4]S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=170px|blanka_46lp|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|blanka_46lp|caption=}} |
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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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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Aerial Rolling Attack | | | title = Aerial Rolling Attack |
| | subtitle = | | | subtitle = Air Ball |
| | input = j.[4]6P | | | input = {{Classic_sf6}} j.[4]6P<br>{{Modern_sf6}} j.[4]6X or j.[4]S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|blanka_j46p|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|blanka_j46p|caption=}} |
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| {{AttackDataCargo-SF6/Query|blanka_j46p}} | | {{AttackDataCargo-SF6/Query|blanka_j46p}} |
| * 40f charge time | | * 40f charge time |
| * Can hit cross-up; button strength determines trajectory (LP close, MP mid, HP far) | | * Can hit cross-up; button strength determines trajectory ({{clr|L|LP}} close, {{clr|M|MP}} mid, {{clr|H|HP}} far) |
| * {{FKD}} state until landing | | * {{FKD}} state until landing |
| * 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 |
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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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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Aerial Rolling Attack | | | title = Aerial Rolling Attack |
| | subtitle = SA2 Install | | | subtitle = Air Ball (SA2) |
| | input = j.[4]6P | | | input = {{Classic_sf6}} j.[4]6P<br>{{Modern_sf6}} j.[4]6X or j.[4]S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|blanka_j46p|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|blanka_j46p|caption=}} |
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| {{AttackDataCargo-SF6/Query|blanka_j46p_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_j46p_sa2}} |
| * 40f charge time (no charge required if canceled into) | | * 40f charge time (no charge required if canceled into) |
| * Can hit cross-up; button strength determines trajectory (LP close, MP mid, HP far) | | * Can hit cross-up; button strength determines trajectory ({{clr|L|LP}} close, {{clr|M|MP}} mid, {{clr|H|HP}} far) |
| * {{FKD}} state until landing | | * {{FKD}} state until landing |
| * 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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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Vertical Rolling Attack | | | title = Vertical Rolling Attack |
| | subtitle = | | | subtitle = Upball |
| | input = [2]8K | | | input = {{Classic_sf6}} [2]8K<br>{{Modern_sf6}} [2]8X or [2]S (L) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=240px|blanka_28lk|caption=}} | | {{MoveDataCargoImage|imageHeight=240px|blanka_28lk|caption=}} |
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| {{AttackDataCargo-SF6/Query|blanka_28kk}} | | {{AttackDataCargo-SF6/Query|blanka_28kk}} |
| * '''Full Invuln:''' 1-10f; '''Airborne''' 4-53f ({{FKD}} state) | | * '''Full Invuln:''' 1-10f; '''Airborne''' 4-53f ({{FKD}} state) |
| * 40f charge time; travels up, in between the trajectory of MK and HK versions | | * 40f charge time; travels up, in between the trajectory of {{clr|M|MK}} and {{clr|H|HK}} versions |
| <br> | | <br> |
| An upward angled attack used as an anti-air, reversal, and combo/juggle ender. Each strength has its own trajectory, with LK traveling the farthest and HK traveling straight up. The LK version can be used in grounded combos for better damage and oki than Rolling Attack, but anything more than 2 light attacks will cause it to whiff on standard-height crouching opponents. It is massively unsafe on whiff and block; Blanka comes back down with an unusual backward trajectory that can make may require the opponent to walk or {{clr|DR|Drive Rush}} forward to begin their optimal punish route. | | An upward angled attack used as an anti-air, reversal, and combo/juggle ender. Each strength has its own trajectory, with {{clr|L|LK}} traveling the farthest and {{clr|H|HK}} traveling straight up. The {{clr|L|LK}} version can be used in grounded combos for better damage and oki than Rolling Attack, but anything more than 2 light attacks will cause it to whiff on standard-height crouching opponents. It is massively unsafe on whiff and block; Blanka comes back down with an unusual backward trajectory that can make may require the opponent to walk or {{clr|DR|Drive Rush}} forward to begin their optimal punish route. |
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| The anti-air invincibility frames on the meterless versions do not occur until the active frames, so it must be used a bit pre-emptively. The OD version is Blanka's main reversal option, but is liable to whiff against close jumps. All versions cannot hit anti-air against cross-ups, so Blanka's best option is to delay OD Vertical Roll as long as possible to allow the opponent to fully swap sides, or to anti-air early before the opponent has a chance to cross over. | | The anti-air invincibility frames on the meterless versions do not occur until the active frames, so it must be used a bit pre-emptively. The {{clr|OD|OD}} version is Blanka's main reversal option, but is liable to whiff against close jumps. All versions cannot hit anti-air against cross-ups, so Blanka's best option is to delay {{clr|OD|OD Vertical Roll}} as long as possible to allow the opponent to fully swap sides, or to anti-air early before the opponent has a chance to cross over. |
| }} | | }} |
| |-| | | |-| |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Vertical Rolling Attack | | | title = Vertical Rolling Attack |
| | subtitle = SA2 Install | | | subtitle = Upball (SA2) |
| | input = [2]8K | | | input = {{Classic_sf6}} [2]8K<br>{{Modern_sf6}} [2]8X or [2]S (L) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=240px|blanka_28lk|caption=}} | | {{MoveDataCargoImage|imageHeight=240px|blanka_28lk|caption=}} |
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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}} |
| * '''Full Invuln:''' 1-10f; '''Airborne''' 4-53f ({{FKD}} state) | | * '''Full Invuln:''' 1-10f; '''Airborne''' 4-53f ({{FKD}} state) |
| * 40f charge time (no charge required if canceled into) | | * 40f charge time (no charge required if canceled into) |
| * Travels up, in between the trajectory of MK and HK versions | | * Travels up, in between the trajectory of {{clr|M|MK}} and {{clr|H|HK}} versions |
| * Activates Blanka-chan doll (OD 3-hit version) | | * Activates Blanka-chan doll ({{clr|OD|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 {{clr|OD|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 {{clr|SA|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 {{clr|OD|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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| | title = Backstep Rolling Attack | | | title = Backstep Rolling Attack |
| | subtitle = Rainbow Ball | | | subtitle = Rainbow Ball |
| | input = 63214K | | | input = {{Classic_sf6}} 63214K<br>{{Modern_sf6}} 6S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|blanka_63214lk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|blanka_63214lk|caption=}} |
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| While the move has slow startup and a large vulnerable hurtbox, it can be challenging for the opponent to anti-air when the spacing is unpredictable. Opponents can try to jump back and air-to-air, or catch the landing recovery with some long-range Supers on a short version. | | While the move has slow startup and a large vulnerable hurtbox, it can be challenging for the opponent to anti-air when the spacing is unpredictable. Opponents can try to jump back and air-to-air, or catch the landing recovery with some long-range Supers on a short version. |
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| The OD version has an initial hit with very short range; it has some utility in juggles, especially in corner Blanka-chan setups where it can allow extended juggle routes with multiple Blanka-chan dolls. The downward hit of the OD version connects twice vs. standing opponents and only once vs. crouching opponents. | | The {{clr|OD|OD}} version has an initial hit with very short range; it has some utility in juggles, especially in corner Blanka-chan setups where it can allow extended juggle routes with multiple Blanka-chan dolls. The downward hit of the {{clr|OD|OD}} version connects twice vs. standing opponents and only once vs. crouching opponents. |
| }} | | }} |
| |-| | | |-| |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Backstep Rolling Attack | | | title = Backstep Rolling Attack |
| | subtitle = SA2 Install | | | subtitle = Rainbow Ball (SA2) |
| | input = 63214K | | | input = {{Classic_sf6}} 63214K<br>{{Modern_sf6}} 6S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|blanka_63214lk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|blanka_63214lk|caption=}} |
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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}} |
| * '''Airborne''' 8-12f, 27-66f ({{FKD}} state); can hit cross-up on downward hit | | * '''Airborne''' 8-12f, 27-66f ({{FKD}} state); can hit cross-up on downward hit |
| * Medium trajectory (can steer forward/backward) | | * Medium trajectory (can steer forward/backward) |
| * Activates Blanka-chan doll (OD 3-hit version) | | * Activates Blanka-chan doll ({{clr|OD|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 {{clr|OD|OD}} version. Corner juggles with {{clr|OD|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> |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Wild Hunt | | | title = Wild Hunt |
| | subtitle = | | | subtitle = Hop Grab |
| | input = 236K | | | input = {{Classic_sf6}} 236K<br>{{Modern_sf6}} 236X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=200px|blanka_236lk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|blanka_236lk|caption=}} |
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| * '''Airborne''' 9-28f ({{FKD}} state); Range: 2.68-3.58 | | * '''Airborne''' 9-28f ({{FKD}} state); Range: 2.68-3.58 |
| * Can hold forward/back to control the trajectory | | * Can hold forward/back to control the trajectory |
| | * Can be comboed into on grounded/airborne opponents |
| <br> | | <br> |
| A slow, hopping command grab that can open up overly-defensive opponents, draining a bar of Drive gauge if you manage to throw during their parry attempt. The startup is quite reactable, so it helps to make the opponent focus on other threats like HP Blanka Ball or an activated Blanka-chan doll first. Blanka can be punished heavily if the opponent jumps or backdashes. In addition to its faster startup, the OD version is the best at avoiding the opponent's attacks by pulling up the hurtbox while hopping. | | A slow, hopping command grab that can open up overly-defensive opponents, draining a bar of Drive gauge if you manage to throw during their parry attempt. The startup is quite reactable, so it helps to make the opponent focus on other threats like {{clr|H|HP Roll}} or an activated Blanka-chan doll first. Blanka can be punished heavily if the opponent jumps or backdashes. |
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| | The {{clr|OD|OD}} version is the fastest, and pulls its hurtbox up high enough to avoid many grounded attacks. Because it can be comboed into, Blanka can take advantage of its high knockdown advantage to set up a Blanka-chan doll for a strong mixup. |
| }} | | }} |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Blanka-chan Bomb | | | title = Blanka-chan Bomb |
| | subtitle = | | | subtitle = Doll |
| | input = 22P | | | input = {{Classic_sf6}} 22P<br>{{Modern_sf6}} 22X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=85px|blanka_22p|caption=}} | | {{MoveDataCargoImage|imageHeight=85px|blanka_22p|caption=}} |
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| {{AttackDataCargo-SF6/Query|blanka_22p}} | | {{AttackDataCargo-SF6/Query|blanka_22p}} |
| * Starts each round with 3 dolls; can only replenish mid-round with Back Taunt | | * Starts each round with 3 dolls; can only replenish mid-round with Back Taunt |
| * Button strength determines doll placement (LP close, MP mid, HP far) | | * Button strength determines doll placement ({{clr|L|LP}} close, {{clr|M|MP}} mid, {{clr|H|HP}} far) |
| * Blanka can only place 1 doll on-screen at a time | | * Blanka can only place 1 doll on-screen at a time |
| * Blanka is in a {{clr|PC|Counter-hit}} state for entire throwing animation | | * Blanka is in a {{clr|PC|Counter-hit}} state for entire throwing animation |
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| * After spawning, the doll takes 35 more frames to reach the ground and become interactable | | * After spawning, the doll takes 35 more frames to reach the ground and become interactable |
| * Doll disappears if completely off-screen or after 1000 frames | | * Doll disappears if completely off-screen or after 1000 frames |
| * Doll can be activated with any electricity source (different effects depending on meterless/OD/Super type) | | * Doll can be activated with any electricity source (different effects depending on meterless/{{clr|OD|OD}}/{{clr|SA|Super}} type) |
| {{AttackDataCargo-SF6/Query|blanka_22p_214p}} | | {{AttackDataCargo-SF6/Query|blanka_22p_214p}} |
| * Activated with meterless electricity source (214LP or {{clr|SA|SA2}} Ball-type special) | | * Activated with meterless electricity source (214P or {{clr|SA|SA2}} Ball-type special) |
| * Doll disappears if Blanka is hit during the first 34f after electricity activation | | * Doll disappears if Blanka is hit during the first 34f after electricity activation |
| * Puts opponent into {{sf6-jug|free juggle}} state or maintains existing juggle state | | * Puts opponent into {{sf6-jug|free juggle}} state or maintains existing juggle state |
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| * 1-hit projectile; walks slowly forward ('''Projectile Speed:''' 0.04) | | * 1-hit projectile; walks slowly forward ('''Projectile Speed:''' 0.04) |
| {{AttackDataCargo-SF6/Query|blanka_22p_214pp}} | | {{AttackDataCargo-SF6/Query|blanka_22p_214pp}} |
| * Activated with OD electricity source (214PP or {{clr|SA|SA2}} OD Ball-type special) | | * Activated with {{clr|OD|OD}} electricity source ({{clr|OD|214PP}} or {{clr|SA|SA2}}/{{clr|OD|OD}} Ball-type special) |
| * Doll disappears if Blanka is hit during the first 23f after electricity activation | | * Doll disappears if Blanka is hit during the first 23f after electricity activation |
| * Puts opponent into {{sf6-jug|free juggle}} state or maintains existing juggle state | | * Puts opponent into {{sf6-jug|free juggle}} state or maintains existing juggle state |
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| * 5-hit projectile; shoot forward at slight upward angle ('''Projectile Speed:''' 0.1) | | * 5-hit projectile; shoot forward at slight upward angle ('''Projectile Speed:''' 0.1) |
| <br> | | <br> |
| Blanka's ultimate setplay tool, comparable to Kimberly's spraycans. The LP version of the doll is most commonly used, as it allows Blanka to activate it more easily at close range. | | Blanka's ultimate setplay tool, comparable to Kimberly's spraycans. The {{clr|L|LP}} version of the doll is most commonly used, as it allows Blanka to activate it more easily at close range. |
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| The meterless doll activation causes it to march slowly along the ground, allowing Blanka to follow behind it for better screen position. It's easy to anti-air if the opponent tries to avoid the doll with a jump, and Blanka can more safely attempt gimmicks like Button > Surprise Hop or Button > Raid Jump while the opponent is afraid to attack. | | The meterless doll activation causes it to march slowly along the ground, allowing Blanka to follow behind it for better screen position. It's easy to anti-air if the opponent tries to avoid the doll with a jump, and Blanka can more safely attempt gimmicks like Button > Surprise Hop or Button > Raid Jump while the opponent is afraid to attack. |
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| Activating the doll with OD electricity generally leads to the strongest juggles and mixups, especially in the corner. The OD doll hits do not increase the opponent's juggle count even when juggling multiple times, and the damage scaling only applies once regardless of how many times it connects. It's even possible to juggle into OD Blanka-chan after a throw under some very specific circumstances. | | Activating the doll with {{clr|OD|OD}} electricity generally leads to the strongest juggles and mixups, especially in the corner. The {{clr|OD|OD}} doll hits do not increase the opponent's juggle count even when juggling multiple times, and the damage scaling only applies once regardless of how many times it connects. It's even possible to juggle into {{clr|OD|OD Blanka-chan}} after a throw under some very specific circumstances. |
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| If you happen to have a doll nearby, {{clr|SA|SA1}} becomes a safe reversal option (+8 on block at worst). You generally want to use dolls when you have momentum near the opponent's corner, so this isn't the most practical scenario, but it's worth remembering if you throw a doll and then get back thrown into the corner. | | If you happen to have a doll nearby, {{clr|SA|SA1}} becomes a safe reversal option ({{sf6-adv|VP|+8}} on block at worst). You generally want to use dolls when you have momentum near the opponent's corner, so this isn't the most practical scenario, but it's worth remembering if you throw a doll and then get back thrown into the corner. |
| }} | | }} |
| <br> | | <br> |
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| | title = Shout of Earth | | | title = Shout of Earth |
| | subtitle = Level 1 Super Art | | | subtitle = Level 1 Super Art |
| | input = 236236P | | | input = {{classic_sf6}} 236236P<br>{{Modern_sf6}} 236236L or 5HS or 6HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=150px|blanka_236236p|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|blanka_236236p|caption=}} |
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| * 30% minimum damage scaling | | * 30% minimum damage scaling |
| * Significantly higher KD Advantage when juggled into | | * Significantly higher KD Advantage when juggled into |
| * During SA2: deals 200 more damage and reaches full screen | | * During {{clr|SA|SA2}}: deals 200 more damage and reaches full screen |
| <br> | | <br> |
| Blanka sends out a projectile hitbox in both directions that hits low to the ground. Works well as a reversal, but can only anti-air if the opponent uses an air attack that incurs landing recovery. {{clr|SA|SA1}} can also activate a Blanka-chan doll, which has a unique 5-hit version that makes the super safe (minimum of {{sf6-adv|VP|+8}} on block). | | Blanka sends out a projectile hitbox in both directions that hits low to the ground. Works well as a reversal, but can only anti-air if the opponent uses an air attack that incurs landing recovery. {{clr|SA|SA1}} can also activate a Blanka-chan doll, which has a unique 5-hit version that makes the super safe (minimum of {{sf6-adv|VP|+8}} on block). |
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| | title = Lightning Beast | | | title = Lightning Beast |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = 214214P | | | input = {{classic_sf6}} 214214P<br>{{Modern_sf6}} 214214M or 4HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=135px|blanka_214214p|caption=}} | | {{MoveDataCargoImage|imageHeight=135px|blanka_214214p|caption=}} |
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| | title = Rolling Cannon | | | title = Rolling Cannon |
| | subtitle = (During [[#Rolling Cannon (Direction+P)|Lightning Beast]]) | | | subtitle = (During [[#Rolling Cannon (Direction+P)|Lightning Beast]]) |
| | input = Any Direction + P | | | input = {{classic_sf6}} Any Direction + P<br>{{Modern_sf6}} Any Direction + X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_xp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|blanka_xp|caption=}} |
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| | title = Ground Shave Cannonball | | | title = Ground Shave Cannonball |
| | subtitle = Level 3 Super Art | | | subtitle = Level 3 Super Art |
| | input = 236236K | | | input = {{classic_sf6}} 236236K<br>{{Modern_sf6}} 236236H or 2HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_236236k|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|blanka_236236k|caption=}} |
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| * '''Full Invuln''': 1-12f; '''Airborne''' 2-12f; Armor Break | | * '''Full Invuln''': 1-12f; '''Airborne''' 2-12f; Armor Break |
| * '''Drive Gauge Depletion:''' 1.5 bars (hit) / 0.75 bars (block) | | * '''Drive Gauge Depletion:''' 1.5 bars (hit) / 0.75 bars (block) |
| ** Cinematic time regenerates ~1.6 Drive bars for Blanka | | ** Cinematic time regenerates ~1.8 Drive bars for Blanka |
| * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| {{AttackDataCargo-SF6/Query|blanka_236236k(ca)}} | | {{AttackDataCargo-SF6/Query|blanka_236236k(ca)}} |
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| * Available at 25% HP or below | | * Available at 25% HP or below |
| * '''Drive Gauge Depletion:''' 2 bars (hit) / 1 bar (block) | | * '''Drive Gauge Depletion:''' 2 bars (hit) / 1 bar (block) |
| ** Cinematic time regenerates ~1.3 Drive bars for Blanka | | ** Cinematic time regenerates ~2.3 Drive bars for Blanka |
| * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| <br> | | <br> |
| An easy-to-use Super that reaches about 60% of the screen length, making it a decent projectile counter. While it works well in many combo and juggle route, the high utility of {{clr|SA|SA2}} makes it hard to justify saving 3 bars of meter. This is compounded by the fact that it regenerates less Drive gauge during the cinematic than most characters; this is because Blanka is technically considered airborne during most of the cinematic, which slows the rate of Drive regeneration. The {{clr|SA|CA}} version has a tiny bit less range than the {{clr|SA|SA3}} version, which generally only matters when attempting a max range fireball punish. | | An easy-to-use Super that reaches about 60% of the screen length, making it a decent projectile counter. While it works well in many combo and juggle route, the high utility of {{clr|SA|SA2}} makes it hard to justify saving 3 bars of meter. The {{clr|SA|CA}} version has a tiny bit less range than the {{clr|SA|SA3}} version, which generally only matters when attempting a max range fireball punish. |
| }} | | }} |
| <br> | | <br> |