|
|
(11 intermediate revisions by 2 users not shown) |
Line 193: |
Line 193: |
| * 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. |
|
| |
|
| 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. |
|
| |
|
| {{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. |
Line 215: |
Line 216: |
| * 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. |
| }} | | }} |
|
| |
|
Line 254: |
Line 255: |
| {{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. |
Line 280: |
Line 281: |
| | title = Jumping Medium Punch | | | title = Jumping Medium Punch |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} j.MP<br>{{Modern_sf6}} -- | | | input = {{Classic_sf6}} j.MP<br>{{Modern_sf6}} j.M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_jmp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|blanka_jmp|caption=}} |
Line 289: |
Line 290: |
| * 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}}. |
Line 297: |
Line 300: |
| | title = Jumping Heavy Punch | | | title = Jumping Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} j.HP<br>{{Modern_sf6}} -- | | | 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=}} |
Line 305: |
Line 308: |
| {{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. |
Line 313: |
Line 318: |
| | title = Neutral Jumping Heavy Punch | | | title = Neutral Jumping Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} 8j.HP<br>{{Modern_sf6}} -- | | | 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=}} |
Line 321: |
Line 326: |
| {{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. |
Line 329: |
Line 336: |
| | title = Jumping Light Kick | | | title = Jumping Light Kick |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} j.LK<br>{{Modern_sf6}} -- | | | 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=}} |
Line 344: |
Line 351: |
| | title = Jumping Medium Kick | | | title = Jumping Medium Kick |
| | subtitle = | | | subtitle = |
| | input = {{Classic_sf6}} j.MK<br>{{Modern_sf6}} j.M | | | 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=}} |
Line 352: |
Line 359: |
| {{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. |
Line 367: |
Line 376: |
| | 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. |
Line 402: |
Line 413: |
| {{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. |
| }} | | }} |
|
| |
|
Line 502: |
Line 514: |
| * 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. |
Line 526: |
Line 540: |
| * {{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. |
Line 538: |
Line 554: |
| | input = {{Classic_sf6}} LPLK (air)<br>{{Modern_sf6}} LM (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=}} |
Line 961: |
Line 977: |
| {{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. |
|
| |
|
| 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. |
| }} | | }} |
| |-| | | |-| |
Line 1,006: |
Line 1,022: |
| * '''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 ({{clr|SA|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 |
Line 1,013: |
Line 1,029: |
| 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. | | 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. |
|
| |
|
| 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. |
|
| |
|
| 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. | | 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. |
|
| |
|
| 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. | | 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> |
Line 1,055: |
Line 1,071: |
| 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. |
|
| |
|
| 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. |
| }} | | }} |
| |-| | | |-| |
Line 1,091: |
Line 1,107: |
| * '''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 ({{clr|SA|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 {{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. | | 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> |
Line 1,120: |
Line 1,136: |
| * '''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. |
| | |
| | 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. |
| }} | | }} |
|
| |
|
Line 1,140: |
Line 1,159: |
| {{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 |
Line 1,147: |
Line 1,166: |
| * 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 |
Line 1,155: |
Line 1,174: |
| * 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 |
Line 1,168: |
Line 1,187: |
| * 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. |
|
| |
|
| 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. |
|
| |
|
| 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. |
|
| |
|
| 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> |
Line 1,270: |
Line 1,289: |
| * '''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)}} |
Line 1,276: |
Line 1,295: |
| * 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> |