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Revision as of 12:30, 20 June 2014
Introduction
Blanka had arguably received a too strong nerf in Super Street Fighter II (SSF2). His appearance in Street Fighter II' Turbo (Japan)/Hyper Fighting (World/US, HF for short) was glorious: his attacks had great priority, specially his aerial kicks, and his added special attack, the Vertical Roll, greatly improved his combo potential and wake-up pressure. In SSF2, his crouching Roundhouse kick and Fierce punch were made slower, the aerial kicks' priority were greatly reduced and his Vertical Roll active hitboxes when he descends were completely absent. His electricity attack, whose official name is Electric Thunder, also had its attack boxes reduced for the Strong and Fierce versions. In return, he gained a backstep rolling attack that happens to be the absolute worst special move in the game.
Picking Old Blanka
To select O.Blanka, choose Blanka and then press → ← ← ← Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.
Normal | Secondary |
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--Born2SPD
New & Old Versions Comparison
Here is the list of differences:
- Obvious stuff: O.Blanka can not tech throws, does not have the hops, slide and Super;
- O.Blanka has some differences in some of his normals:
- Close Standing Jab can not be special canceled;
- Far Standing Jab can not be special canceled;
- Crouching Short can not be special canceled;
- Crouching Forward can not be special canceled;
- Diagonal Jumping Short has outstanding air to ground priority (can beat N.Shoto Shoryukens with the right timing) but does not has crossup properties (all in all a huge loss);
- Diagonal Jumping Roundhouse hits slightly higher and can connect back to his thighs, but has less range and priority at his feet (which makes it worse overall);
- O.Blanka's electric attacks have no recovery while for N.Blanka they have a recovery animation, the only significant nerf that N.Blanka received;
- O.Blanka's Both Horizontal and Vertical Beast Rolls have a 50% of chance of being unblockable if it hits on the first frame;
- O.Blanka's Vertical Beast Rolls have a different arc and recovery animation: it tends to go more vertically and then pull horizontally back, whereas N.Blanka's travels farther horizontally and then drops straight down. It may be more safe but it is worse as a projectile avoiding tool, though on rare occasions it's useful to bait some attacks;
O.Blanka is a waste of time, really; he losses so much for a different vertical roll, a better lightning attack and a dj.Short that may have its uses but without having a cross-up a lot of match-ups which are already hard become almost impossible.
Moves Analysis
Disclaimer: To better understand the diagrams, read this.
Normal Moves
Ground Normals
- Close Standing Jab:
Damage | 12 | ![]() |
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Stun | 0~5 | |||||||
Stun Timer | 40 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | +2 | |||||||
Frame Count | 2 | 2 | 2 | 4 | 2 | 2 | 1 | |
Simplified | 1 + 4 | 2 | 9 |
Blanka slaps his opponent. This is not a good move, favor cl.Strong instead. It is okay for ticking though. Does not has special cancel properties like N.Blanka's version, but for O.Blanka it would not made too much of a difference since he can not Hop.
- Far Standing Jab:
Damage | 12 | ![]() |
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Stun | 0~5 | |||||||
Stun Timer | 40 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | -1 | |||||||
Frame Count | 2 | 2 | 3 | 4 | 3 | 3 | 1 | |
Simplified | 1 + 4 | 3 | 11 |
A slap that has good priority and does good damage for a Jab, but also has a slow recovery for this kind of move. N.Blanka can special cancel this move.
- Crouching Jab:
Damage | 11 | ![]() |
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Stun | 0~5 | |||||||
Stun Timer | 40 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | +3 | |||||||
Frame Count | 2 | 2 | 4 | 3 | 3 | 3 | 1 | |
Simplified | 1 + 8 | 3 | 7 |
Some kind of fang attack. It has its uses, such as waiting for shotos to land from Tatsumakis.
- Close Standing Strong:
Damage | 17 | ![]() |
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Stun | 5~11 | ||||
Stun Timer | 60 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes | ||||
Frame Advantage | +11 | ||||
Frame Count | 2 | 4 | 2 | 1 | |
Simplified | 1 + 2 | 4 | 3 |
A great combo starter and tick move. This has really good recovery so you can link several moves after it. The downside is that you can not charge for specials since this would result in his command headbutt attack.
- Far Standing Strong:
Damage | 17 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +9 | ||||||
Frame Count | 3 | 2 | 2 | 3 | 3 | 1 | |
Simplified | 1 + 5 | 2 | 7 |
This is an important anti-air against characters with bad priority aerial moves. It is very important against Zangief and Thunder Hawk.
- Crouching Strong:
Damage | 17 | ![]() |
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Stun | 5~11 | |||
Stun Timer | 60 | |||
Chain Cancel | No | |||
Special Cancel | No | |||
Frame Advantage | -2 | |||
Frame Count | 3 | 3 | 3 | |
Simplified | 1 + 6 | 3 |
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Frame Count | 7 | 3 | 3 | 3 | 1 |
Simplified | 17 |
Fang attack with decent range, but sort of slow.
- Close/Far Standing Fierce:
Damage | 22 | ![]() |
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Stun | 10~16 | |||||||
Stun Timer | 80 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | -3 / +1 | |||||||
Frame Count | 3 | 3 | 4 | 3 | 10 | 7 | 1 | |
Simplified | 1 + 6 | 7 | 18 |
This can be used as anti-air and anti-cross-up from up close. It does good damage and stun, so it is also interesting after a successful cl.Strong punch.
- Crouching Fierce:
Damage | 22 | ![]() |
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Stun | 10~16 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | -2 | ||||||
Frame Count | 4 | 4 | 6 | 10 | 7 | 1 | |
Simplified | 1 + 8 | 6 | 18 |
Blanka's long range crouching punch. It has good damage and stun, but relatively long start-up and mediocre priority.
- Close Standing Short:
Damage | 12 | ![]() |
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Stun | 0~5 | ||||||
Stun Timer | 40 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | -4 | ||||||
Frame Count | 3 | 3 | 3 | 2 | 2 | 4 | |
Simplified | 1 + 13 | 4 |
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Frame Count | 3 | 3 | 3 | 3 | 1 |
Simplified | 13 |
Horrible move.
- Far Standing Short:
Damage | 12 | ![]() |
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Stun | 0~5 | |||||||
Stun Timer | 40 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | +2 | |||||||
Frame Count | 2 | 2 | 2 | 4 | 3 | 3 | 1 | |
Simplified | 1 + 6 | 4 | 7 |
Great spear kick: good range and awesome priority.
- Crouching Short:
Damage | 11 | ![]() |
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Stun | 0~5 | ||||||
Stun Timer | 40 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +2 | ||||||
Frame Count | 2 | 2 | 4 | 3 | 3 | 1 | |
Simplified | 1 + 4 | 4 | 7 |
A more safe version of cr.Forward but with less range. O.Blanka can not special cancel this move, only N.Blanka can.
- Close Standing Forward:
Damage | 19 + 19 | ![]() |
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Stun | 5~11 + 5~11 | ||||||
Stun Timer | 60 + 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | -3 / -1 | ||||||
Frame Count | 3 | 3 | 3 | 2 | 2 | 4 | |
Simplified | 1 + 11 | 2 | 4 |
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Frame Count | 3 | 3 | 3 | 3 | 1 |
Simplified | 13 |
A double-hitting knee attack. Much better than cl.Short, but still worse than Blanka's headbutt.
- Far Standing Forward:
Damage | 19 | ![]() |
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Stun | 5~11 | |||||||
Stun Timer | 60 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | +7 | |||||||
Frame Count | 2 | 2 | 2 | 4 | 3 | 3 | 1 | |
Simplified | 1 + 6 | 4 | 7 |
Some kind of acrobatic kick that can be used as a trade anti-air, but it is worse than far Strong punch.
- Crouching Forward:
Damage | 17 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +7 | ||||||
Frame Count | 2 | 2 | 4 | 3 | 3 | 1 | |
Simplified | 1 + 4 | 4 | 7 |
This is a good attack. It can be linked into another cr.Forward or an Horizontal Roll. Only N.Blanka can special cancel this move, which hurts O.Blanka combo potential significantly.
- Close/Far Standing Roundhouse:
Damage | 24 | ![]() |
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Stun | 10~16 | ||||
Stun Timer | 80 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | -10 / -4 | ||||
Frame Count | 3 | 3 | 6 | 5 | |
Simplified | 1 + 6 | 11 |
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Frame Count | 5 | 5 | 5 | 5 | 1 |
Simplified | 21 |
This can be used as anti-air and anti-cross-up. It can also be used after cl.Strong for a damaging combination.
- Crouching Roundhouse:
Damage | 22 | ![]() |
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Stun | 5~11 | |||||||
Stun Timer | 130 | |||||||
Chain Cancel | No | |||||||
Special Cancel | No | |||||||
Frame Advantage | +0 | |||||||
Frame Count | 2 | 3 | 4 | 4 | 10 | 7 | 1 | |
Simplified | 1 + 9 | 4 | 18 |
Blanka turns his back to his opponent and performs a relatively long range sweep attack. This is a good move, but a bit slow.
Aerial Normals
- Neutral/Diagonal Jumping Jab:
Damage | 12 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Frame Count | 2 | 3 | 20 | 3 | ∞ | |
Simplified | 5 | 20 | ∞ |
- Neutral Jumping Strong:
Damage | 21 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 2 | 3 | 12 | 3 | ∞ | |
Simplified | 5 | 12 | ∞ |
- Diagonal Jumping Strong:
Damage | 21 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 2 | 3 | 12 | 3 | ∞ | |
Simplified | 5 | 12 | ∞ |
- Neutral Jumping Fierce:
Damage | 26 | ![]() |
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Stun | 11~17 | |||||||
Stun Timer | 40 | |||||||
Frame Count | 1 | 3 | 3 | 6 | 3 | 3 | ∞ | |
Simplified | 1 | 3 | ∞ |
- Diagonal Jumping Fierce:
Damage | 26 | ![]() |
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Stun | 3~9 | ||||
Stun Timer | 40 | ||||
Frame Count | 2 | 3 | 6 | ∞ | |
Simplified | 5 | 6 | ∞ |
Excellent priority air to ground and hits very low. It hits so low that it can beat N.Shoto's Crouching Roundhouse everytime, if timed right. The only downside of this move is that it has nerfed stun potential, similar to Shoto's Diagonal Jumping Heavy attacks.
- Neutral Jumping Short:
Damage | 14 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Frame Count | 2 | 3 | 20 | 3 | ∞ | |
Simplified | 5 | 20 | ∞ |
- Diagonal Jumping Short:
Damage | 14 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Frame Count | 2 | 3 | 20 | 3 | ∞ | |
Simplified | 5 | 20 | ∞ |
- Neutral Jumping Forward:
Damage | 21 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 2 | 3 | 12 | 3 | ∞ | |
Simplified | 5 | 12 | ∞ |
- Diagonal Jumping Forward:
Damage | 21 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 2 | 3 | 12 | 3 | ∞ | |
Simplified | 5 | 12 | ∞ |
- Neutral Jumping Roundhouse:
Damage | 26 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 2 | 3 | 6 | 3 | ∞ | |
Simplified | 5 | 6 | ∞ |
- Diagonal Jumping Roundhouse:
Damage | 26 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 60 | |||||
Frame Count | 3 | 4 | 6 | 3 | ∞ | |
Simplified | 7 | 6 | ∞ |
Command Normals
- Rock Crush a.k.a. Headbutt: (On ground and close, ←/→ + Strong)
Damage | 16 + 16 | ![]() |
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Stun | 5~11 + 5~11 | |||||
Stun Timer | 60 + 60 | |||||
Special Cancel | Yes / No / No | |||||
Frame Advantage | -4 / -0 / +3 | |||||
Frame Count | 1 | 2 | 4 | 3 | 2 | |
Simplified | 1 + 3 | 7 | 2 |
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Frame Count | 5 | 4 | 3 | 1 |
Simplified}} | 13 |
Throws
- Wild Fang a.k.a. Bite: (←/→ + Fierce)
Damage | 26 + 4*n | ![]() |
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Set amount of hits | 7 | ||||
Holds do no stun | |||||
Range | (from axis) | 64 | |||
(from throwable box) | 34 |
This is one of Blanka's most important attacks. Since Blanka has no overhead, cross-ups or reliable ways to deliver chip damage, he needs his long range bite hold to crack the enemy's defense. The first bite deals 26 points of damage (28 if behind in rounds) and the other ones do 4 points each.
Special Moves
- Electric Thunder: (Press P repeatedly)
Damage (Jab) | 22 | ![]() |
File:OBlanka elec2anm.png |
Damage (Strong) | 24 | ||
Damage (Fierce) | 26 | ||
Stun | 9~15 | ||
Stun Timer | 100 | ||
Frame Count (Jab) | 3 | 52+ | |
Frame Count (Strong) | 5 | 34+ | |
Frame Count (Fierce) | 7 | 25+ |
O.Blanka recovers instantly from this attack, but he defaults to crouching position.
- Horizontal Beast Roll: (Charge ←, →, P)
Detailed Input: (Charge ← for at least 60f, [0~7f] → [0~10/9/7f] Jab/Strong/Fierce. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button)
Damage (Jab) | 24 | File:OBlanka hroll1anm.png | ![]() |
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Damage (Strong) | 26 | ||||
Damage (Fierce) | 27 | ||||
Stun | 9~15 | ||||
Stun Timer | 100 | ||||
Frame Count (Jab) | 25 | 1 | 2 | 2 | |
Simplified (Jab) | 25 | 5 | |||
Frame Count (Strong) | 25 | 1 | 2 | 3 | |
Simplified (Strong) | 25 | 6 | |||
Frame Count (Fierce) | ∞ | 1 | 2 | 4 | |
Simplified (Fierce) | ∞ | 7 |
- Knockback:
File:OBlanka hroll1anm.png | ![]() |
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Frame Count (Jab) | 40 | 1 | 2 | 2 |
Simplified (Jab) | 40 | 5 | ||
Frame Count (Strong) | 40 | 1 | 2 | 3 |
Simplified (Strong) | 40 | 6 | ||
Frame Count (Fierce) | 40 | 1 | 2 | 4 |
Simplified (Fierce) | 40 | 7 |
- Vertical Beast Roll: (Charge ↓, ↑, K)
Detailed Input: (Charge ↓ for at least 60f, [0~7f] ↑ [0~10/9/7/4f] Short/Forward/Roundhouse/any K if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)
Damage (Short) | 22 / 24 | File:OBlanka vroll2anm.png | File:OBlanka vroll3anm.png | ![]() |
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Damage (Forward) | 24 / 24 | |||||
Damage (Rh) | 26 / 26 | |||||
Stun | 9~15 | |||||
Stun Timer | 100 | |||||
Frame Count (Short) | 21 | 12 | 3 | 4 | 4 | |
Simplified (Short) | 21 | 15 | 8 | |||
Frame Count (Forward) | 23 | 12 | 3 | 4 | 4 | |
Simplified (Forward) | 23 | 15 | 8 | |||
Frame Count (Rh) | 12 | 12 | 3 | 4 | 4 | |
Simplified (Rh) | 12 | 15 | 8 |
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Frame Count (Short) | 4 | 4 | 4 | 2 | 1 | 2 | 4 |
Simplified (Short) | 14 | 7 | |||||
Frame Count (Forward) | 4 | 4 | 4 | 4 | 1 | 2 | 5 |
Simplified (Forward) | 16 | 8 | |||||
Frame Count (Rh) | 4 | 4 | 4 | 6 | 1 | 2 | 6 |
Simplified (Rh) | 18 | 9 |
- Knockback:
File:OBlanka vroll2anm.png | ![]() |
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Frame Count (Short) | 40+ | 1 | 2 | 4 |
Simplified (Short) | 40+ | 7 | ||
Frame Count (Forward) | 40+ | 1 | 2 | 5 |
Simplified (Forward) | 40+ | 8 | ||
Frame Count (Rh) | 40+ | 1 | 2 | 6 |
Simplified (Rh) | 40+ | 9 |
This is a very good anti-air and anti-cross-up move. The first damage value applies for the rolling part of the move, while the second value is the damage done by the aerial kick Blanka performs just before falling.
- Backstep Beast Roll: (Charge ←, →, K)
Detailed Input: (Charge ← for at least 60f, [0~7f] → [0~10/9/7f] Short/Forward/Roundhouse. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)
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Frame Count (Short) | 2 | 4 | 2 | 3 | 5 | 5 | 2 |
Simplified (Short) | 11 | 12 | |||||
Frame Count (Forward) | 1 | 3 | 1 | 3 | 5 | 5 | 3 |
Simplified (Forward) | 8 | 13 | |||||
Frame Count (Rh) | 1 | 2 | 1 | 1 | 5 | 5 | 3 |
Simplified (Rh) | 5 | 13 |
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Frame Count (Short) | 3 | 6 | 3 | 3 | 3 | 3 |
Simplified (Short) | 12 | 9 | ||||
Frame Count (Forward) | 2 | 4 | 2 | 3 | 3 | 3 |
Simplified (Forward) | 8 | 9 | ||||
Frame Count (Rh) | 1 | 2 | 1 | 3 | 3 | 3 |
Simplified (Rh) | 4 | 9 |
Damage (Short) | 11 + 24 | ![]() |
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File:OBlanka broll17anm.png | ![]() |
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Damage (Forward) | 11 / 24 | |||||||
Damage (Rh) | 11 / 24 | |||||||
Stun | 1~7 | |||||||
Stun Timer | 30 | |||||||
Frame Count (Short) | 4 | 3 | 2 | 11 | 1 | 2 | 2 | |
Simplified (Short) | 4 | 3 | 2 | 11 | 5 | |||
Frame Count (Forward) | 4 | 3 | 2 | 14 | 1 | 2 | 3 | |
Simplified (Forward) | 23 | 6 | ||||||
Frame Count (Rh) | 4 | 3 | 2 | 16 | 1 | 2 | 4 | |
Simplified (Rh) | 25 | 7 |
- Knockback:
File:OBlanka broll17anm.png | ![]() |
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Frame Count (Short) | 28+ | 1 | 2 | 2 |
Simplified (Short) | 28+ | 5 | ||
Frame Count (Forward) | 28+ | 1 | 2 | 3 |
Simplified (Forward) | 28+ | 6 | ||
Frame Count (Rh) | 28+ | 1 | 2 | 4 |
Simplified (Rh) | 28+ | 7 |
This is a very bad move, in general. It has a too long start-up and a too slow active part. Finally, the recovery is not as good as one would expect for such a slow move.