Ultra Street Fighter IV/Blanka: Difference between revisions

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{{TOClimit|2}}
{{Character Top USFIV | chara={{SUBPAGENAME}} }}
 
{{USFIVHeader}}
{{USFIVCharacterHeader|Blanka|Blanka|
Stranded in the Brazilian rain forests when his plane went down, Jimmy was forced to survive alone in the jungles and that's how he became the beast known as Blanka.  After finally deciding to see the world, he entered in the Street Fighting tournament and was thus reunited with his mother.  He also managed to meet and befriend Dan Hibiki and, despite Blanka being the one who saved Dan's life, now Dan treats Blanka as his #1 pupil.  Blanka doesn't mind as he feels happy to finally have a close friend in Dan.
|
Blanka is a tricky character who, despite being a charge character, has deadly mixup potential.  His playstyle is wild and unpredictable, from sneaky cross-up Rolling Attacks to constantly switching sides on the enemy with the Beast Hop.  Even his Ultras are unpredictable, with the first having to be blocked high and then low, to the other being able to hit either airborne or grounded foes.  Blanka, however, has a very luck-based wakeup game which, should he guess incorrectly, can be furiously punished for.  In addition, he is very charge reliant and the second he loses his charge the only thing he can hope to save him is his Electricity.  If you prefer to annoy your opponents with mindgames, mixups, and unpredictability, Blanka might be for you.}}
 
'''Players to Watch'''
 
[http://www.youtube.com/results?search_query=Nishikin+Blanka+USF4 Nishikin] (JP), [http://www.youtube.com/results?search_query=Mizoteru+Blanka+USF4 Mizoteru] (JP)
 
[[Image:OmegaSF4 Icon.png|thumb|center|100px|link=Ultra_Street_Fighter_IV/Blanka/Omega|Click for Omega SF4 version]]
 
== Ultra SFIV Changes ==
[https://wiki.supercombo.gg/w/Street_Fighter_IV/Changelist#Blanka Blanka SF4 Changelist]
 
== Character Specific Data ==
Blanka{{USFIVCharacterData|1000|950|75%|0.05|0.045|2.04|38 (4+34)|1.65|1.48|1.52|20|1.20|26|8|11|7|0.93|0.93|33|22|Rock Crusher Overhead|Crouch LK, Crouch MK, Crouch HK, Amazon River Run, Lightning Cannonball (1st Hit), Shout of Earth (Anti-Ground)|Crouch HK, Amazon River Run|Rolling Attack, EX Rolling Attack, Lightning Cannonball, Shout of Earth (Anti-Air), Shout of Earth (Anti-Ground)|20|28|63|-4|-10|+2|-4|Close HP, Crouch HP, Close HK, LP/MP Rolling Attack, LK/MK/HK Vertical Roll|}}
 


== Frame Data (At A Glance) ==
== Frame Data (At A Glance) ==
Line 367: Line 348:
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}


==The Basics==
==Combos==
==Strategy==
==Matchups==
{{#vardefine:player|Blanka}}<!--
--->{{#vardefine:spacing|-0.75em}}<!--
---><!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Abel</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Abel
| icon        =Abel
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Adon</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Adon
| icon        =Adon
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Akuma/Gouki</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Akuma
| icon        =Akuma
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Balrog/Boxer</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Balrog
| icon        =Balrog
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Blanka (Mirror)</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Blanka
| icon        =Blanka
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">C. Viper</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =C. Viper
| icon        =CViper
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Cammy</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Cammy
| icon        =Cammy
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Chun-Li</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Chun-Li
| icon        =ChunLi
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Cody</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Cody
| icon        =Cody
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dan</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dan
| icon        =Dan
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Decapre</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Decapre
| icon        =Decapre
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dee Jay</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Deejay
| icon        =DeeJay
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dhalsim</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dhalsim
| icon        =Dhalsim
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Dudley</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Dudley
| icon        =Dudley
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">E. Honda</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =E. Honda
| icon        =EHonda
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">El Fuerte</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =El Fuerte
| icon        =ElFuerte
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Elena</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Elena
| icon        =Elena
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Evil Ryu</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Evil Ryu
| icon        =Evil_Ryu
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Fei Long</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Fei Long
| icon        =FeiLong
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Gen</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Gen
| icon        =Gen
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Gouken</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Gouken
| icon        =Gouken
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Guile</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Guile
| icon        =Guile
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Guy</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Guy
| icon        =Guy
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Hakan</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Hakan
| icon        =Hakan
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Hugo</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Hugo
| icon        =Hugo
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Ibuki</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ibuki
| icon        =Ibuki
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Juri</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Juri
| icon        =Juri
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Ken</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ken
| icon        =Ken
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">M. Bison/Dictator</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =M. Bison
| icon        =MBison
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Makoto</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Makoto
| icon        =Makoto
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Oni</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Oni
| icon        =Oni
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Poison</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Poison
| icon        =Poison
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Rolento</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rolento
| icon        =Rolento
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Rose</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rose
| icon        =Rose
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Rufus</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Rufus
| icon        =Rufus
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Ryu</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Ryu
| icon        =Ryu
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Sagat</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Sagat
| icon        =Sagat
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Sakura</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Sakura
| icon        =Sakura
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Seth</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Seth
| icon        =Seth
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">T. Hawk</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =T. Hawk
| icon        =THawk
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Vega/Claw</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Vega
| icon        =Vega
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Yang</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Yang
| icon        =Yang
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Yun</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Yun
| icon        =Yun
| favorability =
| data        =
}}</div>
<!--Don't delete the divs--><div style="margin-top:{{#var:spacing}}">
=====<font style="visibility:hidden; float:right">Zangief</font>=====
{{MatchupData-USF4 | player ={{#var:player}}
| character    =Zangief
| icon        =Zangief
| favorability =
| data        =
}}</div>


==Frame Data==
==Frame Data==
Line 896: Line 428:
|}
|}


=====Notes=====


{{Navbox-USFIV}}
{{Navbox-USFIV}}
[[Category:Blanka]]
[[Category:Ultra Street Fighter IV]]
[[Category:Ultra Street Fighter IV]]

Latest revision as of 11:35, 28 June 2025

Introduction

Stranded in the Brazilian rain forests when his plane went down, Jimmy was forced to survive alone in the jungles and that's how he became the beast known as Blanka. After finally deciding to see the world, he entered in the Street Fighting tournament and was thus reunited with his mother. He also managed to meet and befriend Dan Hibiki and, despite Blanka being the one who saved Dan's life, now Dan treats Blanka as his #1 pupil. Blanka doesn't mind as he feels happy to finally have a close friend in Dan.

Blanka is a tricky character who, despite being a charge character, has deadly mixup potential. His playstyle is wild and unpredictable, from sneaky cross-up Rolling Attacks to constantly switching sides on the enemy with the Beast Hop. Even his Ultras are unpredictable, with the first having to be blocked high and then low, to the other being able to hit either airborne or grounded foes. Blanka, however, has a very luck-based wakeup game which, should he guess incorrectly, can be furiously punished for. In addition, he is very charge reliant and the second he loses his charge the only thing he can hope to save him is his Electricity. If you prefer to annoy your opponents with mindgames, mixups, and unpredictability, Blanka might be for you.

Pick if you like: Avoid if you dislike:


Players to Watch

Nishikin (JP), Mizoteru (JP)


Ultra SFIV Changes

Blanka SF4 Changelist

Frame Data Glossary - USFIV
Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y.
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between active hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals)
  • "TC": Target Combo
  • "Sp": Special move
  • "Su": Super Combo
  • "FA": Focus Attack
    • Note: Su and FA almost always share the same cancel properties, except that EX moves can't cancel into Supers outside Training Mode
  • "j" or "Jmp": Jump cancel (usually on hit only, if applicable)
  • "sj" or "hj": Super Jump or High Jump cancel (Ibuki and C. Viper only)
  • "Dash": Dash cancelable (e.g. Focus Attack dash cancel)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).

On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • In general, Counter-hit adds +1 hit advantage to Light normals and +3 to Medium/Heavy normals. Exceptions or unique Counter-hit properties should be noted in the move data.

KD refers to knockdown on hit, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.

  • Some USFIV characters have non-standard wakeup timings, so this refers to the most common timing (tested on Ryu).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Airborne moves may have recovery listed as X+Y land, where X is the airborne recovery and Y is the landing recovery.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Juggle Info

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle


The following is a more detailed overview of the juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)




Blanka
USFIV Blanka Portrait.png
Vitals
HP 1000
Stun 950
W-Ultra Scaling 75%
Ground Movement
Forward Walk Speed 0.05
Backward Walk Speed 0.045
Forward Dash Speed 20
Back Dash Speed 26
Forward Dash Distance 1.52
Back Dash Distance 1.20
Back Dash Invuln 8
Back Dash Airborne 11
Back Dash Ground Recovery 7
Jumping
Jump Speed 4+34
Jump Apex 2.04
Forward Jump Distance 1.65
Backward Jump Distance 1.48
Throws
Forward Throw Range 0.93
Back Throw Range 0.93
Wake-up Timing
Face Up 33
Face Down 22

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Lp.png 30 50 20 HL sp/su 4 2 10 -1 2
Close MP Close Mp.png 80 100 40 HL su 6 2 10 2 5
Close HP Close Hp.png 110[90] 200[150] 60 HL su[-] 7 4 22 -7 -1
Close LK Close Lk.png 40 50 20 HL sp/su 4 3 10 -2 1
Close MK Close Mk.png 40*40 50*50 40*20 HL su*- 5 2(3)2 12 0 3
Close HK Close Hk.png 100[80] 200[150] 60 HL su[-] 7 6 19 -6 -1
Far LP Far Lp.png 30 50 20 HL sp/su 3 2 9 0 3
Far MP Far Mp.png 80 100 40 HL su 7 4 9 1 4
Far HP Far Hp.png 120 200 60 HL - 7 6 20 -7 -2
Far LK Far Lk.png 30 50 20 HL su 5 2 12 -3 0
Far MK Far Mk.png 90 100 40 HL su 5 2 19 -7 -4
Far HK Far Hk.png 100[80] 200[150] 60 HL - 3 6 23 -10 -5
Crouch LP Crouch Lp.png 30 50 20 HL sp/su 4 2 9 0 3
Crouch MP Crouch Mp.png 90 100 40 HL su 7 4 15 -5 -2
Crouch HP Crouch Hp.png 100 200 60 HL su[-] 8 4 25 -10 -4
Crouch LK Crouch Lk.png 30 50 20 L sp/su 4 3 7 1 4
Crouch MK Crouch Mk.png 70 100 40 L sp/su 4 2 11 1 4
Crouch HK Crouch Hk.png 90 150 60 L su 6 5 21 -7 -
Rock Crusher Close
Left.gif or Right.gif
+ Mp.png
50*40 50*50 40*20 HL sp/su*- 7 2(1)5 11 -2 3[1]
Rock Crusher Overhead Close
Left.gif or Right.gif
+ Mp.png (Hold)
50*40 50*50 40*20 H - 25 2(1)4 11 -1 5
Amazon River Run Downright.gif+Hp.png 100 200 60 L - 10 16 16 -11 -
Coward Crouch Down.gif+3p.png - - - - sp/su - - Total 53 - -
Coward Crouch (Max) Down.gif+3p.png
(Hold Down.gif)
- - - - sp/su - - Total 90 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Lp.png 40 50 20 H - 5 7 - - -
Neutral Jump MP Neutral Jump Mp.png 70 100 40 H - 6 3 - - -
Neutral Jump HP Neutral Jump Hp.png 120 200 60 H - 4 3 - - -
Neutral Jump LK Neutral Jump Lk.png 40 50 20 H - 4 3 - - -
Neutral Jump MK Neutral Jump Mk.png 60 100 40 H - 5 5 - - -
Neutral Jump HK Neutral Jump Hk.png 120 200 60 H - 7 7 - - -
Angled Jump LP Angled Jump Lp.png 40 50 20 H - 5 7 - - -
Angled Jump MP Angled Jump Mp.png 70 100 40 H - 6 5 - - -
Angled Jump HP Angled Jump Hp.png 90 200 60 H - 5 4 - - -
Angled Jump LK Angled Jump Lk.png 40 50 20 H - 5 5 - - -
Angled Jump MK Angled Jump Mk.png 60 100 40 H - 5 5 - - -
Angled Jump HK Angled Jump Hk.png 110 200 60 H - 7 6 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+10 2 38 -24 -24
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+10 2 38 -18 -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 63 2 39 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+10 2 38 -24 -24
Red Focus Attack (Level 2) Level 2 Red Focus 135 150 40 HL - 18+10 2 38 -18 -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 60 - - 63 2 39 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+10 2 38 -18 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Wild Fang Forward Throw 130 140 40 0.931 - 3 2 20 - -
Jungle Wheel Back Throw 120 120 40 0.931 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Rolling Attack Blanka Ball Lp.png 110 100 30/30 HL su 6 18 4 + After landing 2 [36+5] -22 -15
Blanka Ball Mp.png 120 150 30/30 HL su 6 33 4+2 [36+5] -22 -15
Blanka Ball Hp.png 130 200 30/30 HL su 6 33 4+3 [36+5] -22 -
EX Rolling Attack Blanka Ball Ex.png 120 150 -250/0 HL su 6 33 4+3[36+5] -22 -15
Backstep Ball Rainbow Ball Lk.png 110 200 30/40 HL - 28 25 After landing 6 - -
Rainbow Ball Mk.png 120 200 30/40 HL - 28 29 After landing 6 - -
Rainbow Ball Hk.png 130 200 30/40 HL - 28 33 After landing 6 - -
EX Backstep Ball Rainbow Ball Ex.png 120 200 -250/0 HL - 28 33 After landing 6 - -
Vertical Roll Up Ball Lk.png 100 200 30/30 HL su 4 18 40+5 [36+5] -21 -17
Up Ball Mk.png 110 200 30/30 HL su 4 15 42+10 [36+5] -21 -17
Up Ball Hk.png 120 200 30/30 HL su 4 12 46+4 [36+5] -21 -17
EX Vertical Roll Up Ball Ex.png 120 200 -250/0 HL su 4 18 47+10 [36+10] -26 -
Electric Thunder Electricity Lp.png 120[100] 200[150] 20/20 HL su 5 {4(4)}x3*4 9 5 -
Electricity Mp.png 130[110] 200[150] 20/20 HL su 7 {2(2)}x7*2 9 8 -
Electricity Hp.png 140[120] 200 20/20 HL su 10 {1(1)}x16*2 9 10 -
EX Electric Thunder Electricity Ex.png 150[130] 200 -250/0 HL su 5 {1(1)}x16*2 11 8 -
Surprise Forward Right.gif+3k.png - - - - - - - Total 20[+2] - -
Surprise Back Left.gif+3k.png - - - - - - - Total 29 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Ground Shave Roll Super Combo 100x5 0 -1000/0 HL - 1+4 16*1x14 12 [38+5] -32 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Lightning Cannonball Ultra Combo 1 0*120*125x4 0 0/0 L*H*HLx4 - 0+4 2(20)26*
1x20
17 [39+5] -41 -
Shout of Earth (Anti-Air) Ultra Combo 2 (Anti-air) 30*38x7*204
[195]
0 0/0 - - 0+7 55(3)6 80 - -
Shout of Earth (Anti-Ground) Ultra Combo 2 (Anti-ground) 120x2*90x3 0 0/0 L - 0+12 2(7)2(33)90 31 -57 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / Uf.png + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / Uf.png + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / Uf.png + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / Uf.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / Uf.png + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / Uf.png + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Rock Crusher

Headbutt (near opponent) F.png or B.png + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Rock Crusher Overhead

Overhead (near opponent) F.png or B.png + hold mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Amazon River Run

Slide df + p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Coward Crouch

Coward Crouch d + 3p Continue holding D.png to crouch longer

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Coward Crouch (Max) Coward Crouch (Max) d + 3p.png (hold D.png )

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Wild Fang

Forward Throw f or N.png + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jungle Wheel

Back Throw b + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Rolling Attack

Blanka Ball b (charge) F.png + P.png Ex.png armorbreak ex version can be controlled with B.png or f

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Backstep Ball

Rainbow Ball b (charge) F.png + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Vertical Roll

Up Ball d (charge) U.png + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Electric Thunder

Electricity press P.png repeatedly ex Requires 5 button presses

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Surprise Forward

Forward Hop f + 3k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Surprise Back

Back Hop b + 3k

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Ground Shave Roll

Super Combo b (charge) F.png B.png F.png + p Hold P.png to delay timing of dash

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Lightning Cannonball

Ultra Combo I b (charge) F.png B.png F.png + 3p Hold 3p.png to delay timing of dash

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Shout of Earth (Anti-Air) Ultra Combo II (Anti-Air) db (charge) Df.png Db.png U.png + 3p.png armorbreak If first hit misses, hold 3p.png to delay final hit

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Shout of Earth (Anti-Ground) Ultra Combo II (Anti-Ground) db (charge) Df.png Db.png U.png + 3k.png armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)


Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Lp.png 30 50 20 HL sp/su 4 2 10 15 -1 2 11 14 Reset Reset - - - - - - -
Close MP Close Mp.png 80 100 40 HL su 6 2 10 17 2 5 14 17 Reset Reset - - - - - - -
Close HP Close Hp.png 110[90] 200[150] 60 HL su[-] 7 4 22 32 -7 -1 19 25 [] refers to active frames 3~4F Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Lk.png 40 50 20 HL sp/su 4 3 10 16 -2 1 11 14 Reset Reset - - Feet: 3~12F Feet: 3~12F - - -
Close MK Close Mk.png 40*40 50*50 40*20 HL su*- 5 2(3)2 12 23 0 3 14 17 Reset Reset - - Feet: 4~18F Feet: 4~18F - 3~5F -
Close HK Close Hk.png 100[80] 200[150] 60 HL su[-] 7 6 19 31 -6 -1 19 24 [] refers to active frames 3~6F [3~6F]: Forces Stand [3~6F]: Forces Stand Reset Reset - - Feet: 6~8F Feet: 6~8F - - -
Far LP Far Lp.png 30 50 20 HL sp/su 3 2 9 13 0 3 11 14 Reset Reset - - - - - - -
Far MP Far Mp.png 80 100 40 HL su 7 4 9 19 1 4 14 17 Reset Reset - - - - - - -
Far HP Far Hp.png 120 200 60 HL - 7 6 20 32 -7 -2 19 24 Reset Reset - - - - - - -
Far LK Far Lk.png 30 50 20 HL su 5 2 12 18 -3 0 11 14 Reset Reset - - - - - - -
Far MK Far Mk.png 90 100 40 HL su 5 2 19 25 -7 -4 14 17 Reset Reset - - - - - - -
Far HK Far Hk.png 100[80] 200[150] 60 HL - 3 6 23 31 -10 -5 19 24 [] refers to active frames 3~6F Reset Reset - - Feet: 4~8F Feet: 4~8F - - -
Crouch LP Crouch Lp.png 30 50 20 HL sp/su 4 2 9 14 0 3 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Mp.png 90 100 40 HL su 7 4 15 25 -5 -2 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Hp.png 100 200 60 HL su[-] 8 4 25 36 -10 -4 19 25 [] refers to active frames 3~4F Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Lk.png 30 50 20 L sp/su 4 3 7 13 1 4 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Mk.png 70 100 40 L sp/su 4 2 11 17 1 4 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Hk.png 90 150 60 L su 6 5 21 31 -7 - 19 - Opponent gets up 48F after recovery if hit on first active frame Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Rock Crusher Close
Left.gif or Right.gif
+ Mp.png
50*40 50*50 40*20 HL sp/su*- 7 2(1)5 11 25 -2 3[1] 14 19[17] [] refers to vs crouching Reset Reset - - - - - - -
Rock Crusher Overhead Close
Left.gif or Right.gif
+ Mp.png (Hold)
50*40 50*50 40*20 H - 25 2(1)4 11 42 -1 5 14 20 Hold button 15F Reset Reset - - - - - - -
Amazon River Run Downright.gif+Hp.png 100 200 60 L - 10 16 16 41 -11 - 21 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Coward Crouch Down.gif+3p.png - - - - sp/su - - Total 53 53 - - 29~32F cancellable, duration can be extended - - - - - - Upper body: 1~31F Upper body: 1~31F All: 1~31F 32~40F -
Coward Crouch (Max) Down.gif+3p.png
(Hold Down.gif)
- - - - sp/su - - Total 90 90 - - 29~65F cancellable - - - - - - Upper body: 1~64F Upper body: 1~64F All: 1~64F 69~77F -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Lp.png 40 50 20 H - 5 7 - 11 - - Reset Reset - - - Lower body: 1~11F - - -
Neutral Jump MP Neutral Jump Mp.png 70 100 40 H - 6 3 - 8 - - Reset Reset - - - Lower body: 1~9F - - -
Neutral Jump HP Neutral Jump Hp.png 120 200 60 H - 4 3 - 6 - - Reset Reset - - - Lower body: 1~7F - - -
Neutral Jump LK Neutral Jump Lk.png 40 50 20 H - 4 3 - 6 - - Reset Reset - - - Lower body: 1~7F - - -
Neutral Jump MK Neutral Jump Mk.png 60 100 40 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~4F - - -
Neutral Jump HK Neutral Jump Hk.png 120 200 60 H - 7 7 - 13 - - Reset Reset - - - Lower body: 1~6F - - -
Angled Jump LP Angled Jump Lp.png 40 50 20 H - 5 7 - 11 - - Reset Reset - - - Lower body: 1~11F - - -
Angled Jump MP Angled Jump Mp.png 70 100 40 H - 6 5 - 10 - - Reset Reset - - - Lower body: 1~10F - - -
Angled Jump HP Angled Jump Hp.png 90 200 60 H - 5 4 - 8 - - Reset Reset - - - Lower body: 1~8F - - -
Angled Jump LK Angled Jump Lk.png 40 50 20 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~9F - - -
Angled Jump MK Angled Jump Mk.png 60 100 40 H - 5 5 - 9 - - Reset Reset - - - Lower body: 1~4F - - -
Angled Jump HK Angled Jump Hk.png 110 200 60 H - 7 6 - 12 - - Reset Reset - - - Lower body: 1~6F - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+10 2 38 59 -24 -24 16 16 Range: 2.104 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+10 2 38 67 -18 - 22 - Range: 2.104 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 63 2 39 103 - - - - Range: 2.104, Cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~62F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 20 HL - 10+10 2 38 59 -24 -24 16 16 Range: 2.104, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 135 150 40 HL - 18+10 2 38 67 -18 - 22 - Range: 2.104, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 60 - - 63 2 39 103 - - - - Range: 2.104, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~63F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 20 HL - 10+10 2 38 59 -18 - 22 - Range: 2.104, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Wild Fang Forward Throw 130 140 40 0.931 - 3 2 20 24 - - - - Opponent gets up 81F after throw recovers X Hard Knockdown - - - - - - - - - -
Jungle Wheel Back Throw 120 120 40 0.931 - 3 2 20 24 - - - - Opponent gets up 54F after throw recovers X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Rolling Attack Blanka Ball Lp.png 110 100 30/30 HL su 6 18 4 + After landing 2 [36+5] 29 -22 -15 2 9 Charge 55F, [] refers to on hit/block, builds 20 meter on block X Soft Knockdown Soft Knockdown - - - - - 8F~ -
Blanka Ball Mp.png 120 150 30/30 HL su 6 33 4+2 [36+5] 44 -22 -15 17 24 Charge 55F, [] refers to on hit/block, builds 20 meter on block X Soft Knockdown Soft Knockdown - - - - - 7F~ -
Blanka Ball Hp.png 130 200 30/30 HL su 6 33 4+3 [36+5] 45 -22 - 18 25 Charge 55F, [] refers to on hit/block, builds 20 meter on block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 7F~ -
EX Rolling Attack Blanka Ball Ex.png 120 150 -250/0 HL su 6 33 4+3[36+5] 45 -22 -15 18 25 Charge 55F, [] refers to on hit/block, Opponent gains 15 meter when hit and 10 on block. X [1~2F]: Soft Knockdown [1~2F]: Soft Knockdown Soft Knockdown Soft Knockdown - - - Until end of active frames - 7F~ -
Backstep Ball Rainbow Ball Lk.png 110 200 30/40 HL - 28 25 After landing 6 58 - - - - Charge 55F Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 1F~ -
Rainbow Ball Mk.png 120 200 30/40 HL - 28 29 After landing 6 62 - - - - Charge 55F Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 1F~ -
Rainbow Ball Hk.png 130 200 30/40 HL - 28 33 After landing 6 66 - - - - Charge 55F Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 1F~ -
EX Backstep Ball Rainbow Ball Ex.png 120 200 -250/0 HL - 28 33 After landing 6 66 - - - - Charge 55F, direction can be controlled, Opponent gains 20 meter on hit, 10 on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~22F - - 23~27F 1F~ -
Vertical Roll Up Ball Lk.png 100 200 30/30 HL su 4 18 40+5 [36+5] 66 -21 -17 42 46 Charge 55f, [] refers to on hit/block, 20 meter gained on block - - Soft Knockdown Soft Knockdown - - - - - 3F~ -
Up Ball Mk.png 110 200 30/30 HL su 4 15 42+10 [36+5] 70 -21 -17 46 50 Charge 55f, [] refers to on hit/block, 20 meter gained on block - - Soft Knockdown Soft Knockdown - - - - - 3F~ -
Up Ball Hk.png 120 200 30/30 HL su 4 12 46+4 [36+5] 65 -21 -17 41 45 Charge 55f, [] refers to on hit/block, 20 meter gained on block - - Soft Knockdown Soft Knockdown - - - - - 3F~ -
EX Vertical Roll Up Ball Ex.png 120 200 -250/0 HL su 4 18 47+10 [36+10] 78 -26 - 49 58 Charge 55f, [] refers to on hit/block, Opponent gains 15 meter on hit, 10 on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5F - - - 3F~ -
Electric Thunder Electricity Lp.png 120[100] 200[150] 20/20 HL su 5 {4(4)}x3*4 9 41 5 - 18 - 1st hit on block does not stop immediately, can be extended, Causes 12[10] chip damage, [] Refers to extended version Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Electricity Mp.png 130[110] 200[150] 20/20 HL su 7 {2(2)}x7*2 9 45 8 - 19 - 1st hit on block does not stop immediately, can be extended, Causes 13[11] chip damage, [] Refers to extended version Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Electricity Hp.png 140[120] 200 20/20 HL su 10 {1(1)}x16*2 9 52 10 - 21 - 1st hit on block does not stop immediately, can be extended, Causes 14[12] chip damage, [] Refers to extended version Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Electric Thunder Electricity Ex.png 150[130] 200 -250/0 HL su 5 {1(1)}x16*2 11 49 8 - 21 - 1st hit on block does not stop immediately, Causes 15[13] chip damage, [] Refers to extended version, Opponent gains 10 meter on hit, 5 on block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Surprise Forward Right.gif+3k.png - - - - - - - Total 20[+2] 20 - - - - 5~18f can pass through opponent, treated as a special move, Distance traveled: 2.0, [+2] refers to when inputting any move that can be input as a reversal before recovered. - - - - - - - - - 5~18F -
Surprise Back Left.gif+3k.png - - - - - - - Total 29 29 - - - - Treated as a special move, Distance traveled: 1.19 - - - - - - - - - 4~21F -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Ground Shave Roll Super Combo 100x5 0 -1000/0 HL - 1+4 16*1x14 12 [38+5] 46 -32 - -19 - Charge 55F, [] refers to on hit/block, Opponent gains 20x5 meter on hit, 5x5 on block Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~5F - - - - JP: 0*1*3x3
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Lightning Cannonball Ultra Combo 1 0*120*125x4 0 0/0 L*H*HLx4 - 0+4 2(20)26*
1x20
17 [39+5] 88 -41 - -23 - 1st hit cannot hit airborne opponents & cannot be countered, charge 55F, can be held in place up to ? frames, does 0*30x5 chip damage, Opponent gains 0*20x5 meter on hit, 5x6 on block X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~27F - - - 26~51F JP: 0*0*1*3x4
Shout of Earth (Anti-Air) Ultra Combo 2 (Anti-air) 30*38x7*204
[195]
0 0/0 - - 0+7 55(3)6 80 157 - - - - Can delay 2nd hit for a maximum of 30 frames, 1st hit goes into cinematic, [] refers to non-cinematic, charge 42F, Opponent gains 20x9 meter on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~7F - All: 1~70F - - JP: 0*1*4x4, JI: 1*1*4x4
Shout of Earth (Anti-Ground) Ultra Combo 2 (Anti-ground) 120x2*90x3 0 0/0 L - 0+12 2(7)2(33)90 31 176 -57 - 64 - charge 42F, does 30x2*22x4 chip damage, Opponent gains 20x4 meter on hit, 5x6 on block X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~11F - All: 12~145F - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


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