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| {{Ambox | border=red | icon=Icon_warning.png | type=Early game information | info=This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the [https://supercombo.gg/sf6hub SF6 Resource Hub] for more info on editing and other ways you can potentially help with this resource.}}
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| {{Character Top SF6 | chara={{SUBPAGENAME}} }} | | {{Character Top SF6 | chara={{SUBPAGENAME}} }} |
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| | title = Standing Light Punch | | | title = Standing Light Punch |
| | subtitle = | | | subtitle = |
| | input = 5LP | | | input = {{Classic_sf6}} 5LP<br>{{Modern_sf6}} 5L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|blanka_5lp|caption=}} | | {{MoveDataCargoImage|imageHeight=190px|blanka_5lp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_5lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_5lp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_5lp}} | | {{AttackDataCargo-SF6/Query|blanka_5lp}} |
| Excellent reach for a 5-frame light attack. Useful to link in combos and as a low-risk low-reward poke. | | * '''Cancel Hitconfirm Window:''' 13f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|E|0}} oB |
| | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB |
| | * '''Coward Crouch cancel advantage:''' {{sf6-adv|M|-3}} oH / {{sf6-adv|VM|-9}} oB |
| | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-18}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <br> |
| | Excellent reach for a 5-frame light attack. Cannot be chained into, and has no follow-up links without {{clr|PC|Counter-hit}} or {{clr|PC|Punish Counter}}. Canceling into {{clr|M|MP Rolling Attack}} is a consistent buffer option, and Electricity also combos at closer ranges. Can be used to frame trap after a blocked {{clr|M|4MK}} if Blanka is too far for {{clr|L|5LK}} to reach. |
| }} | | }} |
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| | title = Standing Medium Punch | | | title = Standing Medium Punch |
| | subtitle = | | | subtitle = |
| | input = 5MP | | | input = {{Classic_sf6}} 5MP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_5mp|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|blanka_5mp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_5mp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|blanka_5mp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_5mp}} | | {{AttackDataCargo-SF6/Query|blanka_5mp}} |
| One of Blanka's longest-reaching pokes. Does not special cancel, limiting its utility and increasing its risk against DI, but can be super canceled. | | * '''Cancel Hitconfirm Window:''' 15f (Super) |
| | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|P|+3}} oB |
| | <br> |
| | One of Blanka's longest-reaching pokes. Does not special cancel, limiting its utility and increasing its risk against {{clr|DR|Drive Impact}}, but can be super canceled. |
| }} | | }} |
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| | title = Standing Heavy Punch | | | title = Standing Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 5HP | | | input = {{Classic_sf6}} 5HP<br>{{Modern_sf6}} A[H] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|blanka_5hp|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|blanka_5hp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_5hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|blanka_5hp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_5hp}} | | {{AttackDataCargo-SF6/Query|blanka_5hp}} |
| Essential combo tool up close. Combos into 2PPxP for optimal punishes and can be Special-canceled to allow for SA2 and Drive Rush extensions. Otherwise, it is too slow and stubby to use as a poke or anti-air. | | * 5f extra recovery on whiff |
| | * Forces stand; active frames 6-7 only hit airborne opponents |
| | * '''Cancel Hitconfirm Window:''' 16f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+11}} oB |
| | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+16}} oH / {{sf6-adv|VP|+10}} oB |
| | * '''Coward Crouch cancel advantage:''' {{sf6-adv|VP|+8}} oH / {{sf6-adv|P|+2}} oB |
| | * '''Forward Hop cancel advantage:''' {{sf6-adv|M|-1}} oH / {{sf6-adv|VM|-7}} oB |
| | <br> |
| | Essential combo tool up close, primarily used as a link after {{clr|DR|DR~}}{{clr|H|5HK}}. The high hitstun allows a combo into a 2PP~P launch for optimal punishes. Canceling into {{clr|SA|SA2}} or {{clr|DR|Drive Rush}} also give powerful extensions. In neutral, it is too slow and stubby to use consistently as a poke. Although Blanka swings his arms upward, the large hurtbox makes it weak as an anti-air against most jump-in attacks. |
| }} | | }} |
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| | title = Standing Light Kick | | | title = Standing Light Kick |
| | subtitle = | | | subtitle = |
| | input = 5LK | | | input = {{Classic_sf6}} 5LK<br>{{Modern_sf6}} A[L] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_5lk|caption=}} | | {{MoveDataCargoImage|imageHeight=190px|blanka_5lk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_5lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_5lk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_5lk}} | | {{AttackDataCargo-SF6/Query|blanka_5lk}} |
| Blanka's only 4-frame normal, essential for defensive situations. Chains into 2LP and 5LP to hit-confirm into a knockdown. Also a good way to start pressure when using light attacks thanks to its above-average amount of active frames for a light. | | * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| | * '''Cancel Hitconfirm Window:''' 14f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|M|-1}} oB |
| | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-2}} oB |
| | * '''Coward Crouch cancel advantage:''' {{sf6-adv|M|-3}} oH / {{sf6-adv|VM|-10}} oB |
| | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-19}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <br> |
| | Blanka's only 4-frame normal, essential for defensive situations and frame traps. In addition to his chainable lights, it also links into {{clr|L|5LP}} for knockdown hitconfirm. Also good for applying meaty pressure due to the high number of active frames. |
| }} | | }} |
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| | title = Standing Medium Kick | | | title = Standing Medium Kick |
| | subtitle = | | | subtitle = |
| | input = 5MK | | | input = {{Classic_sf6}} 5MK<br>{{Modern_sf6}} 5M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_5mk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|blanka_5mk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_5mk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_5mk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_5mk}} | | {{AttackDataCargo-SF6/Query|blanka_5mk}} |
| A solid poke thanks to its longer-than-usual reach. Very minimal pushback on hits makes converting into Electric Thunder (214P) very consistent. Comboing into Blanka ball or Upball requires an above average layer of execution via charge buffering since you cannot be holding a direction while pressing 5MK. Has relatively long recovery. | | * 3f extra recovery on whiff |
| | * '''Cancel Hitconfirm Window:''' 15f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+8}} oB |
| | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+7}} oB |
| | * '''Coward Crouch cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB |
| | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-4}} oH / {{sf6-adv|VM|-10}} oB |
| | <br> |
| | A solid poke thanks to its above average reach. Minimal pushback on hit makes converting into Electric Thunder (214P) very consistent. Comboing into Blanka Ball or Upball takes some execution, as you must input the {{clr|M|5MK}} with a neutral direction before quickly finishing the charge motion. |
| }} | | }} |
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| | title = Standing Heavy Kick | | | title = Standing Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 5HK | | | input = {{Classic_sf6}} 5HK<br>{{Modern_sf6}} 5H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|blanka_5hk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|blanka_5hk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_5hk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|blanka_5hk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_5hk}} | | {{AttackDataCargo-SF6/Query|blanka_5hk}} |
| Highly risky but highly rewarding anti-air tool. On a counterhit in the air, Blanka can combo into 2PPxP, 3HP, and [2]8K for excellent damage off of an anti-air. However, it is relatively tricky to time and can be risky to whiff against opponents baiting out anti-airs in any way. Can also enable optimal Drive Rush combo extensions as it combos into 5HP with the additional advantage on hit. | | * 3f less recovery on block |
| | * Forces stand |
| | * Frames 13-15 (active frames 7-9) can anti-air cross-ups unlike most AAs |
| | * {{clr|PC|Counter-hit/Punish Counter}} puts airborne opponents into {{sf6-jug|limited juggle}} state (high float) |
| | <br> |
| | Highly rewarding anti-air tool, especially if it lands as a {{clr|PC|Counter-hit}} or {{clr|PC|Punish Counter}} (even after an anti-air trade). The high juggle state gives Blanka numerous options for follow-up damage. While the vertical hitbox is excellent, it can be slightly tricky to time against opponents that can alter their air trajectory, leaving Blanka open for a punish as the move recovers. |
| | |
| | The high active frame count makes {{clr|H|5HK}} an excellent meaty option if well-timed. In Punish or {{clr|DR|Drive Rush}} routes, it can link directly to {{clr|H|5HP}} for optimal damage and oki. |
| }} | | }} |
| | <br> |
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| === Crouching Normals === | | === Crouching Normals === |
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| | title = Crouching Light Punch | | | title = Crouching Light Punch |
| | subtitle = | | | subtitle = |
| | input = 2LP | | | input = {{Classic_sf6}} 2LP<br>{{Modern_sf6}} 2L~2L or A[L~L] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_2lp|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|blanka_2lp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_2lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_2lp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_2lp}} | | {{AttackDataCargo-SF6/Query|blanka_2lp}} |
| Excellent reach for a light attack which can chain into itself (unlike 5LP), making it a staple for pressure and hit-confirms. Quite slow for a light at 6f but serves as a solid poke thanks to its range and short recovery. | | * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| | * '''Cancel Hitconfirm Window:''' 13f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|M|-1}} oB |
| | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-2}} oB |
| | * '''Coward Crouch cancel advantage:''' {{sf6-adv|M|-3}} oH / {{sf6-adv|VM|-10}} oB |
| | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-19}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <br> |
| | Excellent reach for a light attack, and the longest range of Blanka's light normals. Unlike {{clr|L|5LP}}, it can chain into itself for pressure and hit-confirms. The startup is slow for a light (comparable to many characters' medium buttons) but the fast recovery keeps it safe from whiff punishment. |
| }} | | }} |
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| | title = Crouching Medium Punch | | | title = Crouching Medium Punch |
| | subtitle = | | | subtitle = |
| | input = 2MP | | | input = {{Classic_sf6}} 2MP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|blanka_2mp|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|blanka_2mp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|blanka_2mp|caption=}} | | {{MoveDataCargoImage|imageHeight=110px|hitbox=yes|blanka_2mp|1|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=130px|hitbox=yes|blanka_2mp|2|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=110px|hitbox=yes|blanka_2mp|3|caption=Enough active frames for you?}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_2mp}} | | {{AttackDataCargo-SF6/Query|blanka_2mp}} |
| Primary poking tool for Blanka, thanks to its excellent reach, active frames, and consistent conversion ability into Blanka ball. Also a good combo tool in situations where you have enough advantage to link 2MP (such as when canceling into SA2). | | * Can anti-air on active frames 4-5 but cannot hit cross-up |
| | * '''Cancel Hitconfirm Window:''' 19f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+6}} oB |
| | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|VP|+5}} oB |
| | * '''Coward Crouch cancel advantage:''' {{sf6-adv|P|+1}} oH / {{sf6-adv|M|-3}} oB |
| | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-8}} oH / {{sf6-adv|VM|-12}} oB |
| | <br> |
| | Primary poking tool for Blanka, thanks to its excellent reach, active frames, and consistent conversions into Blanka Ball. When spaced out in neutral, it can connect as late as the 3rd active frame; this increases its hit/block advantage by up to 2f, but also makes the cancel hitconfirm window 2f more difficult. It has limited utility in combo routes, but may occasionally be useful in situations where {{clr|H|5HP}} won't reach and {{clr|H|5HK}} is too far to allow a follow-up. |
| | |
| | {{clr|M|2MP}} can work situationally as an anti-air on the later active frames, but this is rarely the best option at any given range. |
| }} | | }} |
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| | title = Crouching Heavy Punch | | | title = Crouching Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 2HP | | | input = {{Classic_sf6}} 2HP<br>{{Modern_sf6}} 2H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_2hp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|blanka_2hp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_2hp}} | | {{AttackDataCargo-SF6/Query|blanka_2hp}} |
| Enormous reach for a normal attack, and one of Blanka's longest tools in neutral. Extremely slow startup and recovery frames mean this is fairly easy to counterpoke and whiff punish if not spaced well enough (ideally so just Blanka's fist connects with the opponent) - and you should still use this sparingly. On a Punish Counter, it knocks the opponent away to the other end of the screen, not allowing for follow-ups but giving Blanka a lot of breathing room. Use [4]6MP to get in and apply pressure. | | * {{clr|PC|Punish Counter}}: HKD +80 (puts airborne opponents into {{sf6-jug|limited juggle}} state) |
| | * 1f extra recovery on block |
| | * Forces stand |
| | <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. |
| | |
| | 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. |
| }} | | }} |
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| | title = Crouching Light Kick | | | title = Crouching Light Kick |
| | subtitle = | | | subtitle = |
| | input = 2LK | | | input = {{Classic_sf6}} 2LK<br>{{Modern_sf6}} 2L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_2lk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_2lk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_2lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_2lk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_2lk}} | | {{AttackDataCargo-SF6/Query|blanka_2lk}} |
| Blanka's fastest low, typically making it good for pressure. However, it is more limited due to leaving a mashable gap if chained into 2LP, often forcing blanka to chain into another 2LK or 5LP, restricting pressure options. | | * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <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. |
| }} | | }} |
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| | title = Crouching Medium Kick | | | title = Crouching Medium Kick |
| | subtitle = | | | subtitle = |
| | input = 2MK | | | input = {{Classic_sf6}} 2MK<br>{{Modern_sf6}} 2M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_2mk|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|blanka_2mk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_2mk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_2mk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_2mk}} | | {{AttackDataCargo-SF6/Query|blanka_2mk}} |
| One of Blanka's Primary midrange pokes along with 2MP, 5MP, and his light attacks. A safe, low poke thanks to its fairly quick recovery and small hurtbox, although relatively short compared to his other medium attacks. Can link into 5LP for a hit-confirm from up close, or just cancel into specials directly (namely Blanka Ball and Electric Thunder) | | * 2f extra recovery on block/whiff |
| | * '''Cancel Hitconfirm Window:''' 13f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+6}} oB |
| | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+5}} oB |
| | * '''Coward Crouch cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-3}} oB |
| | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-4}} oH / {{sf6-adv|VM|-12}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <br> |
| | One of Blanka's primary midrange pokes along with {{clr|M|2MP}}, {{clr|M|5MP}}, and his light attacks. It's a bit stubby compared to his other medium buttons, and has a wider recovery hurtbox to make it easier to whiff punish. It has similar range to other {{clr|M|2MKs}} like Ryu or Chun-Li, but because Blanka naturally has a wider hurtbox he can easily get outpoked near its max range. |
| | |
| | Up close, it has enough frame advantage to link directly into {{clr|L|5LP}}, allowing for meterless combo conversions. When used out of {{clr|DR|Drive Rush}}, the extra frame advantage keeps {{clr|M|2MK}} safe on block while allowing a link to {{clr|M|2MP}} even at longer ranges. It can also just cancel into specials directly, particularly Blanka Ball or Electric Thunder. |
| }} | | }} |
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| | title = Crouching Heavy Kick | | | title = Crouching Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = 2HK | | | input = {{Classic_sf6}} 2HK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_2hk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|blanka_2hk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_2hk}} | | {{AttackDataCargo-SF6/Query|blanka_2hk}} |
| Blanka's Sweep. A very long reaching low that provides a convenient hard knockdown on hit. Has a lot of recovery, above-average startup and is unsafe on block, meaning you should be really careful when using this as a poke. | | * {{clr|PC|Counter-hit/Punish Counter}}: HKD +46 |
| | * Has juggle potential; not a Hard Knockdown when juggled into |
| | <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. |
| }} | | }} |
| | <br> |
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| === Jumping Normals === | | === Jumping Normals === |
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| | title = Jumping Light Punch | | | title = Jumping Light Punch |
| | subtitle = | | | subtitle = |
| | input = j.LP | | | input = {{Classic_sf6}} j.LP<br>{{Modern_sf6}} j.L |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_jlp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_jlp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_jlp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_jlp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_jlp}} | | {{AttackDataCargo-SF6/Query|blanka_jlp}} |
| | <br> |
| | Decent air-to-air on the way up. |
| }} | | }} |
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| | title = Jumping Medium Punch | | | title = Jumping Medium Punch |
| | subtitle = | | | subtitle = |
| | input = j.MP | | | input = {{Classic_sf6}} j.MP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_jmp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|blanka_jmp|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_jmp}} | | {{AttackDataCargo-SF6/Query|blanka_jmp}} |
| Good air to air thanks to its speed and long active frames. Has good use in combos due to its high juggle potential, mainly comboing into Air Blanka Ball after EX Blanka Ball
| | * Puts airborne opponents into a {{sf6-jug|limited juggle}} state |
| | * Cancelable into Aerial Rolling Attack (no charge required during SA2) |
| | <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}}. |
| }} | | }} |
|
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| | title = Jumping Heavy Punch | | | title = Jumping Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = j.HP | | | input = {{Classic_sf6}} j.HP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_jhp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_jhp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_jhp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_jhp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_jhp}} | | {{AttackDataCargo-SF6/Query|blanka_jhp}} |
| | * Spike knockdown vs. airborne opponents |
| | <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. |
| }} | | }} |
|
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| | title = Neutral Jumping Heavy Punch | | | title = Neutral Jumping Heavy Punch |
| | subtitle = | | | subtitle = |
| | input = 8j.HP | | | input = {{Classic_sf6}} 8j.HP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_8jhp|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|blanka_8jhp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_8jhp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_8jhp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_8jhp}} | | {{AttackDataCargo-SF6/Query|blanka_8jhp}} |
| | * Puts airborne opponents into a {{sf6-jug|limited juggle}} state |
| | <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. |
| }} | | }} |
|
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| | title = Jumping Light Kick | | | title = Jumping Light Kick |
| | subtitle = | | | subtitle = |
| | input = j.LK | | | input = {{Classic_sf6}} j.LK<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_jlk|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|blanka_jlk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_jlk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_jlk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_jlk}} | | {{AttackDataCargo-SF6/Query|blanka_jlk}} |
| | <br> |
| | Fast startup and a good angle for an air-to-air. |
| }} | | }} |
|
| |
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| | title = Jumping Medium Kick | | | title = Jumping Medium Kick |
| | subtitle = | | | subtitle = |
| | input = j.MK | | | input = {{Classic_sf6}} j.MK<br>{{Modern_sf6}} j.M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_jmk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_jmk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_jmk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_jmk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_jmk}} | | {{AttackDataCargo-SF6/Query|blanka_jmk}} |
| Your main jumping crossup, good after some knockdowns or getting in on opponents if 2PP+K wasn't interrupted at close range.
| | * Can hit cross-up |
| | <br> |
| | Fairly wide cross-up hitbox. Great option after Raid Jump (2PP~K) that can hit very ambiguously. |
| }} | | }} |
|
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| | title = Jumping Heavy Kick | | | title = Jumping Heavy Kick |
| | subtitle = | | | subtitle = |
| | input = j.HK | | | input = {{Classic_sf6}} j.HK<br>{{Modern_sf6}} j.H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_jhk|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|blanka_jhk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_jhk}} | | {{AttackDataCargo-SF6/Query|blanka_jhk}} |
| | <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. |
| }} | | }} |
| | <br> |
|
| |
|
| == Command Normals == | | == Command Normals == |
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| | title = Rock Crusher | | | title = Rock Crusher |
| | subtitle = | | | subtitle = |
| | input = 6MP | | | input = {{Classic_sf6}} 6MP<br>{{Modern_sf6}} -- |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_6mp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_6mp|caption=}} |
Line 280: |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_6mp}} | | {{AttackDataCargo-SF6/Query|blanka_6mp}} |
| Overhead command normal, plus on hit but only enables combo extensions on a counterhit, punish counter, or with drive rush. Otherwise it's a way to desperately finish off opponents who are not expecting it.
| | * If 1st hit is blocked, 2nd hit no longer hits overhead |
| | * {{clr|PC|Counter-hit/Punish Counter}} bonus advantage carries through both hits |
| | <br> |
| | A short range 2-hit overhead that is safe on block and can lead to combos on {{clr|PC|Counter-hit/Punish Counter}} or when used out of {{clr|DR|Drive Rush}}. Because the 2nd hit has only 1 active frame, there are no meaty setups that allow a natural follow-up link. Pairs well with Blanka-chan bomb to crack the opponent's defenses. |
| }} | | }} |
|
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| | title = Double Knee Bombs | | | title = Double Knee Bombs |
| | subtitle = | | | subtitle = |
| | input = 6MK | | | input = {{Classic_sf6}} 6MK<br>{{Modern_sf6}} 6M |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_6mk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_6mk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_6mk}} | | {{AttackDataCargo-SF6/Query|blanka_6mk}} |
| Blanka goofily advances forward with two knee attacks. Mainly used as a combo tool due to enabling links into 2LP and 5LP without any conditions. Has a niche use as a Drive Rush meaty (+3 on block) from further ranges.
| | * '''Low Crush:''' 9-23f (not airborne) |
| | * 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 |
| | <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. |
| }} | | }} |
|
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| | title = Wild Edge | | | title = Wild Edge |
| | subtitle = | | | subtitle = |
| | input = 4MK | | | input = {{Classic_sf6}} 4MK<br>{{Modern_sf6}} 4M or A[M] |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_4mk|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|blanka_4mk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_4mk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=170px|blanka_4mk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_4mk}} | | {{AttackDataCargo-SF6/Query|blanka_4mk}} |
| Blanka's only normal that is plus on block without Drive Rush. Thanks to its excellent active frames and advantage on hit, it is his best meaty option, even moreso with drive rush. Combos into 2MK on normal hit, 2MP or 5HP on counterhit (or when it hits more meaty), and can frametrap into lights. Has limited range on crouchers, often making it impossible to link another 4MK after a meaty 4MK from Drive Rush. Also a solid anti-air when you quickly react to a jump in thanks to its reach and consistency. | | * Head hurtbox disappears 1-3f and is '''anti-air invuln''' 4-14f |
| | * Most of leg hitbox whiffs on crouching opponents unless they extend a vertical hurtbox |
| | ** Only connects on crouchers at point blank range |
| | * '''Cancel Hitconfirm Window:''' 20f |
| | * '''{{clr|DR|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+16}} oH / {{sf6-adv|VP|+10}} oB |
| | * '''{{clr|SA|SA2}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+9}} oB |
| | * '''Coward Crouch cancel advantage:''' {{sf6-adv|VP|+7}} oH / {{sf6-adv|P|+1}} oB |
| | * '''Forward Hop cancel advantage:''' {{sf6-adv|M|-2}} oH / {{sf6-adv|VM|-8}} oB |
| | <br> |
| | One of Blanka's best normals with multiple uses. |
| | |
| | {{clr|M|4MK}} gives Blanka frame advantage on block, and can even frame trap into itself when used out of {{clr|DR|Drive Rush}}. The high active frame count makes it easy to time as a meaty, giving even better frame advantage. It combos naturally into {{clr|L|lights}} or {{clr|M|2MK}}, and can get much stronger combo routes on {{clr|PC|Counter-hit}} or with {{clr|DR|Drive Rush}}. The hitconfirm window is extremely lenient, allowing for special/super follow-ups even at a range where links won't work. Its hitbox is completely disjointed, making it a useful anti-air at mid range. The only downside is that Blanka must be relatively close to enact his pressure, since it can whiff against crouchers at when farther away. |
| }} | | }} |
|
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| | title = Wild Nail | | | title = Wild Nail |
| | subtitle = | | | subtitle = |
| | input = 6HP | | | input = {{Classic_sf6}} 6HP<br>{{Modern_sf6}} 6H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_6hp|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|blanka_6hp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_6hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_6hp|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=130px|blanka_6hp|2|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|blanka_6hp|3|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_6hp}} | | {{AttackDataCargo-SF6/Query|blanka_6hp}} |
| One of Blanka's longest-reaching normals, with enough horizontal and vertical reach at the same time. Knocks down on hit, and crumples on a punish counter, making it Blanka's ideal starter for DP punishes and a high-risk high-reward whiff-punish tool in neutral. Has incredibly long startup and is highly unsafe on block, so you should only use it if you have a good reason to do so.
| | * '''Low Crush:''' 10-20f (not airborne) |
| | * 3f extra recovery on whiff/block |
| | * Spike knockdown vs. airborne opponents |
| | * {{clr|PC|Punish Counter}}: Crumple state (HKD +76~79); OTG bounce vs. airborne |
| | * '''Cancel Hitconfirm Window:''' 31f (into 2PP only, up to frame 34 on hit/block) |
| | * '''Coward Crouch cancel advantage:''' KD +23(Crumple +81) oH / {{sf6-adv|VM|-7}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | * Blanka is in a crouching state during recovery on frames 21-43 |
| | <br> |
| | A body splash with good horizontal and vertical reach. Quite unsafe on block, but if well-spaced it can be difficult for most characters to punish. A regular hit gives a fairly unremarkable knockdown, but the {{clr|PC|Punish Counter}} crumple state makes it useful as a DP punish and as a predictive tool against low pokes. |
| | |
| | Canceling into Coward Crouch will not keep Blanka safe on block, but it does allow a juggle into Wild Lift on {{clr|PC|Punish Counter}}. By holding up to cancel the Coward Crouch immediately, it's also possible to score a free juggle into any attack 6f or faster. |
| }} | | }} |
|
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| | title = Amazon River Run | | | title = Amazon River Run |
| | subtitle = | | | subtitle = |
| | input = 3HP | | | input = {{Classic_sf6}} 3HP<br>{{Modern_sf6}} 3H |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_3hp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_3hp|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_3hp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|blanka_3hp|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_3hp}} | | {{AttackDataCargo-SF6/Query|blanka_3hp}} |
| Blanka's longest-reaching normal hits low and knocks down like a sweep. Its main particular utility is being one of Blanka's dedicated tools against fireballs, as it is capable of going under them due to shrinking his body. Due to its slow startup, you will often have to use this pre-emptively, and due to being highly unsafe, it is a tool to be used cautiously. Also useful as a combo ender thanks to having a high juggle value, and leaving the opponent close after a knockdown to run pressure.
| | * '''Low Profile:''' 10-29f (avoids most projectiles) |
| | * {{clr|PC|Punish Counter}}: HKD +29~38 |
| | <br> |
| | A very long range low-hitting slide that knocks down. Excellent tool against fireballs if Blanka is spaced out far enough to reach his low-profile frames without running into the projectile. The slow startup can make it hard to react to faster projectiles like Sonic Boom in this way, so it must be used a bit pre-emptively. It is very unsafe on block and can usually be punished even at max range. |
| | |
| | When combined with {{clr|DR|Drive Rush}}, {{clr|H|3HP}} becomes a powerful approach tool. It can be made much safer on block (often unpunishable due to pushback), and the screen freeze can give time to react to a projectile's startup to initiate the slide. The forward momentum of {{clr|DR|Drive Rush}} will allow it to reach from a much greater distance than usual. |
| | |
| | Has naturally high juggle potential, making it useful as a situational combo ender that leaves Blanka close to the opponent. |
| }} | | }} |
| | <br> |
|
| |
|
| == Target Combos == | | == Target Combos == |
| Blanka has no target combos | | Blanka has no target combos. |
| | | <br> |
|
| |
|
| == Throws == | | == Throws == |
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| | title = Forward Throw | | | title = Forward Throw |
| | subtitle = | | | subtitle = |
| | input = LPLK | | | input = {{Classic_sf6}} LPLK<br>{{Modern_sf6}} LM |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|blanka_lplk|caption=}} | | {{MoveDataCargoImage|imageHeight=210px|blanka_lplk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_lplk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_lplk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_lplk}} | | {{AttackDataCargo-SF6/Query|blanka_lplk}} |
| | * {{clr|PC|Punish Counter}}: HKD +30 |
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| | * 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) |
| | <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. |
|
| |
|
| | Throw into Forward Dash puts Blanka at {{sf6-adv|VP|+11}}, requiring some manual timing on the throw loop while allowing for some strong auto-timed meaty normals. This gives just enough time to walk back out of the opponent's throw range for a shimmy (only a reversal throw from Zangief can reach Blanka). |
| | |
| | Throw into Forward Hop (6KKK) is {{sf6-adv|P|+3}} for an auto-timed setup, but does not allow Blanka to walk back to bait the opponent's throw tech. Forward Hop also allows for a meaty strike after a midscreen Back Rise, but requires walking an additional ~6f to get back into throw range. |
| | |
| | Juggling into a Blanka-chan doll after a forward throw is possible, but requires a fairly precise setup due to the long throw animation. The most common method is to throw a {{clr|L|LP Blanka-chan}} from long range, dash forward into {{clr|OD|214PP}} to activate it, then quickly advance forward and throw the opponent. The opponent can only be juggled if they make contact with Blanka-chan right before they hit the ground. The follow-up juggle will be a bit weaker due to the extra damage scaling from a throw starter, but can still lead to great damage when spending resources. |
| }} | | }} |
|
| |
|
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| | title = Back Throw | | | title = Back Throw |
| | subtitle = | | | subtitle = |
| | input = 4LPLK | | | input = {{Classic_sf6}} 4LPLK<br>{{Modern_sf6}} 4LM |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|blanka_4lplk|caption=}} | | {{MoveDataCargoImage|imageHeight=210px|blanka_4lplk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_4lplk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_4lplk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_4lplk}} | | {{AttackDataCargo-SF6/Query|blanka_4lplk}} |
| | * Side switch |
| | * {{clr|PC|Punish Counter}}: HKD +27 |
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| | <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. |
|
| |
|
| | Midscreen, his {{clr|DR|Drive Rush}} momentum doesn't carry him far enough to get any follow-up pressure. |
| }} | | }} |
|
| |
|
Line 376: |
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| | title = Air Throw | | | title = Air Throw |
| | subtitle = | | | subtitle = |
| | input = LPLK (air) | | | input = {{Classic_sf6}} LPLK (air)<br>{{Modern_sf6}} LM (air) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|blanka_jlplk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|blanka_jlplk|caption=}} |
Line 383: |
Line 543: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_jlplk}} | | {{AttackDataCargo-SF6/Query|blanka_jlplk}} |
| | | * {{clr|PC|Punish Counter}}: HKD +22 |
| | <br> |
| | Solid air-to-air option against close jumps. Can also be used out of Coward Crouch ~ Raid Jump if you read the opponent's jump. Does not allow for throw oki, but Blanka can {{clr|DR|Drive Rush}} into a meaty strike to set up a tick throw scenario. |
| }} | | }} |
| | <br> |
|
| |
|
| == Drive System == | | == Drive System == |
Line 391: |
Line 554: |
| | title = Drive Impact | | | title = Drive Impact |
| | subtitle = | | | subtitle = |
| | input = HPHK | | | input = {{Classic_sf6}} HPHK<br>{{Modern_sf6}} DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_hphk|caption=}} |
Line 398: |
Line 561: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_hphk}} | | {{AttackDataCargo-SF6/Query|blanka_hphk}} |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] | | * '''Armor (2-hit):''' 1-27f; '''Range:''' 2.523 (1.373 movement + 1.15 hitbox) |
| | * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo |
| | * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling |
| | * Combos when canceled from {{clr|H|5HP}} or {{clr|PC|Punish Counter}} {{clr|M|4MK}}/{{clr|M|5MK}}/{{clr|M|2MK}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) |
| | * A blocked {{clr|DR|DI}} can combo into another {{clr|DR|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) |
| | ** This happens because a blocked {{clr|DR|DI}} is not considered a "hit" for combo purposes |
| | ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo |
| | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
|
| |
|
| When cancelled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout | | When canceled from a normal, these are the important '''blockstring gaps'''; a gap of N will trade with an N-frame startup attack; [] = Burnout |
| * - | | * {{clr|H|5HP}}: 6[2] |
| | * {{clr|M|4MK}}: 7[3] |
| | * {{clr|M|5MK}}: 9[5] |
| | * {{clr|M|2MP}}, {{clr|M|2MK}}: 11[7] |
| * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters | | * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters |
| | |
| | Against the following characters in Burnout: |
| | * '''JP (22K)''', frame 3 counter |
| | * '''Marisa (214K)''', frame 3 armor |
| | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
| | |
| | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|OD|*}} Denotes a move that causes Lock on {{clr|PC|Counter-hit}}, allowing the opponent to escape a Stun by mashing on wakeup. |
| | * {{clr|H|5HP}}{{clr|OD|*}} > {{clr|DR|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|M|4MK}}{{clr|OD|*}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| | * {{clr|DR|DR~}}{{clr|M|5MK}}{{clr|OD|*}} > {{clr|DR|DI}}: 1f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|DR|DR~}}{{clr|M|2MK}}{{clr|OD|*}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| | * {{clr|DR|DR~}}{{clr|M|2MP}} > {{clr|DR|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| }} | | }} |
|
| |
|
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Line 594: |
| | title = Drive Reversal | | | title = Drive Reversal |
| | subtitle = | | | subtitle = |
| | input = 6HPHK (in blockstun) | | | input = {{Classic_sf6}} 6HPHK<br>{{Modern_sf6}} 6DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_6hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_6hphk|caption=}} |
Line 416: |
Line 601: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_6hphk}} | | {{AttackDataCargo-SF6/Query|blanka_6hphk}} |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]
| | * '''Full Invuln:''' 1-22f; '''Range:''' 1.91; Armor Break |
| * '''Full Invuln:''' 1-22f; Armor Break | | * 5f extra recovery on hit; 4f screen freeze during startup |
| | {{AttackDataCargo-SF6/Query|blanka_6hphk_recovery}} |
| | * '''Full Invuln:''' 1-20f; '''Range:''' 1.91; Armor Break |
| | * 5f extra recovery on hit; no screen freeze |
| | See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. |
| }} | | }} |
|
| |
|
Line 424: |
Line 613: |
| | title = Drive Parry | | | title = Drive Parry |
| | subtitle = | | | subtitle = |
| | input = MPMK | | | input = {{Classic_sf6}} MPMK<br>{{Modern_sf6}} DP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|blanka_mpmk|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|blanka_mpmk|caption=}} |
Line 431: |
Line 620: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_mpmk}} | | {{AttackDataCargo-SF6/Query|blanka_mpmk}} |
| See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]] | | See [[Street_Fighter_6/Gauges#Drive_Parry|Drive Parry]] on the Gauges page for more details. |
| * Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack | | * Perfect Parry: |
| * Perfect Parry vs. projectiles puts you into a fixed 11f recovery | | ** Applies a 50% damage scaling multiplier to any punish afterwards |
| | ** vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack |
| | ** vs. projectiles, puts you into a fixed 11f recovery |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Drive Rush (66)</font>===== | | =====<font style="visibility:hidden; float:right">Drive Rush (MPMK~66)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Drive Rush | | | title = Drive Rush |
| | subtitle = | | | subtitle = |
| | input = 66 | | | input = {{Classic_sf6}} MPMK~66<br>{{Modern_sf6}} DP~66 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|blanka_66|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|blanka_mpmk_66_pdr|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_66|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_mpmk_66_pdr|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_66}} | | {{AttackDataCargo-SF6/Query|blanka_mpmk_66_pdr}} |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Frame data shown in (parentheses) refers to the version used after Parry. | | * 1-bar version performed out of Parry |
| * Notable Drive Rush cancel combo routes: | | * Startup is 1+8 immediately after successful Parry |
| ** | | {{AttackDataCargo-SF6/Query|blanka_mpmk_66_drc}} |
| * Notable Drive Rush cancel blockstring gaps: | | * 3-bar version performed on hit/block from a cancelable normal |
| ** | | ** Can also be performed from whiffed cancelable light normals |
| | |
| | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Blanka/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| | * Startup refers to minimum time before an attack can cancel the {{clr|DR|Drive Rush}} animation |
| | * The first 15 recovery frames are cancelable into any attack |
| | * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) |
| | * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties |
| | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo |
| | ** Only applies scaling once per combo; does not apply when a {{clr|DR|Drive Rush}} enhanced attack starts the combo |
| | |
| | Distance: |
| | * 0.476 (min, cancel into immediate Throw) |
| | * 2.082 (min, earliest blocking/movement frame) |
| | * 2.867 (max, final {{clr|DR|DR}} frame) |
| }} | | }} |
| | <br> |
|
| |
|
| == Special Moves == | | == Special Moves == |
| | |
| | =====<font style="visibility:hidden; float:right">Coward Crouch (2PP)</font>===== |
| | {{MoveDataCargo |
| | | title = Coward Crouch |
| | | subtitle = |
| | | input = {{Classic_sf6}} 2PP<br>{{Modern_sf6}} 2MH |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=120px|blanka_2pp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|blanka_2pp|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|blanka_2pp}} |
| | * Can hold Down to extend the crouch up to an extra 50f |
| | ** If no input is made, Blanka crouches for 52f (98f total animation) |
| | * '''Low Profile / Upper Body Projectile Invuln:''' 9-29(130)f; lasts until the final 18f of recovery |
| | * Can input Wild Lift, Raid Jump, or Surprise Hop from frame 19~ |
| | ** Surprise Hop has 3f extra recovery when performed out of Coward Crouch |
| | * Can tap Up to exit stance from frame 20~ |
| | * {{clr|PC|Counter-hit}} state for entire move duration |
| | |
| | A crouching stance that can be canceled into from normals, most notably {{clr|H|5HP}}. Blanka can follow this up with a launching attack, a shallow jump, a forward or back hop, or by simply exiting the stance. The low profile frames are good at ducking under projectiles and {{clr|DR|Drive Impact}}, and the variable follow-up timing allows Blanka to act unpredictably, making it a bit harder for the opponent to punish the stance recovery. |
| | }} |
| | |
| | ======<font style="visibility:hidden; float:right">Wild Lift (2PP~P)</font>====== |
| | {{MoveDataCargo |
| | | title = Wild Lift |
| | | subtitle = |
| | | input = {{Classic_sf6}} 2PP~P<br>{{Modern_sf6}} 2MH~L |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|blanka_2pp_p|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_2pp_p|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|blanka_2pp_p}} |
| | * Puts opponents into {{sf6-jug|limited juggle}} state |
| | |
| | An upward swipe that launches the opponent on hit, but is very unsafe on block. The final 3 active frames have a very disjointed vertical hitbox, allowing it to anti-air at some ranges if the opponent jumps in response to the crouch animation. Combos naturally from {{clr|H|5HP}}, but can also work after {{clr|PC|Counter-hit}} {{clr|M|4MK}} or {{clr|PC|Punish Counter}}/{{clr|DR|Drive Rush}} {{clr|M|5MK}} and {{clr|M|2MK}}. Blanka can maintain charge while inputting Wild Lift, allowing for easy juggles like Vertical Roll. |
| | }} |
| | |
| | ======<font style="visibility:hidden; float:right">Raid Jump (2PP~K)</font>====== |
| | {{MoveDataCargo |
| | | title = Raid Jump |
| | | subtitle = |
| | | input = {{Classic_sf6}} 2PP~K<br>{{Modern_sf6}} 2MH~M/H |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=220px|blanka_2pp_k|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_2pp_k|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|blanka_2pp_k}} |
| | * '''Upper Body Projectile Invuln:''' 1-9f |
| | * '''Airborne''' 9-43f; {{clr|PC|Counter-hit}} state for entire duration (but no Forced Knockdown) |
| | * 12f landing recovery if no air attack is used |
| | |
| | A hop with a much lower trajectory than a normal jump, allowing Blanka to set up some ambiguous cross-up setups. Blanka can maintain charge while inputting the jump, allowing him to use Aerial Rolling Attack from a forward jump without any execution hurdles. The upper body projectile invincibility from Coward Crouch is maintained throughout the pre-jump frames, making it easier to jump after dodging a fireball without getting clipped from behind. |
| | |
| | Any blockstring into Coward Crouch + Raid Jump leaves an enormous gap that the opponent can interrupt on reaction. An activated Blanka-chan doll can help to use this more effectively as a mix-up tool on block. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">Surprise Hop (6KKK or 4KKK)</font>===== |
| | {{MoveDataCargo |
| | | title = Surprise Hop |
| | | subtitle = |
| | | input = {{Classic_sf6}} 6KKK or 4KKK<br>{{Modern_sf6}} 6LMH or 4LMH |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=200px|blanka_6kkk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=200px|blanka_4kkk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_6kkk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_4kkk|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|blanka_6kkk}} |
| | * '''Throw Invuln:''' 12-22f |
| | ** Partial Low Crush during this time, but will not hop over all low pokes |
| | * Distance: 230.945; 3f more recovery when done from Coward Crouch |
| | * No collision box on frames 4-22 (can pass through the opponent) |
| | {{AttackDataCargo-SF6/Query|blanka_4kkk}} |
| | * '''Airborne''' 11-21f ({{FKD}} state) |
| | * Distance: 186.108; 3f more recovery when done from Coward Crouch |
| | <br> |
| | A hop that can be input in either direction. Can be canceled into like a special move, allowing Blanka to mix up with Blanka-chan dolls or keep himself safe. He can also hop to exit Coward Crouch, making it harder to punish reliably. The hop can be input while crouching with 3KKK or 1KKK, allowing Blanka to maintain down charge for an immediate Vertical Roll. |
| | |
| | Forward Hop is useful in Blanka's throw loops, setting up an auto-timed {{sf6-adv|P|+3}} situation in the corner while keeping him in range for a meaty normal midscreen. The brief throw invincible period allows Blanka to punish an attempted throw tech when canceled from a light normal (unless significantly delayed); afterwards, Blanka has enough time to punish with {{clr|H|5HK}}, {{clr|H|5HP}} > Wild Lift for big damage. This is a decent option to mix with standard tick throws, but should be used sparingly as it is very unsafe. |
| | }} |
| | |
| =====<font style="visibility:hidden; float:right">Electric Thunder (214P)</font>===== | | =====<font style="visibility:hidden; float:right">Electric Thunder (214P)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Electric Thunder | | | title = Electric Thunder |
| | subtitle = | | | subtitle = Electricity |
| | input = 214P | | | input = {{Classic_sf6}} 214P<br>{{Modern_sf6}} 214X or 5S |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|blanka_214p|caption=}} | | {{MoveDataCargoImage|imageHeight=210px|blanka_214p|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|blanka_214pp|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_214p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_214p|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_214p|2|caption=Button Held}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_214pp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_214pp|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_214pp|2|caption=Button Held}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_214p}} | | {{AttackDataCargo-SF6/Query|blanka_214p}} |
| | * Strike hitbox; 2f extra recovery on whiff |
| | * Can hold button to extend active frames on whiff only |
| | * Activates Blanka-chan doll (meterless 1-hit version) |
| | * '''Cancel Hitconfirm Window:''' 20f (Super) |
| {{AttackDataCargo-SF6/Query|blanka_214pp}} | | {{AttackDataCargo-SF6/Query|blanka_214pp}} |
| * Can hold button for more hits on whiff only | | * Strike hitbox with forward movement during startup; 2f extra recovery on whiff |
| * Slight damage boost if Blanka is empowered by [[#Level_2_Super_(214214P)|Lightning Beast]] | | * Can hold button to extend active frames on whiff only |
| | | * Activates Blanka-chan doll ({{clr|OD|OD}} 3-hit version) |
| Blanka's primary hit-confirm without charge for Blanka Ball. On a hit, Blanka can use his [[#Surprise_Hop_(6KKK/4KKK)|Forward Hop]] to close the gap and start his offense. When blocked, Blanka is only -3 and a decent distance away, leaving him completely safe. | | * '''Cancel Hitconfirm Window:''' 50f hit / 22f block (Super) |
| The main disadvantage of Electric Thunder is its short reach - it is prone to simply if canceled into from the edges of Blanka's pokes. As such, it is best used when attempting to call out dashes and button presses from up close. It is important to note that it is prone to be countered with a Drive Impact, so you should be aware of potential gaps when chained into during blockstrings.
| | * '''{{clr|SA|SA2}} cancel advantage:''' KD +54(60) hit / {{sf6-adv|VP|+9}} block |
| | <br> |
| | Electric Thunder is Blanka's primary hitconfirm ender when charge is not available, leaving him safe on block with moderate pushback. The range is quite short, causing the meterless version to whiff in longer range cancels; holding the button down to extend the active frames can mess with the opponent's punish attempt, but this is a risky habit to get into as it opens the door for even stronger punishes against Blanka like a {{clr|DR|Drive Impact}}. On hit, a [[#Surprise Hop (6KKK or 4KKK)|Forward Hop]] will close the gap for oki. |
|
| |
|
| The EX version is much better overall. On a hit, Blanka will follow up with a second hit that adds great damage and knocks them further away. On block, it leaves Blanka at a +4 advantage while closing the distance, making it a staple in his up-close pressure. It can be canceled into Blanka's [[#Level_2_Super_(214214P)|Lightning Beast]] super art, allowing him to instantly start oppressive pressure and extend into a full combo on hit. The EX also has more reach, enough to consistently confirm from even the edges of Blanka's main pokes, such as 2MP and 2MK. | | The {{clr|OD|OD}} version is much more reliable in combos and blockstrings due to its forward movement. It gives excellent frame advantage on block for extended pressure, though the opponent is left slightly out of throw range. On hit, it transitions to a launching follow-up attack that can lead to further juggles. Canceling into [[#Level_2_Super_(214214P)|{{clr|SA|SA2}}]] leads to powerful combos and setups on hit while granting enormous block advantage to begin mounting his offense. Activating a Blanka-chan doll with {{clr|OD|OD Electricity}} is one of Blanka's most powerful offensive tools, leading to extended mixups and juggles that are difficult to escape. |
|
| |
|
| | Both versions of Electricity receive a slight damage/chip boost during [[#Level_2_Super_(214214P)|{{clr|SA|SA2 (Lightning Beast)}}]], but no other changes are applied during the install. |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Rolling Attack ([4]6P)</font>===== | | =====<font style="visibility:hidden; float:right">Rolling Attack ([4]6P)</font>===== |
| | <tabber> Regular = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Rolling Attack | | | title = Rolling Attack |
| | subtitle = | | | subtitle = Blanka Ball |
| | input = [4]6P | | | input = {{Classic_sf6}} [4]6P<br>{{Modern_sf6}} [4]6X or [4]S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_46lp|caption=}} | | {{MoveDataCargoImage|imageHeight=170px|blanka_46lp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|blanka_46pp|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_46lp|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_46lp|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_46pp|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_46lp}} | | {{AttackDataCargo-SF6/Query|blanka_46lp}} |
| | * 40f charge time; '''Airborne''' 10-23f ({{FKD}} state) |
| | * '''Cancel Hitconfirm Window:''' 22f (Super); all active frames are cancelable |
| {{AttackDataCargo-SF6/Query|blanka_46mp}} | | {{AttackDataCargo-SF6/Query|blanka_46mp}} |
| | * 40f charge time; '''Airborne''' 12-33f ({{FKD}} state) |
| | * {{clr|PC|Punish Counter}}: KD +66 Tumble / {{sf6-jug|limited juggle}} OTG state |
| | * '''Cancel Hitconfirm Window:''' 22f (Super); only the first 11 active frames are cancelable |
| {{AttackDataCargo-SF6/Query|blanka_46hp}} | | {{AttackDataCargo-SF6/Query|blanka_46hp}} |
| | * 40f charge time; '''Airborne''' 20-43f ({{FKD}} state) |
| | * {{clr|PC|Punish Counter}}: KD +86 Tumble / {{sf6-jug|limited juggle}} OTG state |
| | * '''Cancel Hitconfirm Window:''' 22f (Super); only the first 6 active frames are cancelable |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| {{AttackDataCargo-SF6/Query|blanka_46pp}} | | {{AttackDataCargo-SF6/Query|blanka_46pp}} |
| - slight damage boost and frame data change if Blanka is empowered by [[#Level_2_Super_(214214P)|Lightning Beast]]. Values for it are denoted with []. | | * 40f charge time; '''Airborne''' 18-41f ({{FKD}} state) |
| | * Side switches on hit unless opponent is near the corner |
| | * '''Cancel Hitconfirm Window:''' 19f (Super); only the first 2 active frames are cancelable |
| | * '''{{clr|SA|SA2}} cancel advantage:''' KD +74 hit / {{sf6-adv|VP|+9}} block |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <br> |
| | The infamous "Blanka Ball" that lets him control much of the horizontal space, especially against characters without strong projectiles. Heavier versions have slower startup but travel farther across the screen. Each version has a particular use that is essential to Blanka's overall gameplan. |
| | |
| | {{clr|L|LP Roll}} is primarily used to intentionally stop short of the opponent, whiffing with quick landing recovery. Many opponents will try to parry frequently in neutral against Blanka to avoid losing Drive gauge on block or to punish the safer versions of Blanka Ball with a Perfect Parry; mixing in the occasional {{clr|L|LP Roll}} lets him land and immediately throw to punish this. It's important not to accidentally use this version at a range where it can be blocked, as it's horribly unsafe. If the opponent expects a whiffed {{clr|L|LP Roll}}, they can stuff it with a quick jab punish on reaction. |
| | |
| | {{clr|M|MP Roll}} is the most common version in combos with its good combination of speed and distance, hitting much more consistently than [[#Electric_Thunder_(214P)|Electric Thunder]] from ranged pokes. In some matchups it can also be used as a decent whiff punish tool if Blanka already has charge, though it's quite risky to throw out if the opponent might block it. A successful {{clr|PC|Punish Counter}} can lead to a juggled {{clr|SA|SA1}} in the corner, but in most cases the reward is just better oki and corner carry. |
| | |
| | {{clr|H|HP Roll}} has much slower startup than the other versions, but travels full screen and is much safer on block due to the high pushback. In almost all cases, a Perfect Parry is required to punish it effectively. This version is great for harassing the opponent's Drive gauge, chipping away a full bar every time they block. The threat of {{clr|H|HP Roll}} is what makes whiffed {{clr|L|LP Roll}} so strong. The slow startup does make it a little easier to Perfect Parry or to interrupt with an anti-air invincible move, and makes it more likely for Blanka to run into a projectile before it can connect with the opponent. If it manages to land as a {{clr|PC|Punish Counter}}, the tumble state allows Blanka to combo into {{clr|DR|DR~}}{{clr|H|3HP}} from anywhere on the screen. |
| | |
| | Notable punishes for {{clr|H|HP Roll}} without Perfect Parry include: |
| | * Cammy {{clr|SA|SA3}} |
| | * Blanka {{clr|SA|SA1}} (during {{clr|SA|SA2}} install only) |
| | * Guile {{clr|SA|SA1}} (only if blocked from close range) |
| | |
| | {{clr|OD|OD Roll}} has the same full screen presence of the {{clr|H|HP}} version, while being faster and even safer on block. Blanka can be punished if the opponent Perfect Parries, with {{clr|DR|Drive Rush}} making it much easier to chase him down as he lands. On hit, Blanka switches sides and launches the opponent upward for a follow-up juggle like Vertical Roll or {{clr|M|j.MP}} > Air Ball. |
| | }} |
| | |-| |
| | SA2 Install = |
| | {{MoveDataCargo |
| | | title = Rolling Attack |
| | | subtitle = Blanka Ball (SA2) |
| | | input = {{Classic_sf6}} [4]6P<br>{{Modern_sf6}} [4]6X or [4]S (M) |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=170px|blanka_46lp|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_46lp_sa2|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|blanka_46lp_sa2}} |
| | * 40f charge time (no charge required if canceled into) |
| | * '''Airborne''' 10-23f ({{FKD}} state) |
| | * Activates Blanka-chan doll (meterless 1-hit version) |
| | * '''Cancel Hitconfirm Window:''' 58f hit / 56f block ({{clr|SA|Rolling Cannon}}) |
| | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| | {{AttackDataCargo-SF6/Query|blanka_46mp_sa2}} |
| | * 40f charge time (no charge required if canceled into) |
| | * '''Airborne''' 12-33f ({{FKD}} state) |
| | * {{clr|PC|Punish Counter}}: KD +66 Tumble / {{sf6-jug|limited juggle}} OTG state |
| | * Activates Blanka-chan doll (meterless 1-hit version) |
| | * '''Cancel Hitconfirm Window:''' 58f hit / 56f block ({{clr|SA|Rolling Cannon}}) |
| | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| | {{AttackDataCargo-SF6/Query|blanka_46hp_sa2}} |
| | * 40f charge time (no charge required if canceled into) |
| | * '''Airborne''' 18-43f ({{FKD}} state) |
| | * {{clr|PC|Punish Counter}}: KD +81 Tumble / {{sf6-jug|limited juggle}} OTG state |
| | * Activates Blanka-chan doll (meterless 1-hit version) |
| | * '''Cancel Hitconfirm Window:''' 58f hit / 56f block ({{clr|SA|Rolling Cannon}}) |
| | * Applies 20% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| | {{AttackDataCargo-SF6/Query|blanka_46pp_sa2}} |
| | * 40f charge time (no charge required if canceled into) |
| | * '''Airborne''' 18-46f ({{FKD}} state) |
| | * Activates Blanka-chan doll ({{clr|OD|OD}} 3-hit version) |
| | * '''Cancel Hitconfirm Window:''' 42f block ({{clr|SA|Rolling Cannon}}) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | <br> |
| | The general usage of Rolling Attack during the {{clr|SA|SA2}} install is the same, but there are some key changes. Charge is no longer required when canceling into the move, making combos much more consistent. Each usage of Blanka Ball drains 100f from the 1500f install timer, or about 6.7% of the total time. Electricity is applied during the attack, allowing for the activation of Blanka-chan dolls that can lead to powerful juggles on hit or mixups on block. |
| | |
| | After bouncing off the opponent on hit/block, Blanka can cancel into a {{clr|SA|Rolling Cannon}} follow-up (except for the {{clr|OD|OD}} version on hit). This allows for extended combos and juggles with plenty of time to confirm on hit. On block, Blanka can use the {{clr|SA|3P Rolling Cannon}} to get frame advantage, or fly backwards to make punishes more difficult. If the opponent crouch blocks after a meterless Blanka Ball, the {{clr|SA|3P Rolling Cannon}} will not form a true blockstring, allowing the opponent to Perfect Parry or interrupt it with an anti-air invincible attack. |
|
| |
|
| The infamous horizontal Blanka Ball is a character-defining move. The heavier the version, the faster and longer Blanka travels.
| | All versions on block have only 5 frames of landing recovery, much like the standard {{clr|OD|OD}} version. This makes the proper punish timing a bit more precise, as an early punish will put Blanka into a juggle state. The {{clr|L|LP}} and {{clr|M|MP}} versions are slightly safer on block and bounce much farther away, limiting the punish options of most characters. The {{clr|H|HP}} version, meanwhile, recovers closer and is 6f worse on block; this makes it much more punishable if not canceled into {{clr|SA|Rolling Cannon}}. {{clr|OD|OD Roll}} also recovers closer, but at {{sf6-adv|VM|-7}} it is still generally safe. |
| In neutral, it is a crucial tool to assert Blanka's screen presence against non-fireball characters, allowing Blanka to play mindgames and quickly close the gap from any distance. The key is to mix up the distances at which you use Blanka Ball and use different versions to bait reactions, such as Drive Parry and Anti Air uppercuts. Medium Blanka Ball is also a fundamental combo ender to get a knockdown from further away (when you are too far to land [[#Electric_Thunder_(214P)|Electric Thunder]]).
| |
| However, this move is not without its flaws, and understanding their implications is crucial. First, the Light and Medium versions are very unsafe on the block, so they can be potentially punished by characters with long-reaching moves or fast Drive Rush movements. Second, Blanka Ball can be interrupted by special moves that are invulnerable to air attacks, such as Ryu's Shoryuken - with good reactions needed. Finally, Blanka Balls lose completely to projectiles, often forcing Blanka to play much more patiently against characters with such tools.
| |
|
| |
|
| The OD version of Blanka Ball travels full screen faster than the Heavy version, and launches the opponent into the air on hit, allowing for follow-ups such as j.MP into [[#Aerial_Rolling_Attack_(j.[4]6P)|Air Blanka Ball]].
| | After a {{clr|PC|Punish Counter}} {{clr|M|MP}} or {{clr|H|HP}} version, the opponent's tumbling OTG state can be followed up anywhere on the screen with a {{clr|SA|3P Rolling Cannon}} or an enhanced {{clr|SA|SA1}}. This dramatically increases the damage output on a successful punish starter compared to the non-{{clr|SA|SA2}} versions. |
| This version of the move is also the hardest to punish on block thanks to being the safest and pulling Blanka away very quickly. | |
| }} | | }} |
| | </tabber> |
|
| |
|
| =====<font style="visibility:hidden; float:right">Aerial Rolling Attack (j.[4]6P)</font>===== | | =====<font style="visibility:hidden; float:right">Aerial Rolling Attack (j.[4]6P)</font>===== |
| | <tabber> Regular = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Aerial Rolling Attack | | | title = Aerial Rolling Attack |
| | subtitle = | | | subtitle = Air Ball |
| | input = j.[4]6P | | | input = {{Classic_sf6}} j.[4]6P<br>{{Modern_sf6}} j.[4]6X or j.[4]S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_j46p|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|blanka_j46p|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|blanka_j46pp|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_j46p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_j46p|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_j46pp|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_j46p}} | | {{AttackDataCargo-SF6/Query|blanka_j46p}} |
| | * 40f charge time |
| | * Can hit cross-up; button strength determines trajectory ({{clr|L|LP}} close, {{clr|M|MP}} mid, {{clr|H|HP}} far) |
| | * {{FKD}} state until landing |
| | * Puts grounded opponents into {{sf6-jug|limited juggle}} state; spike knockdown vs. airborne opponents |
| {{AttackDataCargo-SF6/Query|blanka_j46pp}} | | {{AttackDataCargo-SF6/Query|blanka_j46pp}} |
| slight damage boost if Blanka is empowered by [[#Level_2_Super_(214214P)|Lightning Beast]]
| | * 40f charge time; transitions to 2nd attack on hit only |
| | * Can hit cross-up (2nd attack whiffs midscreen) |
| | * {{FKD}} state until landing |
| | <br> |
| | A unique "divekick" that requires charge, notable for its ability to be performed from a backwards jump. The meterless version is usually unsafe, but with accurate spacing it can avoid punishment. The {{clr|OD|OD}} version is always safe on block, and can often be plus depending on the spacing. While the execution is difficult, Aerial Ball can be done from a forward jump; an easier (but more reactable) option is to charge while inputting Coward Crouch > Raid Jump, then using Aerial Ball to change your jump trajectory. |
| | |
| | Being usable from a backwards jump allows Blanka to hold up-back on wakeup to avoid a throw, then punish the whiff on reaction. The {{clr|OD|OD}} version is excellent for this purpose, since it's safe on block and leads to massive corner carry on hit to escape the corner. This makes Blanka one of the most dangerous charactes in the game to attempt a corner throw loop against, allowing him to get away with more risky options on defense. |
| | |
| | Aerial Ball can be used in combos when canceled from {{clr|M|j.MP}}, most notably after an {{clr|OD|OD Roll}} launch. This gives more damage and better oki than a Vertical Roll juggle ender. This can also be useful in air-to-air situations, allowing a backwards {{clr|M|j.MP}} to deal extra damage without giving up screen position. It can also be used in spacing traps with moves like Electric Thunder; if the opponent tries to take back their turn on block with a slow enough normal, Blanka may be able to avoid it with the jump and come back down to whiff punish the recovery (though the effectiveness of this technique varies heavily based on the matchup). |
| | }} |
| | |-| |
| | SA2 Install = |
| | {{MoveDataCargo |
| | | title = Aerial Rolling Attack |
| | | subtitle = Air Ball (SA2) |
| | | input = {{Classic_sf6}} j.[4]6P<br>{{Modern_sf6}} j.[4]6X or j.[4]S (M) |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=200px|blanka_j46p|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_j46p_sa2|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|blanka_j46p_sa2}} |
| | * 40f charge time (no charge required if canceled into) |
| | * Can hit cross-up; button strength determines trajectory ({{clr|L|LP}} close, {{clr|M|MP}} mid, {{clr|H|HP}} far) |
| | * {{FKD}} state until landing |
| | * Puts grounded opponents into {{sf6-jug|limited juggle}} state; spike knockdown vs. airborne opponents |
| | * Activates Blanka-chan doll (meterless 1-hit version) |
| | * '''Cancel Hitconfirm Window:''' 22(17)f ({{clr|SA|Rolling Cannon}}, height-dependent) |
| | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| | {{AttackDataCargo-SF6/Query|blanka_j46pp_sa2}} |
| | * 40f charge time (no charge required if canceled into); transitions to 2nd attack on hit only |
| | * Can hit cross-up (2nd attack whiffs midscreen) |
| | * {{FKD}} state until landing |
| | * Activates Blanka-chan doll ({{clr|OD|OD}} 3-hit version) |
| | * '''Cancel Hitconfirm Window:''' 72(66)f hit / 17f block ({{clr|SA|Rolling Cannon}}, height-dependent) |
| | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| | <br> |
| | The {{clr|SA|SA2}} install version of Aerial Ball is mostly identical, but has a few key changes compared to the original. It deals slightly more damage, and can be canceled into from {{clr|M|j.MP}} with no charge; this can even be done late from a forward {{clr|M|j.MP}}, leaving a small gap in the blockstring that can catch opponents who expect an immediate tick throw after landing. It also gains the ability to cancel into {{clr|SA|Rolling Cannon}} before landing (unless it connects at the minimum possible height, in which case a cancel is no longer possible). This can be used to make the meterless versions safe, or set up a tricky cross-up sequence like {{clr|M|j.MP}} > Aerial Ball > {{clr|SA|Rolling Cannon}}, which can hit in many different ways depending on the spacing and timing. |
| | |
| | Like all ball-type {{clr|SA|SA2}} specials, the install timer is drained by 100f (6.7% of the total time) per use, even when not canceled into. It also can be used to activate a Blanka-chan doll, which is especially great for corner mixups. |
| | |
| | If {{clr|SA|SA2}} Aerial Ball connects very low to the ground and is canceled into the downward {{clr|SA|Rolling Cannon (2P)}}, it reduces Blanka's landing recovery and grants significant frame advantage on block without deducting {{clr|SA|Rolling Cannon's}} usual 200f from the install timer. While this is likely a bug, it is an effective technique for confusing the opponent who expects Blanka to be at frame disadvantage after a blocked meterless Aerial Ball. |
| }} | | }} |
| | </tabber> |
|
| |
|
| =====<font style="visibility:hidden; float:right">Vertical Rolling Attack ([2]8K)</font>===== | | =====<font style="visibility:hidden; float:right">Vertical Rolling Attack ([2]8K)</font>===== |
| | <tabber> Regular = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Vertical Rolling Attack | | | title = Vertical Rolling Attack |
| | subtitle = | | | subtitle = Upball |
| | input = [2]8K | | | input = {{Classic_sf6}} [2]8K<br>{{Modern_sf6}} [2]8X or [2]S (L) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_28lk|caption=}} | | {{MoveDataCargoImage|imageHeight=240px|blanka_28lk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|blanka_28kk|caption=}} | | {{MoveDataCargoImage|imageHeight=230px|blanka_28kk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_28lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_28lk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_28kk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_28kk|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_28lk}} | | {{AttackDataCargo-SF6/Query|blanka_28lk}} |
| | * '''Anti-Air Invuln:''' 8-26f; '''Airborne''' 6-57f ({{FKD}} state) |
| | * 40f charge time; farthest horizontal range (most useful in grounded combos) |
| {{AttackDataCargo-SF6/Query|blanka_28mk}} | | {{AttackDataCargo-SF6/Query|blanka_28mk}} |
| | * '''Anti-Air Invuln:''' 8-26f; '''Airborne''' 6-57f ({{FKD}} state) |
| | * 40f charge time; travels up and slightly forward for standard anti-air purposes |
| {{AttackDataCargo-SF6/Query|blanka_28hk}} | | {{AttackDataCargo-SF6/Query|blanka_28hk}} |
| | * '''Anti-Air Invuln:''' 8-26f; '''Airborne''' 6-57f ({{FKD}} state) |
| | * 40f charge time; travels straight up for deep anti-airs and juggles |
| {{AttackDataCargo-SF6/Query|blanka_28kk}} | | {{AttackDataCargo-SF6/Query|blanka_28kk}} |
| * '''Full Invuln:''' 1-7f, '''Airborne''' ?-?f | | * '''Full Invuln:''' 1-10f; '''Airborne''' 4-53f ({{FKD}} state) |
| | * 40f charge time; travels up, in between the trajectory of {{clr|M|MK}} and {{clr|H|HK}} versions |
| | <br> |
| | 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 {{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. |
| | }} |
| | |-| |
| | SA2 Install = |
| | {{MoveDataCargo |
| | | title = Vertical Rolling Attack |
| | | subtitle = Upball (SA2) |
| | | input = {{Classic_sf6}} [2]8K<br>{{Modern_sf6}} [2]8X or [2]S (L) |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=240px|blanka_28lk|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=230px|blanka_28kk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_28lk_sa2|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_28kk_sa2|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|blanka_28lk_sa2}} |
| | * '''Anti-Air Invuln:''' 8-26f; '''Airborne''' 6-57f ({{FKD}} state) |
| | * 40f charge time (no charge required if canceled into) |
| | * Farthest horizontal range (most useful in grounded combos) |
| | * Activates Blanka-chan doll (meterless 1-hit version) |
| | * '''Cancel Hitconfirm Window:''' 60f hit / 51f block ({{clr|SA|Rolling Cannon}}) |
| | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| | {{AttackDataCargo-SF6/Query|blanka_28mk_sa2}} |
| | * '''Anti-Air Invuln:''' 8-26f; '''Airborne''' 6-57f ({{FKD}} state) |
| | * 40f charge time (no charge required if canceled into) |
| | * Travels up and slightly forward for standard anti-air purposes |
| | * Activates Blanka-chan doll (meterless 1-hit version) |
| | * '''Cancel Hitconfirm Window:''' 60f hit / 52f block ({{clr|SA|Rolling Cannon}}) |
| | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| | {{AttackDataCargo-SF6/Query|blanka_28hk_sa2}} |
| | * '''Anti-Air Invuln:''' 8-26f; '''Airborne''' 6-57f ({{FKD}} state) |
| | * 40f charge time (no charge required if canceled into) |
| | * Travels straight up for deep anti-airs and juggles |
| | * Activates Blanka-chan doll (meterless 1-hit version) |
| | * '''Cancel Hitconfirm Window:''' 60f hit / 52f block ({{clr|SA|Rolling Cannon}}) |
| | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| | {{AttackDataCargo-SF6/Query|blanka_28kk_sa2}} |
| | * '''Full Invuln:''' 1-10f; '''Airborne''' 4-53f ({{FKD}} state) |
| | * 40f charge time (no charge required if canceled into) |
| | * Travels up, in between the trajectory of {{clr|M|MK}} and {{clr|H|HK}} versions |
| | * Activates Blanka-chan doll ({{clr|OD|OD}} 3-hit version) |
| | * '''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 |
| <br> | | <br> |
| slight damage boost and frame data change if Blanka is empowered by [[#Level_2_Super_(214214P)|Lightning Beast]]. Values for it denoted with []
| | 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 {{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 {{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 {{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> |
|
| |
|
| =====<font style="visibility:hidden; float:right">Backstep Rolling Attack (63214K)</font>===== | | =====<font style="visibility:hidden; float:right">Backstep Rolling Attack (63214K)</font>===== |
| | <tabber> Regular = |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Backstep Rolling Attack | | | title = Backstep Rolling Attack |
| | subtitle = | | | subtitle = Rainbow Ball |
| | input = 63214K | | | input = {{Classic_sf6}} 63214K<br>{{Modern_sf6}} 6S (M) |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|blanka_63214lk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|blanka_63214lk|caption=}} |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|blanka_63214kk|caption=}}
| |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_63214lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_63214lk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_63214kk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|blanka_63214kk|1|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|blanka_63214kk|2|caption=OD Version 1st Hit}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_63214lk}} | | {{AttackDataCargo-SF6/Query|blanka_63214lk}} |
| * '''Airborne''' 8-64f (Forced Knockdown state); can hit crossup | | * '''Airborne''' 8-12f, 27-64f ({{FKD}} state); can hit cross-up |
| | * Shortest trajectory (can steer forward/backward) |
| {{AttackDataCargo-SF6/Query|blanka_63214mk}} | | {{AttackDataCargo-SF6/Query|blanka_63214mk}} |
| * '''Airborne''' 8-64f (Forced Knockdown state); can hit crossup | | * '''Airborne''' 8-12f, 27-67f ({{FKD}} state); can hit cross-up |
| | * Medium trajectory (can steer forward/backward) |
| {{AttackDataCargo-SF6/Query|blanka_63214hk}} | | {{AttackDataCargo-SF6/Query|blanka_63214hk}} |
| * '''Airborne''' 8-69f (Forced Knockdown state); can hit crossup | | * '''Airborne''' 8-12f, 27-69f ({{FKD}} state); can hit cross-up |
| | * Farthest trajectory (can steer forward/backward) |
| {{AttackDataCargo-SF6/Query|blanka_63214kk}} | | {{AttackDataCargo-SF6/Query|blanka_63214kk}} |
| * '''Airborne''' 8-66f (Forced Knockdown state); can hit crossup | | * '''Airborne''' 8-12f, 27-66f ({{FKD}} state); can hit cross-up on downward hit |
| | * () on Startup refers to the downward aerial hit |
| | * Medium trajectory (can steer forward/backward) |
| | * '''Cancel Hitconfirm Window:''' 16f (Super, 1st hit only) |
| | * '''{{clr|SA|SA2}} cancel advantage:''' KD +68 hit / {{sf6-adv|VP|+6}} block |
| <br> | | <br> |
| Backstep Roll can be steered forward or backwards to create an ambiguous left/right mixup; the forward momentum is faster than backward when steering. | | Backstep Roll (or "Rainbow Ball") causes Blanka to take a step back and jump, coming down with an arc trajectory that can be controlled to some extent. Steering forward can significantly increase the total distance, while holding back only mildly slows the forward movement; it requires some precision to not entirely whiff over a midscreen opponent. Backstep Roll leads to great frame advantage on hit or block, and can be spaced for an ambiguous cross-up. The exact frame advantage depends on the opponent's height and whether they were standing or crouching, which must be taken into account when deciding on a combo or frame trap route after landing. |
| | |
| | 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 {{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. |
| }} | | }} |
| | |-| |
| | SA2 Install = |
| | {{MoveDataCargo |
| | | title = Backstep Rolling Attack |
| | | subtitle = Rainbow Ball (SA2) |
| | | input = {{Classic_sf6}} 63214K<br>{{Modern_sf6}} 6S (M) |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=200px|blanka_63214lk|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_63214lk_sa2|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|blanka_63214kk_sa2|1|caption=OD Version 1st hit}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|blanka_63214lk_sa2}} |
| | * '''Airborne''' 8-12f, 27-64f ({{FKD}} state); can hit cross-up |
| | * Shortest trajectory (can steer forward/backward) |
| | * Activates Blanka-chan doll (meterless 1-hit version) |
| | * '''Cancel Hitconfirm Window:''' 22(18)f ({{clr|SA|Rolling Cannon}}, height-dependent) |
| | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| | {{AttackDataCargo-SF6/Query|blanka_63214mk_sa2}} |
| | * '''Airborne''' 8-12f, 27-67f ({{FKD}} state); can hit cross-up |
| | * Medium trajectory (can steer forward/backward) |
| | * Activates Blanka-chan doll (meterless 1-hit version) |
| | * '''Cancel Hitconfirm Window:''' 23(19)f ({{clr|SA|Rolling Cannon}}, height-dependent) |
| | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| | {{AttackDataCargo-SF6/Query|blanka_63214hk_sa2}} |
| | * '''Airborne''' 8-12f, 27-69f ({{FKD}} state); can hit cross-up |
| | * Farthest trajectory (can steer forward/backward) |
| | * Activates Blanka-chan doll (meterless 1-hit version) |
| | * '''Cancel Hitconfirm Window:''' 22(18)f ({{clr|SA|Rolling Cannon}}, height-dependent) |
| | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| | {{AttackDataCargo-SF6/Query|blanka_63214kk_sa2}} |
| | * '''Airborne''' 8-12f, 27-66f ({{FKD}} state); can hit cross-up on downward hit |
| | * Medium trajectory (can steer forward/backward) |
| | * Activates Blanka-chan doll ({{clr|OD|OD}} 3-hit version) |
| | * '''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 |
| | <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 {{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> |
|
| |
|
| =====<font style="visibility:hidden; float:right">Wild Hunt (236K)</font>===== | | =====<font style="visibility:hidden; float:right">Wild Hunt (236K)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Wild Hunt | | | title = Wild Hunt |
| | subtitle = | | | subtitle = Hop Grab |
| | input = 236K | | | input = {{Classic_sf6}} 236K<br>{{Modern_sf6}} 236X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|blanka_236lk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|blanka_236lk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|blanka_236kk|caption=}} | | {{MoveDataCargoImage|imageHeight=200px|blanka_236kk|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_236lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_236lk|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_236kk|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_236lk}} | | {{AttackDataCargo-SF6/Query|blanka_236lk}} |
| | * '''Airborne''' 9-26f ({{FKD}} state); Range: 2.49 |
| {{AttackDataCargo-SF6/Query|blanka_236mk}} | | {{AttackDataCargo-SF6/Query|blanka_236mk}} |
| | * '''Airborne''' 14-33f ({{FKD}} state); Range: 3.41 |
| {{AttackDataCargo-SF6/Query|blanka_236hk}} | | {{AttackDataCargo-SF6/Query|blanka_236hk}} |
| | * '''Airborne''' 19-36f ({{FKD}} state); Range: 4.24 |
| {{AttackDataCargo-SF6/Query|blanka_236kk}} | | {{AttackDataCargo-SF6/Query|blanka_236kk}} |
| | * '''Airborne''' 9-28f ({{FKD}} state); Range: 2.68-3.58 |
| | * Can hold forward/back to control the trajectory |
| | <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 {{clr|H|HP Roll}} 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 {{clr|OD|OD}} version is the best at avoiding the opponent's attacks by pulling up the hurtbox while hopping. |
| }} | | }} |
|
| |
|
Line 600: |
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| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Blanka-chan Bomb | | | title = Blanka-chan Bomb |
| | subtitle = | | | subtitle = Doll |
| | input = 22P | | | input = {{Classic_sf6}} 22P<br>{{Modern_sf6}} 22X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=120px|blanka_22p|caption=}} | | {{MoveDataCargoImage|imageHeight=85px|blanka_22p|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|blanka_22p_214p|caption=}} | | {{MoveDataCargoImage|imageHeight=110px|blanka_22p_214p|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|blanka_22p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|blanka_22p|caption=Idle, waiting to be activated by electricity}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_22p_214p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_22p_214p|caption=Hit trajectory depends on type of electricity}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_22p}} | | {{AttackDataCargo-SF6/Query|blanka_22p}} |
| | * Starts each round with 3 dolls; can only replenish mid-round with Back Taunt |
| | * 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 is in a {{clr|PC|Counter-hit}} state for entire throwing animation |
| | * The doll stock is consumed on frame 25, and spawns on frame 39 |
| | ** If {{clr|PC|Counter-hit}} between these frames, loses the doll completely |
| | * 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 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 (214P or {{clr|SA|SA2}} Ball-type special) |
| | * 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 |
| | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into |
| | * 1-hit projectile; walks slowly forward ('''Projectile Speed:''' 0.04) |
| {{AttackDataCargo-SF6/Query|blanka_22p_214pp}} | | {{AttackDataCargo-SF6/Query|blanka_22p_214pp}} |
| The primary setplay enabler. There are numerous uses for setting up Blanka Doll, but the most notorious case use is forcing an opponent to block in the corner or face devastating damage from small hits. Getting the opponent to the corner and safely setting up a doll is one of your key objectives in a match.
| | * 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 |
| | * Puts opponent into {{sf6-jug|free juggle}} state or maintains existing juggle state |
| | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into |
| | * 3-hit projectile; bounces 3 times before running forward ('''Projectile Speed:''' 0.012 bounce / 0.05 walk) |
| | ** Doll can change direction if opponent switches sides while it bounces |
| | {{AttackDataCargo-SF6/Query|blanka_22p_236236p}} |
| | * Activated with {{clr|SA|SA1}} electricity |
| | * Doll disappears if Blanka is hit during the first 24f after electricity activation |
| | * Puts opponent into {{sf6-jug|free juggle}} state or maintains existing juggle state |
| | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into |
| | * 5-hit projectile; shoot forward at slight upward angle ('''Projectile Speed:''' 0.1) |
| | <br> |
| | 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. |
|
| |
|
| =====<font style="visibility:hidden; float:right">Coward Crouch (2PP)</font>=====
| | 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. |
| {{MoveDataCargo | |
| | title = Coward Crouch | |
| | subtitle = | |
| | input = 2PP
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=120px|blanka_2PP|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=160px|blanka_2PP_p|caption='' Wild Lift ''}} | |
| ----
| |
| {{MoveDataCargoImage|imageHeight=180px|blanka_2PP_k|caption='' Raid Jump ''}}
| |
| | hitboxes =
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|blanka_2PP|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_2PP_p|caption='' Wild Lift ''}}
| |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_2PP_k|caption='' Raid Jump ''}} | |
| | info =
| |
| {{AttackDataCargo-SF6/Query|blanka_2PP}}
| |
| {{AttackDataCargo-SF6/Query|blanka_2PP_p}}
| |
| {{AttackDataCargo-SF6/Query|blanka_2PP_k}}
| |
| NOTE: Coward Crouch will low profile his hurtbox on frame 9.
| |
| }}
| |
|
| |
|
| =====<font style="visibility:hidden; float:right">Surprise Hop (6KKK/4KKK)</font>=====
| | 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. |
| {{MoveDataCargo | |
| | title = Surprise Hop | |
| | subtitle = | |
| | input = 6KKK/4KKK
| |
| | images =
| |
| {{MoveDataCargoImage|imageHeight=160px|blanka_6kkk|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|imageHeight=140px|blanka_4kkk|caption=}} | |
| | hitboxes =
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_6kkk|caption=}}
| |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_4kkk|caption=}}
| |
| | info =
| |
| {{AttackDataCargo-SF6/Query|blanka_6kkk}}
| |
| * '''Throw Invuln:''' 12-22f; [] refers to 6KKK from Coward Crouch
| |
| * Distance: 230.945
| |
| {{AttackDataCargo-SF6/Query|blanka_4kkk}}
| |
| * '''Airborne''' 11-21f (Forced Knockdown state); [] refers to 4KKK from Coward Crouch
| |
| * Distance: 186.108
| |
| }} | | }} |
| | <br> |
|
| |
|
| == Super Arts == | | == Super Arts == |
Line 668: |
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| | title = Shout of Earth | | | title = Shout of Earth |
| | subtitle = Level 1 Super Art | | | subtitle = Level 1 Super Art |
| | input = 236236P | | | input = {{classic_sf6}} 236236P<br>{{Modern_sf6}} 236236L or 5HS or 6HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|blanka_236236p|caption=}} | | {{MoveDataCargoImage|imageHeight=150px|blanka_236236p|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=140px|blanka_236236p|2|caption=[[#Level_2_Super_(214214P)|Lightning Beast Version]] |
| | Hits fullscreen}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_236236p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_236236p|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=70px|blanka_236236p|2|caption=[[#Level_2_Super_(214214P)|Lightning Beast Version]] |
| | Hits fullscreen}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_236236p}} | | {{AttackDataCargo-SF6/Query|blanka_236236p}} |
| * '''Strike/Throw Invuln''': 1-9f; Armor Break | | * '''Strike/Throw Invuln:''' 1-9f; Armor Break |
| * Depletes 1/2 Drive bar from opponent on hit | | * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) |
| | * 30% minimum damage scaling |
| | * Significantly higher KD Advantage when juggled into |
| | * During {{clr|SA|SA2}}: deals 200 more damage and reaches full screen |
| <br> | | <br> |
| Full screen and slight damage boost if Blanka is empowered by [[#Level_2_Super_(214214P)|Lightning Beast]]
| | Blanka sends out a projectile hitbox in both directions that hits low to the ground. Works well as a reversal, but can only anti-air if the opponent uses an air attack that incurs landing recovery. {{clr|SA|SA1}} can also activate a Blanka-chan doll, which has a unique 5-hit version that makes the super safe (minimum of {{sf6-adv|VP|+8}} on block). |
| | |
| | The full screen range during {{clr|SA|SA2}} install makes it a great option for punishing things that are normally safe based on distance. A useful tactic against low-health projectile characters is to stand at long range and activate {{clr|SA|SA2}} on reaction to a projectile, then immediately {{clr|SA|SA1}} for the punish. It's an expensive option to bait projectiles, so ideally this should be used to secure a game win. |
| }} | | }} |
|
| |
|
Line 685: |
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| | title = Lightning Beast | | | title = Lightning Beast |
| | subtitle = Level 2 Super Art | | | subtitle = Level 2 Super Art |
| | input = 214214P | | | input = {{classic_sf6}} 214214P<br>{{Modern_sf6}} 214214M or 4HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_214214p|caption=}} | | {{MoveDataCargoImage|imageHeight=135px|blanka_214214p|caption=}} |
| | hitboxes =
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_214214p|caption=}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_214214p}} | | {{AttackDataCargo-SF6/Query|blanka_214214p}} |
| * When active, Blanka can cancel into [4]6P, j.[4]6P, and [2]8K without charge | | * Install lasts 1500f (25 seconds); gives access to [[#Rolling_Cannon_(Direction+P)|Rolling Cannon]] after any "Ball-type" special move |
| | * Install timer is depleted by 100f (6.7%) when using Ball-type special, or 200f (13.3%) when using Rolling Cannon |
| | * Improves the damage and properties of Ball-type specials and {{clr|SA|SA1}}, including: |
| | ** Can cancel into [4]6P, j.[4]6P, and [2]8K without charge |
| | ** Electrical property is applied, allowing for Blanka-chan doll activation |
| | ** {{clr|SA|SA1}} reaches full screen in both directions |
| <br> | | <br> |
| After performing gives Blanka access to [[#Rolling_Cannon_(Direction+P)|Rolling Cannon]] which empowers all lighting based moves
| | One of the best install supers in the game, and one of the few {{clr|SA|Level 2 Supers}} that sees more competitive use than a {{clr|SA|Level 3}}. Nearly every aspect of Blanka's game is greatly improved while the install is active. Combo routes all deal more damage and corner carry, anti-airs become much more deadly, and ambiguous cross-up blockstrings are abundant. Even punishing unsafe specials on block becomes a chore for the opponent, as Blanka remains airborne during the recovery of many of his specials. Learning to fully utilize this Super will elevate your Blanka from annoying to horrifying. |
| }} | | }} |
|
| |
|
| =====<font style="visibility:hidden; float:right">Rolling Cannon (Direction+P)</font>===== | | ======<font style="visibility:hidden; float:right">Rolling Cannon (Direction+P)</font>====== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Rolling Cannon | | | title = Rolling Cannon |
| | subtitle = (During [[#Rolling Cannon (Direction+P)|Lightning Beast]]) | | | subtitle = (During [[#Rolling Cannon (Direction+P)|Lightning Beast]]) |
| | input = Any Direction + P | | | input = {{classic_sf6}} Any Direction + P<br>{{Modern_sf6}} Any Direction + X |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_xp|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|blanka_xp|caption=}} |
Line 708: |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_xp}} | | {{AttackDataCargo-SF6/Query|blanka_xp}} |
| * Depletes a small amount of Drive bar from opponent on hit | | * Available during {{clr|SA|SA2}} only; drains 200f (13.3%) of total install timer |
| | * Can be input in any direction after [4]6P, j.[4]6P, [2]8K, or 63214K |
| | ** Cannot use after {{clr|OD|[4]6PP}} on hit, or {{clr|OD|[2]8KK}} on block |
| | * Has electricity to activate Blanka-chan (1-hit meterless version) |
| | * Can chain into itself on hit/block (up to 3 per sequence; this limit resets after landing mid-combo) |
| | * '''Cancel Hitconfirm Window:''' 41f (self-chain; cancel window ends if Blanka lands) |
| | * Puts opponent into {{sf6-jug|limited juggle}} state on hit |
| | * Total recovery varies; 7f landing recovery on 8P/7P/4P/1P, 9f landing recovery on 2P/3P/6P/9P |
| | * '''Drive Gauge Depletion:''' 0.2 bars (per hit) / 0.1 bars (per block) |
| | * Does NOT have 40% minimum damage scaling like a standard {{clr|SA|SA2}} |
| | <br> |
| | Rolling Cannon lets you extend combos and create tricky pressure sequences for as long as the install is active. It can also make it difficult or impossible to punish some moves that are usually unsafe (though it cannot save you after a blocked {{clr|OD|OD Vertical Roll}}). The exact frame advantage of any hit varies tremendously based on the angle and height, but in general Blanka can get massive block advantage on any downward-angled ball. It's important to note that Rolling Cannon cannot chain into itself on whiff, so choosing the wrong timing or angle can lead to big punishment. |
| | |
| | The window to input each successive Rolling Cannon is extremely long, allowing for delays to create gaps in the blockstring. This is important for setting up ambiguous cross-ups, as a true blockstring will not require the opponent to change their block direction. If the opponent tries to hold Parry to avoid all mixups, landing with a downward 2P version allows Blanka to walk up for a throw punish instead. |
| | |
| | After Aerial Rolling Attack connects at the lowest possible height, inputting the 2P version gives Blanka great frame advantage without spending any of his install timer; this may be an unintended bug, as he usually has to spend time to take advantage of any {{clr|SA|SA2}} benefits. |
| }} | | }} |
|
| |
|
Line 715: |
Line 1,259: |
| | title = Ground Shave Cannonball | | | title = Ground Shave Cannonball |
| | subtitle = Level 3 Super Art | | | subtitle = Level 3 Super Art |
| | input = 236236K | | | input = {{classic_sf6}} 236236K<br>{{Modern_sf6}} 236236H or 2HS |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=140px|blanka_236236k|caption=}} | | {{MoveDataCargoImage|imageHeight=140px|blanka_236236k|caption=}} |
Line 722: |
Line 1,266: |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_236236k|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_236236k|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_236236k(ca)|caption=CA version grants 500 extra damage}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_236236k}} | | {{AttackDataCargo-SF6/Query|blanka_236236k}} |
| | * '''Full Invuln''': 1-12f; '''Airborne''' 2-12f; Armor Break |
| | * '''Drive Gauge Depletion:''' 1.5 bars (hit) / 0.75 bars (block) |
| | ** Cinematic time regenerates ~1.6 Drive bars for Blanka |
| | * 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)}} |
| * '''Full Invuln''': 1-12f; Armor Break | | * '''Full Invuln''': 1-12f; '''Airborne''' 2-12f; Armor Break |
| * Depletes 1.5 Drive bars from opponent on hit | | * Available at 25% HP or below |
| | * '''Drive Gauge Depletion:''' 2 bars (hit) / 1 bar (block) |
| | ** Cinematic time regenerates ~1.3 Drive bars for Blanka |
| | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| | <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. |
| }} | | }} |
| | <br> |
|
| |
|
| == Taunts == | | == Taunts == |
Line 736: |
Line 1,288: |
| | title = Neutral Taunt | | | title = Neutral Taunt |
| | subtitle = | | | subtitle = |
| | input = 5PPPKKK | | | input = {{classic_sf6}} 5PPPKKK<br>{{Modern_sf6}} 5LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_5pppkkk|caption='' "Peekaboo!" ''}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_5pppkkk|caption='' "Peekaboo!" ''}} |
| | hitboxes =
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_5pppkkk|caption='' "Peekaboo!" ''}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_5pppkkk}} | | {{AttackDataCargo-SF6/Query|blanka_5pppkkk}} |
Line 749: |
Line 1,299: |
| | title = Forward Taunt | | | title = Forward Taunt |
| | subtitle = | | | subtitle = |
| | input = 6PPPKKK | | | input = {{classic_sf6}} 6PPPKKK<br>{{Modern_sf6}} 6LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_6pppkkk|caption='' "Ha ha... uhuhuhuhuh" ''}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_6pppkkk|caption='' "Ha ha... uhuhuhuhuh" ''}} |
| | hitboxes =
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_6pppkkk|caption='' "Ha ha... uhuhuhuhuh" ''}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_6pppkkk}} | | {{AttackDataCargo-SF6/Query|blanka_6pppkkk}} |
Line 762: |
Line 1,310: |
| | title = Back Taunt | | | title = Back Taunt |
| | subtitle = | | | subtitle = |
| | input = 4PPPKKK | | | input = {{classic_sf6}} 4PPPKKK<br>{{Modern_sf6}} 4LMHS+DP+A |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_4pppkkk|caption='' *Starts juggling* ''}} | | {{MoveDataCargoImage|imageHeight=220px|blanka_4pppkkk|caption='' *Starts juggling* ''}} |
| | hitboxes =
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_4pppkkk|caption='' *Starts juggling* ''}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_4pppkkk}} | | {{AttackDataCargo-SF6/Query|blanka_4pppkkk}} |
Line 773: |
Line 1,319: |
| * Fun fact: he is humming his SF2 theme while juggling! | | * Fun fact: he is humming his SF2 theme while juggling! |
| }} | | }} |
| | | <br> |
|
| |
|
| {{Character Subnav SF6|chara={{SUBPAGENAME}}|discord={{{discord|}}} }} | | {{Character Subnav SF6|chara={{SUBPAGENAME}}|discord={{{discord|}}} }} |