Street Fighter IV Remix/Blanka: Difference between revisions

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(Created page with "{{Infobox Character SFIVR |name=X |image= |health=XYZ |chains=XYZ |forwarddash=X |backdash=X |movement=XYZ |content= == Introduction == <div style="width:800; margin-top:5px; padding:25px;"> ''Insert character description here.'' ----- Insert character introduction here. {{ProConTable | pros = * '''Pro 1:''' * '''Pro 2:''' * '''Pro 3:''' | cons = * '''Con 1:''' * '''Con 2:''' * '''Con 3:''' }} </div> }} == Normals == === Standing Normals === === <span class="invis...")
 
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== Introduction ==
== Introduction ==
<div style="width:800; margin-top:5px; padding:25px;">
<div style="width:800; margin-top:5px; padding:25px;">
''Insert character description here.''
''Blanka thought being best pals with Dan meant his dad was safe from getting killed by him.
 
''He was wrong.
-----
-----
Insert character introduction here.
'''Blanka''' is a highly mobile character who relies on his variety of movement options and long range normals to keep up the pace in neutral, before using his unique specials to mix the opponent up.
 
Blanka's defining feature is undoubtedly his mobility. With a great dash and backdash, a very fast command dash, multiple movement based specials, and a double jump on top of it all, pinning Blanka down in neutral can be extremely difficult. This is aided by his own normals. His long range jabs are great for checking opponents offense, while his extremely long range mediums help to zone the opponent out. His heavies have a unique property where each of them have super armor, making normals like 2HP and 5HK extremely hard to contest. This armor property also applies to his air heavies, which makes him nearly impossible to consistently anti-air thanks to the infamously strong j.HK.
 
He backs this up with consistently high damage, with multiple ways to launch and juggle opponents in the air. Many of his combos will also end in a hard knockdown, since Blanka has such easy access to them through 4MP, which can set up nasty crossups or fake crossups, or more standard high/low. His specials play a key role in some of his setplay, as specials like Blanka Ball can hit as crossups, and Rainbow Ball can set up extremely ambiguous crossups as well.
 
Blanka ultimately relies on a mix of solid neutral and good setups to win. While he can often get away with being a "scrub check" thanks to his armored heavies and unique mobility, smarter opponents will recognize and punish his more gimmicky setups.
{{ProConTable
{{ProConTable
| pros =
| pros =
* '''Pro 1:'''  
* '''Movement:''' Blanka's movement is the backbone of his kit. All of his base mobility is above average, while also possessing a fast command dash that can be cancelled into, and the ability to double jump. Blanka can often feel somewhat ignorant with his movement, as covering every approach is extremely difficult.
* '''Pro 2:'''  
* '''Normals:''' Long range mediums, fast and large lights, and universally armored heavies let Blanka bully characters with weaker normals. Normals like j.HK especially can feel impossible to deal with. Bullying the opponent with the sheer range and armored properties of his normals.
* '''Pro 3:'''  
* '''Just A Bit Random:''' All of Blanka's specials allow him a bit of randomness. These land somewhere between real setups and gimmicks, with some being more real than others. Blanka can juggle a ton of these setups at a time though, and overwhelm an opponents mental stack easily.
| cons =
| cons =
* '''Con 1:'''  
* '''Unorthodox:''' While Blanka's normals are strong, his movement and setups require a bit of creativity. Blanka feels very unique among the cast, and can be a bit difficult compared to more fundamental characters. His nature also lends to him being a bit more gimmicky: many of his setups have direct answers, and some character specific answers as well, meaning opponents who know Blanka's setups will be able to punish you hard.
* '''Con 2:'''
* '''Unsafe Specials:''' Though his normals are amazing, without proper spacing, Blanka's specials are all unsafe in some way. His max damage combos don't allow much time to hitconfirm into them either. Watch your cancels, especially at close range.
* '''Con 3:'''  
}}
}}
</div>
</div>

Latest revision as of 00:45, 5 September 2024

Introduction

Blanka thought being best pals with Dan meant his dad was safe from getting killed by him.

He was wrong.


Blanka is a highly mobile character who relies on his variety of movement options and long range normals to keep up the pace in neutral, before using his unique specials to mix the opponent up.

Blanka's defining feature is undoubtedly his mobility. With a great dash and backdash, a very fast command dash, multiple movement based specials, and a double jump on top of it all, pinning Blanka down in neutral can be extremely difficult. This is aided by his own normals. His long range jabs are great for checking opponents offense, while his extremely long range mediums help to zone the opponent out. His heavies have a unique property where each of them have super armor, making normals like 2HP and 5HK extremely hard to contest. This armor property also applies to his air heavies, which makes him nearly impossible to consistently anti-air thanks to the infamously strong j.HK.

He backs this up with consistently high damage, with multiple ways to launch and juggle opponents in the air. Many of his combos will also end in a hard knockdown, since Blanka has such easy access to them through 4MP, which can set up nasty crossups or fake crossups, or more standard high/low. His specials play a key role in some of his setplay, as specials like Blanka Ball can hit as crossups, and Rainbow Ball can set up extremely ambiguous crossups as well.

Blanka ultimately relies on a mix of solid neutral and good setups to win. While he can often get away with being a "scrub check" thanks to his armored heavies and unique mobility, smarter opponents will recognize and punish his more gimmicky setups.

Strengths Weaknesses
  • Movement: Blanka's movement is the backbone of his kit. All of his base mobility is above average, while also possessing a fast command dash that can be cancelled into, and the ability to double jump. Blanka can often feel somewhat ignorant with his movement, as covering every approach is extremely difficult.
  • Normals: Long range mediums, fast and large lights, and universally armored heavies let Blanka bully characters with weaker normals. Normals like j.HK especially can feel impossible to deal with. Bullying the opponent with the sheer range and armored properties of his normals.
  • Just A Bit Random: All of Blanka's specials allow him a bit of randomness. These land somewhere between real setups and gimmicks, with some being more real than others. Blanka can juggle a ton of these setups at a time though, and overwhelm an opponents mental stack easily.
  • Unorthodox: While Blanka's normals are strong, his movement and setups require a bit of creativity. Blanka feels very unique among the cast, and can be a bit difficult compared to more fundamental characters. His nature also lends to him being a bit more gimmicky: many of his setups have direct answers, and some character specific answers as well, meaning opponents who know Blanka's setups will be able to punish you hard.
  • Unsafe Specials: Though his normals are amazing, without proper spacing, Blanka's specials are all unsafe in some way. His max damage combos don't allow much time to hitconfirm into them either. Watch your cancels, especially at close range.
X
[[File:|center|300px]]
Character Data
Health XYZ
Chains XYZ
Walkspeed {{{walkspeed}}}
Forward Dash Duration X frames
Forward Dash Distance {{{dashdistance}}}
Backdash Duration X frames
Backdash Invuln {{{backdashinvuln}}} frames
Unique Movement XYZ

Normals

Standing Normals

5LP

Standing Light Punch
5LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5MP

Standing Medium Punch
5MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5HP

Standing Heavy Punch
5HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5LK

Standing Light Kick
5LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5MK

Standing Medium Kick
5MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

5HK

Standing Heavy Kick
5HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X


Crouching Normals

2LP

Crouching Light Punch
2LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2MP

Crouching Medium Punch
2MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2HP

Crouching Heavy Punch
2HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2LK

Crouching Light Kick
2LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2MK

Crouching Medium Kick
2MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

2HK

Crouching Heavy Kick
2HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid CMD, SP, SU X X X X X

Jumping Normals

j.LP

Jumping Light Punch
j.LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.MP

Jumping Medium Punch
j.MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.HP

Jumping Heavy Punch
j.HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.LK

Jumping Light Kick
j.LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.MK

Jumping Medium Kick
j.MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

j.HK

Jumping Heavy Kick
j.HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Overhead SP, SU X X X ~ ~

Command Normals

Command Normal 1

Command Normal 1
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

Command Normal 2

Command Normal 2
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X

Command Normal 3

Command Normal 3
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SP, SU X X X X X


Universal Mechanics

Forward Throw

Forward Throw
5LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw N/A X X X X X

Backward Throw

Backward Throw
4LP+LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Throw X X X X X X

Alpha Counter

Alpha Counter
HP+HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
X Mid X X X X X X

Special Moves

Special Move 1

Special Move 1
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 2

Special Move 2
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 3

Special Move 3
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Special Move 4

Special Move 4
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
X - SU X X X X X

Super Moves

Super Move 1

Super Move 1
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X

Super Move 2

Super Move 2
Damage Guard Cancel Startup Active Recovery On Hit On Block
X - - X X X X X


Game Navigation

General
FAQ
Controls & Notation
Game Systems
Koryu Edition
Characters​
Decapre
Ryu
Ken
E. Honda
Ibuki
Makoto
Dudley
Seth
Gouken
Akuma
Gen
Dan
Sakura
Oni
Elena
Yun
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Chun-Li
Dhalsim
Abel
C. Viper
M. Bison
Sagat
Cammy
Deejay
Cody
Guy
Hakan
Rolento
Poison
Evil Ryu
Guile
Blanka
Zangief
Rufus
El Fuerte
Vega
Balrog
Fei Long
T. Hawk
Adon
Rose
Yang
Hugo

Blanka, also known by his birth name Jimmy, is a video game character from the Street Fighter series, first appearing in Street Fighter II. He is a feral man from the Brazilian jungle with green skin and the ability to generate electricity.

streetfighter wiki Blanka