Capcom vs SNK 2/Blanka: Difference between revisions

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= Introduction =
== Introduction ==
{{CvS2 Character Subnav|char=Blanka|short=Blanka}}
{{CvS2 Character Subnav|char=Blanka|short=Blanka}}
<div>
<div>
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}}
}}


'''!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH THE EDIT HISTORY FOR THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!'''


[[File:Blanka_CvS2_colors.png]]
== Normal Moves ==
=== Far Normals ===
=== <span class="invisible-header">5LP</span> ===
{{MoveData
| name    = Far Jab
| input    = 5LP / Far LP
| subtitle = Far Light Punch
| image    =
| caption  =
| linkname = 5LP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=Moves List=
=== <span class="invisible-header">5MP</span> ===
==Normal Moves==
{{MoveData
| name    = Far Strong
| input    = 5MP / Far MP
| subtitle = Far Medium Punch
| image    =
| caption  =
| linkname = 5MP
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


<table style="width:600px;border:1px solid silver" cellborder="1">
=== <span class="invisible-header">5HP</span> ===
'''<tr>
{{MoveData
  <th>Button</th>
| name    = Far Fierce
  <th>Position</th>
| input    = 5HP / Far HP
  <th>Buffers:</th>
| subtitle = Far Heavy Punch
  <th>Itself</th>
| image    =
  <th>Specials</th>
| caption  =
  <th>Supers</th>
| linkname = 5HP
  <th>Hit</th>
| data  =
  <th>Block</th>
{{AttackData-CvS2
  <th>Startup</th>
   | version    = Far {{Icon-Capcom|HP}}
  <th>Active</th>
   | subtitle    =
  <th>Recovery</th>
   | damage      = -
  <th>Damage</th>
   | stun        = -
</tr>'''<tr>
   | cancel      = -
  <td style="border:1px solid navy" rowspan=3>Jab</td>
   | guard      = -
  <td>Standing</td>
   | parry      = -
  <td></td>
   | startup    = -
  <td>n</td>
   | active      = -
  <td>y</td>
   | recovery    = -
  <td>y</td>
   | total      = -
  <td>+2</td>
   | advHit      = -
  <td>+2</td>
   | advBlock    = -
  <td>2</td>
   | invul      = -
  <td>2</td>
   | description = Placeholder
  <td>11</td>
}}
  <td>400</td>
}}
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>n</td>
  <td>y</td>
  <td>y</td>
  <td>-2</td>
   <td>-2</td>
   <td>4</td>
   <td>4</td>
  <td>13</td>
  <td>400</td>
</tr>
<tr>
  <td>Jumping</td>
  <td></td>
  <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>4</td>
  <td>22</td>
  <td>-</td>
   <td>500</td>
</tr>
<tr>
  <td style="border:1px solid navy" rowspan=3>Strong</td>
  <td>Standing</td>
  <td></td>
  <td>n</td>
  <td>n</td>
  <td>y</td>
  <td>+5</td>
  <td>+5</td>
  <td>7</td>
  <td>8</td>
  <td>9</td>
  <td>900</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>n</td>
  <td>n</td>
  <td>y</td>
  <td>-8</td>
   <td>-8</td>
   <td>8</td>
  <td>4</td>
  <td>24</td>
  <td>1000</td>
</tr>
<tr>
  <td>Jumping</td>
  <td></td>
  <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
  <td>5</td>
  <td>10</td>
  <td>-</td>
  <td>900</td>
</tr>


<tr>
=== <span class="invisible-header">5LK</span> ===
  <td style="border:1px solid navy" rowspan=4>Fierce</td>
{{MoveData
  <td>Standing</td>
| name    = Far Short
  <td></td>
| input    = 5LK / Far LK
  <td>n</td>
| subtitle = Far Light Kick
  <td>n</td>
| image    =
  <td>y</td>
| caption  =
  <td>-3</td>
| linkname = 5LK
  <td>-3</td>
| data  =
  <td>6</td>
{{AttackData-CvS2
  <td>12</td>
   | version    = Far {{Icon-Capcom|LK}}
  <td>15</td>
   | subtitle    =
  <td>1400,1200</td>
   | damage      = -
</tr>
   | stun        = -
<tr>
   | cancel      = -
  <td>Crouching</td>
   | guard      = -
  <td></td>
   | parry      = -
  <td>n/n</td>
   | startup    = -
  <td>n/n</td>
   | active      = -
  <td>y/n</td>
   | recovery    = -
  <td>-4</td>
   | total      = -
   <td>-4</td>
   | advHit      = -
   <td>5</td>
   | advBlock    = -
   <td>3(2)5</td>
   | invul      = -
   <td>23</td>
   | description = Placeholder
  <td>1200, 1300</td>
}}
</tr>
}}
<tr>
  <td>Jumping Neutral</td>
  <td></td>
  <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>2</td>
  <td>8</td>
  <td>-</td>
   <td>1400</td>
</tr>
<tr>
  <td>Jumping Diagonal</td>
  <td></td>
  <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>4</td>
  <td>5</td>
  <td>-</td>
  <td>1000,1200</td>
</tr>


<tr>
=== <span class="invisible-header">5MK</span> ===
  <td style="border:1px solid red" rowspan=4>Short</td>
{{MoveData
  <td>Close</td>
| name    = Far Forward
  <td></td>
| input    = 5MK / Far MK
  <td>n/n</td>
| subtitle = Far Medium Kick
  <td>y/n</td>
| image    =
  <td>y/n</td>
| caption  =
  <td>-10</td>
| linkname = 5MK
  <td>-10</td>
| data  =
  <td>4</td>
{{AttackData-CvS2
  <td>10</td>
   | version    = Far {{Icon-Capcom|MK}}
  <td>17</td>
   | subtitle    =
  <td>500,500</td>
   | damage      = -
</tr>
   | stun        = -
<tr>
   | cancel      = -
  <td>Far</td>
   | guard      = -
  <td></td>
   | parry      = -
  <td>n</td>
   | startup    = -
  <td>n</td>
   | active      = -
  <td>y</td>
   | recovery    = -
  <td>+0</td>
   | total      = -
  <td>+0</td>
   | advHit      = -
  <td>6</td>
   | advBlock   = -
  <td>4</td>
   | invul      = -
  <td>11</td>
   | description = Placeholder
  <td>400</td>
}}
</tr>
}}
<tr>
  <td>Crouching</td>
  <td></td>
  <td>n</td>
  <td>y</td>
  <td>y</td>
  <td>+5</td>
  <td>+5</td>
  <td>4</td>
  <td>4</td>
  <td>6</td>
  <td>400</td>
</tr>
<tr>
  <td>Jumping</td>
  <td></td>
  <td>-</td>
  <td>-</td>
   <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>4</td>
  <td>22</td>
  <td>-</td>
  <td>500</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=4>Forward</td>
  <td>Close</td>
  <td></td>
  <td>n+n</td>
  <td>n+n</td>
  <td>y+n</td>
  <td>-10</td>
  <td>-10</td>
  <td>6</td>
  <td>2+2</td>
  <td>28</td>
  <td>500+500</td>
</tr>
<tr>
  <td>Far</td>
  <td></td>
  <td>n</td>
  <td>n</td>
  <td>y</td>
  <td>+2</td>
  <td>+2</td>
  <td>7</td>
  <td>2</td>
  <td>16</td>
  <td>1000</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>n</td>
  <td>y</td>
  <td>y</td>
  <td>+3</td>
  <td>+3</td>
  <td>5</td>
  <td>6?</td>
  <td>11</td>
  <td>800</td>
</tr>
<tr>
  <td>Jumping</td>
  <td></td>
  <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>-</td>
   <td>5</td>
  <td>11</td>
  <td>-</td>
   <td>800</td>
</tr>
<tr>
  <td style="border:1px solid red" rowspan=3>Roundhouse</td>
  <td>Standing</td>
  <td></td>
  <td>n/n</td>
  <td>n/n</td>
  <td>y/n</td>
  <td>-6</td>
   <td>-6</td>
   <td>7</td>
  <td>6</td>
  <td>24</td>
  <td>1300,1200</td>
</tr>
<tr>
  <td>Crouching</td>
  <td></td>
  <td>n</td>
  <td>n</td>
  <td>y</td>
  <td>down</td>
  <td>-3</td>
   <td>7</td>
  <td>4</td>
  <td>23</td>
  <td>1300</td>
</tr>
<tr>
  <td>Jumping</td>
  <td></td>
  <td>-</td>
   <td>-</td>
   <td>-</td>
  <td>-</td>
  <td>-</td>
  <td>6</td>
   <td>8</td>
  <td>-</td>
  <td>1300</td>
</tr>
<tr>
   <td>'''Command Normals'''</td>
</tr>
<tr>
  <td style="border:1px solid green"> f + Strong</td>
  <td></td>
  <td></td>
  <td>n/n</td>
  <td>y/n</td>
  <td>y/n</td>
  <td>-7</td>
   <td>-7</td>
  <td>4</td>
  <td>2(2)10</td>
   <td>17</td>
  <td>600+500</td>
</tr>
<tr>
  <td style="border:1px solid green"> df + Fierce</td>
  <td></td>
  <td></td>
  <td>n/n</td>
  <td>n/n</td>
  <td>n/n</td>
  <td>down</td>
  <td>-16</td>
  <td>9</td>
  <td>16</td>
  <td>24</td>
  <td>1200</td>
</tr>


</table>
=== <span class="invisible-header">5HK</span> ===
{{MoveData
| name    = Far Roundhouse
| input    = 5HK / Far HK
| subtitle = Far Heavy Kick
| image    =
| caption  =
| linkname = 5HK
| data  =
{{AttackData-CvS2
  | version    = Far {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


==Special Moves==
=== Close Standing Normals ===
=== <span class="invisible-header">clLP</span> ===
{{MoveData
| name    = Close Jab
| input    = cl.LP
| subtitle = Close Light Punch
| image    =
| caption  =
| linkname = cl.LP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Rolling Attack'''
=== <span class="invisible-header">clMP</span> ===
*Charge back, forward + P (any)
{{MoveData
| name    = Close Strong
| input    = cl.MP
| subtitle =
| image    =
| caption  =
| linkname = cl.MP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Electric Thunder'''
=== <span class="invisible-header">clHP</span> ===
*Any punch attack hit 5 times
{{MoveData
| name    = Close Fierce
| input    = cl.HP
| subtitle = Close Heavy Punch
| image    =
| caption  =
| linkname = cl.HP
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Vertical Rolling Attack'''
=== <span class="invisible-header">clLK</span> ===
*Charge down, up + K (any)
{{MoveData
| name    = Close Short
| input    = cl.LK
| subtitle = Close Light Kick
| image    =
| caption  =
| linkname = cl.LK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Backstep Rolling'''
=== <span class="invisible-header">clMK</span> ===
*Charge back, forward + K (any)
{{MoveData
| name    = Close Forward
| input    = cl.MK
| subtitle = Close Medium Kick
| image    =
| caption  =
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=The Basics=
=== <span class="invisible-header">clHK</span> ===
{{MoveData
| name    = Close Roundhouse
| input    = cl.HK
| subtitle = Close Heavy Kick
| image    =
| caption  =
| linkname = cl.MK
| data  =
{{AttackData-CvS2
  | version    = Close {{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


==Bread and Butter Combos==
=== Crouching Normals ===
=== <span class="invisible-header">2LP</span> ===
{{MoveData
| name    = Crouch Jab
| input    = 2LP / cr.LP
| subtitle = Crouching Light Punch
| image    =
| caption  =
| linkname = 2LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


2 cr. shorts, st. jab, fierce Rolling Attack
=== <span class="invisible-header">2MP</span> ===
{{MoveData
| name    = Crouch Strong
| input    = 2MP / cr.MP
| subtitle = Crouching Medium Punch
| image    =
| caption  =
| linkname = 2MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


Cross-up forward, cr. short, st. jab, fierce Rolling Attack
=== <span class="invisible-header">2HP</span> ===
{{MoveData
| name    = Crouch Fierce
| input    = 2HP / cr.HP
| subtitle = Crouching Heavy Punch
| image    =
| caption  =
| linkname = 2HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


Jump in RH, cr. forward, fierce Rolling Attack
=== <span class="invisible-header">2LK</span> ===
{{MoveData
| name    = Crouch Short
| input    = 2LK / cr.LK
| subtitle = Crouching Light Kick
| image    =
| caption  =
| linkname = 2LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


==Super Combos==
=== <span class="invisible-header">2MK</span> ===
{{MoveData
| name    = Crouch Forward
| input    = 2MK / cr.MK
| subtitle = Crouching Medium Kick
| image    =
| caption  =
| linkname = 2MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Direct Lightning'''
=== <span class="invisible-header">2HK</span> ===
*Charge back, forward, back, forward + P
{{MoveData
| name    = Crouch Roundhouse
| input    = 2HK / cr.HK
| subtitle = Crouching Heavy Kick
| image    =
| caption  =
| linkname = 2HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|d}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      =
  | stun        =
  | cancel      =
  | guard      =
  | parry      =
  | startup    =
  | active      =
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description =
}}
}}


'''Ground Shave Rolling'''
=== Jumping Normals ===
*Charge back, forward, back, forward + K
=== <span class="invisible-header">j.LP</span> ===
{{MoveData
| name    = Jump Jab
| input    = j.LP
| subtitle = Jumping Light Punch
| image    =
| caption  =
| linkname = j.LP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Shout of Earth'''
=== <span class="invisible-header">j.MP</span> ===
*Charge down+back, down+forward, down+back, Up+forward + P
{{MoveData
| name    = Jump Strong
| input    = j.MP
| subtitle = Jumping Medium Punch
| image    =
| caption  =
| linkname = j.MP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=== <span class="invisible-header">j.HP</span> ===
{{MoveData
| name    = Jump Fierce
| input    = j.HP
| subtitle = Jumping Heavy Punch
| image    =
| caption  =
| linkname = j.HP
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Level 1'''
=== <span class="invisible-header">j.LK</span> ===
*Jump-in RH, s.fierce, Direct Lightning
{{MoveData
| name    = Jump Short
| input    = j.LK
| subtitle = Jumping Light Kick
| image    =
| caption  =
| linkname = j.LK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|LK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


'''Level 2/3'''
=== <span class="invisible-header">j.MK</span> ===
*Cross-up forward, cr. short x2, st. jab, Direct Lightning
{{MoveData
| name    = Jump Forward
| input    = j.MK
| subtitle = Jumping Medium Kick
| image    =
| caption  =
| linkname = j.MK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|MK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


*Cr. short (x4), Direct Lightning (very hard and inconsistent, not practical for match play)
=== <span class="invisible-header">j.HK</span> ===
{{MoveData
| name    = Jump Roundhouse
| input    = j.HK
| subtitle = Jumping Heavy Kick
| image    =
| caption  =
| linkname = j.HK
| data  =
{{AttackData-CvS2
  | version    = {{Motion|ub}}/{{Motion|u}}/{{Motion|uf}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


*Jump-in RH, cr. short, st. jab, Direct Lightning
== Command Normals ==
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Generic Command
| input    = Generic Input
| subtitle = Generic Name
| image    =
| caption  =
| linkname = X
| data  =
{{AttackData-CvS2
  | version    = -
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


=Custom Combos=
== Throws ==
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Generic Throw Name
| input    = Near Opponent, 4/6HP
| subtitle = Punch Throw
| image    =
| caption  =
| linkname = Punch Throw Name
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


*Basic Custom Combo
=== <span class="invisible-header">X</span> ===
{{MoveData
| name    = Generic Throw Name
| input    = Near Opponent, 4/6HK
| subtitle = Kick Throw
| image    =
| caption  =
| linkname = Kick Throw Name
| data  =
{{AttackData-CvS2
  | version    = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}}
  | subtitle    =
  | damage      = -
  | stun        = -
  | cancel      = -
  | guard      = -
  | parry      = -
  | startup    = -
  | active      = -
  | recovery    = -
  | total      = -
  | advHit      = -
  | advBlock    = -
  | invul      = -
  | description = Placeholder
}}
}}


Activate, slide, st. jab, [superjump, fierce x2, RH]until corner.
== Colors ==
In corner:[superjump fierce x5]x2, back,forward,back,forward+kick.(kick super.)
Damage:6700
 
*Other variations
 
-Roll Cancel Electricity, activate, [st. fierce, whiff jab Blanka Ball]x2, st. jab,[superjump, fierce x2, RH]until corner.
In corner: [superjump fierce x5]x3, st. RH kick super. (Doesn't work on Bison aka dictator)
Damage:8492
 
-Activate, cr. forward, st. fierce x3, slide, st. fierce, whiff jab Blanka Ball, cr. fierce, st. fierce, whiff jab Blanka Ball, cr. fierce, st. fierce, whiff jab Blanka Ball, st. jab
In corner: superjump fierce x5, st. RH, kick super.
Damage:7532
 
-After a knockdown: close meaty st. strong, if it hits, activate, cr. forward, st. fierce x2, slide, st. fierce, whiff jab Blanka Ball, cr. fierce, st. fierce, whiff jab Blanka Ball, st. jab, superjump fierce, super jump RH.
In corner: superjump fierce x5, st. RH, kick super.
 
-Counter hit cr. short, activate, cr. forward, st. fierce x2, slide, st. fierce, jab Blanka Ball, [cr. fierce, st. fierce, jab Blanka Ball]x2. (note: setup isn't practical)
In corner: st. fierce, super jump fierce x5, st. RH, kick super.
 
*Blocked Blanka Ball setup
 
Block it high, activate, slide, [st. fierce,kkk hop]x3, st. jab
In corner: superjump fierce x5, st. RH, kick super.
Damage:7436
 
*Guard Crush Custom Combo
 
Activate, slide x3, fierce Electricity, kick super
note: This variation does the most blocked damage and knocks off the most guard bar but will not actually break the guard if the opponent had full guard bar at the beginning of the custom combo.
 
=Advanced Strategy=
Learn how to utilize the roll cancel hop to roll cancel electricity effectively.
 
=Other=
This section is for talking about other stuff related to Blanka that aren't Blanka's basics.
== Ways to stop a blocked Blanka Ball ==
(by Nick T.)
(added more content on Mar. 20th, 2007 by Laugh)
 
(Note: All of this was done on PS2 version, default settings. All characters have to block high. Dummy was set to all guard.)
* (r) = Reversal Timing
* (ST) = Strict Timing
 
''-Capcom-''
 
'''Akuma:'''
*(ST) Super jump forward + roundhouse
* Run up, cr. roundhouse
 
'''Balrog:'''
* St. fierce
* Gigaton Blow
 
'''Blanka:'''
* Fierce Rolling Attack
* Slide (DF+fierce)
* Cr. fierce
* Lv2/3 Direct Lightning
 
'''Cammy:'''
* St. roundhouse
* Lv2/3 Spindrive Smasher (Lv3 works even after getting hit by the ball)
 
'''Chun-Li:'''
* Walk forward, st. strong
* When Blanka bounces off and is about head level from the ground, do qcf x2 + short. Blanka has to be a bit higher to do qcf x2 + forward.
 
'''Dhalsim:'''
* St. fierce (works even after getting hit)
 
'''Eagle:'''
* St. fierce
 
'''E. Honda:'''
*(r) Fierce Hyakuretsu Harite (1 hit)
 
'''Guile:'''
* St. roundhouse
* F + Fierce
*(ST) Sonic Hurricane
 
'''Ken:'''
* Toward + roundhouse
* Run up, cr. roundhouse
 
'''Kyosuke:'''
*(ST)(r) qcf + forward
 
'''Maki:'''
* Qcf + forward, forward
 
'''M. Bison:'''
* Slide (DF+roundhouse)
* Fierce Psycho Crusher
*(ST) Mega Psycho Crusher
 
'''Morrigan:'''
* Walk forward, St. strong
*(ST) Walk forward, cr. fierce
* Run up, forward kick
 
'''Rolento:'''
* Slide (D+roundhouse)
* Cr. fierce
* St. fierce
*(ST) Fierce Patriot Circle (qcf+Fierce x3)
*(ST) Lv3 Trip Wire
 
'''Ryu:'''
*(r) Shinkuu Haduken
*(ST) Super jump forward + roundhouse
* Run up, cr. roundhouse
 
'''Sagat:'''
 
When blocking high:
* St. fierce
* Tiger Cannon
 
When blocking low:
* St. forward
* Tiger Cannon
*(ST) St. roundhouse 
 
'''Sakura:'''
* St. roundhouse
 
'''Vega:'''
* Cr. fierce
* Cr. strong
* Slide (D+RH)
 
'''Yun:'''
*(r) Qcf + fierce
 
'''Zangief:'''
* St. fierce
 
''-SNK-''
 
'''Athena:'''
*(ST) Super jump forward + roundhouse
* Run up, cr. fierce
 
'''Benimaru:'''
* Forward + forward kick
*(ST) Electric dash super (qcf x2 +k)
 
'''Chang:'''
* St. fierce
*(ST) QCF, HCB+P super
 
'''Geese:'''
*(ST) Standing roundhouse
* Run up, cr. roundhouse
 
'''Hibiki:'''
* Qcf + strong
 
'''Haohmaru:'''
* St. strong
* St. fierce
 
'''Iori:'''
*(r) Qcb + fierce (1 hit)
* Run up, cr. roundhouse
*(r) qcf, hcb + P super
 
'''Joe:'''
* Walk forward, st. roundhouse
* Run up, Slide(D+RH)
 
'''Kim:'''
* Walk up, fierce
* Run up, cr. roundhouse
*(ST) qcb, hcf + K super
 
'''King:'''
*(ST) Super jump forward + roundhouse
* Hcb + Forward/RH (Rapid Kicks)
* Run up, cr. roundhouse
 
'''Kyo:'''
*(r) Qcf + fierce xx rekka combo
*(ST) Qcf + strong xx rekka combo
* Run up, cr. roundhouse
 
'''Mai:'''
* Walk up, jab
* Walk up, s. roundhouse
* Run up, cr. roundhouse
 
'''Nakoruru:'''
* Qcf + fierce
 
'''Raiden:'''
* Back, qcb + fierce
 
'''Rock:'''
*(r) Qcb + strong
* Run up, cr. roundhouse
 
'''Rugal:'''
* cr. fierce
*(r) Gigas Breaker
 
'''Terry:'''
*(ST) Super jump forward + roundhouse
* Run up, cr. roundhouse
*(r) Buster Wolf (1 hit)
 
'''Todo:'''
* Forward + forward kick
* qcfx2 + P
 
'''Vice:'''
* Qcb + fierce xx forward, down > forward + roundhouse
 
'''Yamazaki:'''
* St. roundhouse
 
'''Yuri:'''
* St. roundhouse
 
----


[[File:Blanka_CvS2_colors.png]]




{{Navbox-CvS2}}
{{Navbox-CvS2}}
[[Category:Capcom vs SNK 2]]
[[Category:Capcom vs SNK 2]]
[[Category:Blanka]]

Revision as of 04:18, 7 July 2022

Introduction

CVS2 Blanka CAPCOM Art.jpg
Health (at Ratio 2)
14800 High
Stun
60 Low
Dash Length
17 Frames Long
Dash Type
Hop Corpse Hop=Yes, Proj. Hop=Yes
Run Speed
7.2 Slow
Roll Distance
140 pixels Far
Roll Duration
28f Long
Wakeup Speed compared to Ryu
6f Very Slow

Story

Blanka, who was born named Jimmy, is a feral man from the Brazilian jungle. One day, a boy named Jimmy unwittingly boarded a plane that was sabatoged by M. Bison and Shadaloo. It crashed somewhere over the Amazon rainforest, where Jimmy was lost. He was raised in the wilderness, becoming feral. He turned green, with orange hair, and learned to control electricity through his now much stronger body. One odd day, he hopped into the back of a car looking to eat a melon, not knowing it was a poachers car. The poacher drove Jimmy back to civilization for the first time in many years, and since then, Jimmy has lived as Blanka. Blanka competed in the first World Warrior tournament, where his mother was spectating, and his story ends with a tearful reunion. He now lives a peaceful life with his mother and his best friends Dan Hibiki and Sakura.

Gameplay

Blanka is a powerhouse of a top tier. Usually considered second only to Sagat in terms of strength, Blanka has all the tools a CvS2 character needs and more. Insane buttons and neutral control, high mobility, solid damage, great metered damage, useful defensive tools, and a few very powerful roll cancels send Blanka to the top of the tier list. He's quite Groove friendly as well, as while you usually see him as the classic anchor for A-Groove and N-Groove teams, Blanka excels in every Groove to some extent. A-Blanka is usually considered the strongest, and is a mainstay on the best A-Groove players teams. His ability to use Custom Combo offensively is stellar, and it gives him a very scary defensive option to work with. Mixed with his amazing neutral, your opponent has to take a risk to get in, which you can punish with a big Custom Combo into a mixup.

Blanka has very few real weaknesses in any setting, and is a simple and reliable pick for your team regardless of Grooves or team composition. He has every tool you would want and then some. If you want to win, and especially if you play A-Groove, you should definitely try out Blanka.

Groove Selection

Best - A/N: A-Blanka, as stated above, is Blanka's most powerful Groove. A-Groove is already widely considered the best Groove in the game thanks to Custom Combo and the other versatile subsystems. Alpha Counters give Blanka a solid get-off-me tool, rolls are useful for everyone but Blanka has two incredible RC specials with RC Electricity and RC Blanka Ball. While he doesn't get access to his admittedly strong supers, Blanka's CC is no joke, and turn his punishes from high damage to very high damage. N-Blanka gets much of the same, but now has run and hop on top of it, in trade for only having level 1 supers to end in. Run is a useful tool for his pressure, but hop is especially powerful. Blanka's hop HK is nigh uncontestable by anything that isn't invincible. Only having level 1 supers isn't that bad either, since Blanka has very useful level 1's. N-Blanka is defined by strong roll cancels, abusive hop pressure, and consistently ending combos in supers for huge damage.

Useful - K/C/P/S: K-Blanka is right behind A and N. Rage and JD make for powerful neutral and high damage punishes. One solid hit from Blanka leads into a super for massive damage, and his Raged pokes are no joke. He can punish pretty reliably after a JD, and his simple poke-based neutral becomes much scarier in Rage. The loss of rolls hurts, but it's really the only big sacrifice. C-Blanka is similar to N-Blanka, but loses the mobility in exchange for airblocking and more versatile meter. Level 2 combos are a powerful tool for consistent damage, and the level 3 supers of C-Groove uniquely don't have any sort of prerequisite to spending them, allowing Blanka a chance at big damage. The loss of mobility hurts however, and A-Blanka Custom Combo is more valuable to him than level 2 supers, so generally C-Blanka loses to A-Blanka. P-Blanka gets parries, which give him more consistent punishes. A parry can easily lead into a punish like 2HK > Hop, starting Blanka's scary Electricity mixups. Sadly, P-Groove has no rolls, so you lose out on RC Electricity, but having hop HK is still strong enough of a neutral tool to not worry as much. S-Groove is the weakest Groove overall, but Blanka is solid enough to not worry about the lacking mechanics. Loss of RC Electricity and RC Blanka Balls is rough, but you still get run and hop, and dodge isn't entirely useless for Blanka.

Worst - None: Blanka is an incredibly solid character overall, and your Groove selection won't hurt him much. He excels in some more than others, but is a valuable pick in every Groove.


Blanka is a powerhouse of a top tier, with incredible buttons and neutral control mixed with scary offense and both a strong roll cancel and strong hop normal. He has no real weaknesses that hold him back. Blanka is best in A-Groove and N-Groove.
Pros Cons
  • Buttons: Blanka has some of the strongest buttons in the game, like 5LP, 5MP, 5HP, 3HP, j.HK, 2MK, 2HK, and more
  • Mobility: His command hops allow him to quickly move backwards and forwards, and mixed with Roll Cancel, these are almost impossible to punish. Solid jumps and forward moving specials also help make him very mobile
  • Mixup: Cancelling normals into hops to reset pressure, generating plus frames with his normals for powerful guard crush strings, and RC Electricity okizeme give Blanka unique but strong mixup potential
  • Damage: Blanka's pokes do solid damage on their own, hitconfirms into super do a lot more however. If you have A-Blanka, you can punish with a Custom Combo as well for massive damage potential
  • Roll Cancels: RC Electricity is a multi-hitting plus on block invincible special that knocks down, RC Blanka Balls are fast moving invincible fireball and poke punishes, and RC Hops are invincible command hops that are airborne so they can't be thrown
  • Meterless: Without spending on a super or CC, Blanka struggles to get meaningful damage or a knockdown. He usually either cancels into a Blanka Ball, which is punishable even on hit, or a hop to push another mixup, which leaves a wide gap
  • Reversals: Blanka's only meterless special with invincibility is Backward Hop, which isn't a strike and can be punished. This forces Blanka to spend meter on invincible reversals or go for a difficult and Groove specific RC Electricity/Blanka Ball reversal.



!!!THIS PAGE IS STILL A WIP. IF YOU NEED FRAME DATA NOW, REFER TO THE CVS2 BIBLE OR LOOK THROUGH THE EDIT HISTORY FOR THE LAST EDIT CONTAINING FRAME DATA IF THERE WAS ONE!!!

Normal Moves

Far Normals

5LP

Far Jab
Far Light Punch
5LP / Far LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png - - - - - - - - - - - -

Placeholder

5MP

Far Strong
Far Medium Punch
5MP / Far MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png - - - - - - - - - - - -

Placeholder

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png - - - - - - - - - - - -

Placeholder

5LK

Far Short
Far Light Kick
5LK / Far LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png - - - - - - - - - - - -

Placeholder

5MK

Far Forward
Far Medium Kick
5MK / Far MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png - - - - - - - - - - - -

Placeholder

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png - - - - - - - - - - - -

Placeholder

Close Standing Normals

clLP

Close Jab
Close Light Punch
cl.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png - - - - - - - - - - - -

Placeholder

clMP

Close Strong
cl.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png - - - - - - - - - - - -

Placeholder

clHP

Close Fierce
Close Heavy Punch
cl.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png - - - - - - - - - - - -

Placeholder

clLK

Close Short
Close Light Kick
cl.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png - - - - - - - - - - - -

Placeholder

clMK

Close Forward
Close Medium Kick
cl.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png - - - - - - - - - - - -

Placeholder

clHK

Close Roundhouse
Close Heavy Kick
cl.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png - - - - - - - - - - - -

Placeholder

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png - - - - - - - - - - - -

Placeholder

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png - - - - - - - - - - - -

Placeholder

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png - - - - - - - - - - - -

Placeholder

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png - - - - - - - - - - - -

Placeholder

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png - - - - - - - - - - - -

Placeholder

2HK

Crouch Roundhouse
Crouching Heavy Kick
2HK / cr.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png - - - - - - - - - - - -

Jumping Normals

j.LP

Jump Jab
Jumping Light Punch
j.LP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lp.png - - - - - - - - - - - -

Placeholder

j.MP

Jump Strong
Jumping Medium Punch
j.MP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mp.png - - - - - - - - - - - -

Placeholder

j.HP

Jump Fierce
Jumping Heavy Punch
j.HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hp.png - - - - - - - - - - - -

Placeholder

j.LK

Jump Short
Jumping Light Kick
j.LK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Lk.png - - - - - - - - - - - -

Placeholder

j.MK

Jump Forward
Jumping Medium Kick
j.MK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Mk.png - - - - - - - - - - - -

Placeholder

j.HK

Jump Roundhouse
Jumping Heavy Kick
j.HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/U.png/Uf.png+Hk.png - - - - - - - - - - - -

Placeholder

Command Normals

X

Generic Command
Generic Name
Generic Input
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - - - - - - - - -

Placeholder

Throws

X

Generic Throw Name
Punch Throw
Near Opponent, 4/6HP
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png - - - - - - - - - - - -

Placeholder

X

Generic Throw Name
Kick Throw
Near Opponent, 4/6HK
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png - - - - - - - - - - - -

Placeholder

Colors

Blanka CvS2 colors.png


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