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| == Special Moves == | | == Special Moves == |
| | |
| | =====<font style="visibility:hidden; float:right">Coward Crouch (2PP)</font>===== |
| | {{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=140px|blanka_2PP_p|caption='' Wild Lift ''}} |
| | ---- |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|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. |
| | |
| | A stance cancel that you'll mostly use as a combo extender from 5HP. While it has other uses such as avoiding projectiles and moves with a higher hitbox, such as many Drive Impacts, it is fairly risky to throw out as patient opponents can punish it and many common mashes will stuff this on reaction. |
| | }} |
| | |
| | =====<font style="visibility:hidden; float:right">Surprise Hop (6KKK/4KKK)</font>===== |
| | {{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 |
| | * Can pass through the opponent |
| | {{AttackDataCargo-SF6/Query|blanka_4kkk}} |
| | * '''Airborne''' 11-21f (Forced Knockdown state); [] refers to 4KKK from Coward Crouch |
| | * Distance: 186.108 |
| | }} |
| | |
| =====<font style="visibility:hidden; float:right">Electric Thunder (214P)</font>===== | | =====<font style="visibility:hidden; float:right">Electric Thunder (214P)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
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| =====<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 |
Line 509: |
Line 560: |
| {{MoveDataCargoImage|imageHeight=160px|blanka_46pp|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|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=160px|blanka_46lp|2|caption=[[#Level_2_Super_(214214P)|Lightning Beast Version]]}} | |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_46lp}} | | {{AttackDataCargo-SF6/Query|blanka_46lp}} |
| | * '''Airborne''' 10-23f (Forced Knockdown state) |
| {{AttackDataCargo-SF6/Query|blanka_46mp}} | | {{AttackDataCargo-SF6/Query|blanka_46mp}} |
| | * '''Airborne''' 12-33f (Forced Knockdown state) |
| {{AttackDataCargo-SF6/Query|blanka_46hp}} | | {{AttackDataCargo-SF6/Query|blanka_46hp}} |
| | * '''Airborne''' 20-43f (Forced Knockdown state) |
| {{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 []. | | * '''Airborne''' 18-41f (Forced Knockdown state) |
| | <br> |
| | The infamous horizontal Blanka Ball is a character-defining move. The heavier the version, the faster and longer Blanka travels. |
| | 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 j.[4]6P. |
| | This version of the move is also the hardest to punish on block thanks to being the safest and pulling Blanka away very quickly. |
| | }} |
| | |-| |
| | SA2 Install = |
| | {{MoveDataCargo |
| | | title = Rolling Attack |
| | | subtitle = SA2 Install |
| | | input = [4]6P |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=160px|blanka_46lp_sa2|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=160px|blanka_46pp_sa2|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_46lp_sa2|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|blanka_46lp_sa2}} |
| | * '''Airborne''' 10-23f (Forced Knockdown state) |
| | {{AttackDataCargo-SF6/Query|blanka_46mp_sa2}} |
| | * '''Airborne''' 12-33f (Forced Knockdown state) |
| | {{AttackDataCargo-SF6/Query|blanka_46hp_sa2}} |
| | * '''Airborne''' 18-43f (Forced Knockdown state) |
| | {{AttackDataCargo-SF6/Query|blanka_46pp_sa2}} |
| | * '''Airborne''' 18-46f (Forced Knockdown state) |
| | <br> |
| The infamous horizontal Blanka Ball is a character-defining move. The heavier the version, the faster and longer Blanka travels. | | The infamous horizontal Blanka Ball is a character-defining move. The heavier the version, the faster and longer Blanka travels. |
| 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]]). | | In neutral, it is a crucial tool to assert Blanka's screen presence against non-fireball characters, allowing Blanka to play mind games 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. | | 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. |
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| This version of the move is also the hardest to punish on block thanks to being the safest and pulling Blanka away very quickly. | | 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 |
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| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_j46p|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_j46p|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_j46p|2|caption=[[#Level_2_Super_(214214P)|Lightning Beast Version]]}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_j46p}} | | {{AttackDataCargo-SF6/Query|blanka_j46p}} |
| | * Forced Knockdown state until landing |
| {{AttackDataCargo-SF6/Query|blanka_j46pp}} | | {{AttackDataCargo-SF6/Query|blanka_j46pp}} |
| Slight damage boost if Blanka is empowered by [[#Level_2_Super_(214214P)|Lightning Beast]]
| | * Forced Knockdown state until landing |
| | | <br> |
| | A degenerate divekick notable for being the only divekick in the game capable of being used from jumping backwards. It can be difficult/impossible to punish if spaced and is + if the OD version is used. Is also a common combo extender in situations where Blanka can land j.MP. Some niche use cases include using as a spacing trap after certain moves are blocked such as Electric Thunder, or to escape/retaliate in the corner. |
| | }} |
| | |-| |
| | SA2 Install = |
| | {{MoveDataCargo |
| | | title = Aerial Rolling Attack |
| | | subtitle = SA2 Install |
| | | input = j.[4]6P |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=160px|blanka_j46p_sa2|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=160px|blanka_j46pp_sa2|caption=}} |
| | | hitboxes = |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_j46p_sa2|caption=}} |
| | | info = |
| | {{AttackDataCargo-SF6/Query|blanka_j46p_sa2}} |
| | * Forced Knockdown state until landing |
| | {{AttackDataCargo-SF6/Query|blanka_j46pp_sa2}} |
| | * Forced Knockdown state until landing |
| | <br> |
| A degenerate divekick notable for being the only divekick in the game capable of being used from jumping backwards. It can be difficult/impossible to punish if spaced and is + if the OD version is used. Is also a common combo extender in situations where Blanka can land j.MP. Some niche use cases include using as a spacing trap after certain moves are blocked such as Electric Thunder, or to escape/retaliate in the corner. | | A degenerate divekick notable for being the only divekick in the game capable of being used from jumping backwards. It can be difficult/impossible to punish if spaced and is + if the OD version is used. Is also a common combo extender in situations where Blanka can land j.MP. Some niche use cases include using as a spacing trap after certain moves are blocked such as Electric Thunder, or to escape/retaliate in the corner. |
| }} | | }} |
| | </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 |
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| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_28lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_28lk|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_28lk|2|caption=[[#Level_2_Super_(214214P)|Lightning Beast Version]]}}
| |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_28kk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_28kk|caption=}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_28kk|2|caption=[[#Level_2_Super_(214214P)|Lightning Beast Version]]}}
| |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_28lk}} | | {{AttackDataCargo-SF6/Query|blanka_28lk}} |
| | * '''Anti-Air Invuln:''' 8-26f; '''Airborne''' 6-57f (Forced Knockdown state) |
| | * 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 (Forced Knockdown state) |
| | * 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 (Forced Knockdown state) |
| | * 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 (Forced Knockdown state) |
| | * Travels up, in between the trajectory of MK and HK versions |
| | <br> |
| | All 3 versions direct Blanka at different angles, with the H version shooting Blanka directly upward. OD version is fully invuln. |
| | |
| | Most often used as a combo ender. Decent but often unreliable as an anti-air due to wonky hitboxes; You may often find this whiffing an airborne if you do not accommodate their jump arc. |
| | |
| | Slight damage boost and frame data change if Blanka is empowered by [[#Level_2_Super_(214214P)|Lightning Beast]]. |
| | }} |
| | |-| |
| | SA2 Install = |
| | {{MoveDataCargo |
| | | title = Vertical Rolling Attack |
| | | subtitle = SA2 Install |
| | | input = [2]8K |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=160px|blanka_28lk_sa2|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=160px|blanka_28kk_sa2|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 (Forced Knockdown state) |
| | * Farthest horizontal range (most useful in grounded combos) |
| | {{AttackDataCargo-SF6/Query|blanka_28mk_sa2}} |
| | * '''Anti-Air Invuln:''' 8-26f; '''Airborne''' 6-57f (Forced Knockdown state) |
| | * Travels up and slightly forward for standard anti-air purposes |
| | {{AttackDataCargo-SF6/Query|blanka_28hk_sa2}} |
| | * '''Anti-Air Invuln:''' 8-26f; '''Airborne''' 6-57f (Forced Knockdown state) |
| | * Travels straight up for deep anti-airs and juggles |
| | {{AttackDataCargo-SF6/Query|blanka_28kk_sa2}} |
| | * '''Full Invuln:''' 1-10f; '''Airborne''' 4-53f (Forced Knockdown state) |
| | * Travels up, in between the trajectory of MK and HK versions |
| <br> | | <br> |
| All 3 versions direct Blanka at different angles, with the H version shooting Blanka directly upward. OD version is fully invuln. | | All 3 versions direct Blanka at different angles, with the H version shooting Blanka directly upward. OD version is fully invuln. |
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| Most often used as a combo ender. Decent but often unreliable as an anti-air due to wonky hitboxes; You may often find this whiffing an airborne if you do not accommodate their jump arc. | | Most often used as a combo ender. Decent but often unreliable as an anti-air due to wonky hitboxes; You may often find this whiffing an airborne if you do not accommodate their jump arc. |
|
| |
|
| Slight damage boost and frame data change if Blanka is empowered by [[#Level_2_Super_(214214P)|Lightning Beast]]. Values for it denoted with []
| | After OD Vertical Roll on block, Blanka cannot follow up with Rolling Cannon to keep himself safe. |
| }} | | }} |
| | </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 |
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| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_63214lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_63214lk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_63214lk|2|caption=[[#Level_2_Super_(214214P)|Lightning Beast Version]]}}
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|blanka_63214kk|1|caption=OD Version 1st Hit}} |
| ----
| |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|blanka_63214kk|caption=OD Launcher}} | |
| | 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 (Forced Knockdown state); can hit cross-up |
| {{AttackDataCargo-SF6/Query|blanka_63214mk}} | | {{AttackDataCargo-SF6/Query|blanka_63214mk}} |
| * '''Airborne''' 8-64f (Forced Knockdown state); can hit crossup | | * '''Airborne''' 8-12f, 27-67f (Forced Knockdown state); can hit cross-up |
| {{AttackDataCargo-SF6/Query|blanka_63214hk}} | | {{AttackDataCargo-SF6/Query|blanka_63214hk}} |
| * '''Airborne''' 8-69f (Forced Knockdown state); can hit crossup | | * '''Airborne''' 8-12f, 27-69f (Forced Knockdown state); can hit cross-up |
| {{AttackDataCargo-SF6/Query|blanka_63214kk}} | | {{AttackDataCargo-SF6/Query|blanka_63214kk}} |
| * '''Airborne''' 8-66f (Forced Knockdown state); can hit crossup | | * '''Airborne''' 8-12f, 27-66f (Forced Knockdown state); can hit cross-up |
| | <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. |
| | }} |
| | |-| |
| | SA2 Install = |
| | {{MoveDataCargo |
| | | title = Backstep Rolling Attack |
| | | subtitle = SA2 Install |
| | | input = 63214K |
| | | images = |
| | {{MoveDataCargoImage|imageHeight=180px|blanka_63214lk_sa2|caption=}} |
| | ---- |
| | {{MoveDataCargoImage|imageHeight=180px|blanka_63214kk_sa2|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 (Forced Knockdown state); can hit cross-up |
| | {{AttackDataCargo-SF6/Query|blanka_63214mk_sa2}} |
| | * '''Airborne''' 8-12f, 27-67f (Forced Knockdown state); can hit cross-up |
| | {{AttackDataCargo-SF6/Query|blanka_63214hk_sa2}} |
| | * '''Airborne''' 8-12f, 27-69f (Forced Knockdown state); can hit cross-up |
| | {{AttackDataCargo-SF6/Query|blanka_63214kk_sa2}} |
| | * '''Airborne''' 8-12f, 27-66f (Forced Knockdown state); can hit cross-up |
| <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 can be steered forward or backwards to create an ambiguous left/right mixup; the forward momentum is faster than backward when steering. |
| }} | | }} |
| | </tabber> |
|
| |
|
| =====<font style="visibility:hidden; float:right">Wild Hunt (236K)</font>===== | | =====<font style="visibility:hidden; float:right">Wild Hunt (236K)</font>===== |
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| {{MoveDataCargoImage|imageHeight=180px|blanka_22p_214p|caption=}} | | {{MoveDataCargoImage|imageHeight=180px|blanka_22p_214p|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|blanka_22p|caption=Idle hurtbox, activated by electric moves}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|blanka_22p|caption=Idle, waiting to be activated by electricity}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_22p_214p|caption=Bounces forward in an arc when hit by an OD electric move}} | | {{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}} |
| {{AttackDataCargo-SF6/Query|blanka_22p_214p}} | | {{AttackDataCargo-SF6/Query|blanka_22p_214p}} |
| {{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. | | {{AttackDataCargo-SF6/Query|blanka_22p_236236p}} |
| | | <br> |
| You will primarily be using 22LP version as it sets up closest where Blanka will often be to start setplay.
| | The primary setplay enabler. There are numerous uses for setting up Blanka Doll, but the most notorious use case 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. |
| }}
| |
|
| |
|
| =====<font style="visibility:hidden; float:right">Coward Crouch (2PP)</font>=====
| | You will primarily be using the LP version as it sets up closest where Blanka will often be to start setplay. |
| {{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=140px|blanka_2PP_p|caption='' Wild Lift ''}}
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| ----
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| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_2PP_k|caption='' Raid Jump ''}}
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| | info =
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| {{AttackDataCargo-SF6/Query|blanka_2PP}}
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| {{AttackDataCargo-SF6/Query|blanka_2PP_p}}
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| {{AttackDataCargo-SF6/Query|blanka_2PP_k}}
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| NOTE: Coward Crouch will low profile his hurtbox on frame 9.
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| | |
| A stance cancel that you'll mostly use as a combo extender from 5HP. While it has other uses such as avoiding projectiles and moves with a higher hitbox, such as many Drive Impacts, it is fairly risky to throw out as patient opponents can punish it and many common mashes will stuff this on reaction.
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| }}
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| | |
| =====<font style="visibility:hidden; float:right">Surprise Hop (6KKK/4KKK)</font>=====
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| {{MoveDataCargo
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| | title = Surprise Hop
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| | subtitle =
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| | input = 6KKK/4KKK
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| | images =
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| {{MoveDataCargoImage|imageHeight=160px|blanka_6kkk|caption=}}
| |
| ----
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| {{MoveDataCargoImage|imageHeight=140px|blanka_4kkk|caption=}}
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| | hitboxes =
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| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_6kkk|caption=}}
| |
| ----
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| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_4kkk|caption=}}
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| | info =
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| {{AttackDataCargo-SF6/Query|blanka_6kkk}}
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| * '''Throw Invuln:''' 12-22f; [] refers to 6KKK from Coward Crouch
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| * Distance: 230.945
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| * Can pass through the opponent
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| {{AttackDataCargo-SF6/Query|blanka_4kkk}}
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| * '''Airborne''' 11-21f (Forced Knockdown state); [] refers to 4KKK from Coward Crouch
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| * Distance: 186.108
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| }} | | }} |
| <br> | | <br> |