|
|
Line 732: |
Line 732: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_46lp}} | | {{AttackDataCargo-SF6/Query|blanka_46lp}} |
| * '''Airborne''' 10-23f (Forced Knockdown state) | | * 40f charge time; '''Airborne''' 10-23f (Forced Knockdown state) |
| * '''Cancel Hitconfirm Window:''' 22f (Super) | | * '''Cancel Hitconfirm Window:''' 22f (Super); all active frames are cancelable |
| {{AttackDataCargo-SF6/Query|blanka_46mp}} | | {{AttackDataCargo-SF6/Query|blanka_46mp}} |
| * '''Airborne''' 12-33f (Forced Knockdown state) | | * 40f charge time; '''Airborne''' 12-33f (Forced Knockdown state) |
| * '''Cancel Hitconfirm Window:''' 22f (Super) | | * Punish Counter: KD +66 Tumble / [[Street_Fighter_6/Glossary#Juggles|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}} |
| * '''Airborne''' 20-43f (Forced Knockdown state) | | * 40f charge time; '''Airborne''' 20-43f (Forced Knockdown state) |
| * '''Cancel Hitconfirm Window:''' 22f (Super) | | * Punish Counter: KD +86 Tumble / [[Street_Fighter_6/Glossary#Juggles|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...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| {{AttackDataCargo-SF6/Query|blanka_46pp}} | | {{AttackDataCargo-SF6/Query|blanka_46pp}} |
| * '''Airborne''' 18-41f (Forced Knockdown state) | | * 40f charge time; '''Airborne''' 18-41f (Forced Knockdown state) |
| * '''Cancel Hitconfirm Window:''' 19f (Super) | | * Side switches on hit unless opponent is near the corner |
| | * '''Cancel Hitconfirm Window:''' 19f (Super); only the first 2 active frames are cancelable |
| * '''SA2 cancel advantage:''' KD +74 hit / {{sf6-adv|VP|+9}} block | | * '''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...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| The infamous horizontal Blanka Ball is a character-defining move. The heavier the version, the faster and longer Blanka travels. | | 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. |
| 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.
| | LP Blanka Ball 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 LP Ball 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 LP Ball, they can stuff it with a quick jab punish on reaction. |
| This version of the move is also the hardest to punish on block thanks to being the safest and pulling Blanka away very quickly.
| | |
| | MP Blanka Ball 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 Punish Counter can lead to a juggled SA1 in the corner, but in most cases the reward is just better oki and corner carry. |
| | |
| | HP Blanka Ball 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 HP Blanka Ball is what makes whiffed LP Ball 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 Punish Counter, the tumble state allows Blanka to combo into Drive Rush 3HP from anywhere on the screen. |
| | |
| | Notable punishes for HP Blanka Ball without Perfect Parry include: |
| | * Cammy SA3 |
| | * Blanka SA1 (during SA2 install only) |
| | * Guile SA1 (only if blocked from close range) |
| | |
| | OD Blanka Ball has the same full screen presence of the HP version, while being faster and even safer on block. Blanka can still be punished if the opponent Perfect Parries, but with only 1 landing recovery frame the opponent may have difficulty scoring a useful punish; for consistency, they will likely need to Drive Rush into a low starter like 2MK, or use a juggle starter instead. On hit, Blanka switches sides and launches the opponent upward for a follow-up juggle like [2]8K or j.MP > j.[4]6P. |
| }} | | }} |
| |-| | | |-| |
Line 768: |
Line 779: |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_46lp_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_46lp_sa2}} |
| * '''Airborne''' 10-23f (Forced Knockdown state) | | * 40f charge time; '''Airborne''' 10-23f (Forced Knockdown state) |
| | * Activates Blanka-chan doll (meterless 1-hit version) |
| * '''Cancel Hitconfirm Window:''' 58f hit / 56f block (Rolling Cannon) | | * '''Cancel Hitconfirm Window:''' 58f hit / 56f block (Rolling Cannon) |
| * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into | | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| {{AttackDataCargo-SF6/Query|blanka_46mp_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_46mp_sa2}} |
| * '''Airborne''' 12-33f (Forced Knockdown state) | | * 40f charge time; '''Airborne''' 12-33f (Forced Knockdown state) |
| | * Punish Counter: KD +66 Tumble / [[Street_Fighter_6/Glossary#Juggles|limited juggle]] OTG state |
| | * Activates Blanka-chan doll (meterless 1-hit version) |
| * '''Cancel Hitconfirm Window:''' 58f hit / 56f block (Rolling Cannon) | | * '''Cancel Hitconfirm Window:''' 58f hit / 56f block (Rolling Cannon) |
| * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into | | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| {{AttackDataCargo-SF6/Query|blanka_46hp_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_46hp_sa2}} |
| * '''Airborne''' 18-43f (Forced Knockdown state) | | * 40f charge time; '''Airborne''' 18-43f (Forced Knockdown state) |
| | * Punish Counter: KD +81 Tumble / [[Street_Fighter_6/Glossary#Juggles|limited juggle]] OTG state |
| | * Activates Blanka-chan doll (meterless 1-hit version) |
| * '''Cancel Hitconfirm Window:''' 58f hit / 56f block (Rolling Cannon) | | * '''Cancel Hitconfirm Window:''' 58f hit / 56f block (Rolling Cannon) |
| * Applies 20% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into | | * Applies 20% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| {{AttackDataCargo-SF6/Query|blanka_46pp_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_46pp_sa2}} |
| * '''Airborne''' 18-46f (Forced Knockdown state) | | * 40f charge time; '''Airborne''' 18-46f (Forced Knockdown state) |
| | * Activates Blanka-chan doll (OD 3-hit version) |
| * '''Cancel Hitconfirm Window:''' 42f block (Rolling Cannon) | | * '''Cancel Hitconfirm Window:''' 42f block (Rolling Cannon) |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| The infamous horizontal Blanka Ball is a character-defining move. The heavier the version, the faster and longer Blanka travels. | | The general usage of Rolling Attack during the 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. |
| 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.
| | After bouncing off the opponent on hit/block, Blanka can cancel into a Rolling Cannon follow-up (except for the 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 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 3P Rolling Cannon will not form a true blockstring, allowing the opponent to Perfect Parry or interrupt it with an anti-air invincible attack. |
| | |
| | All versions on block have only 1 frame of landing recovery, much like the standard OD version. This makes punishes a bit more awkward and requires the opponent to be aware of this property, presenting an important knowledge check. LP and MP versions are slightly safer on block and bounce much farther away, limiting the punish options of most characters. The HP version, meanwhile, recovers closer and is 6f worse on block; this makes it much more punishable if not canceled into Rolling Cannon. OD Blanka Ball also recovers closer, but at -7 it is still generally safe. |
|
| |
|
| 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.
| | After a Punish Counter MP or HP version, the opponent's tumbling OTG state can be followed up anywhere on the screen with a 3P Rolling Cannon or an enhanced SA1. This dramatically increases the damage output on a successful punish starter compared to the non-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> | | </tabber> |