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< Street Fighter 6 | Blanka
AkashicAYS (talk | contribs) (Added Patch History) |
AkashicAYS (talk | contribs) (→Patch History: Adjusted Formatting) |
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* {{clr|L|2LK}} | * {{clr|L|2LK}} | ||
* {{clr|H|2HP}} | ** Can be chain canceled 1f earlier (improves light chain consistency and can frame trap vs. 4f normals by chaining into {{clr|L|5LK}}/{{clr|L|2LK}}) | ||
** Removed the arm hurtbox that appeared 2f before active; now has a strike invuln hurtbox 1f before active that is only vulnerable to projectiles | * {{clr|H|2HP}} | ||
** Damage increased, 800 -> 900 | |||
** Removed the arm hurtbox that appeared 2f before active; now has a strike invuln hurtbox 1f before active that is only vulnerable to projectiles <br><br> | |||
* {{clr|M|Double Knee Bombs}} ({{clr|M|6MK}}) | |||
** Now Forces Stand on hit (ensures that Vertical Roll can always connect) <br><br> | |||
* {{clr| | * {{clr|OD|OD Wild Hunt}} ({{clr|OD|236KK}}) | ||
** Can be comboed into on both grounded and mid-air opponents | |||
** Opens up new Blanka-Chan Bomb setups with its extremely high knockdown advantage <br><br> | |||
* {{clr|SA|SA3/CA}} ({{clr|SA|236236K}}) | |||
* {{clr| | ** Cinematic no longer has slower Drive regeneration due to being considered airborne | ||
** | ** Drive Regen amount: {{clr|SA|SA3}}, 1.6 -> 1.8 bars, {{clr|SA|CA}}, 1.3 -> 2.3 bars | ||
** Drive Regen amount: {{clr|SA|SA3}} 1.6 -> 1.8 bars, {{clr|SA|CA}} 1.3 -> 2.3 bars | |||
|-| 1.09 = | |-| 1.09 = | ||
{| class="wikitable" style="margin:auto;width:100%" | {| class="wikitable" style="margin:auto;width:100%" | ||
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* {{clr|DR|Drive Reversal}} | * {{clr|DR|Drive Reversal}} | ||
** No longer moves backward on the first frame | |||
|-| 1.08 = | |-| 1.08 = | ||
{| class="wikitable" style="margin:auto;width:100%" | {| class="wikitable" style="margin:auto;width:100%" | ||
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* {{clr|H|2HP}} Drive Gain 3000 -> 4000 | * {{clr|H|2HP}} | ||
* {{clr|M|Double Knee Bombs}} ({{clr|M|6MK}}) | ** Increased Drive Gain, 3000 -> 4000 <br><br> | ||
* {{clr|M|Double Knee Bombs}} ({{clr|M|6MK}}) | |||
** Foot hurtbox raised upwards, making it a more effective low crush | |||
** 1st hit now causes free juggle state vs. airborne, allowing both hits to connect | ** 1st hit now causes free juggle state vs. airborne, allowing both hits to connect | ||
* {{clr|H|Wild Nail}} ({{clr|H|6HP}}) KD Advantage increased by 2f on grounded hit (+18 -> +20) and by 5f on airborne hit | * {{clr|H|Wild Nail}} ({{clr|H|6HP}}) | ||
** KD Advantage increased by 2f on grounded hit ({{sf6-adv|VP|+18}} -> {{sf6-adv|VP|+20}}) and by 5f on airborne hit | |||
** Ensures Blanka is always plus after a forward dash; no change to {{clr|PC|Punish Counter}} version | ** Ensures Blanka is always plus after a forward dash; no change to {{clr|PC|Punish Counter}} version | ||
|-| 1.06 = | |-| 1.06 = | ||
{| class="wikitable" style="margin:auto;width:100%" | {| class="wikitable" style="margin:auto;width:100%" | ||
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* {{clr|M|2MK}} | * {{clr|M|2MK}} | ||
** Fixed bug where whiff recovery and expanded hurtbox from Patch 1.05 did not apply while {{clr|10|SA2}} was active | |||
|-| 1.05 = | |-| 1.05 = | ||
{| class="wikitable" style="margin:auto;width:100%" | {| class="wikitable" style="margin:auto;width:100%" | ||
| | | | ||
* {{clr|M|5MP}} | * {{clr|M|5MP}} | ||
* {{clr|L|2LP}} Hit Advantage {{sf6-adv|VP|+4}} -> {{sf6-adv|VP|+5}} | ** Reduced hurtbox while active | ||
* {{clr|M|2MP}} | * {{clr|L|2LP}} | ||
* {{clr|M|2MK}} whiff/block | ** Increased Hit Advantage, {{sf6-adv|VP|+4}} -> {{sf6-adv|VP|+5}} | ||
* {{clr|M|6MP}} Block Advantage {{sf6-adv|M|-2}} -> {{sf6-adv|M|-3}} (weaker block mixup after {{clr|4|Drive Rush}})<br><br> | * {{clr|M|2MP}} | ||
* 2PP~P | ** Extends a hurtbox on whiff until end of recovery | ||
* {{clr|M|[4]6MP}} | * {{clr|M|2MK}} | ||
* {{clr|OD|[4]6PP}} | ** Increased recovery on whiff/block from 16f to 18f; 2f extra blockstun (same Block Advantage, but affects all cancel data) | ||
** Extends a hurtbox on whiff until end of recovery <br><br> | |||
* {{clr|M|Rock Crusher}} ({{clr|M|6MP}}) | |||
** Reduced Block Advantage, {{sf6-adv|M|-2}} -> {{sf6-adv|M|-3}} (weaker block mixup after {{clr|4|Drive Rush}})<br><br> | |||
* Wild Lift (2PP~P) | |||
** Hitbox expanded forward | |||
* {{clr|M|MP Rolling Attack}} ({{clr|M|[4]6MP}}) | |||
** Hitbox expanded during combos (combos more consistently from canceled light normals) | |||
* {{clr|OD| OD Rolling Attack}} ({{clr|OD|[4]6PP}}) | |||
** Landing recovery on block shifted 4f earlier (1f land -> 5f land), making Perfect Parry punishes more consistent | |||
** Also applies to all {{clr|SA|SA2}} enhanced [4]6P versions | ** Also applies to all {{clr|SA|SA2}} enhanced [4]6P versions | ||
* {{clr|OD|63214KK}} 1st attack hitbox expanded forward | * {{clr|OD|OD Backstep Rolling Attack}} ({{clr|OD|63214KK}}) | ||
* {{clr|OD| | ** 1st attack hitbox expanded forward | ||
* | * {{clr|OD|OD Aerial Rolling Attack}} ({{clr|OD|j.[4]6PP}}) | ||
** Increased landing recovery, 10f to 15f, can now be minus on block on close range connect | |||
* Blanka-chan Bomb (22P) | |||
** {{sf6-adv|VM|20%}} starter scaling and 2-hit combo scaling added (scaling only applies once per combo) | |||
</tabber> | </tabber> | ||
Latest revision as of 17:02, 20 June 2025
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