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| ==Introduction== | | ==Introduction== |
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| http://img105.imageshack.us/img105/1876/blanka6pc4.gif http://img105.imageshack.us/img105/6531/sfblankano1.gif
| | Blanka had arguably received a too strong nerf in Super Street Fighter II (SSF2). His appearance in Street Fighter II' Turbo (Japan)/Hyper Fighting (World/US, HF for short) was glorious: his attacks had great priority, specially his aerial kicks, and his added special attack, the Vertical Roll, greatly improved his combo potential and wake-up pressure. In SSF2, his crouching Roundhouse kick and Fierce punch were made slower, the aerial kicks' priority were greatly reduced and his Vertical Roll active hitboxes when he descends were completely absent. His electricity attack, whose official name is Electric Thunder, also had its attack boxes reduced for the Strong and Fierce versions. In return, he gained a backstep rolling attack that happens to be the absolute worst special move in the game. |
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| One day long ago, a young boy named Jimmy was aboard a plane, along with some government officials, on his way to visit his uncle. Unfortunately, these officials were the targets of an assassination attempt by the Shadoloo, and the plane crashed into the Brazilian Jungle. However, Jimmy survived the crash, and began to live amongst the animals in the jungle. One day, he unwittingly hitched a ride on a poacher's car. Curious and excited, Blanka began to venture into the outside world. It was probably during this time that he met Dan as well as Dan's 'student', Sakura, before he went back to the jungle. He later resurfaced again to compete in the World Warrior tournament, where his mother happened to be a spectator. There is a tearful reunion as mother and son were finally reunited. Blanka probably now lives a happy (ab)normal life with his mother.
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| ===Picking Old Blanka=== | | ===Picking Old Blanka=== |
Introduction
Blanka had arguably received a too strong nerf in Super Street Fighter II (SSF2). His appearance in Street Fighter II' Turbo (Japan)/Hyper Fighting (World/US, HF for short) was glorious: his attacks had great priority, specially his aerial kicks, and his added special attack, the Vertical Roll, greatly improved his combo potential and wake-up pressure. In SSF2, his crouching Roundhouse kick and Fierce punch were made slower, the aerial kicks' priority were greatly reduced and his Vertical Roll active hitboxes when he descends were completely absent. His electricity attack, whose official name is Electric Thunder, also had its attack boxes reduced for the Strong and Fierce versions. In return, he gained a backstep rolling attack that happens to be the absolute worst special move in the game.
Picking Old Blanka
To select O.Blanka, choose Blanka and then press → ← ← ← Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.
Normal |
Secondary
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 |
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--Born2SPD
Moves Analysis
Normal Moves
Ground Normals
Damage |
12 |
 |
 |
 |
 |
 |
 |
|
Stun |
0-5
|
Stun Timer |
40
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Count |
2 |
2 |
3 |
4 |
3 |
3 |
1
|
Simplified |
4 |
3 |
11
|
Damage |
12 |
 |
 |
 |
 |
 |
 |
|
Stun |
0-5
|
Stun Timer |
40
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Count |
2 |
2 |
2 |
4 |
2 |
2 |
1
|
Simplified |
4 |
2 |
9
|
Damage |
11 |
 |
 |
 |
 |
 |
 |
|
Stun |
0-5
|
Stun Timer |
40
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Count |
2 |
2 |
4 |
3 |
3 |
3 |
1
|
Simplified |
8 |
3 |
7
|
Damage |
17 |
 |
 |
 |
|
Stun |
5-11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Frame Count |
2 |
4 |
2 |
1
|
Simplified |
2 |
4 |
3
|
Damage |
17 |
 |
 |
 |
 |
 |
|
Stun |
5-11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Count |
3 |
2 |
2 |
3 |
3 |
1
|
Simplified |
5 |
2 |
7
|
Damage |
17 |
 |
 |
|
Stun |
5-11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Count |
3 |
3 |
3
|
Simplified |
6 |
3
|
|
 |
 |
 |
 |
|
Frame Count |
7 |
3 |
3 |
3 |
1
|
Simplified |
17
|
- Close/Far Standing Fierce:
Damage |
22 |
 |
 |
 |
 |
 |
 |
|
Stun |
10-16
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Count |
3 |
3 |
4 |
3 |
10 |
7 |
1
|
Simplified |
6 |
7 |
18
|
Damage |
22 |
 |
 |
 |
 |
 |
|
Stun |
10-16
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Count |
4 |
4 |
6 |
10 |
7 |
1
|
Simplified |
8 |
6 |
18
|
Damage |
12 |
 |
 |
 |
 |
 |
|
Stun |
0-5
|
Stun Timer |
40
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Count |
3 |
3 |
3 |
2 |
2 |
4
|
Simplified |
13 |
4
|
|
 |
 |
 |
 |
|
Frame Count |
3 |
3 |
3 |
3 |
1
|
Simplified |
13
|
Damage |
12 |
 |
 |
 |
 |
 |
 |
|
Stun |
0-5
|
Stun Timer |
40
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Count |
2 |
2 |
2 |
4 |
3 |
3 |
1
|
Simplified |
6 |
4 |
7
|
Damage |
11 |
 |
 |
 |
 |
 |
|
Stun |
0-5
|
Stun Timer |
40
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Count |
2 |
2 |
4 |
3 |
3 |
1
|
Simplified |
4 |
4 |
7
|
Damage |
19+19 |
 |
 |
 |
 |
 |
|
Stun |
5-11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Count |
3 |
3 |
3 |
2 |
2 |
4
|
Simplified |
11 |
2 |
4
|
|
 |
 |
 |
 |
|
Frame Count |
3 |
3 |
3 |
3 |
1
|
Simplified |
13
|
Damage |
19 |
 |
 |
 |
 |
 |
 |
|
Stun |
5-11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Count |
2 |
2 |
2 |
4 |
3 |
3 |
1
|
Simplified |
6 |
4 |
7
|
Damage |
17 |
 |
 |
 |
 |
 |
|
Stun |
5-11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Count |
2 |
2 |
4 |
3 |
3 |
1
|
Simplified |
4 |
4 |
7
|
- Close/Far Standing Roundhouse:
Damage |
24 |
 |
 |
 |
|
Stun |
10-16
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Count |
3 |
3 |
6 |
5
|
Simplified |
6 |
11
|
|
 |
 |
 |
 |
|
Frame Count |
5 |
5 |
5 |
5 |
1
|
Simplified |
21
|
Damage |
22 |
 |
 |
 |
 |
 |
 |
|
Stun |
5-11
|
Stun Timer |
130
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Count |
2 |
3 |
4 |
4 |
10 |
7 |
1
|
Simplified |
9 |
4 |
18
|
Aerial Normals
- Neutral/Diagonal Jumping Jab:
Damage |
12 |
 |
 |
 |
 |
|
Stun |
1-7
|
Stun Timer |
40
|
|
Frame Count |
2 |
3 |
20 |
3 |
∞
|
Simplified |
5 |
20 |
∞
|
Damage |
21 |
 |
 |
 |
 |
|
Stun |
5-11
|
Stun Timer |
50
|
|
Frame Count |
2 |
3 |
12 |
3 |
∞
|
Simplified |
5 |
12 |
∞
|
Damage |
21 |
 |
 |
 |
 |
|
Stun |
5-11
|
Stun Timer |
50
|
|
Frame Count |
2 |
3 |
12 |
3 |
∞
|
Simplified |
5 |
12 |
∞
|
Damage |
26 |
 |
 |
 |
 |
 |
 |
|
Stun |
11-17
|
Stun Timer |
40
|
|
Frame Count |
1 |
3 |
3 |
6 |
3 |
3 |
∞
|
Simplified |
1 |
3 |
∞
|
Damage |
26 |
 |
 |
 |
|
Stun |
3-9
|
Stun Timer |
40
|
|
Frame Count |
2 |
3 |
6 |
∞
|
Simplified |
5 |
6 |
∞
|
Damage |
14 |
 |
 |
 |
 |
|
Stun |
1-7
|
Stun Timer |
40
|
|
Frame Count |
2 |
3 |
20 |
3 |
∞
|
Simplified |
5 |
20 |
∞
|
Damage |
14 |
 |
 |
 |
 |
|
Stun |
1-7
|
Stun Timer |
40
|
|
Frame Count |
2 |
3 |
20 |
3 |
∞
|
Simplified |
5 |
20 |
∞
|
Damage |
21 |
 |
 |
 |
 |
|
Stun |
5-11
|
Stun Timer |
50
|
|
Frame Count |
2 |
3 |
12 |
3 |
∞
|
Simplified |
5 |
12 |
∞
|
- Diagonal Jumping Forward:
Damage |
21 |
 |
 |
 |
 |
|
Stun |
5-11
|
Stun Timer |
50
|
|
Frame Count |
2 |
3 |
12 |
3 |
∞
|
Simplified |
5 |
12 |
∞
|
- Neutral Jumping Roundhouse:
Damage |
26 |
 |
 |
 |
 |
|
Stun |
11-17
|
Stun Timer |
60
|
|
Frame Count |
2 |
3 |
6 |
3 |
∞
|
Simplified |
5 |
6 |
∞
|
- Diagonal Jumping Roundhouse:
Damage |
26 |
 |
 |
 |
 |
|
Stun |
11-17
|
Stun Timer |
60
|
|
Frame Count |
3 |
4 |
6 |
3 |
∞
|
Simplified |
7 |
6 |
∞
|
Command Normals
- Rock Crush a.k.a. Headbutt: (On ground and close, ←/→ + Strong)
Damage |
18+18 |
 |
 |
 |
 |
|
Stun |
5-11
|
Stun Timer |
60
|
Special Cancel |
Yes
|
|
Frame Count |
1 |
2 |
4 |
3 |
2
|
Simplified |
3 |
7 |
2
|
|
 |
 |
 |
|
Frame Count |
5 |
4 |
3 |
1
|
Simplified |
13
|
Throws
- Wild Fang a.k.a. Bite: (←/→ + Fierce)
Damage |
26(28)+4*n |
 |
 |
|
Stun |
0
|
Stun Timer |
0
|
Range (from axis) |
64
|
Range advantage |
34
|
This is one of Blanka's most important attacks. Since Blanka has no overhead, cross-ups or reliable ways to deliver chip damage, he needs his long range bite hold to crack the enemy's defense. The first bite deals 26 points of damage (28 if behind in rounds) and the other ones do 4 points each.
Special Moves
All motions are listed under the assumption that O.Blanka is facing right.
- Electric Thunder: (Tap P repeatedly)
Damage (Jab) |
22 |
 |
File:OBlanka elec2anm.png
|
Damage (Strng) |
24
|
Damage (Frc) |
26
|
Stun |
9-15
|
Stun Timer |
100
|
Frame Count (Jab) |
3 |
52+
|
Frame Count (Strng) |
5 |
34+
|
Frame Count (Frc) |
7 |
25+
|
O.Blanka recovers instantly from this attack, but he defaults to crouching position.
- Horizontal Beast Roll: (Charge ←, →, P)
Damage (Jab) |
24 |
File:OBlanka hroll1anm.png |
 |
 |
|
Damage (Strng) |
26
|
Damage (Frc) |
29
|
Stun |
9-15
|
Stun Timer |
100
|
Frame Count (Jab) |
25 |
1 |
2 |
2
|
Simplified (Jab) |
25 |
5
|
Frame Count (Strng) |
25 |
1 |
2 |
3
|
Simplified (Strng) |
25 |
6
|
Frame Count (Frc) |
∞ |
1 |
2 |
4
|
Simplified (Frc) |
∞ |
7
|
|
File:OBlanka hroll1anm.png |
 |
 |
|
Frame Count (Jab) |
40 |
1 |
2 |
2
|
Simplified (Jab) |
40 |
5
|
Frame Count (Strng) |
40 |
1 |
2 |
3
|
Simplified (Strng) |
40 |
6
|
Frame Count (Frc) |
40 |
1 |
2 |
4
|
Simplified (Frc) |
40 |
7
|
- Vertical Beast Roll: (Charge ↓, ↑, K)
|
 |
 |
 |
 |
 |
 |
|
Frame Count (Shrt) |
4 |
4 |
4 |
2 |
1 |
2 |
4
|
Simplified (Shrt) |
14 |
7
|
Frame Count (Frwrd) |
4 |
4 |
4 |
4 |
1 |
2 |
5
|
Simplified (Frwrd) |
16 |
8
|
Frame Count (Rh) |
4 |
4 |
4 |
6 |
1 |
2 |
6
|
Simplified (Rh) |
18 |
9
|
|
File:OBlanka vroll2anm.png |
 |
 |
|
Frame Count (Shrt) |
40+ |
1 |
2 |
4
|
Simplified (Shrt) |
40+ |
7
|
Frame Count (Frwrd) |
40+ |
1 |
2 |
5
|
Simplified (Frwrd) |
40+ |
8
|
Frame Count (Rh) |
40+ |
1 |
2 |
6
|
Simplified (Rh) |
40+ |
9
|
This is a very good anti-air and anti-cross-up move. However, it has a small start-up, so watch out for deep attacks. The first damage value applies for the rolling part of the move, while the second value is the damage done by the aerial kick Blanka performs just before falling.
- Backstep Beast Roll: (Charge ←, →, K)
|
 |
 |
 |
 |
 |
 |
|
Frame Count (Shrt) |
2 |
4 |
2 |
3 |
5 |
5 |
2
|
Simplified (Shrt) |
11 |
12
|
Frame Count (Frwrd) |
1 |
3 |
1 |
3 |
5 |
5 |
3
|
Simplified (Frwrd) |
8 |
13
|
Frame Count (Rh) |
1 |
2 |
1 |
1 |
5 |
5 |
3
|
Simplified (Rh) |
5 |
13
|
|
 |
 |
 |
 |
 |
|
Frame Count (Shrt) |
3 |
6 |
3 |
3 |
3 |
3
|
Simplified (Shrt) |
12 |
9
|
Frame Count (Frwrd) |
2 |
4 |
2 |
3 |
3 |
3
|
Simplified (Frwrd) |
8 |
9
|
Frame Count (Rh) |
1 |
2 |
1 |
3 |
3 |
3
|
Simplified (Rh) |
4 |
9
|
Damage (Shrt) |
11+24 |
 |
 |
 |
File:OBlanka broll17anm.png |
 |
 |
|
Damage (Frwrd) |
11/24
|
Damage (Rh) |
11/24
|
Stun |
1-7
|
Stun Timer |
30
|
|
Frame Count (Shrt) |
4 |
3 |
2 |
11 |
1 |
2 |
2
|
Simplified (Shrt) |
4 |
3 |
2 |
11 |
5
|
Frame Count (Frwrd) |
4 |
3 |
2 |
14 |
1 |
2 |
3
|
Simplified (Frwrd) |
23 |
6
|
Frame Count (Rh) |
4 |
3 |
2 |
16 |
1 |
2 |
4
|
Simplified (Rh) |
25 |
7
|
|
File:OBlanka broll17anm.png |
 |
 |
|
Frame Count (Shrt) |
28+ |
1 |
2 |
2
|
Simplified (Shrt) |
28+ |
5
|
Frame Count (Frwrd) |
28+ |
1 |
2 |
3
|
Simplified (Frwrd) |
28+ |
6
|
Frame Count (Rh) |
28+ |
1 |
2 |
4
|
Simplified (Rh) |
28+ |
7
|
This is a very bad move, in general. It has a too long start-up and a too slow active part. Finally, the recovery is not as good as one would expect for such a slow move.
Template:Super Turbo