Street Fighter X Tekken/Blanka: Difference between revisions

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(Fix header levels)
m (fix motion tags)
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{{SFxTFrameDataHeader}}
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| Far LP | lp | H | 30 | 3 | 2 | 12 | +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1
| Far LP | {{lp}} | H | 30 | 3 | 2 | 12 | +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1
| -
| -
| This button has incredible range for its 3f startup. Use this a lot. It's -1 on block, but due to its range, other characters can't challenge it easily, except for Blanka and Elena. It links into itself, which makes it possible to hit-confirm into cross rush. It is also special-cancelable, so at the right range you can cancel into HP Electric Thunder (P,P,P,P,HP~) for additional pressure.
| This button has incredible range for its 3f startup. Use this a lot. It's -1 on block, but due to its range, other characters can't challenge it easily, except for Blanka and Elena. It links into itself, which makes it possible to hit-confirm into cross rush. It is also special-cancelable, so at the right range you can {{cancel}} into HP Electric Thunder (P,P,P,P,HP~) for additional pressure.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Far MP | mp | H | 60 | 7 | 4 | 12 | +5 | +1 | - | 2 | 1 | 1
| Far MP | {{mp}} | H | 60 | 7 | 4 | 12 | +5 | +1 | - | 2 | 1 | 1
| -
| -
| This is a more average poke with 7f startup. Since it only has about the same range as Far LP, it's not used as often.
| This is a more average poke with 7f startup. Since it only has about the same range as Far LP, it's not used as often.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Far HP | hp | H | 90 | 7 | 6 | 25 | -6 | -11 | - | 3 | 1 | 1
| Far HP | {{hp}} | H | 90 | 7 | 6 | 25 | -6 | -11 | - | 3 | 1 | 1
| '''**LC'''
| '''**LC'''
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Far LK | lk | H | 30 | 5 | 2 | 16 | -1 | -5 | - | 1 | 1 | 1
| Far LK | {{lk}} | H | 30 | 5 | 2 | 16 | -1 | -5 | - | 1 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Far MK | mk | H | 60 | 5 | 3 | 21 | -3 | -7 | - | 2 | 1 | 1
| Far MK | {{mk}} | H | 60 | 5 | 3 | 21 | -3 | -7 | - | 2 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Far HK | hk | H | 90 | 4 | 6 | 26 | float | -12 | - | 3 | 1 | 1(for 3 frames),0
| Far HK | {{hk}} | H | 90 | 4 | 6 | 26 | float | -12 | - | 3 | 1 | 1(for 3 frames),0
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Close LP | lp (near opponent) | H | 30 | 4 | 2 | 13 | +2 | -2 | SM,EX,SA,CA | 1 | 1 | 1
| Close LP | {{lp}} (near opponent) | H | 30 | 4 | 2 | 13 | +2 | -2 | SM,EX,SA,CA | 1 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Close MP | mp (near opponent) | H | 60 | 6 | 2 | 13 | +6 | +2 | - | 2 | 1 | 1
| Close MP | {{mp}} (near opponent) | H | 60 | 6 | 2 | 13 | +6 | +2 | - | 2 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Close HP | hp (near opponent) | H | 90 | 8 | 4 | 22 | 0 | -6 | SM,EX,SA,CA | 3 | 1 | 1
| Close HP | {{hp}} (near opponent) | H | 90 | 8 | 4 | 22 | 0 | -6 | SM,EX,SA,CA | 3 | 1 | 1
| Forces standing
| Forces standing
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Close LK | lk (near opponent) | H | 30 | 4 | 3 | 14 | 0 | -4 | SM,EX,SA,CA | 1 | 1 | 1
| Close LK | {{lk}} (near opponent) | H | 30 | 4 | 3 | 14 | 0 | -4 | SM,EX,SA,CA | 1 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Close MK | mk (near opponent) | H | 60 | 5 | 2(2)2 | 15 | +4 | 0 | 1st hit BC | 2,2 | 1,1 | 1,1
| Close MK | {{mk}} (near opponent) | H | 60 | 5 | 2(2)2 | 15 | +4 | 0 | 1st hit BC | 2,2 | 1,1 | 1,1
| -
| -
| 2-hitting normal which can be used for hit-confirming up close.
| 2-hitting normal which can be used for hit-confirming up close.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Close HK | hk (near opponent) | H | 90 | 7 | 6 | 22 | float | -8 | - | 3 | 1 | 1(for 2 frames),0
| Close HK | {{hk}} (near opponent) | H | 90 | 7 | 6 | 22 | float | -8 | - | 3 | 1 | 1(for 2 frames),0
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Crouch LP | d + lp | H | 30 | 4 | 2 | 11 | +4 | 0 | SM,EX,SA,CA | 1 | 1 | 1
| Crouch LP | {{d}} + {{lp}} | H | 30 | 4 | 2 | 11 | +4 | 0 | SM,EX,SA,CA | 1 | 1 | 1
| -
| -
| Links into itself and Standing LP. Can be special-canceled.
| Links into itself and Standing LP. Can be special-canceled.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Crouch MP | d + mp | H | 60 | 7 | 4 | 20 | -3 | -7 | - | 2 | 1 | 1
| Crouch MP | {{d}} + {{mp}} | H | 60 | 7 | 4 | 20 | -3 | -7 | - | 2 | 1 | 1
| '''**LC'''
| '''**LC'''
| Works as an anti-air in rare cases but loses to many jump-ins.
| Works as an anti-air in rare cases but loses to many jump-ins.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Crouch HP | d + hp | H | 90 | 8 | 4 | 27 | -5 | -11 | - | 3 | 1 | 1
| Crouch HP | {{d}} + {{hp}} | H | 90 | 8 | 4 | 27 | -5 | -11 | - | 3 | 1 | 1
| Forces standing
| Forces standing
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Crouch LK | d + lk | L | 30 | 4 | 3 | 11 | +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1
| Crouch LK | {{d}} + {{lk}} | L | 30 | 4 | 3 | 11 | +3 | -1 | SM,EX,SA,CA | 1 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Crouch MK | d + mk | L | 60 | 5 | 2 | 15 | +4 | 0 | SM,EX,SA,CA | 2 | 1 | 1
| Crouch MK | {{d}} + {{mk}} | L | 60 | 5 | 2 | 15 | +4 | 0 | SM,EX,SA,CA | 2 | 1 | 1
| -
| -
| Low attack which can link into Standing LP or Crouching LP or be special-canceled.
| Low attack which can link into Standing LP or Crouching LP or be special-canceled.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Crouch HK | d + hk | L | 90 | 6 | 5 | 24 | hard knockdown | -9 | - | 3 | 1 | -
| Crouch HK | {{d}} + {{hk}} | L | 90 | 6 | 5 | 24 | hard {{knockdown}} | -9 | - | 3 | 1 | -
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump Up LP | u --- lp | M | 40 | 5 | 7 | until ground+4 |  +12 |  +4 | - | 1 | 1 | 1
| Jump Up LP | {{u}} {{---}} {{lp}} | M | 40 | 5 | 7 | until ground+4 |  +12 |  +4 | - | 1 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump Up MP | u --- mp | M | 70 | 6 | 3 | until ground+4 |  +16 |  +5 | - | 2 | 1 | 1
| Jump Up MP | {{u}} {{---}} {{mp}} | M | 70 | 6 | 3 | until ground+4 |  +16 |  +5 | - | 2 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump Up HP | u --- hp | M | 100 | 5 | 3 | until ground+4 |  +20 |  +8 | - | 3 | 1 | 1
| Jump Up HP | {{u}} {{---}} {{hp}} | M | 100 | 5 | 3 | until ground+4 |  +20 |  +8 | - | 3 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump Up LK | u --- lk | M | 40 | 4 | 3 | until ground+4 |  +12 |  +4 | - | 1 | 1 | 1
| Jump Up LK | {{u}} {{---}} {{lk}} | M | 40 | 4 | 3 | until ground+4 |  +12 |  +4 | - | 1 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump Up MK | u --- mk | M | 70 | 5 | 5 | until ground+4 |  +16 |  +5 | - | 2 | 1 | 1
| Jump Up MK | {{u}} {{---}} {{mk}} | M | 70 | 5 | 5 | until ground+4 |  +16 |  +5 | - | 2 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump Up HK | u --- hk | M | 100 | 7 | 3 | until ground+4 |  +20 |  +8 | - | 3 | 1 | 1
| Jump Up HK | {{u}} {{---}} {{hk}} | M | 100 | 7 | 3 | until ground+4 |  +20 |  +8 | - | 3 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump Diagonal LP | uf or ub --- lp | M | 40 | 5 | 7 | until ground+4 |  +12 |  +4 | - | 1 | 1 | 1
| Jump Diagonal LP | {{uf}} or {{ub}} {{---}} {{lp}} | M | 40 | 5 | 7 | until ground+4 |  +12 |  +4 | - | 1 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump Diagonal MP | uf or ub --- mp | M | 70 | 6 | 5 | until ground+4 |  +16 |  +5 | - | 2 | 1 | 1
| Jump Diagonal MP | {{uf}} or {{ub}} {{---}} {{mp}} | M | 70 | 6 | 5 | until ground+4 |  +16 |  +5 | - | 2 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump Diagonal HP | uf or ub --- hp | M | 100 | 5 | 4 | until ground+4 |  +20 |  +8 | - | 3 | 1 | 1
| Jump Diagonal HP | {{uf}} or {{ub}} {{---}} {{hp}} | M | 100 | 5 | 4 | until ground+4 |  +20 |  +8 | - | 3 | 1 | 1
| Ground bounce on airborne counter hit
| Ground bounce on airborne {{counter}} hit
| Good air-to-air attack. Causes a ground bounce on counterhit which can be followed up.
| Good air-to-air attack. Causes a ground bounce on {{counterhit}} which can be followed up.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump Diagonal LK | uf or ub --- lk | M | 40 | 5 | 5 | until ground+4 |  +12 |  +4 | - | 1 | 1 | 1
| Jump Diagonal LK | {{uf}} or {{ub}} {{---}} {{lk}} | M | 40 | 5 | 5 | until ground+4 |  +12 |  +4 | - | 1 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump Diagonal MK | uf or ub --- mk | M | 70 | 5 | 5 | until ground+4 |  +16 |  +5 | - | 2 | 1 | 1
| Jump Diagonal MK | {{uf}} or {{ub}} {{---}} {{mk}} | M | 70 | 5 | 5 | until ground+4 |  +16 |  +5 | - | 2 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jump Diagonal HK | uf or ub --- hk | M | 100 | 7 | 6 | until ground+4 |  +20 |  +8 | - | 3 | 1 | 1
| Jump Diagonal HK | {{uf}} or {{ub}} {{---}} {{hk}} | M | 100 | 7 | 6 | until ground+4 |  +20 |  +8 | - | 3 | 1 | 1
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Launcher | hp + hk | H | 100 | 13 | 2 | 54 | switch | -35 | - | 3 | - | -
| Launcher | {{hp}} + {{hk}} | H | 100 | 13 | 2 | 54 | switch | -35 | - | 3 | - | -
| '''**LC''' <br> Crushes crouching attacks frames 1-14, Launches opponent while switching characters
| '''**LC''' <br> Crushes crouching attacks frames 1-14, Launches opponent while switching characters
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Guard Cancel | f + hp + hk (while blocking) | H | 120 | 14 | 19 | 16 | hard knockdown | - | - | - | - | -
| Guard Cancel | {{f}} + {{hp}} + {{hk}} (while blocking) | H | 120 | 14 | 19 | 16 | hard {{knockdown}} | - | - | - | - | -
| Invulnerability frames 1-14, Resembles Amazon River Run
| Invulnerability frames 1-14, Resembles Amazon River Run
|
|
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| Rock Crusher | f or b + mp (near opponent) | H,H | 50,40 | 5 | 2(1)5 | 9 | +5 | +1 | 1st hit SM,EX,SA,CA | 0,0 | 1,0 | 0
| Rock Crusher | {{f}} or {{b}} + {{mp}} (near opponent) | H,H | 50,40 | 5 | 2(1)5 | 9 | +5 | +1 | 1st hit SM,EX,SA,CA | 0,0 | 1,0 | 0
|  Forces standing, Can be charged (25F start up) to hit M, loses cancelability, Knockdown on airborne opponent
|  Forces standing, Can be charged (25F start up) to hit M, loses cancelability, Knockdown on airborne opponent
| Hits overhead when fully charged. Links into Crouching MK.
| Hits overhead when fully charged. Links into Crouching MK.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Amazon River Run | df + hp | L | 100 | 10 | 19 | 16 | hard knockdown | -15 | - | 0 | 0 | -
| Amazon River Run | {{df}} + {{hp}} | L | 100 | 10 | 19 | 16 | hard {{knockdown}} | -15 | - | 0 | 0 | -
| -
| -
| Slide which knocks down on hit. Also a good low-profile move, evading most launchers except for those of Dhalsim, Zangief, and Sakura.
| Slide which knocks down on hit. Also a good low-profile move, evading most launchers except for those of Dhalsim, Zangief, and Sakura.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Coward Crouch | d + 3p | - | - | 1 | 29-65 | 27 | - | - | 27F+:SM,EX,SA,CA | - | - | -
| Coward Crouch | {{d}} + {{3p}} | - | - | 1 | 29-65 | 27 | - | - | 27F+:SM,EX,SA,CA | - | - | -
| '''**LC''' <br> Upper body invulnerable until the end of active frames
| '''**LC''' <br> Upper body invulnerable until the end of active frames
|
|
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{{SFxTFrameDataHeader}}
{{SFxTFrameDataRow
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| Wild Fang | lp + lk | throw | 140 | 5 | 2 | 20 | - | - | - | - | - | -
| Wild Fang | {{lp}} + {{lk}} | {{throw}} | 140 | 5 | 2 | 20 | - | - | - | - | - | -
| -
| -
| Does slightly more damage than the back throw. Possible to cross up the opponent afterwards with Surprise Forward (f+KKK).
| Does slightly more damage than the back throw. Possible to cross up the opponent afterwards with Surprise Forward (f+KKK).
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Jungle Wheel | b + lp + lk | throw | 130 | 5 | 2 | 20 | - | - | - | - | - | -
| Jungle Wheel | {{b}} + {{lp}} + {{lk}} | {{throw}} | 130 | 5 | 2 | 20 | - | - | - | - | - | -
| -
| -
| The knockdown makes the opponent rise facing the opposite direction, so a meaty Electric Thunder (P,P,P,P,P~) will cause its suction effect without crossing them up.
| The {{knockdown}} makes the opponent rise facing the opposite direction, so a meaty Electric Thunder (P,P,P,P,P~) will cause its suction effect without crossing them up.
}}
}}
|}
|}
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{{SFxTFrameDataRow
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| Surprise Forward | f + 3k | - | - | - | - | 23 | - | - | - | - | - | -
| Surprise Forward | {{f}} + {{3k}} | - | - | - | - | 23 | - | - | - | - | - | -
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Surprise Back | b + 3k | - | - | - | - | 32 | - | - | - | - | - | -
| Surprise Back | {{b}} + {{3k}} | - | - | - | - | 32 | - | - | - | - | - | -
| -
| -
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Electric Thunder LP | p , p , p , p , lp | H | 120 | 6 | 4(4)4(4)4(4)4 | 9 | knockdown | +6 | LP Electric Thunder | 0 | 1 | 4
| Electric Thunder LP | {{p}} , {{p}} , {{p}} , {{p}} , {{lp}} | H | 120 | 6 | 4(4)4(4)4(4)4 | 9 | {{knockdown}} | +6 | LP Electric Thunder | 0 | 1 | 4
| Immediately goes to recovery on hit or block
| Immediately goes to recovery on hit or block
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Electric Thunder MP | p , p , p , p , mp | H | 130 | 8 | 4[(4)4]*7 | 9 | knockdown | +9 | MP Electric Thunder | 0 | 1 | 4
| Electric Thunder MP | {{p}} , {{p}} , {{p}} , {{p}} , {{mp}} | H | 130 | 8 | 4[(4)4]*7 | 9 | {{knockdown}} | +9 | MP Electric Thunder | 0 | 1 | 4
| Immediately goes to recovery on hit or block
| Immediately goes to recovery on hit or block
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Electric Thunder HP | p , p , p , p , hp | H | 140 | 11 | 4[(4)4]*16 | 9 | knockdown | +11 | HP Electric Thunder | 0 | 1 | 4
| Electric Thunder HP | {{p}} , {{p}} , {{p}} , {{p}} , {{hp}} | H | 140 | 11 | 4[(4)4]*16 | 9 | {{knockdown}} | +11 | HP Electric Thunder | 0 | 1 | 4
| Immediately goes to recovery on hit or block
| Immediately goes to recovery on hit or block
| Very good pressure tool up close thanks to the frame advantage on block. Safe tag with plus frames on block. Does a good chunk of damage on hit but doesn't allow for juggles afterwards. If the opponent blocks it while facing the opposite direction, it causes a suction effect instead of pushing them away, which can be exploited for mix-ups and chip combos, including an infinite chip combo.
| Very good pressure tool up close thanks to the frame advantage on block. Safe tag with plus frames on block. Does a good chunk of damage on hit but doesn't allow for juggles afterwards. If the opponent blocks it while facing the opposite direction, it causes a suction effect instead of pushing them away, which can be exploited for mix-ups and chip combos, including an infinite chip combo.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Electric Thunder EX | p , p , p , p , p p | H | 100 | 5 | 4[(4)4]*16 | 9 | knockdown | +8 | EX Electric Thunder | 0 | 0(1 for extended one) | 4
| Electric Thunder EX | {{p}} , {{p}} , {{p}} , {{p}} , {{p}} p | H | 100 | 5 | 4[(4)4]*16 | 9 | {{knockdown}} | +8 | EX Electric Thunder | 0 | 0(1 for extended one) | 4
| [[File:ex.png]] '''**LC''' <br> Immediately goes to recovery on hit or block, Strike invulnerable until the end of active frames or mashed
| [[File:ex.png]] '''**LC''' <br> Immediately goes to recovery on hit or block, Strike invulnerable until the end of active frames or mashed
| This version is strike invulnerable, so it can be used to bait the opponent's reversals while keeping up pressure.
| This version is strike invulnerable, so it can be used to bait the opponent's reversals while keeping up pressure.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Rolling Attack LP | (charge 54F) b f + lp | H | 90 | 6 | 18 | 4+2 | knockdown | -23 | - | 3 | 3 | 1
| Rolling Attack LP | (charge 54F) {{b}} {{f}} + {{lp}} | H | 90 | 6 | 18 | 4+2 | {{knockdown}} | -23 | - | 3 | 3 | 1
| [[File:chrg.png]] <br> Chargeable: 51F for EX Version and 100F for Super Art
| [[File:chrg.png]] <br> Chargeable: 51F for EX Version and 100F for Super Art
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Rolling Attack MP | (charge 54F) b f + mp | H | 100 | 6 | 33 | 4+2 | knockdown | -23 | - | 3 | 3 | 1
| Rolling Attack MP | (charge 54F) {{b}} {{f}} + {{mp}} | H | 100 | 6 | 33 | 4+2 | {{knockdown}} | -23 | - | 3 | 3 | 1
| [[File:chrg.png]] <br> Chargeable: 51F for EX Version and 100F for Super Art
| [[File:chrg.png]] <br> Chargeable: 51F for EX Version and 100F for Super Art
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Rolling Attack HP | (charge 54F) b f + hp | H | 120 | 6 | 33 | 3+4 | knockdown | -23 | - | 3 | 3 | 1
| Rolling Attack HP | (charge 54F) {{b}} {{f}} + {{hp}} | H | 120 | 6 | 33 | 3+4 | {{knockdown}} | -23 | - | 3 | 3 | 1
| [[File:chrg.png]] <br> Chargeable: 51F for EX Version and 100F for Super Art
| [[File:chrg.png]] <br> Chargeable: 51F for EX Version and 100F for Super Art
| Has some uses in punishes and specific combos.
| Has some uses in punishes and specific combos.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Rolling Attack EX | (charge 54F) b f + p p | H | 120 | 7 | 33 | 3+4 | wall bounce | -20 | - | 3 | 3 | 1
| Rolling Attack EX | (charge 54F) {{b}} {{f}} + {{p}} p | H | 120 | 7 | 33 | 3+4 | wall bounce | -20 | - | 3 | 3 | 1
| [[File:chrg.png]] [[File:ex.png]] <br> Chargeable: 51F for Super Art, Projectile invulnerable until the end of active frames
| [[File:chrg.png]] [[File:ex.png]] <br> Chargeable: 51F for Super Art, Projectile invulnerable until the end of active frames
| This version is projectile invulnerable and causes a wall bounce which can be followed up.
| This version is projectile invulnerable and causes a wall bounce which can be followed up.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Backstep Roll LK | (charge 54F) b f + lk | H | 160 | 29 | until ground | 7 | knockdown | -23 | - | 3 | 3 | 0
| Backstep Roll LK | (charge 54F) {{b}} {{f}} + {{lk}} | H | 160 | 29 | until ground | 7 | {{knockdown}} | -23 | - | 3 | 3 | 0
| '''**LC'''
| '''**LC'''
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Backstep Roll MK | (charge 54F) b f + mk | H | 160 | 29 | until ground | 7 | knockdown | -23 | - | 3 | 3 | 0
| Backstep Roll MK | (charge 54F) {{b}} {{f}} + {{mk}} | H | 160 | 29 | until ground | 7 | {{knockdown}} | -23 | - | 3 | 3 | 0
| '''**LC'''
| '''**LC'''
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Backstep Roll HK | (charge 54F) b f + hk | H | 160 | 29 | until ground | 7 | knockdown | -23 | - | 3 | 3 | 0
| Backstep Roll HK | (charge 54F) {{b}} {{f}} + {{hk}} | H | 160 | 29 | until ground | 7 | {{knockdown}} | -23 | - | 3 | 3 | 0
| '''**LC'''
| '''**LC'''
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Backstep Roll EX | (charge 54F) b f + k k | H | 180 | 29 | until ground | 7 | knockdown | -29 | - | 3 | 3 | 0
| Backstep Roll EX | (charge 54F) {{b}} {{f}} + {{k}} k | H | 180 | 29 | until ground | 7 | {{knockdown}} | -29 | - | 3 | 3 | 0
| [[File:ex.png]] '''**LC''' <br> Invulnerability frames 1-23, Can alter distance with left/right input
| [[File:ex.png]] '''**LC''' <br> Invulnerability frames 1-23, Can alter distance with left/right input
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Vertical Roll LK | (charge 54F) d u + lk | H | 130 | 5 | 18 | 40+11 | knockdown | -29 | - | 3 | 3 | 1
| Vertical Roll LK | (charge 54F) {{d}} {{u}} + {{lk}} | H | 130 | 5 | 18 | 40+11 | {{knockdown}} | -29 | - | 3 | 3 | 1
| '''**LC'''
| '''**LC'''
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Vertical Roll MK | (charge 54F) d u + mk | H | 130 | 5 | 15 | 42+11 | knockdown | -29 | - | 3 | 3 | 1
| Vertical Roll MK | (charge 54F) {{d}} {{u}} + {{mk}} | H | 130 | 5 | 15 | 42+11 | {{knockdown}} | -29 | - | 3 | 3 | 1
| '''**LC'''
| '''**LC'''
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Vertical Roll HK | (charge 54F) d u + hk | H | 130 | 5 | 12 | 45+11 | knockdown | -29 | - | 3 | 3 | 1
| Vertical Roll HK | (charge 54F) {{d}} {{u}} + {{hk}} | H | 130 | 5 | 12 | 45+11 | {{knockdown}} | -29 | - | 3 | 3 | 1
| '''**LC'''
| '''**LC'''
| HK Vertical Roll can be used as a situational anti-air if used early (before the opponent attacks). This is also Blanka's standard combo ender.
| HK Vertical Roll can be used as a situational anti-air if used early (before the opponent attacks). This is also Blanka's standard combo ender.
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Vertical Roll EX | (charge 54F) d u + k k | H | 160 | 5 | 18 | 47+11 | knockdown | -24 | - | 3 | 3 | 1
| Vertical Roll EX | (charge 54F) {{d}} {{u}} + {{k}} k | H | 160 | 5 | 18 | 47+11 | {{knockdown}} | -24 | - | 3 | 3 | 1
| '''**LC''' <br> Invulnerability frames 1-6
| '''**LC''' <br> Invulnerability frames 1-6
| This version is invulnerable, which makes it useful as a reversal and a situational anti-air.
| This version is invulnerable, which makes it useful as a reversal and a situational anti-air.
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{{SFxTFrameDataHeader}}
{{SFxTFrameDataHeader}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Ground Shave Roll | (charge 54F) b f + 3p | H | 320 | 7 | 16 | 15+23 | hard knockdown | -21 | - | 3 | 3 | -
| Ground Shave Roll | (charge 54F) {{b}} {{f}} + {{3p}} | H | 320 | 7 | 16 | 15+23 | hard {{knockdown}} | -21 | - | 3 | 3 | -
| 73 frames cinematic freeze before attack begins, Invulnerability frames 1-7
| 73 frames cinematic freeze before attack begins, Invulnerability frames 1-7
|
|
}}
}}
{{SFxTFrameDataRow
{{SFxTFrameDataRow
| Cross Art | qcf + mp + mk | H | 150+ | 7 | 2 | 71 | switch | -47 | - | 3 | - | -
| Cross Art | {{qcf}} + {{mp}} + {{mk}} | H | 150+ | 7 | 2 | 71 | switch | -47 | - | 3 | - | -
| 68 frames cinematic freeze before attack begins, Invulnerability frames 1-8
| 68 frames cinematic freeze before attack begins, Invulnerability frames 1-8
|
|
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[[Category: Street Fighter X Tekken]]
[[Category:Street Fighter X Tekken]]

Revision as of 02:02, 9 December 2020

Street Fighter X TekkenSFxTLogo.png
Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Blanka

Sfxt Blanka face.jpg

Ideal Team Position: The ruler of the jungle, who survived the harsh conditions of his environment since he was a child. The jungle has tempered his body so that he can move around quickly and with unpredictability. He uses unusual techniques to chase down his opponents.

Blanka is one of the hardest characters to master in the game thanks to the execution barriers involved in his charge and mash inputs, but in the right hands, he can be a terror. His strengths include a strong neutral presence, annoying mobility, and oppressive offense. However, he has a few shortcomings, including a lack of combo options, limited access to damage, and lack of an easy anti-air.

Strengths Weaknesses

{{{5}}}

{{{6}}}


Moves

Normal Attacks

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Far LP
Lp.png 
H 30 3 2 12 +3 -1 SM,EX,SA,CA 1 1 1 -
This button has incredible range for its 3f startup. Use this a lot. It's -1 on block, but due to its range, other characters can't challenge it easily, except for Blanka and Elena. It links into itself, which makes it possible to hit-confirm into cross rush. It is also special-cancelable, so at the right range you can Cancel.png into HP Electric Thunder (P,P,P,P,HP~) for additional pressure.
Far MP
Mp.png 
H 60 7 4 12 +5 +1 - 2 1 1 -
This is a more average poke with 7f startup. Since it only has about the same range as Far LP, it's not used as often.
Far HP
Hp.png 
H 90 7 6 25 -6 -11 - 3 1 1 **LC
Far LK
Lk.png 
H 30 5 2 16 -1 -5 - 1 1 1 -
Far MK
Mk.png 
H 60 5 3 21 -3 -7 - 2 1 1 -
Far HK
Hk.png 
H 90 4 6 26 float -12 - 3 1 1(for 3 frames),0 -
Close LP
Lp.png (near opponent) 
H 30 4 2 13 +2 -2 SM,EX,SA,CA 1 1 1 -
Close MP
Mp.png (near opponent) 
H 60 6 2 13 +6 +2 - 2 1 1 -
Close HP
Hp.png (near opponent) 
H 90 8 4 22 0 -6 SM,EX,SA,CA 3 1 1 Forces standing
Close LK
Lk.png (near opponent) 
H 30 4 3 14 0 -4 SM,EX,SA,CA 1 1 1 -
Close MK
Mk.png (near opponent) 
H 60 5 2(2)2 15 +4 0 1st hit BC 2,2 1,1 1,1 -
2-hitting normal which can be used for hit-confirming up close.
Close HK
Hk.png (near opponent) 
H 90 7 6 22 float -8 - 3 1 1(for 2 frames),0 -
Crouch LP
D.png + Lp.png 
H 30 4 2 11 +4 0 SM,EX,SA,CA 1 1 1 -
Links into itself and Standing LP. Can be special-canceled.
Crouch MP
D.png + Mp.png 
H 60 7 4 20 -3 -7 - 2 1 1 **LC
Works as an anti-air in rare cases but loses to many jump-ins.
Crouch HP
D.png + Hp.png 
H 90 8 4 27 -5 -11 - 3 1 1 Forces standing
Crouch LK
D.png + Lk.png 
L 30 4 3 11 +3 -1 SM,EX,SA,CA 1 1 1 -
Crouch MK
D.png + Mk.png 
L 60 5 2 15 +4 0 SM,EX,SA,CA 2 1 1 -
Low attack which can link into Standing LP or Crouching LP or be special-canceled.
Crouch HK
D.png + Hk.png 
L 90 6 5 24 hard Knockdown.png -9 - 3 1 - -
Jump Up LP
U.png ---.png Lp.png 
M 40 5 7 until ground+4 +12 +4 - 1 1 1 -
Jump Up MP
U.png ---.png Mp.png 
M 70 6 3 until ground+4 +16 +5 - 2 1 1 -
Jump Up HP
U.png ---.png Hp.png 
M 100 5 3 until ground+4 +20 +8 - 3 1 1 -
Jump Up LK
U.png ---.png Lk.png 
M 40 4 3 until ground+4 +12 +4 - 1 1 1 -
Jump Up MK
U.png ---.png Mk.png 
M 70 5 5 until ground+4 +16 +5 - 2 1 1 -
Jump Up HK
U.png ---.png Hk.png 
M 100 7 3 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LP
Uf.png or Ub.png ---.png Lp.png 
M 40 5 7 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MP
Uf.png or Ub.png ---.png Mp.png 
M 70 6 5 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HP
Uf.png or Ub.png ---.png Hp.png 
M 100 5 4 until ground+4 +20 +8 - 3 1 1 Ground bounce on airborne Counter.png hit
Good air-to-air attack. Causes a ground bounce on Counterhit.png which can be followed up.
Jump Diagonal LK
Uf.png or Ub.png ---.png Lk.png 
M 40 5 5 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MK
Uf.png or Ub.png ---.png Mk.png 
M 70 5 5 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HK
Uf.png or Ub.png ---.png Hk.png 
M 100 7 6 until ground+4 +20 +8 - 3 1 1 -
Launcher
Hp.png + Hk.png 
H 100 13 2 54 switch -35 - 3 - - **LC
Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Guard Cancel
F.png + Hp.png + Hk.png (while blocking) 
H 120 14 19 16 hard Knockdown.png - - - - - Invulnerability frames 1-14, Resembles Amazon River Run


Unique Attacks

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Rock Crusher
F.png or B.png + Mp.png (near opponent) 
H,H 50,40 5 2(1)5 9 +5 +1 1st hit SM,EX,SA,CA 0,0 1,0 0 Forces standing, Can be charged (25F start up) to hit M, loses cancelability, Knockdown on airborne opponent
Hits overhead when fully charged. Links into Crouching MK.
Amazon River Run
Df.png + Hp.png 
L 100 10 19 16 hard Knockdown.png -15 - 0 0 - -
Slide which knocks down on hit. Also a good low-profile move, evading most launchers except for those of Dhalsim, Zangief, and Sakura.
Coward Crouch
D.png + 3p.png 
- - 1 29-65 27 - - 27F+:SM,EX,SA,CA - - - **LC
Upper body invulnerable until the end of active frames


Throws

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Wild Fang
Lp.png + Lk.png 
Throw.png 140 5 2 20 - - - - - - -
Does slightly more damage than the back throw. Possible to cross up the opponent afterwards with Surprise Forward (f+KKK).
Jungle Wheel
B.png + Lp.png + Lk.png 
Throw.png 130 5 2 20 - - - - - - -
The Knockdown.png makes the opponent rise facing the opposite direction, so a meaty Electric Thunder (P,P,P,P,P~) will cause its suction effect without crossing them up.


Special Moves

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Surprise Forward
F.png + 3k.png 
- - - - 23 - - - - - - -
Surprise Back
B.png + 3k.png 
- - - - 32 - - - - - - -
Electric Thunder LP
P.png , P.png , P.png , P.png , Lp.png 
H 120 6 4(4)4(4)4(4)4 9 Knockdown.png +6 LP Electric Thunder 0 1 4 Immediately goes to recovery on hit or block
Electric Thunder MP
P.png , P.png , P.png , P.png , Mp.png 
H 130 8 4[(4)4]*7 9 Knockdown.png +9 MP Electric Thunder 0 1 4 Immediately goes to recovery on hit or block
Electric Thunder HP
P.png , P.png , P.png , P.png , Hp.png 
H 140 11 4[(4)4]*16 9 Knockdown.png +11 HP Electric Thunder 0 1 4 Immediately goes to recovery on hit or block
Very good pressure tool up close thanks to the frame advantage on block. Safe tag with plus frames on block. Does a good chunk of damage on hit but doesn't allow for juggles afterwards. If the opponent blocks it while facing the opposite direction, it causes a suction effect instead of pushing them away, which can be exploited for mix-ups and chip combos, including an infinite chip combo.
Electric Thunder EX
P.png , P.png , P.png , P.png , P.png p 
H 100 5 4[(4)4]*16 9 Knockdown.png +8 EX Electric Thunder 0 0(1 for extended one) 4 Ex.png **LC
Immediately goes to recovery on hit or block, Strike invulnerable until the end of active frames or mashed
This version is strike invulnerable, so it can be used to bait the opponent's reversals while keeping up pressure.
Rolling Attack LP
(charge 54F) B.png F.png + Lp.png 
H 90 6 18 4+2 Knockdown.png -23 - 3 3 1 Chrg.png
Chargeable: 51F for EX Version and 100F for Super Art
Rolling Attack MP
(charge 54F) B.png F.png + Mp.png 
H 100 6 33 4+2 Knockdown.png -23 - 3 3 1 Chrg.png
Chargeable: 51F for EX Version and 100F for Super Art
Rolling Attack HP
(charge 54F) B.png F.png + Hp.png 
H 120 6 33 3+4 Knockdown.png -23 - 3 3 1 Chrg.png
Chargeable: 51F for EX Version and 100F for Super Art
Has some uses in punishes and specific combos.
Rolling Attack EX
(charge 54F) B.png F.png + P.png p 
H 120 7 33 3+4 wall bounce -20 - 3 3 1 Chrg.png Ex.png
Chargeable: 51F for Super Art, Projectile invulnerable until the end of active frames
This version is projectile invulnerable and causes a wall bounce which can be followed up.
Backstep Roll LK
(charge 54F) B.png F.png + Lk.png 
H 160 29 until ground 7 Knockdown.png -23 - 3 3 0 **LC
Backstep Roll MK
(charge 54F) B.png F.png + Mk.png 
H 160 29 until ground 7 Knockdown.png -23 - 3 3 0 **LC
Backstep Roll HK
(charge 54F) B.png F.png + Hk.png 
H 160 29 until ground 7 Knockdown.png -23 - 3 3 0 **LC
Backstep Roll EX
(charge 54F) B.png F.png + K.png k 
H 180 29 until ground 7 Knockdown.png -29 - 3 3 0 Ex.png **LC
Invulnerability frames 1-23, Can alter distance with left/right input
Vertical Roll LK
(charge 54F) D.png U.png + Lk.png 
H 130 5 18 40+11 Knockdown.png -29 - 3 3 1 **LC
Vertical Roll MK
(charge 54F) D.png U.png + Mk.png 
H 130 5 15 42+11 Knockdown.png -29 - 3 3 1 **LC
Vertical Roll HK
(charge 54F) D.png U.png + Hk.png 
H 130 5 12 45+11 Knockdown.png -29 - 3 3 1 **LC
HK Vertical Roll can be used as a situational anti-air if used early (before the opponent attacks). This is also Blanka's standard combo ender.
Vertical Roll EX
(charge 54F) D.png U.png + K.png k 
H 160 5 18 47+11 Knockdown.png -24 - 3 3 1 **LC
Invulnerability frames 1-6
This version is invulnerable, which makes it useful as a reversal and a situational anti-air.

Super Art

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Ground Shave Roll
(charge 54F) B.png F.png + 3p.png 
H 320 7 16 15+23 hard Knockdown.png -21 - 3 3 - 73 frames cinematic freeze before attack begins, Invulnerability frames 1-7
Cross Art
Qcf.png + Mp.png + Mk.png 
H 150+ 7 2 71 switch -47 - 3 - - 68 frames cinematic freeze before attack begins, Invulnerability frames 1-8

The Basics

When playing the neutral game, make use of Blanka's Far Standing LP and Far Standing MP to poke the opponent as much as possible. Far Standing LP in particular has incredible speed and range, rivaled only by Elena's Standing LK. However, beware of your opponent's jumps because Blanka lacks a strong anti-air move. Blanka's best tool against jumps is his Diagonal Jumping HP, which is quite fast and can start a combo on counterhit. Blanka's own jump is also a useful neutral and offensive tool, as it is quite fast and has a short arc, which can easily catch opponents off-guard if used unpredictably.

When going on the offense with Blanka, Far Standing LP can be an excellent tool for applying pressure. It is -1 on block, but because of its exceptional speed and range, the only characters who can challenge the frame disadvantage with their own buttons are Blanka and Elena. Diagonal Jumping MK is a very strong attack for cross-ups, as it can hit very deep and generate frame advantage for further offense. Electric Thunder (P,P,P,P,P~) can also be a fantastic tool for applying pressure, with the HP version being +11 on block. (However, beginners may find it difficult to input this move because it can accidentally turn into a boost combo if not done fast enough.) EX Electric Thunder is a great low-risk tool to use to bait reversals, as it has strike invulnerability and is +8 on block.

To tag Blanka out of battle, the safest option (if you cannot get a guaranteed combo) is to switch cancel Electric Thunder, which is positive on block for your incoming character. Unlike many other characters, Blanka's Alpha Counter is not a good way to tag out because the knockdown is too short.

Advanced Strategy

Horizontal Ball Cross-up

After a knockdown, it is possible to utilize Blanka's Horizontal Ball (b,f+P) to do left/right mix-ups on the opponent. The timing and which version to use varies depending on the knockdown. You can capitalize off of this mix-up by using a switch cancel and following it up with your other character. When Hori-Ball hits as a cross-up, the switch cancel actually makes your incoming character come in from the opposite side of the screen. This causes some awkwardness in performing the follow-up combo, as all but the largest characters will run under the opponent; however, it also gives more frame advantage and some characters will be able to do better follow-up combos from that side. In the situation where your opponent blocks the mix-up, the cross-up is highly preferred as it gives you frame advantage to keep up pressure, while the non-cross-up leaves you open to being punished.

Chip Combos and Infinite

Blanka's Electric Thunder has an unusual property - the pushback direction of the move's first hit is determined by the direction the opponent is facing, rather than that of Blanka himself. Because of this property, having an opponent block Electric Thunder while they are facing away from Blanka causes a suction effect instead of pushback, which is very powerful due to the high frame advantage of the move. It is even possible to link Electric Thunder into itself on block, creating chip combos which can only be escaped with an Alpha Counter. Each version of Electric Thunder can be linked into the same or a weaker version (EX links into MP or LP). Linking into the same version multiple times is difficult, but it can be repeated infinitely. The easiest version to use for the infinite is MP, which has a 2f link window instead of 1f.

Sample combos:

  • P,P,P,P,HP~, P,P,P,P,MP~, P,P,P,P,LP~, cr.LP xx P,P,P,P,HP~ (132)
  • P,P,P,P,MP~, P,P,P,P,MP~, [...] (32 x N)

Electricity Juggle

Electric Thunder is typically not a very juggle-friendly move outside of the corner, but with the right team composition you can use this move even in mid-screen combos to add a chunk of extra damage. This is possible due to the same property that enables the infinite chip combo. If you can get Blanka behind your opponent before hitting Electric Thunder, they will fall towards him instead of away from him, which allows you to finish the combo. This only works with certain switch cancels where a move either has a very vertical pop up (e.g. JACK-X's dp+HP) or holds an opponent in place for some time (e.g. Jin's f,b,f+HP).

The mid-screen electricity juggle is known to work with these characters:

  • Jin
  • JACK-X
  • Bob
  • Hwoarang
  • Xiaoyu
  • Dudley
  • Chun-li
  • Lars

Okizeme Strategies

HK Up Ball

HK Up Ball is Blanka's standard combo ender, and fortunately, it also sets up the best overall okizeme situation. Immediately following it up with HP Hori-Ball allows you to cross up your opponent if they quick rise. Adding a slight delay before your HP Hori-Ball makes it hit on the same side. If your opponent didn't quick rise and you whiff your HP-Horiball, you can follow up with a microwalk forward or backward into a Forward Hop (f+KKK) to do another left/right mix-up. If you expect your opponent to roll forward, you can wait and punish them with a throw.

Flowchart breakdown:

  • (immediate) HP Hori-Ball + opponent quick rises -> cross-up
  • (delay) HP Hori-Ball + opponent quick rises -> same side
  • HP Hori-Ball + opponent stays down
    • microwalk forward, Forward Hop + opponent rises (cross-up)
    • microwalk back, Forward Hop + opponent rises (non-cross-up)
    • wait + opponent rolls forward, throw (punish)

Electric Thunder

Electric Thunder sets up a decent okizeme situation where you can go for a Hori-Ball cross-up if your opponent quick rises, either by doing MP Hori-Ball immediately or by waiting a moment and doing HP Hori-Ball. You have to pay attention to your charge times here; if you walk up to the opponent and hit them with st.LP xx HP Electric Thunder, you won't be able to complete a charge fast enough for the MP Hori-Ball cross-up and have to wait slightly to use HP Hori-Ball instead. If your opponent didn't quick rise and you whiff your HP Hori-Ball, you will land next to them and can pressure with whatever you want, like cl.b+MP for an overhead, cr.MK for a low, or EX Electric Thunder to bait reversals. You can also get a safe-jump nj.HK here if your timing is good.

Flowchart breakdown:

  • (immediate) MP Hori-Ball + opponent quick rises -> cross-up
  • (immediate) LP Hori-Ball + opponent quick rises -> same side feint
  • (delay) HP Hori-Ball + opponent quick rises -> cross-up
  • (more delay) HP Hori-Ball + opponent quick rises -> same side
  • (delay) HP Hori-Ball + opponent stays down
    • cl.b+MP (overhead)
    • cr.MK (low)
    • EX Electric Thunder (reversal bait)
    • nj.HK (safe jump)

Combos

Hit Confirm Combos

  • cr.LP, st.LP~cl.MP~cl.HP~HP_HK
  • cl.MK, st.LP~st.MP~cl.HP~HP_HK
  • cl.MK, st.LP~cr.MK xx [b],f+PP, cr.MK xx [d],u+HK (309)

Punish Combos

  • cl.HK, cr.MK xx [d],u+HK (254)
  • (corner) cl.MP, st.HK, cr.MK, cr.MK xx [d],u+HK (318)

Tag-in Combos

  • cr.MK, cr.MK xx [d],u+HK
  • cl.HP xx f+KKK, cr.LK, cr.MK xx [d],u+HK
  • cl.HP xx f+KKK, cr.MK, cr.MK xx [d],u+HK
  • (corner) P,P,P,P,HP~, cr.MK, cr.MK xx [d],u+HK
  • (behind opponent) P,P,P,P,P~, cr.MK, cr.MK xx [d],u+HK

Air-to-Air Combos

  • CH j.HP, cr.MK, cr.MK xx [d],u+HK (324)
  • CH (back jump) j.HP, [b],f+HP (245)

Advanced Combos

  • st.LP, st.LP~st.MP~st.HP~HP_HK
  • cr.LP, cr.LP, st.LP~cl.MP~cl.HP~HP_HK
  • cr.MK, cr.LP, st.LP xx [b],f+HP (198)
  • cr.MK, cr.LP, st.LP xx [b],f+PP, cr.MK xx [d],u+HK (297)
  • cl.b_f+MP, cr.MK~st.HP~HP_HK
  • cl.b+MP, cr.MK xx [b],f+PP, cr.MK xx [d],u+HK (366)

Combos Into Supers

  • N/A

Frame Data

zUkUu's Frame Data Guide for Blanka