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Stranded in the Brazilian rain forests when his plane went down, Jimmy was forced to survive alone in the jungles and that's how he became the beast known as Blanka. After finally deciding to see the world, he entered in the Street Fighting tournament and was thus reunited with his mother. He also managed to meet and befriend Dan Hibiki and, despite Blanka being the one who saved Dan's life, now Dan treats Blanka as his #1 pupil. Blanka doesn't mind as he feels happy to finally have a close friend in Dan. | Stranded in the Brazilian rain forests when his plane went down, Jimmy was forced to survive alone in the jungles and that's how he became the beast known as Blanka. After finally deciding to see the world, he entered in the Street Fighting tournament and was thus reunited with his mother. He also managed to meet and befriend Dan Hibiki and, despite Blanka being the one who saved Dan's life, now Dan treats Blanka as his #1 pupil. Blanka doesn't mind as he feels happy to finally have a close friend in Dan. | ||
| | | | ||
Blanka is a tricky character who, despite being a charge character, has deadly mixup potential. His playstyle is wild and unpredictable, from sneaky cross-up Rolling Attacks to constantly switching sides on the enemy with the Beast Hop. Even his Ultras are unpredictable, with the first having to be blocked high and then low, to the other being able to hit either airborne or grounded foes. Blanka, however, has a very luck-based wakeup game which, should he guess incorrectly, can he furiously punished for. In addition, he is very charge reliant and the second he loses his charge the only thing he can hope to save him is his Electricity. If you prefer to annoy your opponents with mindgames, mixups, and unpredictability, Blanka might be for you.}} | Blanka is a tricky character who, despite being a charge character, has deadly mixup potential. His playstyle is wild and unpredictable, from sneaky cross-up Rolling Attacks to constantly switching sides on the enemy with the Beast Hop. Even his Ultras are unpredictable, with the first having to be blocked {{high}} and then low, to the other being able to hit either airborne or grounded foes. Blanka, however, has a very luck-based wakeup game which, should he guess incorrectly, can he furiously punished for. In addition, he is very charge reliant and the second he loses his charge the only thing he can hope to save him is his Electricity. If you prefer to annoy your opponents with mindgames, mixups, and unpredictability, Blanka might be for you.}} | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Rock Crusher | (near opponent) f or b + mp | }} | {{SSFIVMoveListRow | Rock Crusher | (near opponent) {{f}} or {{b}} + {{mp}} | }} | ||
{{SSFIVMoveListRow | Rock Crusher Overhead | (near opponent) f or b + mp (hold down button) | high }} | {{SSFIVMoveListRow | Rock Crusher Overhead | (near opponent) {{f}} or {{b}} + {{mp}} (hold down button) | {{high}} }} | ||
{{SSFIVMoveListRow | Amazon River Run | df + hp | low }} | {{SSFIVMoveListRow | Amazon River Run | {{df}} + {{hp}} | {{low}} }} | ||
{{SSFIVMoveListRow | Coward Crouch | d + 3p | Continue holding d to crouch longer }} | {{SSFIVMoveListRow | Coward Crouch | {{d}} + {{3p}} | Continue holding {{d}} to crouch longer }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Wild Fang | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Wild Fang | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Jungle Wheel | b + lp + lk | throw }} | {{SSFIVMoveListRow | Jungle Wheel | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Rolling Attack | b (charge) f + p | ex armorbreak }} | {{SSFIVMoveListRow | Rolling Attack | {{b}} (charge) {{f}} + {{p}} | {{ex}} {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Backstep Ball | b (charge) f + k | ex version can be controlled with b or f ; ex }} | {{SSFIVMoveListRow | Backstep Ball | {{b}} (charge) {{f}} + {{k}} | {{ex}} version can be controlled with {{b}} or {{f}} ; {{ex}} }} | ||
{{SSFIVMoveListRow | Vertical Roll | d (charge) u + k | ex }} | {{SSFIVMoveListRow | Vertical Roll | {{d}} (charge) {{u}} + {{k}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Electric Thunder | press p repeatedly | Requires 5 punch button presses; ex }} | {{SSFIVMoveListRow | Electric Thunder | press {{p}} repeatedly | Requires 5 punch button presses; {{ex}} }} | ||
{{SSFIVMoveListRow | Surprise Forward | f + 3k | Can pass through opponent }} | {{SSFIVMoveListRow | Surprise Forward | {{f}} + {{3k}} | Can pass through opponent }} | ||
{{SSFIVMoveListRow | Surprise Back | b + 3k | }} | {{SSFIVMoveListRow | Surprise Back | {{b}} + {{3k}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Ground Shave Roll | b (charge) f b f + p | Hold p to change timing of dash }} | {{SSFIVMoveListRow | Ground Shave Roll | {{b}} (charge) {{f}} {{b}} {{f}} + {{p}} | Hold {{p}} to change timing of dash }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Lightning Cannonball | b (charge) f b f + 3p | Hold 3p to change timing of dash }} | {{SSFIVMoveListRow | Lightning Cannonball | {{b}} (charge) {{f}} {{b}} {{f}} + {{3p}} | Hold {{3p}} to change timing of dash }} | ||
{{SSFIVMoveListRow | Shout of Earth (anti-air) | db (charge) df db u + 3p | If first hit misses, hold 3p to delay final hit }} | {{SSFIVMoveListRow | Shout of Earth (anti-air) | {{db}} (charge) {{df}} {{db}} {{u}} + {{3p}} | If first hit misses, hold {{3p}} to delay final hit }} | ||
{{SSFIVMoveListRow | Shout of Earth (anti-ground) | db (charge) df db u + 3k | }} | {{SSFIVMoveListRow | Shout of Earth (anti-ground) | {{db}} (charge) {{df}} {{db}} {{u}} + {{3k}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
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=====Notes | =====Notes===== | ||
*: "L" in the recovery column stands for 4 standard [[ | *: "L" in the recovery column stands for 4 standard [[Super Street Fighter IV AE/Game Systems#Land Frames .2F Trip Guard|landing frames]], which function the same as if Blanka performed a normal in the air. | ||
[[Category: Super Street Fighter IV AE]] | [[Category:Super Street Fighter IV AE]] |
Latest revision as of 02:24, 9 December 2020


Blanka
Stranded in the Brazilian rain forests when his plane went down, Jimmy was forced to survive alone in the jungles and that's how he became the beast known as Blanka. After finally deciding to see the world, he entered in the Street Fighting tournament and was thus reunited with his mother. He also managed to meet and befriend Dan Hibiki and, despite Blanka being the one who saved Dan's life, now Dan treats Blanka as his #1 pupil. Blanka doesn't mind as he feels happy to finally have a close friend in Dan.
In a nutshell
Blanka is a tricky character who, despite being a charge character, has deadly mixup potential. His playstyle is wild and unpredictable, from sneaky cross-up Rolling Attacks to constantly switching sides on the enemy with the Beast Hop. Even his Ultras are unpredictable, with the first having to be blocked and then low, to the other being able to hit either airborne or grounded foes. Blanka, however, has a very luck-based wakeup game which, should he guess incorrectly, can he furiously punished for. In addition, he is very charge reliant and the second he loses his charge the only thing he can hope to save him is his Electricity. If you prefer to annoy your opponents with mindgames, mixups, and unpredictability, Blanka might be for you.
Moves
Unique Attacks













Throws









Special Moves






















Super Combo






Ultra Combos

















AE ver. 2012 Changes
Rolling Attack
Changed damage from 100 to 110 for light, 110 to 120 for medium, 120 to 130 for heavy, and 110 to 120 for EX version. Made opponent get knocked down when hit connects within 2F of heavy or EX version’s active period. Made follow-up possible when hit connects within 2F of EX version’s active period.
Rock Crusher
Lengthened hit stun by 3F on a max. focus hit, giving the attacker a possible +5F advantage on a hit. Shortened hitback distance on a hit and on a block.
Jungle Wheel
Extended total frame count of Blanka’s move by 1F on a hit.
EX Vertical Roll
Made opponent get knocked down on a hit, and made landing point closer to opponent when blocked. Lengthened landing stun on a block by 5F from 7F to 12F.
AE Changes
- Rock Crusher has less recovery.
- Beast Slide has less active frames, as a result the whole animation time is shorter. Also, his hittable box during the recovery of this move has been increased.
- His Forward Hop has more grounded frames of animation during start up, making him easier to grab out of it.
- The hittable box of his Beast Roll has been widened in size while rolling around, and the distance traveled after having it blocked has been altered.
Medium Punch and Hard Punch distances were reduced. - EX Backstep Ball forward distance has been reduced a little, so it's harder to escape from the corner.
- EX Electricity has much faster start up now.
The Basics
Combos
Strategy
Matchups
Frame Data
Notes
*: "L" in the recovery column stands for 4 standard landing frames, which function the same as if Blanka performed a normal in the air.