Street Fighter V/Blanka: Difference between revisions

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=====<font style="visibility:hidden; float:right">Anaconda's Maw</font>=====
=====<font style="visibility:hidden; float:right">Anaconda's Maw</font>=====
{{MoveData
{{MoveData
|image=SFV_Blanka_MKHP.png
|image=SFV_Blanka_MKHP_break.png
|name=Anaconda's Maw
|name=Anaconda's Maw
|input=MKHP
|input=MKHP

Revision as of 14:34, 6 March 2021

Introduction

About Blanka

Final patch

Players to Watch

  • HiFight
  • Nishikin
  • Wolfgang
Blanka
SFV-Blanka Portrait.jpg
Vitals
Life Points 1025
Stun Points 1050
V-Gauge Points
V-Trigger 1 600
V-Trigger 2 900
Ground Movement
Forward Walk Speed 4.3
Backward Walk Speed 3.2
Forward Dash Speed 16
Backward Dash Speed 24
Forward Dash Distance 123.9
Backward Dash Distance 111.7
Backdash CH Frames 3-10
Jumping
Back Jump Speed 46 (4+38+4)
Neutral Jump Speed 46 (4+38+4)
Forward Jump Speed 45 (3+38+4)
Forward Jump Distance 212.8
Backward Jump Distance 182.4
Throws
Throw Hurtbox 0.25
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

Stand LP
Stand LP
5LP
SFV Blanka 5LP.png
Startup Active Recovery Hit
5 2 8 5
Damage Stun Attack Block
30 70 H 2
Stand MP
Stand MP
5MP
SFV Blanka 5MP.png
Startup Active Recovery Hit
7 3 14 3
Damage Stun Attack Block
60 100 H 0
  • Cancel options: vt1 vt2
  • No hurtbox extension before active makes this a decent poke
Stand HP
Stand HP
5HP
SFV Blanka 5HP.png
Startup Active Recovery Hit
10 2 24 0
Damage Stun Attack Block
80 150 H -6
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Has a pretty long cancel window into specials for hit confirms (6 frames past active frames)
Stand LK
Stand LK
5LK
SFV Blanka 5LK.png
Startup Active Recovery Hit
4 4 8 4
Damage Stun Attack Block
30 70 H 3
  • Cancel options: vt1 vt2
  • Great frame advantage and 4 active frames makes this a really good oki tool
Stand MK
Stand MK
5MK
SFV Blanka 5MK.png
Startup Active Recovery Hit
7 2(7)2 13 3
Damage Stun Attack Block
30*30 (60) 50*50 (100) H 2
  • Cancel options: vt1 vt2
  • Both hits are cancelable into V-Trigger 1 version of Electric Lightning on hit and block
  • Benefits from counter-hit bonus frame advantage on the 2nd hit as well (+5 on counter-hit even if both hits land)
  • Very long cancel window into the Target Combo follow-up (6 frames past the active frames of the second hit)
Stand HK
Stand HK
5HK
SFV Blanka 5HK.png
Startup Active Recovery Hit
10 5 22 (19) 6
Damage Stun Attack Block
80 150 H -4
  • Cancel options: vt1 vt2
  • Hurtbox smaller (similar to crouch hurtbox) on frames 6-34
  • Good anti-air hitboxes on frames 12-14 (albeit pretty slow)
  • Can hit cross-up (behind Blanka)
  • Has 3 less recovery frames on Hit
  • Has 1 less hitstun on active frames 3-5 on Counter Hit and Block ONLY (resulting in -1 frame advantage)
Crouch LP
Crouch LP
2LP
SFV Blanka 2LP.png
Startup Active Recovery Hit
4 3 7 4
Damage Stun Attack Block
30 70 H 2
Crouch MP
Crouch MP
2MP
SFV Blanka 2MP.png
Startup Active Recovery Hit
6 4 18 0
Damage Stun Attack Block
60 100 H -3
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Solid anti-air (later active frames hit right above Blanka)
  • Can hit cross-up (behind Blanka)
  • Only first 2 active frames are cancelable
Crouch HP
Crouch HP
2HP
SFV Blanka 2HP.png
Startup Active Recovery Hit
13 3 20 1
Damage Stun Attack Block
90 150 H -3
  • Cancel options: su vt1 vt2
  • Hit Confirm notes: *CA only
Crouch LK
Crouch LK
2LK
SFV Blanka 2LK.png
Startup Active Recovery Hit
4 3 8 4
Damage Stun Attack Block
20 70 L 1
  • Cancel options: vt1 vt2
  • Can be special canceled into Electric Thunder
Crouch MK
Crouch MK
2MK
SFV Blanka 2MK.png
Startup Active Recovery Hit
6 2 16 5
Damage Stun Attack Block
50 100 L -1
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Has a little bit longer cancel window than normal into specials (3 frames past active frames)
Crouch HK
Crouch HK
2HK
SFV Blanka 2HK.png
Startup Active Recovery Hit
8 3 27 KD
Damage Stun Attack Block
100 150 L -12
Jump LP
Startup Active Recovery Hit
4 4 - -
Damage Stun Attack Block
40 70 M -
Jump MP
Startup Active Recovery Hit
6 3 - -
Damage Stun Attack Block
70 100 M -
Jump HP
Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
90 150 M -
Neutral Jump HP
Neutral Jump HP
8HP
SFV Blanka 8HP.png
Startup Active Recovery Hit
8 4 - -
Damage Stun Attack Block
90 150 M -
Jump LK
Startup Active Recovery Hit
3 5 - -
Damage Stun Attack Block
40 70 M -
Jump MK
Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
70 100 M -
Jump HK
Startup Active Recovery Hit
9 4 - -
Damage Stun Attack Block
90 150 M -
  • Cancel options: -
  • A bit wider hurtbox on torso for the entire duration

Command Normals

Rock Crusher
Rock Crusher
6MP
SFV Blanka 6MP.png
Startup Active Recovery Hit
21 1*2 17 2
Damage Stun Attack Block
35*35 (70) 50*50 (100) M*M -7
  • Cancel options: -
  • Does not benefit from counter-hit frame advantage unless only 2nd hit connects (can only get combos with this if you hit the 2nd hit meaty and counter-hit)
  • +3/-5 on last active frame
  • Crouching hurtbox on frames 22-40 (entire recovery frames)
Rock Crusher (hold)
Rock Crusher (hold)
6MP (hold)
Startup Active Recovery Hit
34 1*2 17 4
Damage Stun Attack Block
40*50 (90) 60*60 (120) M*M -2
  • Cancel options: -
  • Does not benefit from counter-hit frame advantage unless only 2nd hit connects)
  • +5/-3 on last active frame
  • Crouching hurtbox on frames 37-53 (entire recovery frames)
Amazon River Run
Amazon River Run
3HP
SFV Blanka 3HP.png
Startup Active Recovery Hit
11 10 25 KD
Damage Stun Attack Block
80 150 L -14
  • Cancel options: vt1 vt2
  • Low profile on frames 6-42
  • Upper body projectile invincible on frames 7-20
  • In a crouching state on frame 3 and onward
  • KDA when V-Trigger canceled may vary up to +8 extra KDA depending on how late into the active frames it hit when V-Trigger canceled
  • Juggle Limit: 3

Target Combos

Raging Bash 1st
Raging Bash 1st
5MK > 5HK
Startup Active Recovery Hit
7+7 5 36 KD
Damage Stun Attack Block
30*30*54 (114) 50*50*63 (163) H -19
  • Cancel options: vt1 vt2
  • Launches the opponent on the second HK hit into a limited juggle state
  • Can only cancel into the HP / Hop follow-ups on hit
Raging Bash 2nd
Raging Bash 2nd
5MK > 5HK > 5HP
SFV Blanka 5MK 5HK 5HP.png
Startup Active Recovery Hit
7+7+26 2 21+7 KD
Damage Stun Attack Block
30*30*54*56 (170) 50*50*63*80 (243) H -
  • Cancel options: -
  • Spiked knockdown (no juggle follow-up possible)
Raging Bash > Surprise Forward
Raging Bash > Surprise Forward
5MK > 5HK > 6KKK
SFV Blanka 5MK 5HK 6KKK.png
Startup Active Recovery Hit
7+7 - 30 KD
Damage Stun Attack Block
30*30*54 (114) 50*50*63 (163) H -
  • Cancel options: -
  • Forward Hop follow-up to Target Combo
Raging Bash > Surprise Back
Raging Bash > Surprise Back
5MK > 5HK > 3KKK
Startup Active Recovery Hit
7+7 - 31 KD
Damage Stun Attack Block
30*30*54 (114) 50*50*63 (163) H -
  • Cancel options: -
  • Backwards Hop follow-up to Target Combo
Lightning Dance
Lightning Dance
5MK > 5HK > MPMK (VS2)
SFV Blanka 5MK 5HK MPMK (VS2).png
Startup Active Recovery Hit
7+7+36(45) 7 27 KD
Damage Stun Attack Block
30*30*54*64 (178) / 30*30*54*80 (194) 50*50*63*80 (243) / 50*50*63*120 (283) H -
  • Cancel options: -
  • Hit Confirm notes: *TC into VS2 (Level 1), **TC into VS2 (Level 2)
  • Values in parentheses refer to lvl 2 Shout of Earth (V-Skill 2)

Throws

Wild Fang
Wild Fang
Throw
LPLK
SFV Blanka LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 150 T -
Jungle Wheel
Jungle Wheel
Back Throw
6LPLK
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 200 T -

Special Moves

Surprise Forward
Surprise Forward
6 or 3KKK
SFV Blanka 6 or 3KKK.png
Startup Active Recovery Hit
- - 28 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Can pass through opponents on frames 7-19
  • Airborne on frames 10-19
  • Crouching hurtbox on frames 25-30
  • Can be canceled into from moves that are special cancelable
Surprise Back
Surprise Back
4 or 1KKK
SFV Blanka 4 or 1KKK.png
Startup Active Recovery Hit
- - 29 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Airborne on frames 10-24
  • Throw invincible on first 2 frames when canceled from V-Skill 2
  • Can be canceled into from moves that are special cancelable
LP Rolling Attack
LP Rolling Attack
46LP
Normal Startup Active Recovery Hit
9 22 6+6 KD
Damage Stun Attack Block
100 150 H -21
  • Cancel options: su
  • Takes 40 frames to charge
  • Airborne on frames 6-36
  • Cannot hit cross-up
  • Hitbox travels about 25% screen length
  • Bounces back 50% screen length on block
  • Recovery frames listed refers to the whiffed version (33+5 recovery frames on hit
V-Trigger 1 Startup Active Recovery Hit
7 32 10 KD
Damage Stun Attack Block
120 180 H -18
  • Cancel options: su
  • Projectile invincible on frames 1-41
  • Airborne on frames 6-38
  • Slightly smaller head hurtbox on frames 1-6
  • Hitbox travels full-screen length
  • Bounces back 10% screen length on block
  • Recovery frames listed refers to the on-hit and whiffed version (37+19 recovery frames on block)
  • Cannot hit cross-up
  • KDA greatly varies depending on how early / late it hits the opponent (KDA is higher the later into the active frames it hits)
  • Consumes 600 V-Gauge
MP Rolling Attack
MP Rolling Attack
46MP
Normal Startup Active Recovery Hit
9 30 8+7 KD
Damage Stun Attack Block
110 150 H -21
  • Cancel options: su
  • Takes 40 frames to charge
  • Airborne on frames 6-46
  • Cannot hit cross-up
  • Hitbox travels about 60% screen length
  • Bounces back 25% screen length on block
  • Recovery frames listed refers to the whiffed version (36+7 recovery frames on hit
V-Trigger 1 Startup Active Recovery Hit
7 32 10 KD
Damage Stun Attack Block
120 180 H -18
  • Cancel options: su
  • Projectile invincible on frames 1-41
  • Airborne on frames 6-38
  • Slightly smaller head hurtbox on frames 1-6
  • Hitbox travels full-screen length
  • Bounces back 10% screen length on block
  • Recovery frames listed refers to the on-hit and whiffed version (37+19 recovery frames on block)
  • Cannot hit cross-up
  • KDA greatly varies depending on how early / late it hits the opponent (KDA is higher the later into the active frames it hits)
  • Consumes 600 V-Gauge
HP Rolling Attack
HP Rolling Attack
46HP
Normal Startup Active Recovery Hit
9 29 4+23 KD
Damage Stun Attack Block
120 150 H -21
  • Cancel options: su
  • Takes 40 frames to charge
  • Airborne on frames 6-41
  • Cannot hit cross-up
  • Hitbox travels full-screen length
  • Bounces back 10% screen length on block
  • Recovery frames listed refers to the whiffed version (36+9 recovery frames on hit
V-Trigger 1 Startup Active Recovery Hit
7 32 10 KD
Damage Stun Attack Block
120 180 H -18
  • Cancel options: su
  • Projectile invincible on frames 1-41
  • Airborne on frames 6-38
  • Slightly smaller head hurtbox on frames 1-6
  • Hitbox travels full-screen length
  • Bounces back 10% screen length on block
  • Recovery frames listed refers to the on-hit and whiffed version (37+19 recovery frames on block)
  • Cannot hit cross-up
  • KDA greatly varies depending on how early / late it hits the opponent (KDA is higher the later into the active frames it hits)
  • Consumes 600 V-Gauge
EX Rolling Attack
EX Rolling Attack
46PP
SFV Blanka 46PP.png
Normal
Normal Startup Active Recovery Hit
8 30 6+4 KD
Damage Stun Attack Block
100 150 H -18
  • Cancel options: -
  • Takes 40 frames to charge
  • No collision box on frames 9-40
  • Airborne on frames 6-44
  • Slightly smaller head hurtbox on frames 1-6
  • Cannot hit cross-up
  • Hitbox travels full-screen length
  • Bounces back 50% screen length on block
  • Recovery frames listed refers to the on-hit and whiffed version (30+11 recovery frames on block)
V-Trigger 1 Startup Active Recovery Hit
7 32 10 KD
Damage Stun Attack Block
120 180 H -18
  • Cancel options: su
  • Projectile invincible on frames 1-41
  • Airborne on frames 6-38
  • Slightly smaller head hurtbox on frames 1-6
  • Hitbox travels full-screen length
  • Bounces back 10% screen length on block
  • Recovery frames listed refers to the on-hit and whiffed version (37+19 recovery frames on block)
  • Cannot hit cross-up
  • KDA greatly varies depending on how early / late it hits the opponent (KDA is higher the later into the active frames it hits)
  • Consumes 600 V-Gauge
  • Does not cost EX Meter
LK Back Step Rolling
LK Back Step Rolling
46LK
Normal Startup Active Recovery Hit
27 21 11 8(12)
Damage Stun Attack Block
80 150 H 3(7)
  • Cancel options: -
  • Takes 40 frames to charge
  • Airborne on frames 21-47
  • Projectile invincible on frames 21 and until landing
  • Puts airborne opponents into a limited juggle state on hit
  • Cannot cross-up (but V-Trigger 1 version can)
  • Variable frame advantage depending on how high / low it connects on the opponent (might have a little less advantage against taller characters)
V-Trigger 1 Startup Active Recovery Hit
21 36 11 KD
Damage Stun Attack Block
50x2 (100) 100x2 (200) H 5(8)
  • Cancel options: -
  • Strike and Projectile invincible on frames 3-17
  • Fully projectile invincible until landing
  • Airborne on frames 17-56
  • Puts opponents into a limited juggle state on hit (airborne opponents are put into a free juggle state)
  • Can control the forward/back trajectory
  • Can hit cross-up
  • KDA varies depending on how high / low it hits the opponent (KDA is higher the lower to the ground it hits the opponent)
  • Consumes 600 V-Gauge
MK Back Step Rolling
MK Back Step Rolling
46MK
Normal Startup Active Recovery Hit
29 30 11 8(12)
Damage Stun Attack Block
80 150 H 3(7)
  • Cancel options: -
  • Takes 40 frames to charge
  • Airborne on frames 23-58
  • Projectile invincible on frames 22 and until landing
  • Puts airborne opponents into a limited juggle state on hit
  • Knocks down on the initial few active frames while traveling upwards (only connects if cornered or the opponent moves into it during startup)
  • Cannot cross-up (but V-Trigger 1 version can)
  • Variable frame advantage depending on how high / low it connects on the opponent (might have a little less advantage against taller characters)
V-Trigger 1 Startup Active Recovery Hit
21 36 11 KD
Damage Stun Attack Block
50x2 (100) 100x2 (200) H 5(8)
  • Cancel options: -
  • Strike and Projectile invincible on frames 3-17
  • Fully projectile invincible until landing
  • Airborne on frames 17-56
  • Puts opponents into a limited juggle state on hit (airborne opponents are put into a free juggle state)
  • Can control the forward/back trajectory
  • Can hit cross-up
  • KDA varies depending on how high / low it hits the opponent (KDA is higher the lower to the ground it hits the opponent)
  • Consumes 600 V-Gauge
HK Back Step Rolling
HK Back Step Rolling
46HK
Normal Startup Active Recovery Hit
31 32 11 8(12)
Damage Stun Attack Block
80 150 H 3(7)
  • Cancel options: -
  • Takes 40 frames to charge
  • Airborne on frames 25-62
  • Projectile invincible on frames 25 and until landing
  • Puts airborne opponents into a limited juggle state on hit
  • Knocks down on the initial few active frames while traveling upwards (only connects if cornered or the opponent moves into it during startup)
  • Cannot cross-up (but V-Trigger 1 version can)
  • Variable frame advantage depending on how high / low it connects on the opponent (might have a little less advantage against taller characters)
V-Trigger 1 Startup Active Recovery Hit
21 36 11 KD
Damage Stun Attack Block
50x2 (100) 100x2 (200) H 5(8)
  • Cancel options: -
  • Strike and Projectile invincible on frames 3-17
  • Fully projectile invincible until landing
  • Airborne on frames 17-56
  • Puts opponents into a limited juggle state on hit (airborne opponents are put into a free juggle state)
  • Can control the forward/back trajectory
  • Can hit cross-up
  • KDA varies depending on how high / low it hits the opponent (KDA is higher the lower to the ground it hits the opponent)
  • Consumes 600 V-Gauge
EX Back Step Rolling
EX Back Step Rolling
46KK
SFV Blanka 46KK.png
Normal
Normal Startup Active Recovery Hit
27 34 5 16(20)
Damage Stun Attack Block
50*50 (100) 75*75 (150) H 11(15)
  • Cancel options: -
  • Takes 40 frames to charge
  • Strike and Projectile invincible on frames 3-21
  • Fully projectile invincible until landing
  • Airborne on frames 22-60
  • Puts airborne opponents into a limited juggle state on hit
  • Can control the forward/back trajectory
  • Cannot cross-up (but V-Trigger 1 version can)
  • Variable frame advantage depending on how high / low it connects on the opponent (might have a little less advantage against taller characters)
  • Will launch into a juggle state and hit up to twice on grounded opponents during first 7 active frames
V-Trigger 1 Startup Active Recovery Hit
21 36 11 KD
Damage Stun Attack Block
50x2 (100) 100x2 (200) H 5(8)
  • Cancel options: -
  • Strike and Projectile invincible on frames 3-17
  • Fully projectile invincible until landing
  • Airborne on frames 17-56
  • Puts opponents into a limited juggle state on hit (airborne opponents are put into a free juggle state)
  • Can control the forward/back trajectory
  • Can hit cross-up
  • KDA varies depending on how high / low it hits the opponent (KDA is higher the lower to the ground it hits the opponent)
  • Consumes 600 V-Gauge
  • Does not cost EX Meter
LK Vertical Rolling
LK Vertical Rolling
28LK
Normal Startup Active Recovery Hit
8 21 25+17 KD
Damage Stun Attack Block
120 150 H -36
  • Cancel options: su
  • Takes 45 frames to charge
  • Airborne on frames 6-53
  • Cannot hit crossup
  • Cancelable into super on first 5 active frames
  • Recovery frames listed refers to the whiffed version (34+16 recovery frames on hit
V-Trigger 1 Startup Active Recovery Hit
5 16 33+36 KD
Damage Stun Attack Block
50*45x2 (140) 60x3 (180) H -36
  • Cancel options: su
  • Fully invincible on frames 1-16
  • Cancelable into super on first 4 active frames
  • Airborne on frames 5-53
  • Blanka is in counterhit state during move duration, and takes 20% additional damage from the first hit (total of 144%)
  • Recovery frames listed refers to the whiffed version (31+21 recovery frames on hit
MK Vertical Rolling
MK Vertical Rolling
28MK
Normal Startup Active Recovery Hit
7 16 32+20 KD
Damage Stun Attack Block
120 150 H -36
  • Cancel options: su
  • Takes 45 frames to charge
  • Airborne on frames 5-54
  • Cannot hit crossup
  • Cancelable into super on first 5 active frames
  • Recovery frames listed refers to the whiffed version (31+16 recovery frames on hit
V-Trigger 1 Startup Active Recovery Hit
5 16 33+36 KD
Damage Stun Attack Block
50*45x2 (140) 60x3 (180) H -36
  • Cancel options: su
  • Fully invincible on frames 1-16
  • Cancelable into super on first 4 active frames
  • Airborne on frames 5-53
  • Blanka is in counterhit state during move duration, and takes 20% additional damage from the first hit (total of 144%)
  • Recovery frames listed refers to the whiffed version (31+21 recovery frames on hit
HK Vertical Rolling
HK Vertical Rolling
28HK
Normal Startup Active Recovery Hit
5 16 30+29 KD
Damage Stun Attack Block
120 150 H -34
  • Cancel options: su
  • Takes 45 frames to charge
  • Airborne on frames 5-50
  • Cannot hit crossup
  • Cancelable into super on first 5 active frames
  • Recovery frames listed refers to the whiffed version (31+16 recovery frames on hit
V-Trigger 1 Startup Active Recovery Hit
5 16 33+36 KD
Damage Stun Attack Block
50*45x2 (140) 60x3 (180) H -36
  • Cancel options: su
  • Fully invincible on frames 1-16
  • Cancelable into super on first 4 active frames
  • Airborne on frames 5-53
  • Blanka is in counterhit state during move duration, and takes 20% additional damage from the first hit (total of 144%)
  • Recovery frames listed refers to the whiffed version (31+21 recovery frames on hit
EX Vertical Rolling
EX Vertical Rolling
28KK
SFV Blanka 28KK.png
Normal
Normal Startup Active Recovery Hit
5 16 33+36 KD
Damage Stun Attack Block
50x3 (150) 100*50x2 (200) H -30
  • Cancel options: -
  • Fully invincible on frames 1-16
  • Takes 45 frames to charge
  • Airborne on frames 5-53
  • Cannot hit crossup except after EX Rolling Attack as a juggle
  • Blanka is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
  • Recovery frames listed refers to the whiffed version (31+21 recovery frames on hit
V-Trigger 1 Startup Active Recovery Hit
5 16 33+36 KD
Damage Stun Attack Block
50*45x2 (140) 60x3 (180) H -36
  • Cancel options: su
  • Fully invincible on frames 1-16
  • Cancelable into super on first 4 active frames
  • Airborne on frames 5-53
  • Blanka is in counterhit state during move duration, and takes 20% additional damage from the first hit (total of 144%)
  • Recovery frames listed refers to the whiffed version (31+21 recovery frames on hit
LP Wild Hunt
LP Wild Hunt
63214LP
Startup Active Recovery Hit
40 2 30 KD
Damage Stun Attack Block
170 200 T -
  • Cancel options: -
  • Crouching hurtbox on frames 12-15
  • Airborne on frames 16-37
MP Wild Hunt
MP Wild Hunt
63214MP
Startup Active Recovery Hit
43 2 30 KD
Damage Stun Attack Block
170 200 T -
  • Cancel options: -
  • Crouching hurtbox on frames 16-20
  • Airborne on frames 21-40
HP Wild Hunt
HP Wild Hunt
63214HP
Startup Active Recovery Hit
46 2 30 KD
Damage Stun Attack Block
170 200 T -
  • Cancel options: -
  • Crouching hurtbox on frames 14-20
  • Airborne on frames 21-43
EX Wild Hunt
EX Wild Hunt
63214PP
SFV Blanka 63214PP.png
Startup Active Recovery Hit
36 2 30 KD
Damage Stun Attack Block
190 200 T -
  • Cancel options: -
  • Projectile invincible on frames 3-36
  • Crouching hurtbox on frames 1-2
  • Airborne on frames 14-33
Electric Thunder
Electric Thunder
P (mash)
Normal Startup Active Recovery Hit
10 2(3)2(3)2(3)2(3)2 17 KD
Damage Stun Attack Block
80 150 H 4
  • Cancel options: su
  • Strike hitbox
  • Hitbox fully surrounds Blanka (but he hurtboxes extend past it, so it's easily punishable)
  • Can extend the duration of the active frames part by mashing punch more (extensions use the same pattern on active frames and gaps)
V-Trigger 1 Startup Active Recovery Hit
12 2(3)2(3)2(3)2(3)2(3)2 12 KD
Damage Stun Attack Block
100 200 H -2
  • Cancel options: su
  • Strike hitbox
  • Hitbox fully surrounds Blanka (even past the hurtbox, so this is hard to whiff punish)
  • Cannot extend the duration of the active frames part by mashing punch more (like you can normally outside V-Trigger 1)
  • Launches opponent on hit into a limited juggle state
  • Blanka steps forward during the startup frames
  • Can hit cross-up
  • Consumes 600 V-Gauge
EX Electric Thunder
EX Electric Thunder
PP (mash)
SFV Blanka PP (mash).png
Normal
SFV Blanka PP (mash) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
10 2(3)2(3)2(3)2(3)2 14 KD
Damage Stun Attack Block
120 200 H 6
  • Cancel options: vt1 vt2
  • Strike hitbox
  • Hitbox fully surrounds Blanka (first hit has much bigger hitboxes and range than the non-EX version)
  • After the first hit (2 active frames), all the subsequent hits have a much smaller hitbox horizontally forward (the hurtbox becomes easily punishable on the front-side of Blanka)
  • Can extend the duration of the active frames part by mashing punch more (extensions use the same pattern on active frames and gaps)
  • Launches opponents on hit into a limited juggle state
V-Trigger 1 Startup Active Recovery Hit
12 2(3)2(3)2(3)2(3)2(3)2 12 KD
Damage Stun Attack Block
100 200 H -2
  • Cancel options: su
  • Strike hitbox
  • Hitbox fully surrounds Blanka (even past the hurtbox, so this is hard to whiff punish)
  • Cannot extend the duration of the active frames part by mashing punch more (like you can normally outside V-Trigger 1)
  • Launches opponent on hit into a limited juggle state
  • Blanka steps forward during the startup frames
  • Can hit cross-up
  • Consumes 600 V-Gauge
  • Does not cost EX Meter

Critical Arts

Dynamic Rolling
Dynamic Rolling
236236P
Startup Active Recovery Hit
8 3(20)2 60 KD
Damage Stun Attack Block
340 0 H -37
  • Cancel options: -
  • Fully invincible on frames 1-10
  • Hard Knockdown
  • If the first hit whiffs Blanka goes for a second swing which does 120 damage and does not cancel into the super cutscene

Taunts

Taunt
Taunt
5PPPKKK
SFV Blanka 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -

V-System

V-Skill 1

Coward Crouch
Coward Crouch
MPMK (VS1)
SFV Blanka MPMK (VS1).png
Startup Active Recovery Hit
10 - 46(94) -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Low profile on frames 6-49 (frames 6-96 if you stay down as long as possible)
  • Upper body projectile invincible on frames 6-37 (frames 6-84 if you stay down as long as possible)
  • In a crouching and counter-hit state on frames 6-37 (frames 10-82 if you stay down as long as possible)
  • Cancels into V-Skill follow-ups (P/K) on frames 10-37 (frames 10-82 if you stay down as long as possible)
  • Suspect to counter-hit on frames 1-37 (frames 1-82 if you stay down as long as possible)
  • Crouching state and hurtbox after low profile frames are over until recovery is finished
  • Can hold down on the direction pad to extend the duration of Coward Crouch
Wild Lift
Wild Lift
MPMK (VS1) > P
SFV Blanka MPMK (VS1) P.png
Startup Active Recovery Hit
10+13 4 24 KD
Damage Stun Attack Block
60 100 H -8
  • Cancel options: sp vt1 vt2
  • Hit Confirm notes: *Specials on hit only
  • Launches the opponent into a free juggle state on hit
  • Low profile on frames 1-5 (frames 6-15 if you factor in the initial Coward Crouch)
  • Canceling into this follow-up makes Blanka immediately lose his upper-body projectile invincibility (so don't cancel into this while a fireball is still hovering above Blanka)
  • Builds 100/50 V-Gauge on Hit / Block
Raid Jump
Raid Jump
MPMK (VS1) > K
SFV Blanka MPMK (VS1) K.png
Startup Active Recovery Hit
10+19 - 4 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Low profile on frames 1-6 (frames 6-16 if you factor in the initial Coward Crouch)
  • Airborne on frame 7 (frame 17 if you factor in the initial Coward Crouch)
  • Air normal follow-ups possible on frames 19 and onward (frames 29 and onward if you factor in the initial Coward Crouch)
  • Startup framedata refers to the amount of frames before Blanka can perform an attack in air
  • The air normal used from this jump will build 50/25 V-Gauge on Hit / Block

V-Skill 2

Shout of Earth lvl 1
Shout of Earth lvl 1
MPMK (VS2)
SFV Blanka MPMK (VS2).png
Startup Active Recovery Hit
36 7 27 KD
Damage Stun Attack Block
80 100 H -4
  • Cancel options: -
  • 1 hit of projectile durability
  • Allows limited juggles afterwards
  • Builds 60 / 30 V-Gauge on Hit / Block
Shout of Earth lvl 2 (hold)
Shout of Earth lvl 2 (hold)
MPMK (VS2) (hold)
SFV Blanka MPMK (VS2) (hold).png
Startup Active Recovery Hit
96 7 27 KD
Damage Stun Attack Block
100 150 H 4
  • Cancel options: -
  • Can be canceled into dash after 21 frames of startup
  • The level 2 version requires charging V-Skill for a minimum of 51 frames
  • After charging for a minimum of 51 frames, Blanka can cancel the animation with a forward or back dash to store the level 2 V-Skill for later use
  • Holding V-Skill for the full duration automatically starts up the level 2 version of V-Skill
  • 1 hit of projectile durability
  • Allows limited juggles afterwards
  • Builds 80 / 40 V-Gauge on Hit / Block
Shout of Earth lvl 2 (release)
Shout of Earth lvl 2 (release)
MPMK (VS2) (release)
Startup Active Recovery Hit
23 7 27 KD
Damage Stun Attack Block
100 150 H 4
  • Cancel options: -
  • This level 2 version of V-Skill requires charging V-Skill for a minimum of 51 frames
  • 1 hit of projectile durability
  • Allows limited juggles afterwards
  • Builds 80 / 40 V-Gauge on Hit / Block
Shout of Earth (charge)
Shout of Earth (charge)
MPMK (VS2) (charge)
SFV Blanka MPMK (VS2) (charge).png
Startup Active Recovery Hit
51 - 16(24) -
Damage Stun Attack Block
- - - -
  • Cancel options: dash
  • The startup frames refer to the amount of frames required to charge in order for Blanka to store up a level 2 V-Skill
  • The recovery frames refer to Blanka's forward and back dashes that he needs to use to charge and store up level 2 V-Skill for later use

V-Trigger 1

Jungle Dynamo
Jungle Dynamo
HPHK (VT1)
SFV Blanka HPHK (VT1).png
Startup Active Recovery Hit
1 - 6 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 2000 frames
  • Improves the properties of all the Blanka Ball specials (Rolling / Vertical / Rainbow) as well as his Electric Thunder special while V-Trigger is active
  • All versions of special moves become identical regardless of button strength and cost no EX meter
  • Also gives Blanka access to a new special move (Ground Shave Rolling) while V-Trigger is active
Ground Shave Rolling
Ground Shave Rolling
HPHK
SFV Blanka HPHK.png
Startup Active Recovery Hit
6*33 7(20)5*6*6*7 25 KD
Damage Stun Attack Block
30*25x4 (130) 40x5 (200) H -8
  • Cancel options: su
  • Projectile invincible on frames 5 and onward until active frames are over
  • Airborne on frames 5-29
  • 30 less damage and 50 less stun if the initial launching hit does not connect
  • 30 more damage and 50 more stun (total: 180 damage / 300 stun) if juggled in the corner (opponents gets hit by the tiny hitbox around Blanka while he is charging up the spin before release)
  • KDA varies greatly depending how the move hits and how late / early the follow-up spinning attack is juggled into and various other factors
  • Cannot hit cross-up
Ground Shave Rolling (hold)
Ground Shave Rolling (hold)
HPHK (hold)
Startup Active Recovery Hit
6*32*92 7(19)60*12*5*5*5*5*5 10 KD
Damage Stun Attack Block
30*30x5*50 (230) 50*50x6 (360) H 22(GB)
  • Cancel options: su
  • Last hit guard breaks when fully charged for +22 advantage
  • Projectile invincible on frames 5 and onward until active frames are over
  • Airborne on frames 5-29
  • The damage / stun numbers do not include the initial launching hit (since this hold version cannot combo from that)
  • There is a tiny active hitbox on Blanka while he is charging up the roll on frames 32-91 (60 active frames) and then another hitbox on frames 92-103 (12 active frames)
  • Doesn't start rolling forward until on frame 107 (there are 2 hits with tiny hitboxes that play out before Blanka starts rolling forward which is why this move usually only does 170 damage and 250 stun)
  • The damage and stun numbers listed is the theoretical damage if all hits after the first launching one are to connect (highly unlikely to ever happen)
  • KDA varies greatly depending how the move hits and how late / early the follow-up spinning attack is juggled into and various other factors
  • Cannot hit cross-up
Ground Shave Rolling (release)
Ground Shave Rolling (release)
HPHK (release)
Startup Active Recovery Hit
3 5*6*6*7 25 KD
Damage Stun Attack Block
25x4 (100) 40x4 (160) H -8
  • Cancel options: su
  • This framedata refers to to the framedata of the rolling forward attack when released half-way while Blanka is still charging up for the 'Hold' version
  • Projectile invincible on frames 1-26
  • KDA varies greatly depending how the move hits and how late / early the follow-up spinning attack is juggled into and various other factors
  • Cannot hit cross-up

V-Trigger 2

Lightning Beast
Lightning Beast
HPHK (VT2)
SFV Blanka HPHK (VT2).png
Startup Active Recovery Hit
1 - 6 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 3 bar V-Trigger
  • Duration of 2000 frames (~33 seconds)
  • Can cancel into a new move (Rolling Cannon) from any Blanka Ball specials (Rolling / Vertical / Rainbow) on hit or block while V-Trigger is active
Rolling Cannon
Rolling Cannon
HPHK
SFV Blanka HPHK.png
Startup Active Recovery Hit
3(13) 20 9(14) KD
Damage Stun Attack Block
50 80 H -
  • Cancel options: -
  • 8-way directional airborne rolling attack
  • Not an Overhead
  • Can be performed from any Blanka Ball special (Rolling / Vertical / Rainbow) on hit or block
  • Can performed a maximum of 3 times in a row before landing (landing resets the 3x limit)
  • Frame advantage on hit or block and KDA varies greatly depending on which version is used / after what move it's canceled into / height / angle / etc
  • Startup frames in the parentheses (13) refers to the version used when canceling into this after any Vertical Rolling (Otherwise it's only 3-frame startup when canceling from the other Blanka Ball specials)
  • Recovery frames in the parentheses (14) refers to the landing recovery frames when using any version of his move that travels backwards (up-back / back / down-back)
  • Can hit cross-up
  • The first roll spends 1000 V-Timer (50% of V-Timer) and subsequent ones (2nd and 3rd) spend 150 V-Timer (7.5% of V-Timer)
Rolling Cannon from LP Roll
Rolling Cannon from LP Roll
46LP > 3HPHK
Startup Active Recovery Hit
9+3 20 9(14) KD
Damage Stun Attack Block
50 80 H 1(2)
  • Cancel options: -
  • Usually +1 on block (but 0 on block if done point blank)
  • Read the notes on the Rolling Cannon move itself for more information
Rolling Cannon from MP Roll
Rolling Cannon from MP Roll
46HP > 3HPHK
Startup Active Recovery Hit
9+3 20 9(14) KD
Damage Stun Attack Block
50 80 H -2
  • Cancel options: -
  • Read the notes on the Rolling Cannon move itself for more information
Rolling Cannon from EX Roll
Rolling Cannon from EX Roll
46PP > 3HPHK
Startup Active Recovery Hit
8+3 20 9(14) KD
Damage Stun Attack Block
50 80 H 1(2)
  • Cancel options: -
  • Usually +2 on block (but +1 on block if done point blank)
  • Read the notes on the Rolling Cannon move itself for more information

V-Shift

V-Shift
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Shifts back 1.21 range
  • Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
  • Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
  • Throw invincible on frames 1-16 on an empty / raw V-Shift
  • Counter-Hit state on frames 10-31 on an empty / raw V-Shift
  • Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
  • Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
  • If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit

V-Shift Break

Anaconda's Maw
Anaconda's Maw
MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Quick Rolling
Quick Rolling
6PPP
SFV Blanka 6PPP.png
Startup Active Recovery Hit
17 3 23 KD
Damage Stun Attack Block
60 - H -2
  • Cancel options: -
  • Strike and projectile invincible on frames 1-30


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