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* When active, Blanka can cancel into [4]6P, j.[4]6P, and [2]8K without charge | * When active, Blanka can cancel into [4]6P, j.[4]6P, and [2]8K without charge | ||
<br> | <br> | ||
After performing gives Blanka access to [[#Rolling_Cannon_(Direction+P)|Rolling Cannon]] | After performing gives Blanka access to [[#Rolling_Cannon_(Direction+P)|Rolling Cannon]]. Empowers all of Blanka's lightning based moves with more damage and gives some additional properties to boot: | ||
* Shout of Earth becomes a full-screen super and hits behind Blanka as well. | |||
* All Rolling Attacks are electric and will activate a Blanka Doll. | |||
* All Rolling Attacks can be cancelled into Rolling Cannon up to 3 times while airborne. | |||
One of the best supers in the game and a character defining install. All of Blanka's BNBs see a potential increase in damage/corner carry, and he gets access to many new possible routes such as extensive anti-air combos, cross-up blockstring sequences, and more. Learning to utilize this will elevate your Blanka from annoying to horrifying. | |||
}} | }} | ||
Revision as of 22:08, 12 July 2023
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Early game information
This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the SF6 Resource Hub for more info on editing and other ways you can potentially help with this resource. |
Introduction
A kindhearted defender of nature, Blanka has become an adventure tour guide, confident his intimate knowledge of the jungle will serve as a springboard to fame—and a comfortable life for his beloved mother.
Blanka is a character that focuses on aggressive mobility and a variety of confusing mind games, supplemented by setplay at midscreen or in the corner. Many of Blanka's tools either allow him to advance quickly or force the opponent to guess at what he's going to do next, which he can use to his advantage by overwhelming them with options.
One of the biggest tools that Blanka uses for this gameplan is his Horizontal Rolling Attack special move, often called the Blanka Ball. It travels very quickly and very far, with the heavy version traveling full screen and being difficult to punish in many circumstances. He also has a diving aerial variant in the Aerial Rolling Attack, an anti-air version with the Vertical Rolling Attack, and one that travels in a controllable arc from the ground to the air and back down again with the Backstep Rolling Attack. He also has Surprise Hop, a command dash that allows him to quickly advance forward or backward, on top of a very fast forward dash, and can use Wild Hunt to close the gap when an opponent is expecting to block or parry a Blanka Ball and punish them for it.
All of these moves are supplemented by other unorthodox or shocking maneuvers once Blanka has the opponent scared of what he might do next and manages to get in. Electric Thunder is often used to get confirms when Blanka doesn't have the charge for Blanka Ball, but allows him a fair bit of flexibility on hit and is a powerful launcher when the Overdrive version is used. Many of his normals are also fairly strong for pokes and pressure, such as his light punches and kicks, his 5MP, his 2MP, and his 2MK, and if he can land a Punish Counter, then he can use Coward Crouch to set up for a launcher that does a lot of damage. Blanka becomes especially scary in the corner, though, as he can set up a Blanka-chan Bomb and then throw in an Electric Thunder to activate it for some setplay. Even if he's pushed out, he can rely on a little patience and careful use of surprise maneuvers like Blanka Ball fakeouts, Drive Rush 3HP, Surprise Hop, or Wild Hunt to get back in.
Another notable tool in Blanka's kit is his Level 2 Super Art, Lightning Beast. When activated, it allows him to use Rolling Cannon as follow-ups to his Horizontal, Aerial, Vertical, or Backstep Rolling Attacks, in addition to giving them a lightning aura that makes them a little stronger and lets him activate Blanka-chan Bombs by using one of these moves to pass over them. Rolling Cannon ups his pressure game significantly while Lightning Beast is active, and if set up properly with an Overdrive Electric Thunder or a Coward Crouch launch, Lightning Beast can convert a stray hit from Blanka into huge damage.
In return for all of this, Blanka has to weigh his options carefully when going in for the attack, as the high reward for a fair number of his moves is balanced out by how punishable they are if they're evaded, blocked, or otherwise called out. It can also take some doing to get his combos going at midscreen or otherwise, since a lot of his more intricate combos need a launch from Coward Crouch, Overdrive Electric Thunder, and/or meter for Lightning Beast on hand. If you enjoy bewildering your opponents with risky but rewarding offensive plays and a variety of options, heed the call of the wild and howl with Blanka.
Pick if you like: | Avoid if you dislike: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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Players to Watch
- MenaRD - (https://twitter.com/_MenaRD__)
- Wolfgang - (https://twitter.com/WolfgangXO)
Blanka | |
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Vitals | |
Life Points | 10000 |
Ground Movement | |
Forward Walk Speed | 0.047 |
Backward Walk Speed | 0.032 |
Forward Dash Speed | 19 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.578 |
Backward Dash Distance | 1.169 |
Drive Rush Min. Distance (Throw) | 0.476 |
Drive Rush Min. Distance (Block) | 2.082 |
Drive Rush Max Distance | 2.867 |
Jumping | |
Jump Speed | 4+38+3 |
Jump Apex | 2.115 |
Forward Jump Distance | 1.90 |
Backward Jump Distance | 1.52 |
Throws | |
Throw Range | 0.9 |
Throw Hurtbox | 0.43 |
Frame Data Glossary - SF6 | |
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Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
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Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
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Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover 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, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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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.
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IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
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Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 10 | Sp SA | 300 | LH | +3 | -3 |
Excellent reach for a 5-frame light attack. Useful to link in combos and as a low-risk low-reward poke.
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 3 | 15 | SA | 700 | LH | +3 | -4 |
One of Blanka's longest-reaching pokes. Does not special cancel, limiting its utility and increasing its risk against DI, but can be super canceled.
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 7 | 17(22) | Sp SA | 800 | LH | +3 | -3 |
Essential combo tool up close. Combos into 2PPxP for optimal punishes and can be Special-canceled to allow for SA2 and Drive Rush extensions. Otherwise, it is too slow and stubby to use as a poke or anti-air.
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 4 | 7 | Chn Sp SA | 300 | LH | +5 | -2 |
Blanka's only 4-frame normal, essential for defensive situations. Chains into 2LP and 5LP to hit-confirm into a knockdown. Also a good way to start pressure when using light attacks thanks to its above-average amount of active frames for a light.
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 3 | 17(20) | Sp SA | 600 | LH | +4 | -2 |
A solid poke thanks to its longer-than-usual reach. Very minimal pushback on hits makes converting into Electric Thunder (214P) very consistent. Comboing into Blanka ball or Upball requires an above average layer of execution via charge buffering since you cannot be holding a direction while pressing 5MK. Has relatively long recovery.
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 9 | 18(15) | - | 800 | LH | +6 | -4 |
Highly risky but highly rewarding anti-air tool. On a counterhit in the air, Blanka can combo into 2PPxP, 3HP, and [2]8K for excellent damage off of an anti-air. However, it is relatively tricky to time and can be risky to whiff against opponents baiting out anti-airs in any way. Can also enable optimal Drive Rush combo extensions as it combos into 5HP with the additional advantage on hit.
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 3 | 8 | Chn Sp SA | 300 | LH | +5 | -2 |
Excellent reach for a light attack which can chain into itself (unlike 5LP), making it a staple for pressure and hit-confirms. Quite slow for a light at 6f but serves as a solid poke thanks to its range and short recovery.
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 5 | 16 | Sp SA | 600 | LH | -1 | -5 |
Primary poking tool for Blanka, thanks to its excellent reach, active frames, and consistent conversion ability into Blanka ball. Also a good combo tool in situations where you have enough advantage to link 2MP (such as when canceling into SA2).
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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15 | 5 | 20(21) | - | 800 | LH | 0 | -5 |
Enormous reach for a normal attack, and one of Blanka's longest tools in neutral. Extremely slow startup and recovery frames mean this is fairly easy to counterpoke and whiff punish if not spaced well enough (ideally so just Blanka's fist connects with the opponent) - and you should still use this sparingly. On a Punish Counter, it knocks the opponent away to the other end of the screen, not allowing for follow-ups but giving Blanka a lot of breathing room. Use [4]6MP to get in and apply pressure.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 2 | 10 | Chn | 200 | L | +3 | -3 |
Blanka's fastest low, typically making it good for pressure. However, it is more limited due to leaving a mashable gap if chained into 2LP, often forcing blanka to chain into another 2LK or 5LP, restricting pressure options.
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 3 | 16(18) | Sp SA | 500 | L | +5 | -5 |
One of Blanka's Primary midrange pokes along with 2MP, 5MP, and his light attacks. A safe, low poke thanks to its fairly quick recovery and small hurtbox, although relatively short compared to his other medium attacks. Can link into 5LP for a hit-confirm from up close, or just cancel into specials directly (namely Blanka Ball and Electric Thunder)
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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11 | 4 | 23 | - | 900 | L | HKD +25 | -12 |
Blanka's Sweep. A very long reaching low that provides a convenient hard knockdown on hit. Has a lot of recovery, above-average startup and is unsafe on block, meaning you should be really careful when using this as a poke.
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 5 | 3 land | - | 300 | H | +3(+9) | -1(+5) |
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 7 | 3 land | Sp | 700 | H | +5(+11) | +1(+7) |
Good air to air thanks to its speed and long active frames. Has good use in combos due to its high juggle potential, mainly comboing into Air Blanka Ball after EX Blanka Ball
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 4 | 3 land | - | 800 | H | +5(+15) | +1(+11) |
8j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 3 | 3 land | - | 800 | H | +10(+15) | +6(+11) |
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 6 | 3 land | - | 300 | H | +5(+9) | +1(+5) |
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 6 | 3 land | - | 500 | H | +7(+13) | +3(+9) |
Your main jumping crossup, good after some knockdowns or getting in on opponents if 2PP+K wasn't interrupted at close range.
j.HK
Command Normals
6MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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20 | 2,1 | 20 | - | 300x2 | H,H | +3 | -3 |
Overhead command normal, plus on hit but only enables combo extensions on a counterhit, punish counter, or with drive rush. Otherwise it's a way to desperately finish off opponents who are not expecting it.
6MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 3(7)2 | 18 | - | 300x2 | LH | +6 | -2 |
Blanka goofily advances forward with two knee attacks. Mainly used as a combo tool due to enabling links into 2LP and 5LP without any conditions. Has a niche use as a Drive Rush meaty (+3 on block) from further ranges.
4MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 6 | 12 | Sp SA | 600 | LH | +8 | +2 |
Blanka's only normal that is plus on block without Drive Rush. Thanks to its excellent active frames and advantage on hit, it is his best meaty option, even moreso with drive rush. Combos into 2MK on normal hit, 2MP or 5HP on counterhit (or when it hits more meaty), and can frametrap into lights. Has limited range on crouchers, often making it impossible to link another 4MK after a meaty 4MK from Drive Rush. Also a solid anti-air when you quickly react to a jump in thanks to its reach and consistency.
6HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 4 | 28(31) | 2PP* | 1100 | LH | KD +20(+23) | -15(-12) |
One of Blanka's longest-reaching normals, with enough horizontal and vertical reach at the same time. Knocks down on hit, and crumples on a punish counter, making it Blanka's ideal starter for DP punishes and a high-risk high-reward whiff-punish tool in neutral. Has incredibly long startup and is highly unsafe on block, so you should only use it if you have a good reason to do so.
3HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 10 | 22 | - | 1000 | L | KD +29(+38) | -18(-9) |
Blanka's longest-reaching normal hits low and knocks down like a sweep. Its main particular utility is being one of Blanka's dedicated tools against fireballs, as it is capable of going under them due to shrinking his body. Due to its slow startup, you will often have to use this pre-emptively, and due to being highly unsafe, it is a tool to be used cautiously. Also useful as a combo ender thanks to having a high juggle value, and leaving the opponent close after a knockdown to run pressure.
Target Combos
Blanka has no target combos
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +30 | - |
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +27 | - |
Air Throw (LPLK Air)
Drive System
Drive Impact (HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
See Drive Impact
When cancelled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- -
- Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
See Drive Reversal
- Full Invuln: 1-22f; Armor Break
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry
- Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
- Perfect Parry vs. projectiles puts you into a fixed 11f recovery
Drive Rush (66)
No results
See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.
- Notable Drive Rush cancel combo routes:
- Notable Drive Rush cancel blockstring gaps:
Special Moves
Electric Thunder (214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 2(3)2(3)2~ | 15(17) | SA3 | 800 [900] | LH | KD +39 | -3 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 2(3)2(3)2~ | 15(17) | SA2 SA3 | 400,600 [500,600] | LH | KD +40 | +4 |
- Can hold button for more hits on whiff only
- Slight damage boost if Blanka is empowered by Lightning Beast
Blanka's primary hit-confirm without charge for Blanka Ball. On a hit, Blanka can use his Forward Hop to close the gap and start his offense. When blocked, Blanka is only -3 and a decent distance away, leaving him completely safe. The main disadvantage of Electric Thunder is its short reach - it is prone to simply if canceled into from the edges of Blanka's pokes. As such, it is best used when attempting to call out dashes and button presses from up close. It is important to note that it is prone to be countered with a Drive Impact, so you should be aware of potential gaps when chained into during blockstrings.
The EX version is much better overall. On a hit, Blanka will follow up with a second hit that adds great damage and knocks them further away. On block, it leaves Blanka at a +4 advantage while closing the distance, making it a staple in his up-close pressure. It can be canceled into Blanka's Lightning Beast super art, allowing him to instantly start oppressive pressure and extend into a full combo on hit. The EX also has more reach, enough to consistently confirm from even the edges of Blanka's main pokes, such as 2MP and 2MK.
Rolling Attack ([4]6P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 11 | 3+8 land (32+10 land oB) (41+6 land oH) |
SA3 | 1000 | LH | KD +13 | -23 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 19 | 3+8 land (32+10 land oB) (41+6 land oH) |
SA3 | 1200 | LH | KD +14 | -23 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
22 | 20 | 2+23 land (28+6 land oB) (30+6 land oH) |
SA3 | 1300 | LH | KD +19 | -15 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 22 | 2+15 land (21+5 land oB) (12+15 land oH) |
SA2 SA3 | 800 | LH | KD +57 | -7 |
- slight damage boost and frame data change if Blanka is empowered by Lightning Beast. Values for it are denoted with [].
The infamous horizontal Blanka Ball is a character-defining move. The heavier the version, the faster and longer Blanka travels. In neutral, it is a crucial tool to assert Blanka's screen presence against non-fireball characters, allowing Blanka to play mindgames and quickly close the gap from any distance. The key is to mix up the distances at which you use Blanka Ball and use different versions to bait reactions, such as Drive Parry and Anti Air uppercuts. Medium Blanka Ball is also a fundamental combo ender to get a knockdown from further away (when you are too far to land Electric Thunder). However, this move is not without its flaws, and understanding their implications is crucial. First, the Light and Medium versions are very unsafe on the block, so they can be potentially punished by characters with long-reaching moves or fast Drive Rush movements. Second, Blanka Ball can be interrupted by special moves that are invulnerable to air attacks, such as Ryu's Shoryuken - with good reactions needed. Finally, Blanka Balls lose completely to projectiles, often forcing Blanka to play much more patiently against characters with such tools.
The OD version of Blanka Ball travels full screen faster than the Heavy version, and launches the opponent into the air on hit, allowing for follow-ups such as j.MP into [[#Aerial_Rolling_Attack_(j.[4]6P)|Air Blanka Ball]]. This version of the move is also the hardest to punish on block thanks to being the safest and pulling Blanka away very quickly.
Aerial Rolling Attack (j.[4]6P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | until land | 17 land | - | 1000 | LH | KD +38(+45) | -9(-2) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | until land | 15 land | - | 600x2 | LH | KD +29(+30) | -3(+3) |
slight damage boost if Blanka is empowered by Lightning Beast
Vertical Rolling Attack ([2]8K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 19 | 31+17 land (34+10 land oB) (39+7 land oH) |
- | 1200 | LH | KD +35 | -27 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 19 | 31+17 land (34+10 land oB) (39+7 land oH) |
- | 1300 | LH | KD +42 | -27 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 19 | 31+17 land (34+10 land oB) (39+7 land oH) |
- | 1400 | LH | KD +42 | -27 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 8(2)6 | 31+17 land (34+23 land oB) (44+7 land oH) |
- | 800x2 | LH | KD +28 | -40 |
- Full Invuln: 1-7f, Airborne ?-?f
slight damage boost and frame data change if Blanka is empowered by Lightning Beast. Values for it denoted with []
Backstep Rolling Attack (63214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
41 | 24 | 5 land | - | 1000 | LH | +8(+14) | +2(+8) |
- Airborne 8-64f (Forced Knockdown state); can hit crossup
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
41 | 27 | 5 land | - | 1000 | LH | +7(+14) | +1(+8) |
- Airborne 8-64f (Forced Knockdown state); can hit crossup
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
41 | 29 | 5 land | - | 1000 | LH | +7(+13) | +3(+9) |
- Airborne 8-69f (Forced Knockdown state); can hit crossup
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8(41) | 5(28)21(1)4 | 4 land | SA2 SA3 (1st) | 300,350x2 | LH,LH,LH | +10(+13) / KD +55 | +6(+9) |
- Airborne 8-66f (Forced Knockdown state); can hit crossup
Backstep Roll can be steered forward or backwards to create an ambiguous left/right mixup; the forward momentum is faster than backward when steering.
Wild Hunt (236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
34 | 3 | 57 | - | 1600 (1840) | T | HKD +35 | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
39 | 3 | 57 | - | 1700 (1955) | T | HKD +35 | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
43 | 3 | 57 | - | 1800 (2070) | T | HKD +35 | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
32 | 3 | 57 | - | 2000 (2300) | T | HKD +64 | - |
Blanka-chan Bomb (22P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
39+35 | [1000] | 11 | - | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
36 | - | - | - | 800 | LH | KD | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
36 | - | - | - | 400x3 | LH | KD | - |
The primary setplay enabler. There are numerous uses for setting up Blanka Doll, but the most notorious case use is forcing an opponent to block in the corner or face devastating damage from small hits. Getting the opponent to the corner and safely setting up a doll is one of your key objectives in a match.
Coward Crouch (2PP)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | [1~102] | 28 | - | - | - | - | - |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18+8 | 7 | 31 | - | 600 | LH | KD +55 | -21 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18~ | - | 12(3) land | - | - | - | - | - |
NOTE: Coward Crouch will low profile his hurtbox on frame 9.
Surprise Hop (6KKK/4KKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
27(30) total | - | - | - | - | - | - | - |
- Throw Invuln: 12-22f; [] refers to 6KKK from Coward Crouch
- Distance: 230.945
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
32(35) total | - | - | - | - | - | - | - |
- Airborne 11-21f (Forced Knockdown state); [] refers to 4KKK from Coward Crouch
- Distance: 186.108
Super Arts
Level 1 Super (236236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 9 | 62 | - | 2000 [2200] | LH | KD +15 | -29 |
- Strike/Throw Invuln: 1-9f; Armor Break
- Depletes 1/2 Drive bar from opponent on hit
Full screen and slight damage boost if Blanka is empowered by Lightning Beast
Level 2 Super (214214P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | [1500 total] | 9 | - | - | - | - | - |
- When active, Blanka can cancel into [4]6P, j.[4]6P, and [2]8K without charge
After performing gives Blanka access to Rolling Cannon. Empowers all of Blanka's lightning based moves with more damage and gives some additional properties to boot:
- Shout of Earth becomes a full-screen super and hits behind Blanka as well.
- All Rolling Attacks are electric and will activate a Blanka Doll.
- All Rolling Attacks can be cancelled into Rolling Cannon up to 3 times while airborne.
One of the best supers in the game and a character defining install. All of Blanka's BNBs see a potential increase in damage/corner carry, and he gets access to many new possible routes such as extensive anti-air combos, cross-up blockstring sequences, and more. Learning to utilize this will elevate your Blanka from annoying to horrifying.
Rolling Cannon (Direction+P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
3 | 25 | 7(9) land | Sp* | 400 | LH | KD~ | - |
- Depletes a small amount of Drive bar from opponent on hit
Lets you extend combos and create tricky pressure for as long as Install is active.
Level 3 Super (236236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 61 | - | 4000 | LH | HKD +50 | -46 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 61 | - | 4500 | LH | HKD +14 | -46 |
- Full Invuln: 1-12f; Armor Break
- Depletes 1.5 Drive bars from opponent on hit
A very easy to use super as many of Blanka's standard routes link into this without issue. Great for your highest damage combos, but ideally you'll end up utilizing SA2 enough to rarely see use this Super.
Taunts
Neutral Taunt (5PPPKKK)
"Peekaboo!"
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
145 (total) | - | - | - | - | - | - | - |
Forward Taunt (6PPPKKK)
"Ha ha... uhuhuhuhuh"
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
150 (total) | - | - | - | - | - | - | - |
Back Taunt (4PPPKKK)
*Starts juggling*
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
188 | - | 45 | - | - | - | - | - |
- Startup refers to time until 1 Blanka-chan is replenished
- 233f total animation
- Fun fact: he is humming his SF2 theme while juggling!