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| {{AttackDataCargo-SF6/Query|blanka_5lp}} | | {{AttackDataCargo-SF6/Query|blanka_5lp}} |
| Excellent reach for a 5-frame light attack. Useful to link in combos and as a low-risk low-reward poke. | | * '''Cancel Hitconfirm Window:''' 13f |
| | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|E|0}} oB |
| | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB |
| | * '''Coward Crouch cancel advantage:''' {{sf6-adv|M|-3}} oH / {{sf6-adv|VM|-9}} oB |
| | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-18}} oB |
| | <br> |
| | Excellent reach for a 5-frame light attack. Cannot be chained into or linked out of, but it is useful for special cancels. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|blanka_5mp}} | | {{AttackDataCargo-SF6/Query|blanka_5mp}} |
| | * '''Cancel Hitconfirm Window:''' 15f (Super) |
| | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|P|+3}} oB |
| | <br> |
| 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. | | 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. |
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| {{AttackDataCargo-SF6/Query|blanka_5hp}} | | {{AttackDataCargo-SF6/Query|blanka_5hp}} |
| * 5f extra recovery on whiff; 5f worse advantage on Parry than on block | | * 5f extra recovery on whiff; 5f worse advantage on Parry than on block |
| | * Forces stand; active frames 6-7 only hit airborne opponents |
| * '''Cancel Hitconfirm Window:''' 16f | | * '''Cancel Hitconfirm Window:''' 16f |
| | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+11}} oB |
| | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+16}} oH / {{sf6-adv|VP|+10}} oB |
| | * '''Coward Crouch cancel advantage:''' {{sf6-adv|VP|+8}} oH / {{sf6-adv|P|+2}} oB |
| | * '''Forward Hop cancel advantage:''' {{sf6-adv|M|-1}} oH / {{sf6-adv|VM|-7}} oB |
| <br> | | <br> |
| Essential combo tool up close. Combos into a 2PP~P launch 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. While Blanka swings his arms upward, the large hurtbox makes it weak as an anti-air against most jump-in attacks. | | Essential combo tool up close. The high hitstun allows a combo into a 2PP~P launch for optimal punishes. Cancels into SA2 and Drive Rush also give powerful extensions. In neutral, it is too slow and stubby to use consistently as a poke. While Blanka swings his arms upward, the large hurtbox makes it weak as an anti-air against most jump-in attacks. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|blanka_5lk}} | | {{AttackDataCargo-SF6/Query|blanka_5lk}} |
| | * Chains into 5LK/2LP/2LK |
| | * '''Cancel Hitconfirm Window:''' 14f |
| | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|M|-1}} oB |
| | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-2}} oB |
| | * '''Coward Crouch cancel advantage:''' {{sf6-adv|M|-3}} oH / {{sf6-adv|VM|-10}} oB |
| | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-19}} oB |
| | <br> |
| 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. | | 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. |
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| {{AttackDataCargo-SF6/Query|blanka_5mk}} | | {{AttackDataCargo-SF6/Query|blanka_5mk}} |
| 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. | | * 3f extra recovery on whiff |
| | * '''Cancel Hitconfirm Window:''' 15f |
| | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+8}} oB |
| | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+7}} oB |
| | * '''Coward Crouch cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB |
| | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-4}} oH / {{sf6-adv|VM|-10}} oB |
| | <br> |
| | 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. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|blanka_5hk}} | | {{AttackDataCargo-SF6/Query|blanka_5hk}} |
| Highly risky but highly rewarding anti-air tool. On a counterhit in the air, Blanka can combo into numerous options 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. | | * 3f less recovery on block |
| | * Forces stand |
| | * Active frames 7-9 can anti-air cross-ups (unlike most AAs) |
| | * Counter-hit/Punish Counter puts airborne opponents into limited juggle state (high float) |
| | <br> |
| | Highly rewarding anti-air tool, especially if it lands as a counter-hit or punish counter (even after an anti-air trade). The high juggle state gives Blanka numerous options for follow-up damage. While the vertical hitbox is excellent, it can be slightly tricky to time against opponents that can alter their air trajectory, leaving Blanka open for a punish as the move recovers. |
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| | The high active frame count makes 5HK an excellent meaty option if well-timed. In Punish or Drive Rush routes, it can link directly to 5HP for optimal damage and oki. |
| }} | | }} |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|blanka_2lp}} | | {{AttackDataCargo-SF6/Query|blanka_2lp}} |
| 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. | | * Chains into 5LK/2LP/2LK |
| | * '''Cancel Hitconfirm Window:''' 13f |
| | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB |
| | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-2}} oB |
| | * '''Coward Crouch cancel advantage:''' {{sf6-adv|VM|-4}} oH / {{sf6-adv|VM|-10}} oB |
| | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-13}} oH / {{sf6-adv|VM|-19}} oB |
| | <br> |
| | Excellent reach for a light attack, and the longest range of Blanka's light normals. Unlike 5LP, it can chain into itself for pressure and hit-confirms. The startup is slow for a light (comparable to many characters' medium buttons) but the fast recovery keeps it safe from whiff punishment. |
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| {{AttackDataCargo-SF6/Query|blanka_2mp}} | | {{AttackDataCargo-SF6/Query|blanka_2mp}} |
| 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). | | * Can anti-air on active frames 4-5 but cannot hit cross-up |
| | * '''Cancel Hitconfirm Window:''' 19f |
| | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+6}} oB |
| | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|VP|+5}} oB |
| | * '''Coward Crouch cancel advantage:''' {{sf6-adv|P|+1}} oH / {{sf6-adv|M|-3}} oB |
| | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-8}} oH / {{sf6-adv|VM|-12}} oB |
| | <br> |
| | Primary poking tool for Blanka, thanks to its excellent reach, active frames, and consistent conversions into Blanka Ball. When spaced out in neutral, it can connect as late as the 3rd active frame; this increases its hit/block advantage by up to 2f, but also makes the cancel hitconfirm window 2f more difficult. It has limited utility in combo routes, but may occasionally be useful in situations where 5HP won't reach and 5HK is too far to allow a follow-up. |
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| | 2MP can work situationally as an anti-air, but is rarely the best option at any given range. |
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| {{AttackDataCargo-SF6/Query|blanka_2hp}} | | {{AttackDataCargo-SF6/Query|blanka_2hp}} |
| 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. | | * Punish Counter: HKD +80 (puts airborne opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]]) |
| | * 1f extra recovery on block |
| | * Forces stand |
| | <br> |
| | Enormous reach for a normal attack, and one of Blanka's farthest-reaching neutral options. Great for harassing the opponent's Drive gauge, especially when they are on the lookout to Perfect Parry a Blanka Ball. Can be fairly easily counterpoked and whiff punished due to the slow startup and long recovery time, so it should be used sparingly. |
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| | On Punish Counter, it knocks the opponent to the other end of the screen; this doesn't allow a follow-up juggle, but gives Blanka great screen position. After a whiff punish, closet the gap with MP Blanka Ball for follow-up oki, or set up a Blanka-chan doll. |
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| {{AttackDataCargo-SF6/Query|blanka_2lk}} | | {{AttackDataCargo-SF6/Query|blanka_2lk}} |
| 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. | | * Chains into 5LK/2LP/2LK |
| | <br> |
| | Blanka's fastest low, typically making it good for pressure. Chaining into 2LP unfortunately leaves a large blockstring gap that the opponent can mash out of, so it should be chained into 5LK first to restrict the opponent's options. |
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| {{AttackDataCargo-SF6/Query|blanka_2mk}} | | {{AttackDataCargo-SF6/Query|blanka_2mk}} |
| 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) | | * '''Cancel Hitconfirm Window:''' 13f |
| | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+4}} oB |
| | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|P|+3}} oB |
| | * '''Coward Crouch cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|VM|-5}} oB |
| | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-4}} oH / {{sf6-adv|VM|-14}} oB |
| | <br> |
| | 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, though a bit stubby compared to his other medium buttons. It has similar range to other 2MKs like Ryu or Chun-Li, but because Blanka has a wider hurtbox he can easily get outpoked near its max range. |
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| | Up close, it has enough frame advantage to link directly into 5LP, allowing for meterless combo conversions. When used out of Drive Rush, the +4 frame advantage boost keeps 2MK safe on block while allowing a link to 2MP even at longer ranges. It can also just cancel into specials directly, particularly Blanka Ball or Electric Thunder. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|blanka_2hk}} | | {{AttackDataCargo-SF6/Query|blanka_2hk}} |
| 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. | | * Counter-hit/Punish Counter: HKD +46 |
| | * Has juggle potential (no longer a HKD when juggled into) |
| | <br> |
| | Blanka's traditional sweep with fairly long range and a convenient Hard Knockdown on hit. Has a lot of recovery, above-average startup and is unsafe on block, so it should be used either as a whiff punish or against characters with poor ranged punish options. |
| }} | | }} |
| <br> | | <br> |