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| * '''Coward Crouch cancel advantage:''' {{sf6-adv|M|-3}} oH / {{sf6-adv|VM|-9}} 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 | | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-18}} oB |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Excellent reach for a 5-frame light attack. Cannot be chained into or linked out of, but it is useful for special cancels. | | 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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| * '''Coward Crouch cancel advantage:''' {{sf6-adv|M|-3}} oH / {{sf6-adv|VM|-10}} 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 | | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-19}} oB |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <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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| * '''Coward Crouch cancel advantage:''' {{sf6-adv|VM|-4}} oH / {{sf6-adv|VM|-10}} 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 | | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-13}} oH / {{sf6-adv|VM|-19}} oB |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <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. | | 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_2lk}} | | {{AttackDataCargo-SF6/Query|blanka_2lk}} |
| * Chains into 5LK/2LP/2LK | | * Chains into 5LK/2LP/2LK |
| | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <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. | | 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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| * '''Coward Crouch cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|VM|-5}} 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 | | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-4}} oH / {{sf6-adv|VM|-14}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <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. | | 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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_6mp}} | | {{AttackDataCargo-SF6/Query|blanka_6mp}} |
| 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.
| | * If 1st hit is blocked, 2nd hit no longer hits overhead |
| | * Counter-hit/Punish Counter bonus advantage carries through both hits |
| | <br> |
| | A short range 2-hit overhead that is safe on block and can lead to combos on Counter-hit/Punish Counter or when used out of Drive Rush. Because the 2nd hit has only 1 active frame, there are no meaty setups that allow a natural follow-up link. Pairs well with Blanka-chan bomb to crack the opponent's defenses. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|blanka_6mk}} | | {{AttackDataCargo-SF6/Query|blanka_6mk}} |
| 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.
| | * '''Low Crush:''' 9-23f (not airborne) |
| | * Counter-hit/Punish Counter bonus advantage carries through both hits |
| | <br> |
| | A hopping 2-hit knee strike that advances forward. Can combo into 5LP or 2LP naturally on hit. Works well out of Drive Rush, giving it extra momentum, plus frames on block, and a combo route into 5HP for great damage. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|blanka_4mk}} | | {{AttackDataCargo-SF6/Query|blanka_4mk}} |
| 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. | | * Head hurtbox disappears 1-3f and is anti-air invuln 4-14f |
| | * '''Cancel Hitconfirm Window:''' 20f |
| | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+16}} oH / {{sf6-adv|VP|+10}} oB |
| | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+9}} oB |
| | * '''Coward Crouch cancel advantage:''' {{sf6-adv|VP|+7}} oH / {{sf6-adv|P|+1}} oB |
| | * '''Forward Hop cancel advantage:''' {{sf6-adv|M|-2}} oH / {{sf6-adv|VM|-8}} oB |
| | <br> |
| | One of Blanka's best normals with multiple uses. It gives frame advantage on block even without Drive Rush, and the high active frame count makes it easy to time as a meaty for even better advantage. It combos naturally into lights or 2MK, and can get much stronger combo routes on Counter-hit or with Drive Rush. The hitconfirm window is extremely lenient, allowing for follow-ups even at a range where links won't work. The hitbox is completely disjointed, making it a useful anti-air at mid range. The only downside is that whiffs on crouching opponents at farther ranges, requiring Blanka to get close to enact his pressure. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|blanka_6hp}} | | {{AttackDataCargo-SF6/Query|blanka_6hp}} |
| 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.
| | * '''Low Crush:''' 10-20f (not airborne) |
| | * 3f extra recovery on whiff/block |
| | * Spike knockdown vs. airborne opponents |
| | * Punish Counter: Crumple state (HKD +76~79); OTG bounce vs. airborne |
| | * '''Cancel Hitconfirm Window:''' 31f (into 2PP only) |
| | * '''Coward Crouch cancel advantage:''' KD +23(Crumple +81) oH / {{sf6-adv|VM|-7}} oB |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| | * Blanka is in a crouching state during recovery on frames 21-43 |
| | <br> |
| | A body splash with good horizontal and vertical reach. Quite unsafe on block, but if well-spaced it can be difficult for some characters to punish. A regular hit gives a fairly unremarkable knockdown, but the Punish Counter crumple state makes it useful as a DP punish and as a predictive tool against low pokes. |
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| | Canceling into Coward Crouch will not keep Blanka safe on block, but it does allow a juggle into Wild Lift on Punish Counter. By holding up to cancel the Coward Crouch immediately, it's also possible to score a free juggle into any attack 6f or faster. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|blanka_3hp}} | | {{AttackDataCargo-SF6/Query|blanka_3hp}} |
| 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.
| | * '''Low Profile:''' 10-29f (avoids most projectiles) |
| | * Punish Counter: HKD +29~38 |
| | <br> |
| | A very long range low-hitting slide that knocks down. Excellent tool against fireballs if Blanka is spaced out far enough to reach his low-profile frames without running into the projectile. The slow startup can make it hard to react to faster projectiles like Sonic Boom in this way, so it must be used a bit pre-emptively. It is very unsafe on block and can usually be punished even at max range. |
| | |
| | When combined with Drive Rush, 3HP becomes a powerful approach tool. It can be made much safer on block (often unpunishable due to pushback), and the screen freeze can give time to react to a projectile's startup to initiate the slide. The forward momentum of Drive Rush will allow it to reach from a much greater distance than usual. |
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| | Has naturally high juggle potential, making it useful as a situational combo ender that leaves Blanka close to the opponent. |
| }} | | }} |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|blanka_lplk}} | | {{AttackDataCargo-SF6/Query|blanka_lplk}} |
| | * Punish Counter: HKD +30 |
| | * Applies 20% damage scaling to 3rd hit of combo after juggling into OD-activated Blanka-chan |
| | ** e.g. Throw (100), Blanka-chan (100), follow-up juggle (60) |
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| | <br> |
| | Sets up an excellent corner throw loop with multiple options to alter the timing. Walking forward requires manual timing on the next strike/throw mixup, but allows for precise positioning and is the best option for baiting the opponent's throw tech. |
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| | Throw into Forward Dash puts Blanka at +11, requiring some manual timing on the throw loop while allowing for some strong auto-timed meaty normals. This gives just enough time to walk back out of the opponent's throw range for a shimmy (only a reversal throw from Zangief can reach Blanka). |
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| | Throw into Forward Hop (6KKK) is +3 for an auto-timed setup, but does not allow Blanka to walk back to bait the opponent's throw tech. Forward Hop also allows for a meaty strike after a midscreen Back Rise, but requires walking an additional ~6f to get back into throw range. |
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| | Juggling into a Blanka-chan doll after a forward throw is possible, but requires a fairly precise setup due to the long throw animation. The most common method is to throw a LP Blanka-chan from long range, dash forward into 214PP to activate it, then quickly advance forward and throw the opponent. The opponent can only be juggled if they make contact with Blanka-chan right before they hit the ground. The follow-up juggle will be a bit weaker due to the extra damage scaling from a throw starter, but can still lead to great damage when spending resources. |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|blanka_4lplk}} | | {{AttackDataCargo-SF6/Query|blanka_4lplk}} |
| | | * Side switch |
| | * Punish Counter: HKD +27 |
| | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| | <br> |
| | After throwing the opponent back into the corner, Blanka can dash up for strike/throw oki (+8 after dash). |
| }} | | }} |
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| {{AttackDataCargo-SF6/Query|blanka_jlplk}} | | {{AttackDataCargo-SF6/Query|blanka_jlplk}} |
| Solid air-to-air callout at 5f and more damage than your other air buttons. | | * Punish Counter: HKD +22 |
| | <br> |
| | Solid air-to-air option against close jumps. Can also be used out of Coward Crouch ~ Raid Jump if you read the opponent's jump. Does not allow for throw oki, but Blanka can Drive Rush into a meaty strike to set up a tick throw scenario. |
| }} | | }} |
| <br> | | <br> |