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| {{AttackDataCargo-SF6/Query|blanka_46hp}} | | {{AttackDataCargo-SF6/Query|blanka_46hp}} |
| * '''Airborne''' 20-43f (Forced Knockdown state) | | * '''Airborne''' 20-43f (Forced Knockdown state) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| {{AttackDataCargo-SF6/Query|blanka_46pp}} | | {{AttackDataCargo-SF6/Query|blanka_46pp}} |
| * '''Airborne''' 18-41f (Forced Knockdown state) | | * '''Airborne''' 18-41f (Forced Knockdown state) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| The infamous horizontal Blanka Ball is a character-defining move. The heavier the version, the faster and longer Blanka travels. | | The infamous horizontal Blanka Ball is a character-defining move. The heavier the version, the faster and longer Blanka travels. |
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| {{AttackDataCargo-SF6/Query|blanka_46lp_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_46lp_sa2}} |
| * '''Airborne''' 10-23f (Forced Knockdown state) | | * '''Airborne''' 10-23f (Forced Knockdown state) |
| | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| {{AttackDataCargo-SF6/Query|blanka_46mp_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_46mp_sa2}} |
| * '''Airborne''' 12-33f (Forced Knockdown state) | | * '''Airborne''' 12-33f (Forced Knockdown state) |
| | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| {{AttackDataCargo-SF6/Query|blanka_46hp_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_46hp_sa2}} |
| * '''Airborne''' 18-43f (Forced Knockdown state) | | * '''Airborne''' 18-43f (Forced Knockdown state) |
| | * Applies 20% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| {{AttackDataCargo-SF6/Query|blanka_46pp_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_46pp_sa2}} |
| * '''Airborne''' 18-46f (Forced Knockdown state) | | * '''Airborne''' 18-46f (Forced Knockdown state) |
| | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| The infamous horizontal Blanka Ball is a character-defining move. The heavier the version, the faster and longer Blanka travels. | | The infamous horizontal Blanka Ball is a character-defining move. The heavier the version, the faster and longer Blanka travels. |
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| {{AttackDataCargo-SF6/Query|blanka_j46p_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_j46p_sa2}} |
| * Forced Knockdown state until landing | | * Forced Knockdown state until landing |
| | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| {{AttackDataCargo-SF6/Query|blanka_j46pp_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_j46pp_sa2}} |
| * Forced Knockdown state until landing | | * Forced Knockdown state until landing |
| | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| <br> | | <br> |
| A degenerate divekick notable for being the only divekick in the game capable of being used from jumping backwards. It can be difficult/impossible to punish if spaced and is + if the OD version is used. Is also a common combo extender in situations where Blanka can land j.MP. Some niche use cases include using as a spacing trap after certain moves are blocked such as Electric Thunder, or to escape/retaliate in the corner. | | A degenerate divekick notable for being the only divekick in the game capable of being used from jumping backwards. It can be difficult/impossible to punish if spaced and is + if the OD version is used. Is also a common combo extender in situations where Blanka can land j.MP. Some niche use cases include using as a spacing trap after certain moves are blocked such as Electric Thunder, or to escape/retaliate in the corner. |
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| {{AttackDataCargo-SF6/Query|blanka_28lk_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_28lk_sa2}} |
| * '''Anti-Air Invuln:''' 8-26f; '''Airborne''' 6-57f (Forced Knockdown state) | | * '''Anti-Air Invuln:''' 8-26f; '''Airborne''' 6-57f (Forced Knockdown state) |
| | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| * Farthest horizontal range (most useful in grounded combos) | | * Farthest horizontal range (most useful in grounded combos) |
| {{AttackDataCargo-SF6/Query|blanka_28mk_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_28mk_sa2}} |
| * '''Anti-Air Invuln:''' 8-26f; '''Airborne''' 6-57f (Forced Knockdown state) | | * '''Anti-Air Invuln:''' 8-26f; '''Airborne''' 6-57f (Forced Knockdown state) |
| | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| * Travels up and slightly forward for standard anti-air purposes | | * Travels up and slightly forward for standard anti-air purposes |
| {{AttackDataCargo-SF6/Query|blanka_28hk_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_28hk_sa2}} |
| * '''Anti-Air Invuln:''' 8-26f; '''Airborne''' 6-57f (Forced Knockdown state) | | * '''Anti-Air Invuln:''' 8-26f; '''Airborne''' 6-57f (Forced Knockdown state) |
| | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| * Travels straight up for deep anti-airs and juggles | | * Travels straight up for deep anti-airs and juggles |
| {{AttackDataCargo-SF6/Query|blanka_28kk_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_28kk_sa2}} |
| * '''Full Invuln:''' 1-10f; '''Airborne''' 4-53f (Forced Knockdown state) | | * '''Full Invuln:''' 1-10f; '''Airborne''' 4-53f (Forced Knockdown state) |
| | * Applies 40% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| * Travels up, in between the trajectory of MK and HK versions | | * Travels up, in between the trajectory of MK and HK versions |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|blanka_63214lk_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_63214lk_sa2}} |
| * '''Airborne''' 8-12f, 27-64f (Forced Knockdown state); can hit cross-up | | * '''Airborne''' 8-12f, 27-64f (Forced Knockdown state); can hit cross-up |
| | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| {{AttackDataCargo-SF6/Query|blanka_63214mk_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_63214mk_sa2}} |
| * '''Airborne''' 8-12f, 27-67f (Forced Knockdown state); can hit cross-up | | * '''Airborne''' 8-12f, 27-67f (Forced Knockdown state); can hit cross-up |
| | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| {{AttackDataCargo-SF6/Query|blanka_63214hk_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_63214hk_sa2}} |
| * '''Airborne''' 8-12f, 27-69f (Forced Knockdown state); can hit cross-up | | * '''Airborne''' 8-12f, 27-69f (Forced Knockdown state); can hit cross-up |
| | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| {{AttackDataCargo-SF6/Query|blanka_63214kk_sa2}} | | {{AttackDataCargo-SF6/Query|blanka_63214kk_sa2}} |
| * '''Airborne''' 8-12f, 27-66f (Forced Knockdown state); can hit cross-up | | * '''Airborne''' 8-12f, 27-66f (Forced Knockdown state); can hit cross-up |
| | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| <br> | | <br> |
| Backstep Roll can be steered forward or backwards to create an ambiguous left/right mixup; the forward momentum is faster than backward when steering. | | Backstep Roll can be steered forward or backwards to create an ambiguous left/right mixup; the forward momentum is faster than backward when steering. |
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| * '''Full Invuln''': 1-12f; Armor Break | | * '''Full Invuln''': 1-12f; Armor Break |
| * Depletes 1.5 Drive bars from opponent on hit | | * Depletes 1.5 Drive bars from opponent on hit |
| ** Cinematic time regenerates ~? Drive bars for Blanka | | ** Cinematic time regenerates ~1.6 Drive bars for Blanka |
| * 50% minimum damage scaling | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| {{AttackDataCargo-SF6/Query|blanka_236236k(ca)}} | | {{AttackDataCargo-SF6/Query|blanka_236236k(ca)}} |
| * '''Full Invuln''': 1-12f; Armor Break | | * '''Full Invuln''': 1-12f; Armor Break |
| * Depletes 2 Drive bars from opponent on hit | | * Depletes 2 Drive bars from opponent on hit |
| ** Cinematic time regenerates ~? Drive bars for Blanka | | ** Cinematic time regenerates ~1.3 Drive bars for Blanka |
| * 50% minimum damage scaling; available at 25% HP or below | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves; available at 25% HP or below |
| <br> | | <br> |
| A very easy to use super as many of Blanka's standard routes into SA1 or OD Electric will 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 in the long-term. | | A very easy to use super as many of Blanka's standard routes into SA1 or OD Electric will 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 in the long-term. |
| | |
| | Blanka regenerates less Drive gauge during the SA3/CA cinematic than most characters; this is because he is technically considered airborne during most of the cinematic, which slows the rate of Drive regeneration. |
| }} | | }} |
| <br> | | <br> |