Ultra Street Fighter IV/Blanka: Difference between revisions

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== Moves ==
== Moves ==
== Normal Moves ==




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{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Close LP|Close Jab|Close lp|
{{USFIVMoveListRow|
|(No strategies yet)
Close LP|Close Jab|Close lp||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Close MP|Close Strong|Close mp|
{{USFIVMoveListRow|
|(No strategies yet)
Close MP|Close Strong|Close mp||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Close HP|Close Fierce|Close hp|
{{USFIVMoveListRow|
|(No strategies yet)
Close HP|Close Fierce|Close hp||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Close LK|Close Short|Close lk|
{{USFIVMoveListRow|
|(No strategies yet)
Close LK|Close Short|Close lk||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Close MK|Close Forward|Close mk|
{{USFIVMoveListRow|
|(No strategies yet)
Close MK|Close Forward|Close mk||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Close HK|Close Roundhouse|Close hk|
{{USFIVMoveListRow|
|(No strategies yet)
Close HK|Close Roundhouse|Close hk||
(No uses/strategies)
}}
}}
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}
Line 121: Line 125:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Far LP|Far Jab|lp|
{{USFIVMoveListRow|
|(No strategies yet)
Far LP|Far Jab|lp||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Far MP|Far Strong|mp|
{{USFIVMoveListRow|
|(No strategies yet)
Far MP|Far Strong|mp||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Far HP|Far Fierce|hp|
{{USFIVMoveListRow|
|(No strategies yet)
Far HP|Far Fierce|hp||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Far LK|Far Short|lk|
{{USFIVMoveListRow|
|(No strategies yet)
Far LK|Far Short|lk||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Far MK|Far Forward|mk|
{{USFIVMoveListRow|
|(No strategies yet)
Far MK|Far Forward|mk||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Far HK|Far Roundhouse|hk|
{{USFIVMoveListRow|
|(No strategies yet)
Far HK|Far Roundhouse|hk||
(No uses/strategies)
}}
}}
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}
Line 145: Line 155:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Crouch LP|Crouch Jab|d + lp|
{{USFIVMoveListRow|
|(No strategies yet)
Crouch LP|Crouch Jab|d + lp||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Crouch MP|Crouch Strong|d + mp|
{{USFIVMoveListRow|
|(No strategies yet)
Crouch MP|Crouch Strong|d + mp||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Crouch HP|Crouch Fierce|d + hp|
{{USFIVMoveListRow|
|(No strategies yet)
Crouch HP|Crouch Fierce|d + hp||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Crouch LK|Crouch Short|d + lk|
{{USFIVMoveListRow|
|(No strategies yet)
Crouch LK|Crouch Short|d + lk||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Crouch MK|Crouch Forward|d + mk|
{{USFIVMoveListRow|
|(No strategies yet)
Crouch MK|Crouch Forward|d + mk||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Crouch HK|Crouch Roundhouse|d + hk|
{{USFIVMoveListRow|
|(No strategies yet)
Crouch HK|Crouch Roundhouse|d + hk||
(No uses/strategies)
}}
}}
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}
Line 169: Line 185:


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Neutral Jump LP|Neutral Jump Jab|u + lp|
{{USFIVMoveListRow|
|(No strategies yet)
Neutral Jump LP|Neutral Jump Jab|u + lp||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Neutral Jump MP|Neutral Jump Strong|u + mp|
{{USFIVMoveListRow|
|(No strategies yet)
Neutral Jump MP|Neutral Jump Strong|u + mp||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Neutral Jump HP|Neutral Jump Fierce|u + hp|
{{USFIVMoveListRow|
|(No strategies yet)
Neutral Jump HP|Neutral Jump Fierce|u + hp||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Neutral Jump LK|Neutral Jump Short|u + lk|
{{USFIVMoveListRow|
|(No strategies yet)
Neutral Jump LK|Neutral Jump Short|u + lk||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Neutral Jump MK|Neutral Jump Forward|u + mk|
{{USFIVMoveListRow|
|(No strategies yet)
Neutral Jump MK|Neutral Jump Forward|u + mk||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Neutral Jump HK|Neutral Jump Roundhouse|u + hk|
{{USFIVMoveListRow|
|(No strategies yet)
Neutral Jump HK|Neutral Jump Roundhouse|u + hk||
(No uses/strategies)
}}
}}
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}
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{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Angled Jump LP|Angled Jump Jab|ub / uf + lp|
{{USFIVMoveListRow|
|(No strategies yet)
Angled Jump LP|Angled Jump Jab|ub / uf + lp||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Angled Jump MP|Angled Jump Strong|ub / uf + mp|
{{USFIVMoveListRow|
|(No strategies yet)
Angled Jump MP|Angled Jump Strong|ub / uf + mp||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Angled Jump HP|Angled Jump Fierce|ub / uf + hp|
{{USFIVMoveListRow|
|(No strategies yet)
Angled Jump HP|Angled Jump Fierce|ub / uf + hp||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Angled Jump LK|Angled Jump Short|ub / uf + lk|
{{USFIVMoveListRow|
|(No strategies yet)
Angled Jump LK|Angled Jump Short|ub / uf + lk||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Angled Jump MK|Angled Jump Forward|ub / uf + mk|
{{USFIVMoveListRow|
|(No strategies yet)
Angled Jump MK|Angled Jump Forward|ub / uf + mk||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk|
{{USFIVMoveListRow|
|(No strategies yet)
Angled Jump HK|Angled Jump Roundhouse|ub / uf + hk||
(No uses/strategies)
}}
}}
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}




==== Unique Attacks ====
=== Unique Attacks ===


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Rock Crusher|Headbutt|(near opponent) f or b + mp|
{{USFIVMoveListRow|
|(No strategies yet)
Rock Crusher|Headbutt|(near opponent) f or b + mp||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Rock Crusher Overhead|Rock Crusher Overhead|(near opponent) f or b + hold mp|
{{USFIVMoveListRow|
|(No strategies yet)
Rock Crusher Overhead|Rock Crusher Overhead|(near opponent) f or b + hold mp||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Amazon River Run|Slide|df + p|
{{USFIVMoveListRow|
|(No strategies yet)
Amazon River Run|Slide|df + p||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Coward Crouch|Coward Crouch|d + 3p|Continue holding d to crouch longer
{{USFIVMoveListRow|
|(No strategies yet)
Coward Crouch|Coward Crouch|d + 3p|Continue holding d to crouch longer|
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Coward Crouch (Max)|Coward Crouch (Max)|d + 3p (hold d )|
{{USFIVMoveListRow|
|(No strategies yet)
Coward Crouch (Max)|Coward Crouch (Max)|d + 3p (hold d )||
(No uses/strategies)
}}
}}
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}




==== Focus Attacks ====
=== Focus Attacks ===


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Focus Attack (Level 1)|Level 1 Focus|mp + mk|
{{USFIVMoveListRow|
|(No strategies yet)
Focus Attack (Level 1)|Level 1 Focus|mp + mk||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Focus Attack (Level 2)|Level 2 Focus|mp + mk|
{{USFIVMoveListRow|
|(No strategies yet)
Focus Attack (Level 2)|Level 2 Focus|mp + mk||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Focus Attack (Level 3)|Level 3 Focus|mp + mk|
{{USFIVMoveListRow|
|(No strategies yet)
Focus Attack (Level 3)|Level 3 Focus|mp + mk||
(No uses/strategies)
}}
}}
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}
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{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Wild Fang|Forward Throw|f or n + lp + lk|
{{USFIVMoveListRow|
|(No strategies yet)
Wild Fang|Forward Throw|f or n + lp + lk||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Jungle Wheel|Back Throw|b + lp + lk|
{{USFIVMoveListRow|
|(No strategies yet)
Jungle Wheel|Back Throw|b + lp + lk||
(No uses/strategies)
}}
}}
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}




==== Special Moves ====
=== Special Moves ===


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Rolling Attack|Blanka Ball|b (charge) f + p ex armorbreak|ex version can be controlled with b or f
{{USFIVMoveListRow|
|(No strategies yet)
Rolling Attack|Blanka Ball|b (charge) f + p ex armorbreak|ex version can be controlled with b or f|
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Backstep Ball|Rainbow Ball|b (charge) f + k ex|
{{USFIVMoveListRow|
|(No strategies yet)
Backstep Ball|Rainbow Ball|b (charge) f + k ex||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Vertical Roll|Up Ball|d (charge) u + k ex|
{{USFIVMoveListRow|
|(No strategies yet)
Vertical Roll|Up Ball|d (charge) u + k ex||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Electric Thunder|Electricity|press p repeatedly ex|Requires 5 button presses
{{USFIVMoveListRow|
|(No strategies yet)
Electric Thunder|Electricity|press p repeatedly ex|Requires 5 button presses|
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|SurpriseForward|Forward Hop|f + 3k|
{{USFIVMoveListRow|
|(No strategies yet)
SurpriseForward|Forward Hop|f + 3k||
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Surprise Back|Back Hop|b + 3k|
{{USFIVMoveListRow|
|(No strategies yet)
Surprise Back|Back Hop|b + 3k||
(No uses/strategies)
}}
}}
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}




==== Super Combo ====
=== Super Combo ===


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Ground Shave Roll|Super|b (charge) f b f + p|Hold p to delay timing of dash
{{USFIVMoveListRow|
|(No strategies yet)
Ground Shave Roll|Super|b (charge) f b f + p|Hold p to delay timing of dash|
(No uses/strategies)
}}
}}
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}




==== Ultra Combos ====
=== Ultra Combos ===


{{USFIVMoveListHeader}}
{{USFIVMoveListHeader}}
{{USFIVMoveListRow|Lightning Cannonball|Ultra I|b (charge) f b f + 3p armorbreak|Hold 3p to delay timing of dash
{{USFIVMoveListRow|
|(No strategies yet)
Lightning Cannonball|Ultra I|b (charge) f b f + 3p armorbreak|Hold 3p to delay timing of dash|
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Shout of Earth (Anti-Air)|Anti-air Ultra II|db (charge) df db u + 3p armorbreak|If first hit misses, hold 3p to delay final hit
{{USFIVMoveListRow|
|(No strategies yet)
Shout of Earth (Anti-Air)|Anti-air Ultra II|db (charge) df db u + 3p armorbreak|If first hit misses, hold 3p to delay final hit|
(No uses/strategies)
}}
}}
{{USFIVMoveListRow|Shout of Earth (Anti-Ground)|Anti-ground Ultra II|db (charge) df db u + 3k armorbreak|
{{USFIVMoveListRow|
|(No strategies yet)
Shout of Earth (Anti-Ground)|Anti-ground Ultra II|db (charge) df db u + 3k armorbreak||
(No uses/strategies)
}}
}}
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}

Revision as of 16:43, 2 June 2014

Ultra Street Fighter IVUSFIV-Header.png

Blanka

SSFIV-Blanka Face.jpg

Stranded in the Brazilian rain forests when his plane went down, Jimmy was forced to survive alone in the jungles and that's how he became the beast known as Blanka. After finally deciding to see the world, he entered in the Street Fighting tournament and was thus reunited with his mother. He also managed to meet and befriend Dan Hibiki and, despite Blanka being the one who saved Dan's life, now Dan treats Blanka as his #1 pupil. Blanka doesn't mind as he feels happy to finally have a close friend in Dan.


In a nutshell

Blanka is a tricky character who, despite being a charge character, has deadly mixup potential. His playstyle is wild and unpredictable, from sneaky cross-up Rolling Attacks to constantly switching sides on the enemy with the Beast Hop. Even his Ultras are unpredictable, with the first having to be blocked high and then low, to the other being able to hit either airborne or grounded foes. Blanka, however, has a very luck-based wakeup game which, should he guess incorrectly, can he furiously punished for. In addition, he is very charge reliant and the second he loses his charge the only thing he can hope to save him is his Electricity. If you prefer to annoy your opponents with mindgames, mixups, and unpredictability, Blanka might be for you.


Ultra SFIV Changes

TBW


Frame Data (Condensed)

Template:USFIVMoveListCollapseHeader

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Jab.gif 30 50 20 HL sp/su 4 2 10 15 2
Close MP Close Strong.gif 80 100 40 HL su 6 2 10 17 2
Close HP Close Fierce.gif 110[90] 200[150] 60 HL su 7 4 22 32 4
Close LK Close Short.gif 40 50 20 HL sp/su 4 3 10 16 3
Close MK Close Forward.gif 40*40 50*50 40*20 HL su*- 5 2(3)2 12 23 2
Close HK Close Roundhouse.gif 100[80] 200[150] 60 HL su 7 6 19 31 6
Far LP Far Jab.gif 30 50 20 HL sp/su 3 2 9 13 2
Far MP Far Strong.gif 80 100 40 HL su 7 4 9 19 4
Far HP Far Fierce.gif 120 200 60 HL - 7 6 20 32 6
Far LK Far Short.gif 30 50 20 HL su 5 2 12 18 2
Far MK Far Forward.gif 90 100 40 HL su 5 2 19 25 2
Far HK Far Roundhouse.gif 100[80] 200[150] 60 HL - 3 6 23 31 6
Crouch LP Crouch Jab.gif 30 50 20 HL sp/su 4 2 9 14 2
Crouch MP Crouch Strong.gif 90 100 40 HL su 7 4 15 25 4
Crouch HP Crouch Fierce.gif 100 200 60 HL su 8 4 25 36 4
Crouch LK Crouch Short.gif 30 50 20 L sp/su 4 3 7 13 3
Crouch MK Crouch Forward.gif 70 100 40 L sp/su 5 2 11 17 2
Crouch HK Crouch Roundhouse.gif 90 150 60 L su 6 5 21 31 5
Rock Crusher Left.gif or Right.gif+Strong.gif(close) 50*40 50*50 40*20 HL sp/su*- 7 2(1)5 11 25 5
Rock Crusher Overhead Overhead 50*40 50*50 40*20 H - 25 2(1)4 11 42 4
Amazon River Run Downright.gif+Fierce.gif 100 200 60 L - 10 16 16 41 16
Coward Crouch Coward Crouch - - - - sp/su - - Total 53 53 -
Coward Crouch (Max) Coward Crouch (Max) - - - - sp/su - - Total 90 90 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 40 50 20 H - 5 7 - 11 7
Neutral Jump MP Neutral Jump Strong.gif 70 100 40 H - 6 3 - 8 3
Neutral Jump HP Neutral Jump Fierce.gif 120 200 60 H - 4 3 - 6 3
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 4 3 - 6 3
Neutral Jump MK Neutral Jump Forward.gif 60 100 40 H - 5 5 - 9 5
Neutral Jump HK Neutral Jump Roundhouse.gif 120 200 60 H - 7 7 - 13 7
Angled Jump LP Angled Jump Jab.gif 40 50 20 H - 5 7 - 11 7
Angled Jump MP Angled Jump Strong.gif 70 100 40 H - 6 5 - 10 5
Angled Jump HP Angled Jump Fierce.gif 90 200 60 H - 5 4 - 8 4
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 5 5 - 9 5
Angled Jump MK Angled Jump Forward.gif 60 100 40 H - 5 5 - 9 5
Angled Jump HK Angled Jump Roundhouse.gif 110 200 60 H - 7 6 - 12 6
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+10 2 38 59 2
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+10 2 38 67 2
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 63 2 39 103 2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Wild Fang Forward Throw 130 140 40 0.93 - 3 2 20 24 2
Jungle Wheel Back Throw 120 120 40 0.93 - 3 2 20 24 2
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Rolling Attack Blanka Ball Jab.gif 110 100 30/30 HL su 6 18 4 + After landing 2 [36+5] 29 18
Blanka Ball Strong.gif 120 150 30/30 HL su 6 33 4+2 [36+5] 44 33
Blanka Ball Fierce.gif 130 200 30/30 HL su 6 33 4+3 [36+5] 45 33
EX Rolling Attack Blanka Ball EX.gif 120 150 -250/0 HL su 6 33 4+3[36+5] 45 33
Backstep Ball Rainbow Ball Short.gif 110 200 30/40 HL - 28 25 After landing 6 58 25
Rainbow Ball Forward.gif 120 200 30/40 HL - 28 29 After landing 6 62 29
Rainbow Ball Roundhouse.gif 130 200 30/40 HL - 28 33 After landing 6 66 33
EX Backstep Ball Rainbow Ball EX.gif 120 200 -250/0 HL - 28 33 After landing 6 66 33
Vertical Roll Up Ball Short.gif 100 200 30/30 HL su 4 18 40+5 [36+5] 66 18
Up Ball Forward.gif 110 200 30/30 HL su 4 15 42+10 [36+5] 70 15
Up Ball Roundhouse.gif 120 200 30/30 HL su 4 12 46+4 [36+5] 65 12
EX Vertical Roll Up Ball EX.gif 120 200 -250/0 HL su 4 18 47+10 [36+10] 78 18
Electric Thunder Electricity Jab.gif 120 200 20/20 HL su 5 {4(4)}x3*4 9 41 4
Electricity Strong.gif 130 200 20/20 HL su 7 {2(2)}x7*2 9 45 2
Electricity Fierce.gif 140 200 20/20 HL su 10 {1(1)}x16*2 9 52 2
EX Electric Thunder Electricity EX.gif 150 200 #DIV/0! HL su 5 {1(1)}x16*2 11 49 2
SurpriseForward Forward Hop - - - - - - - Total 20 20 -
Surprise Back Back Hop - - - - - - - Total 29 29 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Ground Shave Roll Super Combo 100x5 0 #DIV/0! HL - 1+4 16*1x14 12 [38+5] 46
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Lightning Cannonball Ultra Combo 1 0*120*125x4 0 0/0 L*H*HLx4 - 0+4 2(20)26*1x20 17 [39+5] 88
Shout of Earth (Anti-Air) Ultra Combo 2 (Anti-air) 120x2*90x3 0 0/0 L - 0+12 2(7)2(33)90 31 176
Shout of Earth (Anti-Ground) Ultra Combo 2 (Anti-ground) 30*195[470] 0 0/0 - - 0+7 55(10)6 80 157
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Template:USFIVMoveListCollapseFooter


Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png Close lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png Close hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Standing Far Normals

  Name Nickname Command Notes
File:No image.png lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Crouching Normals

  Name Nickname Command Notes
File:No image.png d + lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Neutral Jump Attacks

  Name Nickname Command Notes
File:No image.png u + lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png u + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Angled Jump Attacks

  Name Nickname Command Notes
File:No image.png ub / uf + lp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + hp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png ub / uf + hk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Unique Attacks

  Name Nickname Command Notes
File:No image.png (near opponent) f or b + mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png (near opponent) f or b + hold mp

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png df + p

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + 3p Continue holding d to crouch longer

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d + 3p (hold d )

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Focus Attacks

  Name Nickname Command Notes
File:No image.png mp + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png mp + mk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Throws

  Name Nickname Command Notes
File:No image.png f or n + lp + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png b + lp + lk

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Special Moves

  Name Nickname Command Notes
File:No image.png b (charge) f + p ex armorbreak ex version can be controlled with b or f

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png b (charge) f + k ex

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png d (charge) u + k ex

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png press p repeatedly ex Requires 5 button presses

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png f + 3k

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png b + 3k

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Super Combo

  Name Nickname Command Notes
File:No image.png b (charge) f b f + p Hold p to delay timing of dash

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


Ultra Combos

  Name Nickname Command Notes
File:No image.png b (charge) f b f + 3p armorbreak Hold 3p to delay timing of dash

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png db (charge) df db u + 3p armorbreak If first hit misses, hold 3p to delay final hit

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}

File:No image.png db (charge) df db u + 3k armorbreak

(No uses/strategies)

{{{6}}}

~~ Uses and Strategies ~~
{{{7}}}


The Basics

Combos

Strategy

Matchups

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 30 50 20 HL sp/su 4 2 10 4 15 2 2 10 11 14 -1 2 Reset Reset - - -
Close MP Close Strong.gif 80 100 40 HL su 6 2 10 6 17 2 2 10 14 17 2 5 Reset Reset - - -
Close HP Close Fierce.gif 110[90] 200[150] 60 HL su 7 4 22 7 32 4 4 22 19 25 -7 -1 Forces stand Forces stand Reset Reset - - -
Close LK Close Short.gif 40 50 20 HL sp/su 4 3 10 4 16 3 3 10 11 14 -2 1 Reset Reset - - Feet: 3~12f
Close MK Close Forward.gif 40*40 50*50 40*20 HL su*- 5 2(3)2 12 5 23 2 7 12 14 17 0 3 Reset Reset - - Feet: 4~18f
Close HK Close Roundhouse.gif 100[80] 200[150] 60 HL su 7 6 19 7 31 6 6 19 19 24 -6 -1 [] refers to active frames 3~6 Reset Reset - - Feet: 6~8f
Far LP Far Jab.gif 30 50 20 HL sp/su 3 2 9 3 13 2 2 9 11 14 0 3 Reset Reset - - -
Far MP Far Strong.gif 80 100 40 HL su 7 4 9 7 19 4 4 9 14 17 1 4 Reset Reset - - -
Far HP Far Fierce.gif 120 200 60 HL - 7 6 20 7 32 6 6 20 20 25 -6 -1 Hit advantage is based on 2nd active frame Reset Reset - - -
Far LK Far Short.gif 30 50 20 HL su 5 2 12 5 18 2 2 12 11 14 -3 0 Reset Reset - - -
Far MK Far Forward.gif 90 100 40 HL su 5 2 19 5 25 2 2 19 14 17 -7 -4 Reset Reset - - -
Far HK Far Roundhouse.gif 100[80] 200[150] 60 HL - 3 6 23 3 31 6 6 23 19 24 -10 -5 [] refers to active frames 3~6 Reset Reset - - Feet: 4~8f
Crouch LP Crouch Jab.gif 30 50 20 HL sp/su 4 2 9 4 14 2 2 9 11 14 0 3 Reset Reset - - -
Crouch MP Crouch Strong.gif 90 100 40 HL su 7 4 15 7 25 4 4 15 14 17 -5 -2 Reset Reset - - -
Crouch HP Crouch Fierce.gif 100 200 60 HL su 8 4 25 8 36 4 4 25 19 25 -10 -4 Forces stand Forces stand Reset Reset - - -
Crouch LK Crouch Short.gif 30 50 20 L sp/su 4 3 7 4 13 3 3 7 11 14 1 4 Reset Reset - - -
Crouch MK Crouch Forward.gif 70 100 40 L sp/su 5 2 11 5 17 2 2 11 14 18 1 5 Reset Reset - - -
Crouch HK Crouch Roundhouse.gif 90 150 60 L su 6 5 21 6 31 5 5 21 19 - -7 - opponent gets up 48F after recovery if hit on first active frame Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - -
Rock Crusher Left.gif or Right.gif+Strong.gif(close) 50*40 50*50 40*20 HL sp/su*- 7 2(1)5 11 7 25 5 8 11 -2 3 Only +1 on hit vs crouching opponents Reset Reset - - -
Rock Crusher Overhead Overhead 50*40 50*50 40*20 H - 25 2(1)4 11 25 42 4 7 11 -1 5 Hold button 15f Reset Reset - - -
Amazon River Run Downright.gif+Fierce.gif 100 200 60 L - 10 16 16 10 41 16 16 16 -11 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - -
Coward Crouch Coward Crouch - - - - sp/su - - Total 53 0 53 - 0 53 - - 29~32f cancellable, duration can be extended - - - - - - Upper body: 1~31f
Coward Crouch (Max) Coward Crouch (Max) - - - - sp/su - - Total 90 0 90 - 0 90 - - 29~65f cancellable - - - - - - Upper body: 1~64f
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 40 50 20 H - 5 7 - 5 11 7 7 0 - - Reset Reset - - -
Neutral Jump MP Neutral Jump Strong.gif 70 100 40 H - 6 3 - 6 8 3 3 0 - - Reset Reset - - -
Neutral Jump HP Neutral Jump Fierce.gif 120 200 60 H - 4 3 - 4 6 3 3 0 - - Reset Reset - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 4 3 - 4 6 3 3 0 - - Reset Reset - - -
Neutral Jump MK Neutral Jump Forward.gif 60 100 40 H - 5 5 - 5 9 5 5 0 - - Reset Reset - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 120 200 60 H - 7 7 - 7 13 7 7 0 - - Reset Reset - - -
Angled Jump LP Angled Jump Jab.gif 40 50 20 H - 5 7 - 5 11 7 7 0 - - Reset Reset - - -
Angled Jump MP Angled Jump Strong.gif 70 100 40 H - 6 5 - 6 10 5 5 0 - - Reset Reset - - -
Angled Jump HP Angled Jump Fierce.gif 90 200 60 H - 5 4 - 5 8 4 4 0 - - Reset Reset - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 5 5 - 5 9 5 5 0 - - Reset Reset - - -
Angled Jump MK Angled Jump Forward.gif 60 100 40 H - 5 5 - 5 9 5 5 0 - - Reset Reset - - -
Angled Jump HK Angled Jump Roundhouse.gif 110 200 60 H - 7 6 - 7 12 6 6 0 - - Reset Reset - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+10 2 38 20 59 2 2 38 -24 -24 Crumple Soft Knockdown Soft Knockdown - - -
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+10 2 38 28 67 2 2 38 -18 - Crumple Crumple Free Juggle Free Juggle - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 63 2 39 63 103 2 2 39 - - X Crumple Crumple Free Juggle Free Juggle - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Wild Fang Forward Throw 130 140 40 0.93 - 3 2 20 3 24 2 2 20 - - Opponent gets up 81f after throw recovers X Hard Knockdown - - - - - -
Jungle Wheel Back Throw 120 120 40 0.93 - 3 2 20 3 24 2 2 20 - - Opponent gets up 54f after throw recovers X Hard Knockdown - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Rolling Attack Blanka Ball Jab.gif 110 100 30/30 HL su 6 18 4 + After landing 2 [36+5] 6 29 18 18 6 -22 -15 Charge 55f, [] refers to on hit/block X Soft Knockdown Soft Knockdown - - -
Blanka Ball Strong.gif 120 150 30/30 HL su 6 33 4+2 [36+5] 6 44 33 33 6 -22 -15 Charge 55f, [] refers to on hit/block X Soft Knockdown Soft Knockdown - - -
Blanka Ball Fierce.gif 130 200 30/30 HL su 6 33 4+3 [36+5] 6 45 33 33 7 -22 -15 Charge 55f, [] refers to on hit/block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
EX Rolling Attack Blanka Ball EX.gif 120 150 -250/0 HL su 6 33 4+3[36+5] 6 45 33 33 7 -22 -15 Charge 55f, [] refers to on hit/block X 1~2f: Soft Knockdown 1~2f: Soft Knockdown Soft Knockdown Soft Knockdown - - -
Backstep Ball Rainbow Ball Short.gif 110 200 30/40 HL - 28 25 After landing 6 28 58 25 25 6 - - Charge 55f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Rainbow Ball Forward.gif 120 200 30/40 HL - 28 29 After landing 6 28 62 29 29 6 - - Charge 55f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Rainbow Ball Roundhouse.gif 130 200 30/40 HL - 28 33 After landing 6 28 66 33 33 6 - - Charge 55f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
EX Backstep Ball Rainbow Ball EX.gif 120 200 -250/0 HL - 28 33 After landing 6 28 66 33 33 6 - - Charge 55f, direction can be controlled Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~22f -
Vertical Roll Up Ball Short.gif 100 200 30/30 HL su 4 18 40+5 [36+5] 4 66 18 18 45 -21 -17 Charge 55f, [] refers to on hit/block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Up Ball Forward.gif 110 200 30/30 HL su 4 15 42+10 [36+5] 4 70 15 15 52 -21 -17 Charge 55f, [] refers to on hit/block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Up Ball Roundhouse.gif 120 200 30/30 HL su 4 12 46+4 [36+5] 4 65 12 12 50 -21 -17 Charge 55f, [] refers to on hit/block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
EX Vertical Roll Up Ball EX.gif 120 200 -250/0 HL su 4 18 47+10 [36+10] 4 78 18 18 57 -26 -17 Charge 55f, [] refers to on hit/block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5f -
Electric Thunder Electricity Jab.gif 120 200 20/20 HL su 5 {4(4)}x3*4 9 5 41 4 28 9 5 - 1st hit on block does not stop immediately, can be extended Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Electricity Strong.gif 130 200 20/20 HL su 7 {2(2)}x7*2 9 7 45 2 30 9 8 - 1st hit on block does not stop immediately, can be extended Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
Electricity Fierce.gif 140 200 20/20 HL su 10 {1(1)}x16*2 9 10 52 2 34 9 10 - 1st hit on block does not stop immediately, can be extended Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
EX Electric Thunder Electricity EX.gif 150 200 #DIV/0! HL su 5 {1(1)}x16*2 11 5 49 2 34 11 8 - 1st hit on block does not stop immediately Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - -
SurpriseForward Forward Hop - - - - - - - Total 20 0 20 - 0 20 - - 5~18f can pass through opponent, treated as a special move - - - - - - -
Surprise Back Back Hop - - - - - - - Total 29 0 29 - 0 29 - - Treated as a special move - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Ground Shave Roll Super Combo 100x5 0 #DIV/0! HL - 1+4 16*1x14 12 [38+5] 5 46 30 12 -32 - Charge 55f, [] refers to on hit/block Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~5f -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Lightning Cannonball Ultra Combo 1 0*120*125x4 0 0/0 L*H*HLx4 - 0+4 2(20)26*1x20 17 [39+5] 4 88 68 17 -41 - 1st hit cannot hit airborne opponents & cannot be countered, charge 55f, can be held in place up to ? frames X - All: 1~27f -
Shout of Earth (Anti-Air) Ultra Combo 2 (Anti-air) 120x2*90x3 0 0/0 L - 0+12 2(7)2(33)90 31 12 176 134 31 -57 - Cannot hit grounded opponents, harge 42f X - All: 1~11f -
Shout of Earth (Anti-Ground) Ultra Combo 2 (Anti-ground) 30*195[470] 0 0/0 - - 0+7 55(10)6 80 7 157 71 80 - - 2nd hit cannot hit crouching opponents, can delay 1st hit for a maximum of 30 frames, 1st hit goes into animation, [] refers to animation, charge 42f X - All: 1~7f -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: