Introduction
About Blanka
Final patch
Players to Watch
- HiFight
- Nishikin
- Wolfgang
Blanka | |
---|---|
Vitals | |
Life Points | 1025 |
Stun Points | 1050 |
V-Gauge Points | |
V-Trigger 1 | 2 Bars |
V-Trigger 2 | 3 Bars |
Ground Movement | |
Forward Walk Speed | 0.043 |
Backward Walk Speed | 0.032 |
Forward Dash Speed | 16 |
Backward Dash Speed | 24 |
Forward Dash Distance | 1.239 |
Backward Dash Distance | 1.117 |
Backdash CH Frames | 3-10 |
Jumping | |
Back Jump Speed | 46 (4+38+4) |
Neutral Jump Speed | 46 (4+38+4) |
Forward Jump Speed | 45 (3+38+4) |
Forward Jump Distance | 2.128 |
Backward Jump Distance | 1.824 |
Throws | |
Throw Hurtbox | 0.25 |
Throw Range | 0.8 |
![]() |
Frame Data & Descriptions are provided by FATOnline.
|
SFV Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Confirm windows |
Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.
|
Crush Counter |
Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit. |
Damage |
Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end 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.
|
Knockdown |
Knockdown advantage against Normal, Quick Rise and Back Rise wake up options. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
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. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Normals
Stand LP
Stand MP
Stand HP
Stand LK
Stand MK
Stand HK
Crouch LP
Crouch MP
Crouch HP
Crouch LK
Crouch MK
Crouch HK
Jump LP
Jump MP
Jump HP
Neutral Jump HP
Jump LK
Jump MK
Jump HK
Command Normals
Rock Crusher
Rock Crusher (hold)
Amazon River Run
Target Combos
Raging Bash 1st
Raging Bash 2nd
Raging Bash > Surprise Forward
Raging Bash > Surprise Back
Lightning Dance
Throws
Wild Fang
Jungle Wheel
Special Moves
Surprise Forward
Surprise Back
LP Rolling Attack
Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
9 | 22 | 6+6 | KD | |||
Damage | Stun | Attack | Block | |||
100 | 150 | H | -21 | |||
| ||||||
VT1 | Startup | Active | Recovery | Hit | ||
7 | 32 | 10 | KD | |||
Damage | Stun | Attack | Block | |||
120 | 180 | H | -18 | |||
|
MP Rolling Attack
Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
9 | 30 | 8+7 | KD | |||
Damage | Stun | Attack | Block | |||
110 | 150 | H | -21 | |||
| ||||||
VT1 | Startup | Active | Recovery | Hit | ||
7 | 32 | 10 | KD | |||
Damage | Stun | Attack | Block | |||
120 | 180 | H | -18 | |||
|
HP Rolling Attack
Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
9 | 29 | 4+23 | KD | |||
Damage | Stun | Attack | Block | |||
120 | 150 | H | -21 | |||
| ||||||
VT1 | Startup | Active | Recovery | Hit | ||
7 | 32 | 10 | KD | |||
Damage | Stun | Attack | Block | |||
120 | 180 | H | -18 | |||
|
EX Rolling Attack
LK Back Step Rolling
MK Back Step Rolling
HK Back Step Rolling
EX Back Step Rolling
LK Vertical Rolling
Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
8 | 21 | 25+17 | KD | |||
Damage | Stun | Attack | Block | |||
120 | 150 | H | -36 | |||
| ||||||
VT1 | Startup | Active | Recovery | Hit | ||
5 | 16 | 33+36 | KD | |||
Damage | Stun | Attack | Block | |||
50*45x2 (140) | 60x3 (180) | H | -36 | |||
|
MK Vertical Rolling
Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
7 | 16 | 32+20 | KD | |||
Damage | Stun | Attack | Block | |||
120 | 150 | H | -36 | |||
| ||||||
VT1 | Startup | Active | Recovery | Hit | ||
5 | 16 | 33+36 | KD | |||
Damage | Stun | Attack | Block | |||
50*45x2 (140) | 60x3 (180) | H | -36 | |||
|
HK Vertical Rolling
Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
5 | 16 | 30+29 | KD | |||
Damage | Stun | Attack | Block | |||
120 | 150 | H | -34 | |||
| ||||||
VT1 | Startup | Active | Recovery | Hit | ||
5 | 16 | 33+36 | KD | |||
Damage | Stun | Attack | Block | |||
50*45x2 (140) | 60x3 (180) | H | -36 | |||
|
EX Vertical Rolling
Normal | Startup | Active | Recovery | Hit | ||
---|---|---|---|---|---|---|
5 | 16 | 33+36 | KD | |||
Damage | Stun | Attack | Block | |||
50x3 (150) | 100*50x2 (200) | H | -30 | |||
| ||||||
VT1 | Startup | Active | Recovery | Hit | ||
5 | 16 | 33+36 | KD | |||
Damage | Stun | Attack | Block | |||
50*45x2 (140) | 60x3 (180) | H | -36 | |||
|
LP Wild Hunt
MP Wild Hunt
HP Wild Hunt
EX Wild Hunt
Electric Thunder
EX Electric Thunder
Critical Art
Dynamic Rolling
Taunts
Taunt
V-System
V-Skill 1
Coward Crouch
Wild Lift
Raid Jump
V-Skill 2
Shout of Earth lvl 1
Shout of Earth lvl 2 (hold)
Shout of Earth lvl 2 (release)
Shout of Earth (charge)
V-Trigger 1
Jungle Dynamo
Ground Shave Rolling
Ground Shave Rolling (hold)
Ground Shave Rolling (release)
V-Trigger 2
Lightning Beast
Rolling Cannon
Rolling Cannon from LP Roll
Rolling Cannon from MP Roll
Rolling Cannon from EX Roll
V-Shift
V-Shift
V-Shift Break
Anaconda's Maw
V-Reversal
Quick Rolling