Street Fighter V/Blanka

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Blanka

SFV-Blanka Portrait.jpg
VITALS
Health: 1025 Stun: 1050
WALKING THROWS
Forward Walk Speed: 4.3 Throw Range: 0.8
Back Walk Speed: 3.2 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 16 Jump Height Apex: -
Back Dash Total Frames: 24 Jump Total Frames: 46 (4+38+4)
Forward Dash Distance: 123.9 Forward Jump Distance: 212.8
Back Dash Distance: 111.7 Back Jump Distance 182.4
NOTABLE MOVE CLASSES
Overheads: f+MK Hard Knockdowns: CA
Low Attacks: crLK, crMK, crHK, df+HP Crush Counters: HP, HK, crHP, crHK

Summary

Bio

Bio


Why Pick Blanka?

Why Play

Players To Watch

Wolfgang

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Electric Thunder (mash P)
    • Regular version advantage on block increased from +2 to +3, recovery reduced from 18f to 17f
    • EX version damage increased from 100 to 120, stun increased from 180 to 200, now V-Trigger cancelable
  • Backstep Rolling (b,f+K)
    • Regular version landing recovery reduced from 14f to 11f, eased combo count, increased blowback on air-to-air hit
    • EX recovery reduced from 13f to 5f, advantage on hit/block changed because of this
  • Quick Rolling (f+PPP) pushback on block increased, blowback on hit increased, forward distance on whiff increased
  • VT1
    • Electric Thunder stun increased from 180 to 230
    • Backstep Rolling recovery reduced from 14f to 11f
    • GroundShave roll first two hits now hit successively, disadvantage on block changed from -14 to -8
      • Max Charged version damage reduced from 250 to 220, now causes guard break
  • VT1/2
    • Added 2f of recovery when canceled into


Season 3 (Arcade Edition)

Added as part of Season 3 DLC (February 2018)


Move List

Unique Attacks

SFV-Blanka-Unique.jpg

Special Moves

SFV-Blanka-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Blanka-Vsystem.jpg

Critical Art

SFV-Blanka-Critical.jpg

Blanka Discussions

Discussions regarding Blanka

Blanka Shoryuken Forum

Blanka Discord Link

Blanka Discord

Video Guides

Capcom Fighter's Character Introduction

Bafael's At a Glance

YouTube Playlist with previous season changes

How To Play Blanka By Wolfgang

Other Useful Guides

Wallach's Post on punishing LP Blanka Ball with each character

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 5 2 8 2 5 7 30 70 H ["sp","su","vs1","vs2","vt1","vt2"] - - - - 36 84
Stand MP MP 7 2 15 0 3 5 60 100 H ["vt1","vt2"] - - - 9 72 120
Stand HP HP 10 2 24 -6 0 15 80 150 H ["sp","su","vs1","vs2","vt1","vt2"] - - - 13 96 180
Stand LK LK 4 4 8 3 4 6 30 70 H ["vt1","vt2"] - - - - 36 84
Stand MK MK 7 2(7)2 13 2 3 5 30*30 50*50 H ["vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Stand HK HK 10 5 22 -4 6 8 80 150 H ["vt1","vt2"] - - - 13 96 180
Crouch LP d+LP 4 3 7 2 4 6 30 70 H ["sp","su","vs1","vs2","vt1","vt2"] - - - - 36 84
Crouch MP d+MP 6 4 18 -3 0 2 60 100 H ["sp","su","vs1","vs2","vt1","vt2"] - - - 9 72 120
Crouch HP d+HP 13 3 20 -3 1 KD 90 150 H ["su","vt1","vt2"] 94 35 40 14 108 180
Crouch LK d+LK 4 3 8 1 4 6 20 70 L ["vt1","vt2"] - - - - 24 84
Crouch MK d+MK 6 2 16 -1 5 7 50 100 L ["sp","su","vs1","vs2","vt1","vt2"] - - - 8 60 120
Crouch HK d+HK 8 3 27 -12 KD KD 100 150 L ["vt1","vt2"] 69 20 25 16 120 180
Jump LP u+LP 4 4 - - - ? 40 70 M - - - - - 48 84
Jump MP u+MP 6 3 - - - ? 70 100 M - - - - 11 84 120
Jump HP ub or uf+HP 7 5 - - - ? 90 150 M - - - - 14 108 180
Neutral Jump HP u+HP 8 4 - - - ? 90 150 M - - - - 14 108 180
Jump LK u+LK 3 5 - - - ? 40 70 M - - - - - 48 84
Jump MK u+MK 7 5 - - - ? 70 100 M - - - - 11 84 120
Jump HK u+HK 9 4 - - - ? 90 150 M - - - - 14 108 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Rock Crusher f+MP 21 1*2 17 -7 2 4 35*35 (70) 50*50 (100) M*M - - - - CHIP CH_DAMAGE CH_STUN
Amazon River Run df+HP 11 10 25 -14 KD KD 80 150 L ["vt1","vt2"] 62 13 18 13 96 180
Raging Bash 1st MK > HK 7+7 5 36 -19 KD KD 30*30*54 (114) 50*50*63 (163) H ["vt1","vt2"] 98 39 44 CHIP CH_DAMAGE CH_STUN
Raging Bash 2nd MK > HK > HP 7+7+26 2 21+7 - KD KD 30*30*54*56 (170) 50*50*63*80 (243) H - 67 8 13 CHIP CH_DAMAGE CH_STUN
Lightning Dance MK > HK > MP+MK (VS2) 7+7+36(45) 7 27 - KD KD 30*30*54*64 (178) / 30*30*54*80 (194) 50*50*63*80 (243) / 50*50*63*120 (283) H - 99 (126) 40 (67) 45 (72) CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Wild Fang LP+LK 5 3 17 - KD KD 130 150 T - 62 13 13 ? 156 180
Jungle Wheel b+LP+LK 5 3 17 - KD KD 130 200 T - 59 10 10 ? 156 240
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Jungle Dynamo HP+HK (VT1) 1 - 6 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Lightning Beast HP+HK (VT2) 1 - 6 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Coward Crouch MP+MK (VS1) 10 - 46(94) - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Wild Lift MP+MK (VS1) > P 10+13 4 24 -8 KD KD 60 100 H ["sp","vt1","vt2"] 110 51 56 ? 72 120
Raid Jump MP+MK (VS1) > K 10+19 - 4 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Shout of Earth lvl 1 MP+MK (VS2) 36 7 27 -4 KD KD 80 100 H - 99 40 45 ? 96 120
Shout of Earth lvl 2 (hold) MP+MK (VS2) (hold) 96 7 27 4 KD KD 100 150 H - 126 67 72 ? 120 180
Shout of Earth lvl 2 (release) MP+MK (VS2) (release) 23 7 27 4 KD KD 100 150 H - 126 67 72 ? 120 180
Shout of Earth (charge) MP+MK (VS2) (charge) 51 - 16(24) - - ? - - - ["dash"] - - - ? CH_DAMAGE CH_STUN
Quick Rolling f+PPP 17 3 23 -2 KD KD 60 - H - 65 6 11 ? 72 CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Raging Bash > Surprise Forward MK > HK > f or df+KKK 7+7 - 30 - KD KD 30*30*54 (114) 50*50*63 (163) H - 97 38 43 ? CH_DAMAGE CH_STUN
Raging Bash > Surprise Back MK > HK > b or db+KKK 7+7 - 31 - KD KD 30*30*54 (114) 50*50*63 (163) H - 96 37 42 ? CH_DAMAGE CH_STUN
Surprise Forward f or df+KKK - - 28 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Surprise Back b or db+KKK - - 29 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Taunt PPP+KKK - - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LP Rolling Attack b,f+LP 9 22 6+6 -21 KD KD 100 150 H ["su"] 72 13 18 ? 120 180
MP Rolling Attack b,f+MP 9 30 8+7 -21 KD KD 100 150 H ["su"] 67 8 13 ? 120 180
HP Rolling Attack b,f+HP 9 29 4+23 -21 KD KD 100 150 H ["su"] 64 5 10 ? 120 180
EX Rolling Attack b,f+PP 8 30 6+4 -18 KD KD 100 150 H - 100 41 46 ? 120 180
LK Back Step Rolling b,f+LK 27 21 11 3(7) 8(12) ? 80 150 H - - - - ? 96 180
MK Back Step Rolling b,f+MK 29 30 11 3(7) 8(12) ? 80 150 H - - - - ? 96 180
HK Back Step Rolling b,f+HK 31 32 11 3(7) 8(12) ? 80 150 H - - - - ? 96 180
EX Back Step Rolling b,f+KK 27 34 5 11(15) 16(20) ? 50*50 75*75 H - 109 50 55 ? CH_DAMAGE CH_STUN
LK Vertical Rolling d,u+LK 8 21 25+17 -36 KD KD 120 150 H ["su"] 84 25 30 ? 144 180
MK Vertical Rolling d,u+MK 7 16 32+20 -36 KD KD 120 150 H ["su"] 87 28 33 ? 144 180
HK Vertical Rolling d,u+HK 5 16 30+29 -34 KD KD 120 150 H ["su"] 87 28 33 ? 144 180
EX Vertical Rolling d,u+KK 5 16 33+36 -30 KD KD 50x3 (150) 100*50x2 (200) H - 73 14 19 ? CH_DAMAGE CH_STUN
LP Wild Hunt hcb+LP 40 2 30 - KD KD 170 200 T - 63 14 14 ? 204 240
MP Wild Hunt hcb+MP 43 2 30 - KD KD 170 200 T - 63 14 14 ? 204 240
HP Wild Hunt hcb+HP 46 2 30 - KD KD 170 200 T - 63 14 14 ? 204 240
EX Wild Hunt hcb+PP 36 2 30 - KD KD 190 200 T - 63 14 14 ? 228 240
Electric Thunder P (mash) 10 2(3)2(3)2(3)2(3)2 17 3 KD KD 80 150 H ["su"] 97 38 43 ? 96 180
EX Electric Thunder PP (mash) 10 2(3)2(3)2(3)2(3)2 14 6 KD KD 120 200 H ["vt1","vt2"] 108 49 54 ? 144 240
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Dynamic Rolling qcf,qcf+P 8 3(20)2 60 -37 KD KD 340 0 H - 5 5 5 ? 408 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
LP Rolling Attack b,f+LP 7 32 10 -18 KD KD 120 180 H ["su"] 103(134) 44(75) 49(80) ? 144 216
MP Rolling Attack b,f+MP 7 32 10 -18 KD KD 120 180 H ["su"] 103(134) 44(75) 49(80) ? 144 216
HP Rolling Attack b,f+HP 7 32 10 -18 KD KD 120 180 H ["su"] 103(134) 44(75) 49(80) ? 144 216
EX Rolling Attack b,f+PP 7 32 10 -18 KD KD 120 180 H ["su"] 103(134) 44(75) 49(80) ? 144 216
LK Back Step Rolling b,f+LK 21 36 11 5(8) KD KD 50x2 (100) 100x2 (200) H - 111(114) 52(55) 57(60) ? CH_DAMAGE CH_STUN
MK Back Step Rolling b,f+MK 21 36 11 5(8) KD KD 50x2 (100) 100x2 (200) H - 111(114) 52(55) 57(60) ? CH_DAMAGE CH_STUN
HK Back Step Rolling b,f+HK 21 36 11 5(8) KD KD 50x2 (100) 100x2 (200) H - 111(114) 52(55) 57(60) ? CH_DAMAGE CH_STUN
EX Back Step Rolling b,f+KK 21 36 11 5(8) KD KD 50x2 (100) 100x2 (200) H - 111(114) 52(55) 57(60) ? CH_DAMAGE CH_STUN
LK Vertical Rolling d,u+LK 5 16 33+36 -36 KD KD 50*45x2 (140) 60x3 (180) H ["su"] 73 14 19 ? CH_DAMAGE CH_STUN
MK Vertical Rolling d,u+MK 5 16 33+36 -36 KD KD 50*45x2 (140) 60x3 (180) H ["su"] 73 14 19 ? CH_DAMAGE CH_STUN
HK Vertical Rolling d,u+HK 5 16 33+36 -36 KD KD 50*45x2 (140) 60x3 (180) H ["su"] 73 14 19 ? CH_DAMAGE CH_STUN
EX Vertical Rolling d,u+KK 5 16 33+36 -36 KD KD 50*45x2 (140) 60x3 (180) H ["su"] 73 14 19 ? CH_DAMAGE CH_STUN
Electric Thunder P (mash) 12 2(3)2(3)2(3)2(3)2(3)2 12 -2 KD KD 100 200 H ["su"] 102 43 48 ? 120 240
EX Electric Thunder PP (mash) 12 2(3)2(3)2(3)2(3)2(3)2 12 -2 KD KD 100 200 H ["su"] 102 43 48 ? 120 240
Ground Shave Rolling HP+HK 6*33 7(20)5*6*6*7 25 -8 KD KD 30*25x4 (130) 40x5 (200) H ["su"] - - - ? CH_DAMAGE CH_STUN
Ground Shave Rolling (hold) HP+HK (hold) 6*32*92 7(19)60*12*5*5*5*5*5 10 22 KD KD 30*30x5*50 (230) 50*50x6 (360) H ["su"] - - - ? CH_DAMAGE CH_STUN
Ground Shave Rolling (release) HP+HK 3 5*6*6*7 25 -8 KD KD 25x4 (100) 40x4 (160) H ["su"] - - - ? CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Rolling Cannon HP+HK 3(13) 20 9(14) - KD KD 50 80 H - - - - ? 60 96
Rolling Cannon from LP Roll b,f+LP > df+HP+HK 9+3 20 9(14) 1(2) KD KD 50 80 H - - - - ? 60 96
Rolling Cannon from MP Roll b,f+HP > df+HP+HK 9+3 20 9(14) -2 KD KD 50 80 H - - - - ? 60 96
Rolling Cannon from EX Roll b,f+PP > df+HP+HK 8+3 20 9(14) 1(2) KD KD 50 80 H - - - - ? 60 96
Notes:
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted


Combos

BnB

  • crMK
    • crLP xx LK Up Ball
    • sLP xx MP Blanka Ball
  • LK
    • LK, crLP xx Up Ball (do not hold back during first LK, need to be nearly touching opponent)
  • HP
    • xx V-Skill xx Wild Lift, MK Up Ball

With Meter

Corner

Crush Counter

  • HP
    • xx Forward Hop, crMK, crLP xx LK Up Ball
    • Micro Step, HP xx V-Skill xx Wild Lift, MK Up Ball

V-Trigger Cancels

V System

V Reversal

Standard 17f strike reversal. Blanka rolls forward knocking the opponent away on hit.

V Skill 1

Blanka's V-Skill has him enter his Coward's Crouch, where he ducks low to the ground. While in this stance he can low profile many moves, including projectiles and some attacks such as Mika's HK. By holding down, he can stay in it longer. Coward's Crouch can be canceled into 4 options: his forward or back hops, Wild Lift by pressing P which is an attack that knocks the opponent into the air allowing juggles or reset opportunities, and Raid Jump by pressing K which has Blanka jump into the air. Raid Jump's jump arc is much lower than his normal jump. Blanka builds V-Meter by hitting with Wild Lift, or landing an air attack after Raid Jump. As of Season 4, Wild Lift is now special cancelable giving him access to new combo routes especially in VT1.

V Skill 2

V Trigger 1

Jungle Dynamo is a 2 bar V-Trigger that greatly powers up most of Blanka's special attacks. His Blanka Ball now goes through projectiles and knocks the opponent into the air for a juggle in addition to having a higher juggle potential, Up Ball is now fully invincible like his EX Version and has a similar angle, Rainbow Ball can now cross up and steered like the EX version. and his Electricity now causes him to take a step forward allowing it to connect from further out, though it is now -2. He also gains access to a new special, Ground Shave Roll, which has him leap into the air as a ball and then charge forward. This can be held, and at max charge it will guard break. It can also be canceled into from any V-Trigger cancelable move, such as crHP. In total can use any 3. Note that while in this V-Trigger you cannot use variations of the specials such as light, medium and heavy versions; there is only one. This means Blanka Ball is equivalent to the heavy version where it bounces near the opponent, and Up Ball is equivalent to the EX/MK versions meaning crMK, crLP xx LK Up Ball does not work anymore.

V Trigger 2

Lighting Beast is a 3 bar V-Trigger that gives Blanka access to Rolling Cannon. By pressing a direction and HP+HK after any of Blanka's rolling attacks (Blanka Ball, Up Ball, Rainbow Ball and EX Versions), Blanka will shoot forward with an electric attack. This lets him make moves such as HP Blanka Ball and EX Blanka Ball safe by canceling into the d or df versions, and + when canceling from the light versions. After the initial hit, he can cancel into it up to 3 times before hitting the air, allowing some neat juggles. The first one takes about 1/3 of your V-Gauge, the second and third in the air take about 10% meaning you can get 2 full combos from it, or about 3 uses to make Blanka Balls safe or +.

Strategy

Playing as Blanka

Fighting Against Blanka