Street Fighter 6/Blanka

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< Street Fighter 6
Revision as of 15:16, 4 May 2023 by Bradford (talk | contribs) (Added most of Blanka's moves. Still missing Rolling Cannon)


Introduction

A kindhearted defender of nature, Blanka has become an adventure tour guide, confident his intimate knowledge of the jungle will serve as a springboard to fame—and a comfortable life for his beloved mother.

Blanka is a character that focuses on aggressive mobility and a variety of confusing mind games, supplemented by setplay in the corner. Many of Blanka's tools either allow him to advance quickly or force the opponent to guess at what he's going to do next, which he can use to his advantage by overwhelming them with options.

One of the biggest tools that Blanka uses for this gameplan is his Horizontal Rolling Attack special move, often called the Blanka Ball. It travels very quickly and very far, with the heavy version traveling full screen and being difficult to punish in many circumstances. He also has a diving aerial variant in the Aerial Rolling Attack, an anti-air version with the Vertical Rolling Attack, and one that travels in a controllable arc from the ground to the air and back down again with the Backstep Rolling Attack. He also has Surprise Hop, a command dash that allows him to quickly advance forward or backward, on top of a very fast forward dash, and can use Wild Hunt to close the gap when an opponent is expecting to block or parry a Blanka Ball and punish them for it.

All of these moves are supplemented by other unorthodox or shocking maneuvers once Blanka has the opponent scared of what he might do next and manages to get in. Electric Thunder is often used to get confirms when Blanka doesn't have the charge for Blanka Ball, but allows him a fair bit of flexibility on hit and is a powerful launcher when the Overdrive version is used. Many of his normals are also fairly strong for pokes and pressure, such as his light punches and kicks, his 5MP, his 2MP, and his 2MK, and if he can land a Punish Counter, then he can use Coward Crouch to set up for a launcher that does a lot of damage. Blanka becomes especially scary in the corner, though, as he can set up a Blanka-chan Bomb and then throw in an Electric Thunder to activate it for some setplay. Even if he's pushed out, he can rely on a little patience and careful use of surprise maneuvers like Blanka Ball fakeouts, Drive Rush 3HP, Surprise Hop, or Wild Hunt to get back in.

Another notable tool in Blanka's kit is his Level 2 Super Art, Lightning Beast. When activated, it allows him to use Rolling Cannon as follow-ups to his Horizontal, Aerial, Vertical, or Backstep Rolling Attacks, in addition to giving them a lightning aura that makes them a little stronger and lets him activate Blanka-chan Bombs by using one of these moves to pass over them. Rolling Cannon ups his pressure game significantly while Lightning Beast is active, and if set up properly with an Overdrive Electric Thunder or a Coward Crouch launch, Lightning Beast can convert a stray hit from Blanka into huge damage.

In return for all of this, Blanka has to weigh his options carefully when going in for the attack, as the high reward for a fair number of his moves is balanced out by how punishable they are if they're evaded, blocked, or otherwise called out. It can also take some doing to get his combos going at midscreen or otherwise, since a lot of his more intricate combos need a launch from Coward Crouch, Overdrive Electric Thunder, and/or meter for Lightning Beast on hand. If you enjoy bewildering your opponents with risky but rewarding offensive plays and a variety of options, heed the call of the wild and howl with Blanka.


Pick if you like: Avoid if you dislike:
  • Similar-looking, highly unpredictable forward movement options that close gaps, follow unusual trajectories, or cross people up
  • A super that gives you both combo and pressure extensions from stray hits and aggressive approaches
  • Corner setplay that enables high/low/throw mixup and baits defensive options
  • Overwhelming opponents with unorthodox command normals, specials, and other moves
  • Conditional damage that requires either good positioning or spending resources to fully capitalize on
  • Needing to make solid reads/reacting quickly to compensate for the risks in your toolset


Classic & Modern Versions Comparison

List of differences with Modern Blanka
Missing Normals
  • Standing Medium Punch (5MP)
  • Crouching Medium Punch (2MP)
  • Crouching Heavy Kick (2HK)
  • Jumping Light Kick (j.LK)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Rock Crusher (6MP)
Shortcut-Only Specials
  • Backstep Rolling Attack (6S)
    • Medium/OD Only
Miscellaneous Changes
  • N/A



Players to Watch

Blanka
SF6 Blanka Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.047
Backward Walk Speed 0.032
Forward Dash Speed 19
Backward Dash Speed 23
Forward Dash Distance 1.578
Backward Dash Distance 1.169
Drive Rush Min. Distance (Throw) 0.476
Drive Rush Min. Distance (Block) 2.082
Drive Rush Max Distance 2.867
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.9
Throw Hurtbox 0.43
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover 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, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



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.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Blanka 5lp.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 10 Sp SA 300 LH +3 -3

5MP
Standing Medium Punch
5MP
SF6 Blanka 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 15 SA 700 LH +3 -4

5HP
Standing Heavy Punch
5HP
SF6 Blanka 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 7 17(22) Sp SA 800 LH +3 -3

5LK
Standing Light Kick
5LK
SF6 Blanka 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 4 7 Chn Sp SA 300 LH +5 -2

5MK
Standing Medium Kick
5MK
SF6 Blanka 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 17(20) Sp SA 600 LH +4 -2

5HK
Standing Heavy Kick
5HK
SF6 Blanka 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 9 18(15) - 800 LH +6 -4


Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Blanka 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 8 Chn Sp SA 300 LH +5 -2

2MP
Crouching Medium Punch
2MP
SF6 Blanka 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 5 16 Sp SA 600 LH -1 -5

2HP
Crouching Heavy Punch
2HP
SF6 Blanka 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 5 20(21) - 800 LH 0 -5

2LK
Crouching Light Kick
2LK
SF6 Blanka 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 10 Chn 200 L +3 -3

2MK
Crouching Medium Kick
2MK
SF6 Blanka 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 16(18) Sp SA 500 L +5 -5

2HK
Crouching Heavy Kick
2HK
SF6 Blanka 2hk.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 4 23 - 900 L HKD +25 -12


Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Blanka jlp.png

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 5 3 land - 300 H - -

j.MP
Jumping Medium Punch
j.MP
SF6 Blanka jmp.png

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 7 3 land Sp 700 H - -

j.HP
Jumping Heavy Punch
j.HP
SF6 Blanka jhp.png

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 3 land - 800 H - -

j.LK
Jumping Light Kick
j.LK
SF6 Blanka jlk.png

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 6 3 land - 300 H - -

j.MK
Jumping Medium Kick
j.MK
SF6 Blanka jmk.png

j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 3 land - 500 H - -

j.HK
Jumping Heavy Kick
j.HK
SF6 Blanka jhk.png

j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 6 3 land - 800 H - -


Command Normals

6MP

Rock Crusher
6MP
SF6 Blanka 6mp.png

6MP
Rock Crusher
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 2,1 20 - 300x2 H,H +3 -3

6MK

Double Knee Bombs
6MK
SF6 Blanka 6mk.png

6MK
Double Knee Bombs
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3(7)2 18 - 300x2 LH +6 -2

4MK

Wild Edge
4MK
SF6 Blanka 4mk.png

4MK
Wild Edge
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 12 Sp SA 600 LH +8 +2

6HP

Wild Nail
6HP
SF6 Blanka 6hp.png

6HP
Wild Nail
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 4 28(31) 2PP* 1100 LH KD +18(+21) -15(-12)

3HP

Amazon River Run
3HP
SF6 Blanka 3hp.png

3HP
Amazon River Run
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 10 22 - 1000 L KD +29(+38) -18(-9)


Target Combos

Throws

Forward Throw (LPLK)
Throw
LPLK
SF6 Blanka lplk.png

LPLK
Wild Fang
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +30 -

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Blanka 4lplk.png

4LPLK
Jungle Flip
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +27 -

Air Throw (LPLK Air)
Air Throw
LPLK (air)
SF6 Blanka jlplk.png

j.LPLK
Wild Bites
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 3 land - 1200 (2040) T KD +22 -


Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Blanka hphk.png

HPHK
Wild Scratch
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact

  • Notable blockstring gaps (8f or less cannot be escaped by jumping):
    • -

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Blanka 6hphk.png

6HPHK
Quick Rolling Attack (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6

See Drive Reversal

  • Full Invuln: 1-22f; Armor Break

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Blanka mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry

  • Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
  • Perfect Parry vs. projectiles puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
SF6 Blanka 66.png

66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 45(46) 24(23) - - - - -

See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.

  • Notable Drive Rush cancel combo routes:
  • Notable Drive Rush cancel blockstring gaps:


Special Moves

2PP

Coward Crouch
2PP
SF6 Blanka 2pp.png

2PP
Coward Crouch
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 [1~102] 28 - - - - -

2PP~P

Wild Lift
2PP~P
SF6 Blanka 2pp p.png

2PP~P
Wild Lift
Startup Active Recovery Cancel Damage Guard On Hit On Block
18+8 7 31 - 600 LH KD +55 -21

2PP~K

Raid Jump
2PP~K
SF6 Blanka 2pp k.png

2PP~K
Raid Jump
Startup Active Recovery Cancel Damage Guard On Hit On Block
18~ - 12(3) land - - - - -

6KKK

Surprise Forward Hop
6KKK
SF6 Blanka 6kkk.png

6KKK
Surprise Forward Hop
Startup Active Recovery Cancel Damage Guard On Hit On Block
27(30) total - - - - - - -

4KKK

Surprise Backward Hop
6KKK
SF6 Blanka 6kkk.png

6KKK
Surprise Forward Hop
Startup Active Recovery Cancel Damage Guard On Hit On Block
27(30) total - - - - - - -

Electric Thunder (214P)
Electric Thunder
214P
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SF6 Blanka 214pp.png

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214PP
Electric Thunder
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 2(3)2(3)2~ 15(17) SA2 SA3 400,600 [500,600] LH KD +40 +4

Rolling Attack ([4]6P)
Rolling Attack
[4]6P
SF6 Blanka 46p.png

SF6 Blanka 46pp.png

[4]6LP
Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 11 3+8 land
(32+10 land oB)
(41+6 land oH)
SA3 1000 LH KD +13 -23
[4]6MP
Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 19 3+8 land
(32+10 land oB)
(41+6 land oH)
SA3 1200 LH KD +14 -23
[4]6HP
Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 20 2+23 land
(28+6 land oB)
(30+6 land oH)
SA3 1300 LH KD +19 -15
[4]6PP
Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 22 2+15 land
(21+5 land oB)
(12+15 land oH)
SA2 SA3 800 LH KD +57 -7

Vertical Rolling Attack ([2]8K)
Vertical Rolling Attack
[2]8K
SF6 Blanka 28k.png

SF6 Blanka 28kk.png

[2]8LK
Vertical Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 19 31+17 land
(34+10 land oB)
(39+7 land oH)
- 1200 LH KD +35 -27
[2]8MK
Vertical Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 19 31+17 land
(34+10 land oB)
(39+7 land oH)
- 1300 LH KD +42 -27
[2]8HK
Vertical Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 19 31+17 land
(34+10 land oB)
(39+7 land oH)
- 1400 LH KD +42 -27
[2]8KK
Vertical Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 8(2)6 31+17 land
(34+23 land oB)
(44+7 land oH)
- 800x2 LH KD +28 -40

Backstep Rolling Attack (63214K)
Backstep Rolling Attack
63214K
SF6 Blanka 63214k.png

SF6 Blanka 63214kk.png

63214LK
Backstep Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
41 24 5 land - 1000 LH +8(+14) +2(+8)
63214MK
Backstep Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
41 27 5 land - 1000 LH +7(+14) +1(+8)
63214HK
Backstep Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
41 29 5 land - 1000 LH +7(+13) +3(+9)
63214KK
Backstep Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
8(41) 5(28)21(1)4 4 land SA2 SA3 (1st) 300,350x2 LH,LH,LH +10(+13) / KD +55 +6(+9)

Aerial Rolling Attack (j.[4]6P)
Aerial Rolling Attack
j.[4]6P
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SF6 Blanka j46pp.png

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j.[4]6PP
Aerial Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 until land 15 land - 600x2 LH KD +29(+30) -3(+3)

Wild Hunt (236K)
Wild Hunt
236K
SF6 Blanka 236lk.png

SF6 Blanka 236kk.png

236LK
Wild Hunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
34 3 57 - 1600 (1840) T HKD +35 -
236MK
Wild Hunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
39 3 57 - 1700 (1955) T HKD +35 -
236HK
Wild Hunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
43 3 57 - 1800 (2070) T HKD +35 -
236KK
Wild Hunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
32 3 57 - 2000 (2300) T HKD +64 -

Blanka-chan Bomb (22P)
Blanka-chan Bomb
22P
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Super Arts

Level 1 Super (236236P)
Shout of Earth
Level 1 Super Art
236236P
SF6 Blanka 236236p.png

236236P
Shout of Earth
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 9 62 - 2000 [2200] LH KD +15 -29

Level 2 Super (214214P)
Lightning Beast
Level 2 Super Art
214214P
SF6 Blanka 214214p.png

214214P
Lightning Beast
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 [1500 total] 9 - - - - -

Level 3 Super (236236K)
Ground Shave Cannonball
Level 3 Super Art
236236K
SF6 Blanka 236236k.png

SF6 Blanka 236236k(ca).png
CA version grants 500 extra damage

236236K
Ground Shave Cannonball
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 61 - 4000 LH HKD +50 -46
236236K
Ground Shave Cannonball (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 61 - 4500 LH HKD +14 -46

Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Blanka 5pppkkk.png
""

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
145 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Blanka 6pppkkk.png
""

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
150 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Blanka 4pppkkk.png
""

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
188 - 45 - - - - -



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