Blanka (SSFIV)

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Revision as of 19:15, 11 March 2011 by Veserius (talk | contribs) (→‎Introduction: Added one.)

Introduction To Blanka



Blanka is often categorized as a gimmick character or a turtle character, however that really isn't the case. He does have solid defensive options and a wide variety of unsafe gimmicks, but they are only part of the equation. In actuality Blanka is a footsie character who has a balanced array of offensive and defensive options.


Strengths

  • Very fast jump with a great attacking arc
  • Great anti-fireball game with slide, coward's crouch, ex horizontal ball, and U2
  • Great anti-air options
  • Good footsie normals
  • Lots of + frames on blocked electricity
  • 4 frame U1 which allows for meter free combos to ultra and the ability to punish heavily
  • Builds meter well
  • Extremely mobile
  • Lots of ambiguous mixups and gimmicks
  • Fast focus attack
  • Unblockables

Weaknesses

  • Slightly below average stun
  • Low damage output without a jump in, ultra, or super which hurts his comeback potential
  • Horiztonal and vertical balls are very punishable on both hit and block
  • Reversals can easily be option selected against
  • Very vulnerable to divekick pressure
  • Hard to break opponents defenses safely
  • Must use EX meter for invincible reversal

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close LP HL 30 50 20 sp/su 4 2 10 -1 +2
Close MP HL 80 100 40 su 6 2 10 +2 +5
Close HP HL 110[90] 200[150] 60 su 7 4 22 -7 -1 Forces stand
Close LK HL 40 50 20 sp/su 4 3 10 -2 +1
Close MK HL 40*40 50*50 40*20 su 5 2(3)2 12 0 +3 1st hit cancellable
Close HK HL 100[80] 200[150] 60 su 7 6 19 -6 -1
Far LP HL 30 50 20 sp/su 3 2 9 0 +3
Far MP HL 80 100 40 - 7 4 9 +1 +4
Far HP HL 120 200 60 su 7 6 20 -5 -2
Far LK HL 30 50 20 su 5 2 12 -3 0
Far MK HL 90 100 40 - 5 2 19 -7 -2
Far HK HL 100[80] 200[150] 60 sp/su 3 6 23 -8 -5
crouch LP HL 30 50 20 su 4 2 9 0 +3
crouch MP HL 90 100 40 su 7 4 15 -5 -2
crouch HP HL 100 200 60 sp/su 8 4 25 -10 -4
crouch LK L 30 50 20 sp/su 4 3 7 +1 +4
crouch MK L 70 100 40 su 5 2 11 +1 +4 Low attack
crouch HK L 90 150 60 - 6 5 21 -7 - cannot fast recover, opponent gets up 48F after recovery if hit on first active frame
Jump up LP H 40 50 20 - 5 7 - - -
Jump up MP H 70 100 40 - 6 3 - - -
Jump up HP H 120 200 60 - 4 3 - - -
Jump up LK H 40 50 20 - 4 3 - - -
Jump up MK H 60 100 40 - 5 5 - - -
Jump up HK H 120 200 60 - 7 7 - - -
Jump forward LP H 40 50 20 - 5 7 - - -
Jump forward MP H 70 100 40 - 6 5 - - -
Jump forward HP H 90 200 60 - 5 4 - - -
Jump forward LK H 40 50 20 - 5 5 - - -
Jump forward MK H 60 100 40 - 5 5 - - -
Jump forward HK H 110 200 60 - 7 6 - - -
B or F+MP(close) HL 50*40 50*50 40*20 sp/su 7 2(1)5 12 -3 +2 1st hit cancellable
Overhead H 50*40 50*50 40*20 - 25 2(1)4 12 -2 +3 Mid attack
DF+HP L 100 200 60 - 10 19 16 -14 - cannot fast recover
F+KKK - - - - - - - 22 - -
B+KKK - - - - - - - 29 - -
D+PPP - - - - sp/su - - 53 - -
D+PPP (???) sp/su 90
Focus Attack LVL 1 HL 60 100 20 - 20 2 38 -24 -24
Focus attack LVL 2 HL 90 150 40 - 17+11 2 38 -18 -
Focus attack LVL 3 - 150 200 60 - 63 2 39 - -
Forward Throw 0.9 130 140 40 - 3 2 20 - - Hard Knockdown / Opponent gets up 80F after throw recovers
Back throw 0.9 120 120 40 - 3 2 20 - -
Rolling Attack LP HL 100 100 30/30 su 6 18 4+2 -24 -15 Armor break, charge 55f
Rolling Attack MP HL 110 150 30/30 su 6 33 4+2 -24 -15 Armor break, charge 55f
Rolling Attack HP HL 120 200 30/30 su 6 33 4+3 -24 -15 Armor break, charge 55f
Rolling Attack EX HL 110 150 -250/0 su 6 33 4+3 -24 -15 Armor break, charge 55f
Backstep Rolling LK HL 110 200 30/40 - 28 25 6 - - charge 55f
Backstep Rolling MK HL 120 200 30/40 - 28 29 6 - - charge 55f
Backstep Rolling HK HL 130 200 30/40 - 28 33 6 - - charge 55f
Backstep Rolling EX HL 120 200 -250/0 - 28 33 6 - - 1~22f invincible, 23~27f cannot be thrown, charge 55f
Anti Air Rolling LK HL 100 200 30/30 - 4 18 40+5 -21 -17 charge 55f
Anti Air Rolling MK HL 110 200 30/30 - 4 15 42+10 -21 -17 charge 55f
Anti Air Rolling HK HL 120 200 30/30 - 4 12 46+4 -21 -17 charge 55f
Anti Air Rolling EX HL 120 200 -250/0 - 4 18 47+10 -21 -17 1~5f invincible, charge 55f
Electricity LP HL 120 200 20/20 su 5 4x4 9 +5 -
Electricity MP HL 130 200 20/20 su 7 2x8 9 +8 -
Electricity HP HL 140 200 20/20 su 10 1x16*2 9 +10 -
Electricity EX HL 150 200 -250/0 su 10 1x16*2 11 +8 -
Super Combo LP HL 100x5 0 -1000/0 - 1+4 16*1x14 12 -34 - 1~5f invincible, Pursuit property, charge 55f
Super Combo MP HL 100x5 0 -1000/0 - 1+4 22*1x14 12 -34 - 1~5f invincible, Pursuit property, charge 55f
Super Combo HP HL 100x5 0 -1000/0 - 1+4 22*1x14 19 -34 - 1~5f invincible, Pursuit property, charge 55f
Ultra Combo 1 L*H*H*HLx4 0*100x5 0 0/0 - 1+3 2(20)26*1x20 17 -41 - 1~27f invincible, Pursuit property, charge 55f
Ultra Combo 2 KKK 120x2*90x3 0 0/0 - 1+11 2(7)2(33)90 31 -57 - 1~10f invincible
Ultra Combo 2 PPP 30*195[470] 0 0/0 - 1+6 55(10)6 80 - - 1-6f invincible
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes