Super Street Fighter IV AE/Blanka

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Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.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's gameplay definitely matches his exterior: it is oftentimes wild and unpredictable. Many Blanka players go for mix-ups and shenanigans using his myriad of ways to continually switch sides on the opponent, while other Blankas will play extremely defensive and try to time you out as often as possible. Definitely a character where your personality can come through, using Blanka means keeping your opponent on their toes all the time.


Moves

Unique Attacks

Name
Command
Notes
Rock Crusher
(near opponent) f or b + mp
Rock Crusher Overhead
(near opponent) f or b + mp (hold down button)
high
Amazon River Run
df + hp
low
Coward Crouch
d + 3p
Continue holding d to crouch longer

Throws

Name
Command
Notes
Wild Fang
f or n + lp + lk
throw
Jungle Wheel
b + lp + lk
throw

Special Moves

Name
Command
Notes
Rolling Attack
b (charge) f + p
ex armorbreak
Backstep Ball
b (charge) f + k
ex version can be controlled with b or f ; ex
Vertical Roll
d (charge) u + k
ex
Electric Thunder
press p repeatedly
Requires 5 punch button presses; ex
Surprise Forward
f + 3k
Can pass through opponent; Cannot be used as a Reversal
Surprise Back
b + 3k
Cannot be used as a Reversal

Super Combo

Name
Command
Notes
Ground Shave Roll
b (charge) f b f + p
Hold p to change timing of dash

Ultra Combos

Name
Command
Notes
Lightning Cannonball
b (charge) f b f + 3p
Hold 3p to change timing of dash
Shout of Earth (anti-air)
db (charge) df db u + 3p
If first hit misses, hold 3p to delay final hit
Should of Earth (anti-ground)
db (charge) df db u + 3k


AE Changes

  • Rock Crusher has less recovery.
  • Beast Slide has less active frames, as a result the whole animation time is shorter. Also, his hittable box during the recovery of this move has been increased.
  • His Forward Hop has more grounded frames of animation during start up, making him easier to grab out of it.
  • The hittable box of his Beast Roll has been widened in size while rolling around, and the distance traveled after having it blocked has been altered.
    Medium Punch and Hard Punch distances were reduced.
  • EX Backstep Ball forward distance has been reduced a little, so it's harder to escape from the corner.
  • EX Electricity has much faster start up now.


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 Jab.gif HL 30 50 20 sp/su 4 2 10 -1 +2
Close Strong.gif HL 80 100 40 su 6 2 10 +2 +5
Close Fierce.gif HL 110[90] 200[150] 60 su 7 4 22 -7 -1
Close Short.gif HL 40 50 20 sp/su 4 3 10 -2 +1
Close Forward.gif HL 40*40 50*50 40*20 su 5 2(3)2 12 0 +3
Close Roundhouse.gif HL 100[80] 200[150] 60 su 7 6 19 -6 -1
Far Jab.gif HL 30 50 20 sp/su 3 2 9 0 +3
Far Strong.gif HL 80 100 40 su 7 4 9 +1 +4
Far Fierce.gif HL 120 200 60 - 7 6 20 -6 -1
Far Short.gif HL 30 50 20 su 5 2 12 -3 0
Far Forward.gif HL 90 100 40 - 5 2 19 -7 -4
Far Roundhouse.gif HL 100[80] 200[150] 60 - 3 6 23 -10 -5
crouch Jab.gif HL 30 50 20 su 4 2 9 0 +3
crouch Strong.gif HL 90 100 40 su 7 4 15 -5 -2
crouch Fierce.gif HL 100 200 60 sp/su 8 4 25 -10 -4
crouch Short.gif L 30 50 20 sp/su 4 3 7 +1 +4
crouch Forward.gif L 70 100 40 sp/su 5 2 11 +1 +4
crouch Roundhouse.gif L 90 150 60 - 6 5 21 -7 -
Jump up Jab.gif H 40 50 20 - 5 7 - - -
Jump up Strong.gif H 70 100 40 - 6 3 - - -
Jump up Fierce.gif H 120 200 60 - 4 3 - - -
Jump up Short.gif H 40 50 20 - 4 3 - - -
Jump up Forward.gif H 60 100 40 - 5 5 - - -
Jump up Roundhouse.gif H 120 200 60 - 7 7 - - -
Jump forward Jab.gif H 40 50 20 - 5 7 - - -
Jump forward Strong.gif H 70 100 40 - 6 5 - - -
Jump forward Fierce.gif H 90 200 60 - 5 4 - - -
Jump forward Short.gif H 40 50 20 - 5 5 - - -
Jump forward Forward.gif H 60 100 40 - 5 5 - - -
Jump forward Roundhouse.gif H 110 200 60 - 7 6 - - -
Left.gif or Right.gif+Strong.gif(close) HL 50*40 50*50 40*20 sp/su 7 2(1)5 11 -2 +3
Overhead H 50*40 50*50 40*20 - 25 2(1)4 11 -1 +4
Downright.gif+Fierce.gif L 100 200 60 - 10 16 16 -11 -
Right.gif+Kick.gif Kick.gif Kick.gif - - - - - - - 22 - -
Left.gif+Kick.gif Kick.gif Kick.gif - - - - - - - 29 - -
Down.gif+Punch.gif Punch.gif Punch.gif - - - - - sp/su - - 53 -
Down.gif+ Punch.gif Punch.gif Punch.gif (???) - - - - 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 0.93 130 140 40 - 3 2 20 - -
Back throw 0.93 120 120 40 - 3 2 20 - -
Rolling Attack Jab.gif HL 100 100 30/30 su 6 18 4+2 -24 -15
Rolling Attack Strong.gif HL 110 150 30/30 su 6 33 4+2 -24 -15
Rolling Attack Fierce.gif HL 120 200 30/30 su 6 33 4+3 -24 -15
Rolling Attack EX.gif HL 110 150 -250/0 su 6 33 4+3 -24 -15
Backstep Rolling Short.gif HL 110 200 30/40 - 28 25 6 - -
Backstep Rolling Forward.gif HL 120 200 30/40 - 28 29 6 - -
Backstep Rolling Roundhouse.gif HL 130 200 30/40 - 28 33 6 - -
Backstep Rolling EX.gif HL 120 200 -250/0 - 28 33 6 - -
Anti Air Rolling Short.gif HL 100 200 30/30 - 4 18 40+5 -21 -17
Anti Air Rolling Forward.gif HL 110 200 30/30 - 4 15 42+10 -21 -17
Anti Air Rolling Roundhouse.gif HL 120 200 30/30 - 4 12 46+4 -21 -17
Anti Air Rolling EX.gif HL 120 200 -250/0 - 4 18 47+10 -21 -17
Electricity Jab.gif HL 120 200 20/20 su 5 {4(4)}x3*4 9 +5 -
Electricity Strong.gif HL 130 200 20/20 su 7 {2(2)}x7*2 9 +8 -
Electricity Fierce.gif HL 140 200 20/20 su 10 {1(1)}x16*2 9 +10 -
Electricity EX.gif HL 150 200 -250/0 su 5 {1(1)}x16*2 11 +8 -
Super Combo HL 100x5 0 -1000/0 - 1+4 16*1x14 12 -32 -
Ultra Combo 1 L*H*H*HLx4 0*120*125x3 0 0/0 - 0+4 2(20)26*1x20 17 -41 -
Ultra Combo 2 Kick.gif Kick.gif Kick.gif L 120x2*90x3 0 0/0 - 0+12 2(7)2(33)90 31 -57 -
Ultra Combo 2 Punch.gif Punch.gif Punch.gif - 30*195[470] 0 0/0 - 0+7 55(10)6 80 - -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes: