Blanka
One day long ago, a young boy named Jimmy was aboard a plane, along with some government officials, on his way to visit his uncle. Unfortunately these officials were the targets of an assaination attempt by the Shadoloo, and the plane was crashed into the Brazilian Jungle. However Jimmy survived the crash, and began to live amongst the animals in the jungle. One day, he unwittingly hitched a ride on a poacher's car. Curious and excited, Blanka began to venture into the outside world. It was probably during this time that he met Dan as well as Dan's 'student', Sakura, before he went back to the jungle. He later resurfaced again to compete in the World Warrior tounament, where his mother happened to be a spectator. There is a tearful reunion as mother and son were finally reunited. Blanka probably now lives a happy (ab)normal life with his mother.
In a nutshell
Blanka is a powerful character with excellent jumping attacks, useful special moves and some great normals. A very solid character in Hyper Fighting.
Color Options
Default |
Start
|
 |
|
Misc Animations
Walk back |
Neutral |
Walk Fwd |
Crouch
|
 |
 |
 |
|
Moves List
Note: All frame data gathered by using the method described at http://code.google.com/p/macrolua/wiki/FrameDataExamples. Some differs from TAkiba's, and is noted by a *.
Normal Moves
Standing Light Punch
{{#motion: lp }}
14
-
4
40
+1
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Close Light Punch
{{#motion: (near opponent) lp }}
14
-
4
40
+4
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Standing Medium Punch
{{#motion: mp }}
18
8
60
+11
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Close Medium Punch
{{#motion: (near opponent) mp }}
16
8
60
+13
specialcancel
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Standing Hard Punch
{{#motion: hp }}
22
14
80
-4
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Standing Light Kick
{{#motion: lk }}
14
-
4
40
+4
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Close Light Kick
{{#motion: (near opponent) lk }}
16
-
4
40
-2
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Standing Medium Kick
{{#motion: mk }}
18
8
60
+2
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Close Medium Kick
{{#motion: (near opponent) mk }}
20,20
8,8
60,60
+9
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Standing Hard Kick
{{#motion: hk }}
22
14
80
-8
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Crouching Light Punch
{{#motion: d + lp }}
14
-
4
40
+5
low
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Crouching Medium Punch
{{#motion: d + mp }}
18
8
60
+0
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Crouching Hard Punch
{{#motion: d + hp }}
22
14
80
+0
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Crouching Light Kick
{{#motion: d + lk }}
14
-
4
40
+4
low
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Crouching Medium Kick
{{#motion: d + mk }}
18
8
60
+9
low
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Crouching Hard Kick
{{#motion: d + hk }}
22
8
130
+3
low knockdown
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Jump Light Punch
{{#motion: (air) lp }}
16
4
40
-
high
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Jump Medium Punch
{{#motion: (air) mp }}
20
8
50
-
high
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Neutral Jump Hard Punch
{{#motion: u + hp }}
24
14
60
-
high
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Diagonal Jump Hard Punch
{{#motion: ub / uf + hp }}
22
14
60
-
high
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Neutral Jump Light Kick
{{#motion: u + lk }}
16
4
40
-
high
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Diagonal Jump Light Kick
{{#motion: ub / uf + lk }}
14
4
40
-
high
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Neutral Jump Medium Kick
{{#motion: u + mk }}
20
8
50
-
high
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Diagonal Jump Medium Kick
{{#motion: ub / uf + mk }}
18
8
50
-
high
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Neutral Jump Hard Kick
{{#motion: u + hk }}
24
14
60
-
high
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Diagonal Jump Hard Kick
{{#motion: ub / uf + hk }}
22
14
60
-
high
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}
Standing Normals
- Standing Forward (close):
- Standing Roundhouse (far):
Crouching Normals
Hits low.
Hits low.
Hits low.
Hits low, and knocks down.
Aerial Normals
- Neutral/Diagonal Jumping Jab:
Damage |
16 |
 |
 |
 |
 |
|
Rnd Dmg Table |
0x020
|
Stun |
1~7
|
Stun Timer |
40
|
Frame Count |
2 |
3 |
20 |
3 |
∞
|
Simplified |
5 |
20 |
∞
|
- Neutral/Diagonal Jumping Strong:
Damage |
20 |
 |
 |
 |
 |
|
Rnd Dmg Table |
0x040
|
Stun |
5~11
|
Stun Timer |
50
|
Frame Count |
2 |
3 |
12 |
3 |
∞
|
Simplified |
5 |
12 |
∞
|
Damage |
24 |
 |
 |
 |
 |
 |
 |
|
Rnd Dmg Table |
0x060
|
Stun |
11~17
|
Stun Timer |
60
|
Frame Count |
1 |
3 |
3 |
6 |
3 |
3 |
∞
|
Simplified |
1* |
3* |
∞
|
Damage |
22 |
 |
 |
 |
|
Rnd Dmg Table |
0x060
|
Stun |
11~17
|
Stun Timer |
60
|
Frame Count |
2 |
3 |
6 |
∞
|
Simplified |
5 |
6 |
∞
|
Damage |
16 |
 |
 |
 |
 |
|
Rnd Dmg Table |
0x020
|
Stun |
1~7
|
Stun Timer |
40
|
Frame Count |
2 |
3 |
20 |
3 |
∞
|
Simplified |
5 |
20 |
∞
|
Damage |
14 |
 |
 |
 |
 |
|
Rnd Dmg Table |
0x020
|
Stun |
1~7
|
Stun Timer |
40
|
Frame Count |
2 |
3 |
20 |
3 |
∞
|
Simplified |
5 |
20 |
∞
|
Damage |
20 |
 |
 |
 |
 |
|
Rnd Dmg Table |
0x040
|
Stun |
5~11
|
Stun Timer |
50
|
Frame Count |
2 |
3 |
12 |
3 |
∞
|
Simplified |
5 |
12 |
∞
|
- Diagonal Jumping Forward:
Damage |
18 |
 |
 |
 |
 |
|
Rnd Dmg Table |
0x040
|
Stun |
5~11
|
Stun Timer |
50
|
Frame Count |
2 |
3 |
12 |
3 |
∞
|
Simplified |
5 |
12 |
∞
|
- Neutral Jumping Roundhouse:
Damage |
24 |
 |
 |
 |
 |
|
Rnd Dmg Table |
0x060
|
Stun |
11~17
|
Stun Timer |
60
|
Frame Count |
2 |
3 |
6 |
3 |
∞
|
Simplified |
5 |
6 |
∞
|
- Diagonal Jumping Roundhouse:
Damage |
22 |
 |
 |
 |
 |
|
Rnd Dmg Table |
0x060
|
Stun |
11~17
|
Stun Timer |
60
|
Frame Count |
2 |
3 |
6 |
3 |
∞
|
Simplified |
5 |
6 |
∞
|
Unique Moves
- Rock Crush a.k.a. Headbutt: (On ground and close, ←/→ + Strong)
2nd hit hits low.
Throws
- Wild Fang a.k.a. Bite: (←/→ + Fierce)
Special Moves
Electric Shock: rapidly tap the jab or strong punch buttons.
Horizontal Ball: Hold Back for at least 1 second, then Forward + Punch (Hold at 4 for at least 1 second, then 6 + Punch)
Vertical Ball: Hold Down for at least 1 second, then Up + Kick (Hold at 2 for at least 1 second, then 8 + Kick)