Normal Moves
Ground Normals
Disclaimer: Ground normals take one extra frame to enter their start-up, which is the reason for the additional frame on the 'Simplified' row.
Damage |
12 |
 |
 |
 |
 |
 |
 |
|
Stun |
0~5
|
Stun Timer |
40
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
?
|
Frame Count |
2 |
2 |
2 |
4 |
2 |
2 |
1
|
Simplified |
1 + 4 |
2 |
9
|
Blanka slaps his opponent. This is not a good move, favor cl.Strong instead. It is okay for ticking though. Does not has special cancel properties like N.Blanka's version, but for O.Blanka it would not made too much of a difference since he can not Hop.
Damage |
12 |
 |
 |
 |
 |
 |
 |
|
Stun |
0~5
|
Stun Timer |
40
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
?
|
Frame Count |
2 |
2 |
3 |
4 |
3 |
3 |
1
|
Simplified |
1 + 4 |
3 |
11
|
A slap that has good priority and does good damage for a Jab, but also has a slow recovery for this kind of move. N.Blanka can special cancel this move.
Damage |
11 |
 |
 |
 |
 |
 |
 |
|
Stun |
0~5
|
Stun Timer |
40
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
?
|
Frame Count |
2 |
2 |
4 |
3 |
3 |
3 |
1
|
Simplified |
1 + 8 |
3 |
7
|
Some kind of fang attack. It has its uses, such as waiting for shotos to land from Tatsumakis.
Damage |
17 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Frame Advantage |
?
|
Frame Count |
2 |
4 |
2 |
1
|
Simplified |
1 + 2 |
4 |
3
|
A great combo starter and tick move. This has really good recovery so you can link several moves after it. The downside is that you can not charge for specials since this would result in his command headbutt attack.
Damage |
17 |
 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
?
|
Frame Count |
3 |
2 |
2 |
3 |
3 |
1
|
Simplified |
1 + 5 |
2 |
7
|
This is an important anti-air against characters with bad priority aerial moves. It is very important against Zangief and Thunder Hawk.
Damage |
17 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
?
|
Frame Count |
3 |
3 |
3
|
Simplified |
1 + 6 |
3
|
|
 |
 |
 |
 |
|
Frame Count |
7 |
3 |
3 |
3 |
1
|
Simplified |
17
|
Fang attack with decent range, but sort of slow.
- Close/Far Standing Fierce:
Damage |
22 |
 |
 |
 |
 |
 |
 |
|
Stun |
10~16
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
?
|
Frame Count |
3 |
3 |
4 |
3 |
10 |
7 |
1
|
Simplified |
1 + 6 |
7 |
18
|
This can be used as anti-air and anti-cross-up from up close. It does good damage and stun, so it is also interesting after a successful cl.Strong punch.
Damage |
22 |
 |
 |
 |
 |
 |
|
Stun |
10~16
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
?
|
Frame Count |
4 |
4 |
6 |
10 |
7 |
1
|
Simplified |
1 + 8 |
6 |
18
|
Blanka's long range crouching punch. It has good damage and stun, but relatively long start-up and mediocre priority.
Damage |
12 |
 |
 |
 |
 |
 |
|
Stun |
0~5
|
Stun Timer |
40
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
?
|
Frame Count |
3 |
3 |
3 |
2 |
2 |
4
|
Simplified |
1 + 13 |
4
|
|
 |
 |
 |
 |
|
Frame Count |
3 |
3 |
3 |
3 |
1
|
Simplified |
13
|
Horrible move.
Damage |
12 |
 |
 |
 |
 |
 |
 |
|
Stun |
0~5
|
Stun Timer |
40
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
?
|
Frame Count |
2 |
2 |
2 |
4 |
3 |
3 |
1
|
Simplified |
1 + 6 |
4 |
7
|
Great spear kick: good range and awesome priority.
Damage |
11 |
 |
 |
 |
 |
 |
|
Stun |
0~5
|
Stun Timer |
40
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
?
|
Frame Count |
2 |
2 |
4 |
3 |
3 |
1
|
Simplified |
1 + 4 |
4 |
7
|
A more safe version of cr.Forward but with less range. O.Blanka can not special cancel this move, only N.Blanka can.
Damage |
19+19 |
 |
 |
 |
 |
 |
|
Stun |
5~11+5~11
|
Stun Timer |
60+60
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
?
|
Frame Count |
3 |
3 |
3 |
2 |
2 |
4
|
Simplified |
1 + 11 |
2 |
4
|
|
 |
 |
 |
 |
|
Frame Count |
3 |
3 |
3 |
3 |
1
|
Simplified |
13
|
A double-hitting knee attack. Much better than cl.Short, but still worse than Blanka's headbutt.
Damage |
19 |
 |
 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
?
|
Frame Count |
2 |
2 |
2 |
4 |
3 |
3 |
1
|
Simplified |
1 + 6 |
4 |
7
|
Some kind of acrobatic kick that can be used as a trade anti-air, but it is worse than far Strong punch.
Damage |
17 |
 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
60
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
?
|
Frame Count |
2 |
2 |
4 |
3 |
3 |
1
|
Simplified |
1 + 4 |
4 |
7
|
This is a good attack. It can be linked into another cr.Forward or an Horizontal Roll. Only N.Blanka can special cancel this move, which hurts O.Blanka combo potential significantly.
- Close/Far Standing Roundhouse:
Damage |
24 |
 |
 |
 |
|
Stun |
10~16
|
Stun Timer |
80
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
?
|
Frame Count |
3 |
3 |
6 |
5
|
Simplified |
1 + 6 |
11
|
|
 |
 |
 |
 |
|
Frame Count |
5 |
5 |
5 |
5 |
1
|
Simplified |
21
|
This can be used as anti-air and anti-cross-up. It can also be used after cl.Strong for a damaging combination.
Damage |
22 |
 |
 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
130
|
Chain Cancel |
No
|
Special Cancel |
No
|
Frame Advantage |
?
|
Frame Count |
2 |
3 |
4 |
4 |
10 |
7 |
1
|
Simplified |
1 + 9 |
4 |
18
|
Blanka turns his back to his opponent and performs a relatively long range sweep attack. This is a good move, but a bit slow.
Aerial Normals
- Neutral/Diagonal Jumping Jab:
Damage |
12 |
 |
 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
|
Frame Count |
2 |
3 |
20 |
3 |
∞
|
Simplified |
5 |
20 |
∞
|
Damage |
21 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
50
|
|
Frame Count |
2 |
3 |
12 |
3 |
∞
|
Simplified |
5 |
12 |
∞
|
Damage |
21 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
50
|
|
Frame Count |
2 |
3 |
12 |
3 |
∞
|
Simplified |
5 |
12 |
∞
|
Damage |
26 |
 |
 |
 |
 |
 |
 |
|
Stun |
11~17
|
Stun Timer |
40
|
|
Frame Count |
1 |
3 |
3 |
6 |
3 |
3 |
∞
|
Simplified |
1 |
3 |
∞
|
Damage |
26 |
 |
 |
 |
|
Stun |
3~9
|
Stun Timer |
40
|
|
Frame Count |
2 |
3 |
6 |
∞
|
Simplified |
5 |
6 |
∞
|
Excellent priority air to ground and hits very low. It hits so low that it can beat N.Shoto's Crouching Roundhouse everytime, if timed right. The only downside of this move is that it has nerfed stun potential, similar to Shoto's Diagonal Jumping Heavy attacks.
Damage |
14 |
 |
 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
|
Frame Count |
2 |
3 |
20 |
3 |
∞
|
Simplified |
5 |
20 |
∞
|
Damage |
14 |
 |
 |
 |
 |
|
Stun |
1~7
|
Stun Timer |
40
|
|
Frame Count |
2 |
3 |
20 |
3 |
∞
|
Simplified |
5 |
20 |
∞
|
Damage |
21 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
50
|
|
Frame Count |
2 |
3 |
12 |
3 |
∞
|
Simplified |
5 |
12 |
∞
|
- Diagonal Jumping Forward:
Damage |
21 |
 |
 |
 |
 |
|
Stun |
5~11
|
Stun Timer |
50
|
|
Frame Count |
2 |
3 |
12 |
3 |
∞
|
Simplified |
5 |
12 |
∞
|
- Neutral Jumping Roundhouse:
Damage |
26 |
 |
 |
 |
 |
|
Stun |
11~17
|
Stun Timer |
60
|
|
Frame Count |
2 |
3 |
6 |
3 |
∞
|
Simplified |
5 |
6 |
∞
|
- Diagonal Jumping Roundhouse:
Damage |
26 |
 |
 |
 |
 |
|
Stun |
11~17
|
Stun Timer |
60
|
|
Frame Count |
3 |
4 |
6 |
3 |
∞
|
Simplified |
7 |
6 |
∞
|
Command Normals
- Rock Crush a.k.a. Headbutt: (On ground and close, ←/→ + Strong)
Damage |
16+16 |
 |
 |
 |
 |
|
Stun |
5~11+5~11
|
Stun Timer |
60+60
|
Special Cancel |
Yes/No/No
|
Frame Advantage |
?
|
Frame Count |
1 |
2 |
4 |
3 |
2
|
Simplified |
1 + 3 |
7 |
2
|
|
 |
 |
 |
|
Frame Count |
5 |
4 |
3 |
1
|
Simplified |
13
|
Throws
- Wild Fang a.k.a. Bite: (←/→ + Fierce)
Damage |
26 + 4*n |
 |
 |
|
Set amount of hits |
7
|
Holds do no stun
|
Range (from axis) |
64
|
(from throwable box) |
34
|
This is one of Blanka's most important attacks. Since Blanka has no overhead, cross-ups or reliable ways to deliver chip damage, he needs his long range bite hold to crack the enemy's defense. The first bite deals 26 points of damage (28 if behind in rounds) and the other ones do 4 points each.
Special Moves
All motions are listed under the assumption that O.Blanka is facing right.
- Electric Thunder: (Press P repeatedly)
Damage (Jab) |
22 |
 |
File:OBlanka elec2anm.png
|
Damage (Strong) |
24
|
Damage (Fierce) |
26
|
Stun |
9~15
|
Stun Timer |
100
|
Frame Count (Jab) |
3 |
52+
|
Frame Count (Strong) |
5 |
34+
|
Frame Count (Fierce) |
7 |
25+
|
O.Blanka recovers instantly from this attack, but he defaults to crouching position.
- Horizontal Beast Roll: (Charge ←, →, P)
Detailed Input: (Charge ← for at least 60f, [0~8f] → [0~11/9/7f] Jab/Strong/Fierce. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button)
Damage (Jab) |
24 |
File:OBlanka hroll1anm.png |
 |
 |
|
Damage (Strong) |
26
|
Damage (Fierce) |
27
|
Stun |
9~15
|
Stun Timer |
100
|
Frame Count (Jab) |
25 |
1 |
2 |
2
|
Simplified (Jab) |
25 |
5
|
Frame Count (Strong) |
25 |
1 |
2 |
3
|
Simplified (Strong) |
25 |
6
|
Frame Count (Fierce) |
∞ |
1 |
2 |
4
|
Simplified (Fierce) |
∞ |
7
|
|
File:OBlanka hroll1anm.png |
 |
 |
|
Frame Count (Jab) |
40 |
1 |
2 |
2
|
Simplified (Jab) |
40 |
5
|
Frame Count (Strong) |
40 |
1 |
2 |
3
|
Simplified (Strong) |
40 |
6
|
Frame Count (Fierce) |
40 |
1 |
2 |
4
|
Simplified (Fierce) |
40 |
7
|
- Vertical Beast Roll: (Charge ↓, ↑, K)
Detailed Input: (Charge ↓ for at least 60f, [0~8f] ↑ [0~11/9/7/4f] Short/Forward/Roundhouse/any K if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)
Damage (Short) |
22/24 |
File:OBlanka vroll2anm.png |
File:OBlanka vroll3anm.png |
 |
 |
|
Damage (Forward) |
24/24
|
Damage (Rh) |
26/26
|
Stun |
9~15
|
Stun Timer |
100
|
Frame Count (Short) |
21 |
12 |
3 |
4 |
4
|
Simplified (Short) |
21 |
15 |
8
|
Frame Count (Forward) |
23 |
12 |
3 |
4 |
4
|
Simplified (Forward) |
23 |
15 |
8
|
Frame Count (Rh) |
12 |
12 |
3 |
4 |
4
|
Simplified (Rh) |
12 |
15 |
8
|
|
 |
 |
 |
 |
 |
 |
|
Frame Count (Short) |
4 |
4 |
4 |
2 |
1 |
2 |
4
|
Simplified (Short) |
14 |
7
|
Frame Count (Forward) |
4 |
4 |
4 |
4 |
1 |
2 |
5
|
Simplified (Forward) |
16 |
8
|
Frame Count (Rh) |
4 |
4 |
4 |
6 |
1 |
2 |
6
|
Simplified (Rh) |
18 |
9
|
|
File:OBlanka vroll2anm.png |
 |
 |
|
Frame Count (Short) |
40+ |
1 |
2 |
4
|
Simplified (Short) |
40+ |
7
|
Frame Count (Forward) |
40+ |
1 |
2 |
5
|
Simplified (Forward) |
40+ |
8
|
Frame Count (Rh) |
40+ |
1 |
2 |
6
|
Simplified (Rh) |
40+ |
9
|
This is a very good anti-air and anti-cross-up move. The first damage value applies for the rolling part of the move, while the second value is the damage done by the aerial kick Blanka performs just before falling.
- Backstep Beast Roll: (Charge ←, →, K)
Detailed Input: (Charge ← for at least 60f, [0~8f] → [0~11/9/7f] Short/Forward/Roundhouse. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button)
|
 |
 |
 |
 |
 |
 |
|
Frame Count (Short) |
2 |
4 |
2 |
3 |
5 |
5 |
2
|
Simplified (Short) |
11 |
12
|
Frame Count (Forward) |
1 |
3 |
1 |
3 |
5 |
5 |
3
|
Simplified (Forward) |
8 |
13
|
Frame Count (Rh) |
1 |
2 |
1 |
1 |
5 |
5 |
3
|
Simplified (Rh) |
5 |
13
|
|
 |
 |
 |
 |
 |
|
Frame Count (Short) |
3 |
6 |
3 |
3 |
3 |
3
|
Simplified (Short) |
12 |
9
|
Frame Count (Forward) |
2 |
4 |
2 |
3 |
3 |
3
|
Simplified (Forward) |
8 |
9
|
Frame Count (Rh) |
1 |
2 |
1 |
3 |
3 |
3
|
Simplified (Rh) |
4 |
9
|
Damage (Short) |
11+24 |
 |
 |
 |
File:OBlanka broll17anm.png |
 |
 |
|
Damage (Forward) |
11/24
|
Damage (Rh) |
11/24
|
Stun |
1~7
|
Stun Timer |
30
|
|
Frame Count (Short) |
4 |
3 |
2 |
11 |
1 |
2 |
2
|
Simplified (Short) |
4 |
3 |
2 |
11 |
5
|
Frame Count (Forward) |
4 |
3 |
2 |
14 |
1 |
2 |
3
|
Simplified (Forward) |
23 |
6
|
Frame Count (Rh) |
4 |
3 |
2 |
16 |
1 |
2 |
4
|
Simplified (Rh) |
25 |
7
|
|
File:OBlanka broll17anm.png |
 |
 |
|
Frame Count (Short) |
28+ |
1 |
2 |
2
|
Simplified (Short) |
28+ |
5
|
Frame Count (Forward) |
28+ |
1 |
2 |
3
|
Simplified (Forward) |
28+ |
6
|
Frame Count (Rh) |
28+ |
1 |
2 |
4
|
Simplified (Rh) |
28+ |
7
|
This is a very bad move, in general. It has a too long start-up and a too slow active part. Finally, the recovery is not as good as one would expect for such a slow move.
Template:Super Turbo