Ultra Street Fighter IV/Blanka

From SuperCombo Wiki
Ultra Street Fighter IVUSFIV-Header.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 is a tricky character who, despite being a charge character, has deadly mixup potential. His playstyle is wild and unpredictable, from sneaky cross-up Rolling Attacks to constantly switching sides on the enemy with the Beast Hop. Even his Ultras are unpredictable, with the first having to be blocked high and then low, to the other being able to hit either airborne or grounded foes. Blanka, however, has a very luck-based wakeup game which, should he guess incorrectly, can be furiously punished for. In addition, he is very charge reliant and the second he loses his charge the only thing he can hope to save him is his Electricity. If you prefer to annoy your opponents with mindgames, mixups, and unpredictability, Blanka might be for you.


Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Forward Dash: Total frames reduced to 20 frames from 21 frames
  • Close Stand MK: Now airborne start on 3rd frame
  • Crouch MK: On hit is now +5 from +4; pushback on guard and hit increased
  • Rolling Attack: Hard version now causes Soft Knockdown on hit at all distances
  • Backstep Roll: All versions now cause 2 more frames of block-stun
  • Vertical Roll: All versions can now be cancelled into EX Focus on hit or block

(New to Ultra SFIV Console Digital Release)

  • Close Stand MK: Airborne frames increased from frames 3 through 4 to frames 3 through 5
  • Shout of Earth (UC2): Anti-air version first Hitbox now the same as second hit; no longer hits grounded opponents

(New to 1.04 Update)

  • Close Stand MK: Fixed bug where Blanka would be counter-hit after startup
  • Crouch MK: Startup reduced to 4 frames from 5 frames; pushback reverted; frame advantage reduced to 4 frames from 5 frames

Character Specific Data

Blanka

VITALS
Health: 1000 Stun: 950 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.05 Forward Dash Distance: 1.52
Back Walk Speed: 0.045 Forward Dash Total Frames: 20
JUMPING Back Dash Distance: 1.20
Jump Height Apex: 2.04 Back Dash Total Frames: 26
Jump Total Frames: 38 (4+34) Back Dash Invincibility: 8
Forward Jump Distance: 1.65 Back Dash Airborne: 11
Back Jump Distance 1.48 Back Dash Recovery: 7
THROWS WAKE-UP TIMING
Forward Throw Range: 0.93 Face Up Total Frames: 33
Back Throw Range: 0.93 Face Down Total Frames: 22
NOTABLE MOVE CLASSES
High Attacks: Rock Crusher Overhead Hard Knockdowns: Crouch HK, Amazon River Run
Low Attacks: Crouch LK, Crouch MK, Crouch HK, Amazon River Run, Lightning Cannonball (1st Hit), Shout of Earth (Anti-Ground) Armor Breakers: Rolling Attack, EX Rolling Attack, Lightning Cannonball, Shout of Earth (Anti-Air), Shout of Earth (Anti-Ground)
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 20 L1 EX Red Focus Attack Combo Lead-Ins: Close HP, Crouch HP, Close HK, LP/MP Rolling Attack, LK/MK/HK Vertical Roll
Level 2 Focus Startup Frames: 28
Level 3 Focus Startup Frames: 63
L1 Focus Attack Forward Dash: -4 L2 FA Forward Dash (On Block): +2
L1 Focus Attack Back Dash: -10 L2 FA Back Dash (On Block): -4


Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Jab.gif 30 50 20 HL sp/su 4 2 10 -1 +2
Close MP Close Strong.gif 80 100 40 HL su 6 2 10 +2 +5
Close HP Close Fierce.gif 110[90] 200[150] 60 HL su 7 4 22 -7 -1
Close LK Close Short.gif 40 50 20 HL sp/su 4 3 10 -2 +1
Close MK Close Forward.gif 40*40 50*50 40*20 HL su*- 5 2(3)2 12 0 +3
Close HK Close Roundhouse.gif 100[80] 200[150] 60 HL su 7 6 19 -6 -1
Far LP Far Jab.gif 30 50 20 HL sp/su 3 2 9 0 +3
Far MP Far Strong.gif 80 100 40 HL su 7 4 9 +1 +4
Far HP Far Fierce.gif 120 200 60 HL - 7 6 20 -6 -1
Far LK Far Short.gif 30 50 20 HL su 5 2 12 -3 0
Far MK Far Forward.gif 90 100 40 HL su 5 2 19 -7 -4
Far HK Far Roundhouse.gif 100[80] 200[150] 60 HL - 3 6 23 -10 -5
Crouch LP Crouch Jab.gif 30 50 20 HL sp/su 4 2 9 0 +3
Crouch MP Crouch Strong.gif 90 100 40 HL su 7 4 15 -5 -2
Crouch HP Crouch Fierce.gif 100 200 60 HL su 8 4 25 -10 -4
Crouch LK Crouch Short.gif 30 50 20 L sp/su 4 3 7 +1 +4
Crouch MK Crouch Forward.gif 70 100 40 L sp/su 4 2 11 +1 +4
Crouch HK Crouch Roundhouse.gif 90 150 60 L su 6 5 21 -7 -
Rock Crusher Left.gif or Right.gif+Strong.gif(close) 50*40 50*50 40*20 HL sp/su*- 7 2(1)5 11 -2 +3
Rock Crusher Overhead Left.gif or Right.gif+Strong.gif(close) 50*40 50*50 40*20 H - 25 2(1)4 11 -1 +5
Amazon River Run Downright.gif+Fierce.gif 100 200 60 L - 10 16 16 -11 -
Coward Crouch Coward Crouch - - - - sp/su - - Total 53 - -
Coward Crouch (Max) Coward Crouch (Max) - - - - sp/su - - Total 90 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 40 50 20 H - 5 7 - - -
Neutral Jump MP Neutral Jump Strong.gif 70 100 40 H - 6 3 - - -
Neutral Jump HP Neutral Jump Fierce.gif 120 200 60 H - 4 3 - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 4 3 - - -
Neutral Jump MK Neutral Jump Forward.gif 60 100 40 H - 5 5 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 120 200 60 H - 7 7 - - -
Diagonal Jump LP Diagonal Jump Jab.gif 40 50 20 H - 5 7 - - -
Diagonal Jump MP Diagonal Jump Strong.gif 70 100 40 H - 6 5 - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 90 200 60 H - 5 4 - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 5 5 - - -
Diagonal Jump MK Diagonal Jump Forward.gif 60 100 40 H - 5 5 - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 110 200 60 H - 7 6 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+10 2 38 -24 -24
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+10 2 38 -18 -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 63 2 39 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Wild Fang Forward Throw 130 140 40 0.93 - 3 2 20 - -
Jungle Wheel Back Throw 120 120 40 0.93 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Rolling Attack Blanka Ball Jab.gif 110 100 30/30 HL su 6 18 4 + After landing 2 [36+5] -22 -15
Blanka Ball Strong.gif 120 150 30/30 HL su 6 33 4+2 [36+5] -22 -15
Blanka Ball Fierce.gif 130 200 30/30 HL su 6 33 4+3 [36+5] -22 -15
EX Rolling Attack Blanka Ball EX.gif 120 150 -250/0 HL su 6 33 4+3[36+5] -22 -15
Backstep Ball Rainbow Ball Short.gif 110 200 30/40 HL - 28 25 After landing 6 - -
Rainbow Ball Forward.gif 120 200 30/40 HL - 28 29 After landing 6 - -
Rainbow Ball Roundhouse.gif 130 200 30/40 HL - 28 33 After landing 6 - -
EX Backstep Ball Rainbow Ball EX.gif 120 200 -250/0 HL - 28 33 After landing 6 - -
Vertical Roll Vertical Roll Short.gif 100 200 30/30 HL su 4 18 40+5 [36+5] -21 -17
Vertical Roll Forward.gif 110 200 30/30 HL su 4 15 42+10 [36+5] -21 -17
Vertical Roll Roundhouse.gif 120 200 30/30 HL su 4 12 46+4 [36+5] -21 -17
EX Vertical Roll Vertical Roll EX.gif 120 200 -250/0 HL su 4 18 47+10 [36+10] -26 -17
Electric Thunder Electric Thunder Jab.gif 120 200 20/20 HL su 5 {4(4)}x3*4 9 +5 -
Electric Thunder Strong.gif 130 200 20/20 HL su 7 {2(2)}x7*2 9 +8 -
Electric Thunder Fierce.gif 140 200 20/20 HL su 10 {1(1)}x16*2 9 +10 -
EX Electric Thunder Electric Thunder EX.gif 150 200 -250/0 HL su 5 {1(1)}x16*2 11 +8 -
Surprise Forward Surprise Forward - - - - - - - Total 22 - -
Surprise Back Surprise Back - - - - - - - Total 29 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Ground Shave Roll Ground Shave Roll 100x5 0 -1000/0 HL - 1+4 16*1x14 12 [38+5] -32 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Lightning Cannonball Lightning Cannonball 0*120*125x4 0 0/0 L*H*HLx4 - 0+4 2(20)26*1x20 17 [39+5] -41 -
Shout of Earth (Anti-Air) Shout of Earth (Anti-Air) 30*195[470] 0 0/0 - - 0+7 55(10)6 80 - -
Shout of Earth (Anti-Ground) Shout of Earth (Anti-ground) 120x2*90x3 0 0/0 L - 0+12 2(7)2(33)90 31 -57 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv


Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / uf + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / uf + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HP

Diagonal Jump Fierce ub / uf + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump LK

Diagonal Jump Short ub / uf + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump MK

Diagonal Jump Forward ub / uf + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Diagonal Jump HK

Diagonal Jump Roundhouse ub / uf + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Rock Crusher

Headbutt (near opponent) f or b + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Rock Crusher Overhead

Overhead (near opponent) f or b + hold mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Amazon River Run

Slide df + p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Coward Crouch

Coward Crouch d + 3p Continue holding d to crouch longer

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Coward Crouch (Max) Coward Crouch (Max) d + 3p (hold d )

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Wild Fang

Forward Throw f or n + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jungle Wheel

Back Throw b + lp + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Rolling Attack

Blanka Ball b (charge) f + p ex armorbreak ex version can be controlled with b or f

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Backstep Ball

Rainbow Ball b (charge) f + k ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Vertical Roll

Up Ball d (charge) u + k ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Electric Thunder

Electricity press p repeatedly ex Requires 5 button presses

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Surprise Forward

Forward Hop f + 3k

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Surprise Back

Back Hop b + 3k

~~ Uses and Strategies ~~

(No uses/strategies)


Super Combo

  Name Nickname Command Notes
File:No image.png

Ground Shave Roll

Super Combo b (charge) f b f + p Hold p to delay timing of dash

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Lightning Cannonball

Ultra Combo I b (charge) f b f + 3p Hold 3p to delay timing of dash

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Shout of Earth (Anti-Air) Ultra Combo II (Anti-Air) db (charge) df db u + 3p armorbreak If first hit misses, hold 3p to delay final hit

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Shout of Earth (Anti-Ground) Ultra Combo II (Anti-Ground) db (charge) df db u + 3k armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)


The Basics

Combos

Strategy

Matchups

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 30 50 20 HL sp/su 4 2 10 15 -1 +2 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 80 100 40 HL su 6 2 10 17 +2 +5 14 17 Reset Reset - - - - - - -
Close HP Close Fierce.gif 110[90] 200[150] 60 HL su 7 4 22 32 -7 -1 19 25 Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 40 50 20 HL sp/su 4 3 10 16 -2 +1 11 14 Reset Reset - - Feet: 3~12f Feet: 3~12f - - -
Close MK Close Forward.gif 40*40 50*50 40*20 HL su*- 5 2(3)2 12 23 0 +3 14 17 Reset Reset - - Feet: 4~18f Feet: 4~18f - 3~5f -
Close HK Close Roundhouse.gif 100[80] 200[150] 60 HL su 7 6 19 31 -6 -1 19 24 [] refers to active frames 3~6 Reset Reset - - Feet: 6~8f Feet: 6~8f - - -
Far LP Far Jab.gif 30 50 20 HL sp/su 3 2 9 13 0 +3 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 80 100 40 HL su 7 4 9 19 +1 +4 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 120 200 60 HL - 7 6 20 32 -6 -1 20 25 Hit advantage is based on 2nd active frame Reset Reset - - - - - - -
Far LK Far Short.gif 30 50 20 HL su 5 2 12 18 -3 0 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 90 100 40 HL su 5 2 19 25 -7 -4 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 100[80] 200[150] 60 HL - 3 6 23 31 -10 -5 19 24 [] refers to active frames 3~6 Reset Reset - - Feet: 4~8f Feet: 4~8f - - -
Crouch LP Crouch Jab.gif 30 50 20 HL sp/su 4 2 9 14 0 +3 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 90 100 40 HL su 7 4 15 25 -5 -2 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 100 200 60 HL su 8 4 25 36 -10 -4 19 25 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 30 50 20 L sp/su 4 3 7 13 +1 +4 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 70 100 40 L sp/su 4 2 11 16 +1 +4 14 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 90 150 60 L su 6 5 21 31 -7 - 19 - opponent gets up 48F after recovery if hit on first active frame Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Rock Crusher Left.gif or Right.gif+Strong.gif(close) 50*40 50*50 40*20 HL sp/su*- 7 2(1)5 11 25 -2 +3 14 19 Only +1 on hit vs crouching opponents Reset Reset - - - - - - -
Rock Crusher Overhead Left.gif or Right.gif+Strong.gif(close) 50*40 50*50 40*20 H - 25 2(1)4 11 42 -1 +5 14 20 Hold button 15f Reset Reset - - - - - - -
Amazon River Run Downright.gif+Fierce.gif 100 200 60 L - 10 16 16 41 -11 - 21 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Coward Crouch Coward Crouch - - - - sp/su - - Total 53 53 - - - - 29~32f cancellable, duration can be extended - - - - - - Upper body: 1~31f Upper body: 1~31f All: 1~31f 32~40f -
Coward Crouch (Max) Coward Crouch (Max) - - - - sp/su - - Total 90 90 - - - - 29~65f cancellable - - - - - - Upper body: 1~64f Upper body: 1~64f All: 1~64f 69~77f -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 40 50 20 H - 5 7 - 11 - - Reset Reset - - - - - - -
Neutral Jump MP Neutral Jump Strong.gif 70 100 40 H - 6 3 - 8 - - Reset Reset - - - - - - -
Neutral Jump HP Neutral Jump Fierce.gif 120 200 60 H - 4 3 - 6 - - Reset Reset - - - - - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 4 3 - 6 - - Reset Reset - - - - - - -
Neutral Jump MK Neutral Jump Forward.gif 60 100 40 H - 5 5 - 9 - - Reset Reset - - - - - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 120 200 60 H - 7 7 - 13 - - Reset Reset - - - - - - -
Diagonal Jump LP Diagonal Jump Jab.gif 40 50 20 H - 5 7 - 11 - - Reset Reset - - - - - - -
Diagonal Jump MP Diagonal Jump Strong.gif 70 100 40 H - 6 5 - 10 - - Reset Reset - - - - - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 90 200 60 H - 5 4 - 8 - - Reset Reset - - - - - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 5 5 - 9 - - Reset Reset - - - - - - -
Diagonal Jump MK Diagonal Jump Forward.gif 60 100 40 H - 5 5 - 9 - - Reset Reset - - - - - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 110 200 60 H - 7 6 - 12 - - Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+10 2 38 59 -24 -24 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+10 2 38 67 -18 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 63 2 39 103 - - X Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Wild Fang Forward Throw 130 140 40 0.93 - 3 2 20 24 - - Opponent gets up 81f after throw recovers X Hard Knockdown - - - - - - - - - -
Jungle Wheel Back Throw 120 120 40 0.93 - 3 2 20 24 - - Opponent gets up 54f after throw recovers X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Rolling Attack Blanka Ball Jab.gif 110 100 30/30 HL su 6 18 4 + After landing 2 [36+5] 29 -22 -15 Charge 55f, [] refers to on hit/block X Soft Knockdown Soft Knockdown - - - - - 8f~ -
Blanka Ball Strong.gif 120 150 30/30 HL su 6 33 4+2 [36+5] 44 -22 -15 Charge 55f, [] refers to on hit/block X Soft Knockdown Soft Knockdown - - - - - 7f~ -
Blanka Ball Fierce.gif 130 200 30/30 HL su 6 33 4+3 [36+5] 45 -22 -15 Charge 55f, [] refers to on hit/block X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 7f~ -
EX Rolling Attack Blanka Ball EX.gif 120 150 -250/0 HL su 6 33 4+3[36+5] 45 -22 -15 Charge 55f, [] refers to on hit/block X 1~2f: Soft Knockdown 1~2f: Soft Knockdown Soft Knockdown Soft Knockdown - - - Until end of active frames - 7f~ -
Backstep Ball Rainbow Ball Short.gif 110 200 30/40 HL - 28 25 After landing 6 58 - - Charge 55f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 1f~ -
Rainbow Ball Forward.gif 120 200 30/40 HL - 28 29 After landing 6 62 - - Charge 55f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 1f~ -
Rainbow Ball Roundhouse.gif 130 200 30/40 HL - 28 33 After landing 6 66 - - Charge 55f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 1f~ -
EX Backstep Ball Rainbow Ball EX.gif 120 200 -250/0 HL - 28 33 After landing 6 66 - - Charge 55f, direction can be controlled Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~22f - - 23~27f 1f~ -
Vertical Roll Vertical Roll Short.gif 100 200 30/30 HL su 4 18 40+5 [36+5] 66 -21 -17 Charge 55f, [] refers to on hit/block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 3f~ -
Vertical Roll Forward.gif 110 200 30/30 HL su 4 15 42+10 [36+5] 70 -21 -17 Charge 55f, [] refers to on hit/block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 3f~ -
Vertical Roll Roundhouse.gif 120 200 30/30 HL su 4 12 46+4 [36+5] 65 -21 -17 Charge 55f, [] refers to on hit/block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - 3f~ -
EX Vertical Roll Vertical Roll EX.gif 120 200 -250/0 HL su 4 18 47+10 [36+10] 78 -26 -17 Charge 55f, [] refers to on hit/block Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5f - - - 3f~ -
Electric Thunder Electric Thunder Jab.gif 120 200 20/20 HL su 5 {4(4)}x3*4 9 41 +5 - 1st hit on block does not stop immediately, can be extended Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Electric Thunder Strong.gif 130 200 20/20 HL su 7 {2(2)}x7*2 9 45 +8 - 1st hit on block does not stop immediately, can be extended Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Electric Thunder Fierce.gif 140 200 20/20 HL su 10 {1(1)}x16*2 9 52 +10 - 1st hit on block does not stop immediately, can be extended Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
EX Electric Thunder Electric Thunder EX.gif 150 200 -250/0 HL su 5 {1(1)}x16*2 11 49 +8 - 1st hit on block does not stop immediately Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - -
Surprise Forward Surprise Forward - - - - - - - Total 22 22 - - 5~18f can pass through opponent, treated as a special move, if immediately followed up by another move, that move will come out 2 frames after Surprise Forward has ended - - - - - - - - - 5~18f -
Surprise Back Surprise Back - - - - - - - Total 29 29 - - Treated as a special move - - - - - - - - - 4~21f -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Ground Shave Roll Ground Shave Roll 100x5 0 -1000/0 HL - 1+4 16*1x14 12 [38+5] 46 -32 - Charge 55f, [] refers to on hit/block Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~5f - - - - JP: ?
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Lightning Cannonball Lightning Cannonball 0*120*125x4 0 0/0 L*H*HLx4 - 0+4 2(20)26*1x20 17 [39+5] 88 -41 - 1st hit cannot hit airborne opponents & cannot be countered, charge 55f, can be held in place up to ? frames Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~27f - - - 26~51f JP: ?
Shout of Earth (Anti-Air) Shout of Earth (Anti-Air) 30*195[470] 0 0/0 - - 0+7 55(10)6 80 157 - - 2nd hit cannot hit crouching opponents, can delay 1st hit for a maximum of 30 frames, 1st hit goes into animation, [] refers to animation, charge 42f X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~7f - All: 1~62f - - JP: ?
Shout of Earth (Anti-Ground) Shout of Earth (Anti-ground) 120x2*90x3 0 0/0 L - 0+12 2(7)2(33)90 31 176 -57 - Charge 42f X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~11f - All: 12~145f - - JP: ?
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: