Story
Date of Birth: 2/12/1966
Height: 6'5"
Weight: 218 lbs
Measurements: B 77", W 47", H 67"
Blood Type: B
Likes: Arapaima, tropical fruits
Dislikes: Army ants, people who wear masks.
Once upon a time, there was a boy named Jimmy. Now Jimmy loved his mom, but unfortunately for the both of them they would be separated in a freak plane crash when Jimmy was young. Standed out in the Brazilian jungle, he was forced to eat plants to survive, and kill tigers to survive. His nails grew sharp and unkempt. His teeth grew long and gnarly. The chlorophyll in the plants he was eating turned his skin green, and his hair turned a bright orange. He also gained the ability to generate electricity from his body. The boy named Jimmy disappeared, and in his place rose the mighty Blanka.
Blanka would eventually find his way to a nearby fishing village, where he rejoined society and found a hobby in street fighting. His success led him to the World Warrior tournament, where he hopes to further advance his career.
Overview
Blanka is often considered one of the most underused characters in Super Street Fighter II Turbo. While some say he's among the worst characters in the game, Blanka does have his share of combos, crossovers, ticks, tricks, and tactics that can lead you to victory. He also has one of the best throws in the game, one of the fastest special moves in the game, and some of the best links, leading into dizzies.
Unfortunately, Blanka also comes with a lot of bad matchups. While you'll likely rack up wins against those unfamiliar with the matchup, as soon as they get used to your tricks they'll find ways around them. It doesn't help that some characters straight up counter most of the things Blanka can do effectively. This won't be much of a problem unless you're at a very high level of play, however.
Strengths | Weaknesses |
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New & Old Versions Comparison
To select Old Blanka, choose Blanka and then press → ← ← ← Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.
Here is the list of differences:
- System Changes: O.Blanka cannot tech throws or use his Super Combo;
- Old Blanka cannot use his 3HP slide or his Surprise hops;
- O.Blanka has some differences in some of his normals:
- Close Standing Jab cannot be special canceled;
- Far Standing Jab cannot be special canceled;
- Crouching Short cannot be special canceled;
- Crouching Forward cannot be special canceled;
- Diagonal Jumping Short has outstanding air to ground priority (can beat N.Shoto Shoryukens with the right timing) but does not has crossup properties (all in all a huge loss);
- Diagonal Jumping Roundhouse hits slightly higher and can connect back to his thighs, but has less range and priority at his feet (which makes it worse overall);
- O.Blanka's electric attacks have no recovery while for N.Blanka they have a recovery animation, the only significant nerf that N.Blanka received;
- O.Blanka's Both Horizontal and Vertical Beast Rolls have a 50% of chance of being unblockable if it hits on the first frame;
- O.Blanka's Vertical Beast Rolls have a different arc and recovery animation: it tends to go more vertically and then pull horizontally back, whereas N.Blanka's travels farther horizontally and then drops straight down. It may be more safe but it is worse as a projectile avoiding tool, though on rare occasions it's useful to bait some attacks;
O.Blanka is a waste of time; he loses so much for a different vertical roll, a better lightning attack, and a different dj.Short that may have its uses, but without having a cross-up a lot of match-ups which are already hard become almost impossible.
Color Options
Jab | Strong | Fierce | Start | Old |
Short | Forward | Roundhouse | Hold | Old Alternative |
--Born2SPD
Blanka | |
---|---|
Character Data | |
Damage Scaling Factor | 25/32 |
Forward Walk Speed | 36 |
Backwards Walk Speed | 30 |
Pre-Jump Frames | 4/3 |
Forwards Jump Duration | 38 |
Backwards Jump Duration | 39 |
Landing Frames | 8* |
Jump Height Apex | 104 |
Forwards Jump Distance | 121 |
Backwards Jump Distance | 121 |
Soft Knockdown Recovery | 35 |
Hard Knockdown Recovery | 72 |
Normal Moves
Disclaimer: To better understand the diagrams, read this.
Standing Normals
cllp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[0] | 0~5 | 40 | Special, Super | Mid | 0~40 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 2 | 9 | 16 | +2 | 2/1 |
Blanka slaps his opponent.
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Click to toggle detailed hitbox data.
frlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[0] | 0~5 | 40 | Special, Super | Mid | 22+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 3 | 11 | 29 | -1 | 2/1 |
Another slap, now right handed.
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Click to toggle detailed hitbox data.
clmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[0] | 5~11 | 60 | Special, Super | Mid | 0~40 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 4 | 3 | 10 | +11 | 4/3 |
A quick stab.
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Click to toggle detailed hitbox data.
frmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[0] | 5~11 | 60 | Special, Super | Mid | 41+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 2 | 7 | 15 | +9 | 4/3 |
A downwards swipe anti-air.
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Click to toggle detailed hitbox data.
clhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[1] | 10~16 | 80 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 7 (4 / 3) | 18 | 32 | -3 / +1 | 5/4 |
A two handed upwards claw swipe.
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Click to toggle detailed hitbox data.
cllk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[0] | 0~5 | 40 | None | Mid | 0~43 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
14 | 4 | 13 | 31 | -4 | 2/1 |
Blanka jumps in the air and knees his opponent.
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Click to toggle detailed hitbox data.
Startup/Active:
Frame Count | 1 + 3 | 3 | 3 | 2 | 2 | 4 |
Simplified | 14 | 4 |
Recovery:
Frame Count | 3 | 3 | 3 | 3 | 1 |
Simplified | 13 |
frlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[0] | 0~5 | 40 | None | Mid | 44+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 4 | 7 | 18 | +2 | 2/1 |
A spear kick with good range and incredible priority.
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Click to toggle detailed hitbox data.
clmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] x 2 | 5~11 x 2 | 60 x 2 | None | Mid | 0~46 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
12 | 6 (2 + 4) | 13 | 31 | +1 / +1(0) | 4/3 x 2 |
A double-hitting knee attack.
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Click to toggle detailed hitbox data.
Startup/Active:
Frame Count | 1 + 3 | 3 | 3 | 2 | 2 | 4 |
Simplified | 12 | 2 | 4 |
Recovery:
Frame Count | 3 | 3 | 3 | 3 | 1 |
Simplified | 13 |
frmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 60 | None | Mid | 47+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 4 | 7 | 18 | +7 | 4/3 |
A more acrobatic kick.
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Click to toggle detailed hitbox data.
clhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[1] | 10~16 | 80 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 11 (6 / 5) | 21 | 39 | -10 / -4 | 5/4 |
Blanka does a cool flip.
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Click to toggle detailed hitbox data.
Startup/Active:
Frame Count | 1 + 3 | 3 | 6 | 5 |
Simplified | 7 | 11 |
Recovery:
Frame Count | 5 | 5 | 5 | 5 | 1 |
Simplified | 21 |
Crouching Normals
crlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[0] | 0~5 | 40 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
9 | 3 | 7 | 19 | +3 | 2/1 |
A claw swipe.
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Click to toggle detailed hitbox data.
crmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[0] | 5~11 | 60 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 3 | 17 | 27 | -2 | 4/3 |
A more upwards claw swipe.
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Click to toggle detailed hitbox data.
crhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[1] | 10~16 | 80 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
9 | 6 | 18 | 33 | -2 | 5/4 |
Blanka's long range crouching punch.
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Click to toggle detailed hitbox data.
crlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[0] | 0~5 | 40 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 4 | 7 | 16 | +2 | 2/1 |
A shorter range, safer version of crouching Forward.
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Click to toggle detailed hitbox data.
frmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[0] | 5~11 | 60 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 4 | 7 | 16 | +7 | 4/3 |
A pretty good kick.
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Click to toggle detailed hitbox data.
crhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[1] | 5~11 | 130 | None | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
10 | 4 | 18 | 32 | Hit: Soft KD Block: 0 |
5/4 |
Blanka turns back and sweeps with one leg extended.
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Click to toggle detailed hitbox data.
Jumping Normals
njlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[1] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 20 | ∞ | 25+∞ | Dependent | 2/1 |
A far reaching, torso twisting punch.
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Click to toggle detailed hitbox data.
njmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[1] | 5~11 | 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 12 | ∞ | 17+∞ | Dependent | 4/3 |
Visually identical to jumping Jab.
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Click to toggle detailed hitbox data.
- Neutral Jump Version:
Frame Count | 2 | 3 | 12 | 3 | ∞ |
Simplified | 5 | 12 | ∞ |
- Diagonal Jump Version:
Frame Count | 2 | 3 | 12 | 3 | ∞ |
Simplified | 5 | 12 | ∞ |
njhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
30[1] | 11~17(-1) | 60(+20) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
1 | 3 | ∞ | 4+∞ | Dependent | 5/4 |
Blanka sticks his arm out.
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Click to toggle detailed hitbox data.
djhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
30[1] | 3~9 | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 6 | ∞ | 11+∞ | Dependent | 5/4 |
A double-armed claw slash.
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Click to toggle detailed hitbox data.
njlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
16[1] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 20 | ∞ | 25+∞ | Dependent | 2/1 |
A standard jumping kick. The neutral jump and diagonal jump versions have different hitboxes.
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Click to toggle detailed hitbox data.
- Neutral Jump Version:
Frame Count | 2 | 3 | 20 | 3 | ∞ |
Simplified | 5 | 20 | ∞ |
- Diagonal Jump Version:
Frame Count | 2 | 3 | 20 | 3 | ∞ |
Simplified | 5 | 20 | ∞ |
njmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[1] | 5~11 | 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 12 | ∞ | 17+∞ | Dependent | 4/3 |
Visually identical to jumping Short. Once again, neutral jump and diagonal jump have different hitboxes.
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Click to toggle detailed hitbox data.
- Neutral Jump Version:
Frame Count | 2 | 3 | 12 | 3 | ∞ |
Simplified | 5 | 12 | ∞ |
- Diagonal Jump Version:
Frame Count | 2 | 3 | 12 | 3 | ∞ |
Simplified | 5 | 12 | ∞ |
jhk
Neutral Jump | Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
30[2] | 11~17(-1) | 60(+20) | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
5 | 6 | ∞ | 11+∞ | Dependent | 5/4 | |
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Diagonal Jump | Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
30[1] | 11~17(-1) | 60(+20) | None | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
7 | 6 | ∞ | 13+∞ | Dependent | 5/4 | |
A midair dropkick.
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Click to toggle detailed hitbox data.
- Neutral Jump Version:
Frame Count | 2 | 3 | 6 | 3 | ∞ |
Simplified | 5 | 6 | ∞ |
- Diagonal Jump Version:
Frame Count | 3 | 4 | 6 | 3 | ∞ |
Simplified | 7 | 6 | ∞ |
Command Normals
Rock Crusher
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[0] x 2 | 5~11 x 2 | 60 x 2 | Special, Super (First hit only) | Mid / Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 9 (4 / 3 + 2) | 13 | 26 | -4 / -0 / +3(+2) | 4/3 x 2 |
An interesting command normal that's executed the same way as a throw.
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Click to toggle detailed hitbox data.
Startup/Active:
Frame Count | 1 + 1 | 2 | 4 | 3 | 2 |
Simplified | 4 | 7 | 2 |
Recovery:
Frame Count | 5 | 4 | 3 | 1 |
Simplified | 13 |
Amazon River Run
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[1] | 5~11 | 130 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
12 | 16 | 21 | 49 | Hit: Soft KD Block: -15 |
5/4 |
Blanka slides along the ground arms first.
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Throw
Blanka can perform a hold with .
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26* + 4 x n Set amount of hits = 7 |
0 | 0 | - | Grab | 64 (from axis) 34 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
0 | 1 | Dependent | 1 | N/A | - |
Blanka's hold, where he jumps on his opponent and starts biting their face.
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Click to toggle throwbox data.
Special Moves
Electric Thunder
Click to toggle detailed hitbox data.
- Jab and Strong Versions:
Frame Count (Jab) | 3 | 52+ | 2 | 4 | 1 | 6 |
Simplified (Jab) | 3 | 52+ | 13 | |||
Frame Count (Strong) | 5 | 34+ | 2 | 4 | 1 | 6 |
Simplified (Strong) | 5 | 34+ | 13 |
- Fierce Version:
Frame Count | 7 | 25+ | 3 | 4 | 2 | 4 | 1 | 6 |
Simplified | 7 | 25+ | 20 |
Rolling Attack
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range | |
---|---|---|---|---|---|---|
28[3] | 9~15 | 100 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
0 | 25 | 5 on whiff 45 on block/hit |
30 on whiff 70 on block/hit |
-23 | 7 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range | |
30[3] | 9~15 | 100 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
0 | 25 | 6 on whiff 46 on block/hit |
31 on whiff 71 on block/hit |
Dependent | 7 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range | |
32[3] | 9~15 | 100 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
0 | 60 | 7 on whiff 47 on block/hit |
67 on whiff 117 on block/hit |
Dependent | 7 | |
Blanka launches himself horizontally at his opponent.
Rolling Attack Block/Hit Punishes
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Click to toggle detailed hitbox data.
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) | 60 | 1 | 2 | 4 |
Simplified (Fierce) | 60 | 7 |
Knockback:
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 Roll
Click to toggle detailed hitbox data.
Active:
Frame Count (Short) | 18 | 12 | 3 | 4 | 4 |
Simplified (Short) | 18 | 15 | 8 | ||
Frame Count (Forward) | 17 | 12 | 3 | 4 | 4 |
Simplified (Forward) | 17 | 15 | 8 | ||
Frame Count (Roundhouse) | 16 | 12 | 3 | 4 | 4 |
Simplified (Roundhouse) | 16 | 15 | 8 |
Recovery:
Frame Count (Short) | 4 | 4 | 3 | 1 | 2 | 4 | |
Simplified (Short) | 11 | 7 | |||||
Frame Count (Forward) | 4 | 4 | 3 | 1 | 2 | 5 | |
Simplified (Forward) | 11 | 8 | |||||
Frame Count (Rh) | 4 | 4 | 4 | 3 | 1 | 2 | 6 |
Simplified (Rh) | 15 | 9 |
Knockback:
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 |
Backstep Roll
Click to toggle detailed hitbox data.
Startup:
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 |
Active/Recovery:
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) | 4 | 3 | 2 | 14 | 6 | ||
Frame Count (Rh) | 4 | 3 | 2 | 16 | 1 | 2 | 4 |
Simplified (Rh) | 4 | 3 | 2 | 16 | 7 |
Knockback:
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 |
Surprise Forward
Blanka jumps forward. The hop lasts for about 18 frames before an 8 frame landing animation.
- Gives you 5 points of meter.
- Allows you to pass through opponents.
- Use this sparingly, mostly as a mixup tool. Experienced players can react and punish.
Click to toggle detailed hitbox data.
Surprise Back
Blanka jumps backwards. Invincible from frames 1~13.
- Gives you 5 points of meter.
- An excellent meter building move.
- The invincibility allows you to escape from some nasty situations.
Click to toggle detailed hitbox data.
Super Combo
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[1] x 4 | 0~4 x 4 | 20 x 4 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
14 | 29 (Jumping down) 0 to 90 (Charging) ∞ (Rolling) |
0 on whiff 40 on block/hit |
57 | Hit: Full KD / Far KD Block: -17 |
- |
Invincible on frames 1~14. Blanka jumps up in an invincible state, falls down with a hitbox, then rolls forward until he hits a wall.
General Strategies
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Click to toggle detailed hitbox data.
Misc Animations
Jump Animations
- Prejump:
Frame Count (Neutral) | 1 | 1 | 1 | 1 |
Simplified (Neutral) | 4 | |||
Frame Count (Back) | 1 | 1 | 1 | 1 |
Simplified (Back) | 4 | |||
Frame Count (Forward) | 1 | 1 | 1 | |
Simplified (Forward) | 3 |
- Neutral/Back Jump, Airborne + Landing:
Frame Count (Neutral) | 1 | 10 | 4 | 4 | 6 | 4 | 4 | 6 | 1 | 7* |
Simplified (Neutral) | 1 | 38 | 1 | 7* | ||||||
Frame Count (Back) | 1 | 10 | 4 | 4 | 6 | 4 | 4 | 7 | 1 | 7* |
Simplified (Back) | 1 | 39 | 1 | 7* |
- Forward Jump, Airborne + Landing:
Frame Count | 1 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | 1 | 7* |
Simplified | 1 | 38 | 1 | 7* |
Blanka is the only character in the game that doesn't have the same prejump speed on all 3 forms of jumps. On his Neutral and Back Jumps, the prejump takes 4f to finish, which is considered slow. On his Forward Jump, it takes one frame less, so it's of average speed. With all that said, Blanka has the second quickest overall jump duration on the game (losing only to Claw's, draws with O.Sagat's).
The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.