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| | input = 2PP | | | input = 2PP |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=120px|blanka_2PP|caption=}} | | {{MoveDataCargoImage|imageHeight=120px|blanka_2pp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=160px|blanka_2PP_p|caption='' Wild Lift ''}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_2pp_p|caption='' Wild Lift ''}} |
| ---- | | ---- |
| {{MoveDataCargoImage|imageHeight=180px|blanka_2PP_k|caption='' Raid Jump ''}} | | {{MoveDataCargoImage|imageHeight=180px|blanka_2pp_k|caption='' Raid Jump ''}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|blanka_2PP|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=120px|blanka_2pp|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_2PP_p|caption='' Wild Lift ''}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=140px|blanka_2pp_p|caption='' Wild Lift ''}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_2PP_k|caption='' Raid Jump ''}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_2pp_k|caption='' Raid Jump ''}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_2PP}} | | {{AttackDataCargo-SF6/Query|blanka_2pp}} |
| {{AttackDataCargo-SF6/Query|blanka_2PP_p}}
| | * Can hold Down to extend the crouch up to an extra 50f |
| {{AttackDataCargo-SF6/Query|blanka_2PP_k}}
| | ** If no input is made, Blanka crouches for 52f (98f total animation) |
| NOTE: Coward Crouch will low profile his hurtbox on frame 9.
| | * '''Low Profile / Upper Body Projectile Invuln:''' 9-29(130)f |
| | ** Lasts until the final 18f of recovery |
| | * Can input Wild Lift, Raid Jump, or Surprise Hop from frame 19~ |
| | ** Surprise Hop has 3f extra recovery when performed out of Coward Crouch |
| | * Can tap Up to exit stance from frame 20~ |
| | * Counter-hit state for entire move duration |
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| A stance cancel that you'll mostly use as a combo extender from 5HP. While it has other uses such as avoiding projectiles and moves with a higher hitbox, such as many Drive Impacts, it is fairly risky to throw out as patient opponents can punish it and many common mashes will stuff this on reaction. | | A crouching stance that can be canceled into from normals, most notably 5HP. Blanka can follow this up with a launching attack, a shallow jump, a forward or back hop, or by simply exiting the stance. The low profile frames are good at ducking under projectiles and Drive Impact, and the variable follow-up timing allows Blanka to act unpredictably, making it a bit harder for the opponent to punish the stance recovery. |
| | {{AttackDataCargo-SF6/Query|blanka_2pp_p}} |
| | * Puts opponents into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] |
| | |
| | An upward swipe that launches the opponent on hit, but is very unsafe on block. The final 3 active frames have a very disjointed vertical hitbox, allowing it to anti-air at some ranges if the opponent jumps in response to the crouch animation. Combos naturally from 5HP, but can also work after Counter-hit 4MK or Punish Counter/Drive Rush 5MK and 2MK. Blanka can maintain charge while inputting Wild Lift, allowing for easy juggles like Vertical Roll. |
| | {{AttackDataCargo-SF6/Query|blanka_2pp_k}} |
| | * '''Upper Body Projectile Invuln:''' 1-9f |
| | * '''Airborne''' 9-43f; Counter-hit state (but no Forced Knockdown state) for entire duration |
| | * 12f landing recovery if no air attack is used |
| | |
| | A hop with a much lower trajectory than a normal jump, allowing Blanka to set up some ambiguous cross-up setups. Blanka can maintain charge while inputting the jump, allowing him to use Aerial Rolling Attack from a forward jump without any execution hurdles. The upper body projectile invincibility from Coward Crouch is maintained throughout the pre-jump frames, making it easier to jump after dodging a fireball without getting clipped from behind. |
| | |
| | Any blockstring into Coward Crouch + Raid Jump leaves an enormous gap that the opponent can interrupt on reaction. An activated Blanka-chan doll can help to use this more effectively as a mix-up tool on block. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_6kkk}} | | {{AttackDataCargo-SF6/Query|blanka_6kkk}} |
| * '''Throw Invuln:''' 12-22f; [] refers to 6KKK from Coward Crouch | | * '''Throw Invuln:''' 12-22f |
| * Distance: 230.945 | | ** Partial Low Crush during this time, but will not hop over all low pokes |
| * Can pass through the opponent | | * Distance: 230.945; 3f more recovery when done from Coward Crouch |
| | * No collision box on frames 4-22 (can pass through the opponent) |
| {{AttackDataCargo-SF6/Query|blanka_4kkk}} | | {{AttackDataCargo-SF6/Query|blanka_4kkk}} |
| * '''Airborne''' 11-21f (Forced Knockdown state); [] refers to 4KKK from Coward Crouch | | * '''Airborne''' 11-21f (Forced Knockdown state) |
| * Distance: 186.108 | | * Distance: 186.108; 3f more recovery when done from Coward Crouch |
| | <br> |
| | A hop that can be input in either direction. Can be canceled into like a special move, allowing Blanka to mix up with Blanka-chan dolls or keep himself safe. He can also hop to exit Coward Crouch, making it harder to punish reliably. The hop can be input while crouching with 3KKK or 1KKK, allowing Blanka to maintain down charge for an immediate Vertical Roll. |
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| | Forward Hop is useful in Blanka's throw loops, setting up an auto-timed +3 situation in the corner while keeping him in range for a meaty normal midscreen. The brief throw invincible period allows Blanka to bait a throw tech and punish the recovery after he lands, though this is an unsafe gimmick that should be used sparingly. |
| }} | | }} |
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