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| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Excellent reach for a 5-frame light attack. Cannot be chained into, and has no follow-up links without counter-hit or Punish Counter. Canceling into MP Rolling Attack is a consistent buffer option, and Electricity also combos at closer ranges. Can be used to frame trap after a blocked 4MK if Blanka is too far for 5LK to reach. | | Excellent reach for a 5-frame light attack. Cannot be chained into, and has no follow-up links without counter-hit or Punish Counter. Canceling into {{clr|M|MP Rolling Attack}} is a consistent buffer option, and Electricity also combos at closer ranges. Can be used to frame trap after a blocked {{clr|M|4MK}} if Blanka is too far for {{clr|L|5LK}} to reach. |
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| * '''SA2 cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|P|+3}} oB | | * '''SA2 cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|P|+3}} oB |
| <br> | | <br> |
| One of Blanka's longest-reaching pokes. Does not special cancel, limiting its utility and increasing its risk against DI, but can be super canceled. | | One of Blanka's longest-reaching pokes. Does not special cancel, limiting its utility and increasing its risk against {{clr|4|Drive Impact}}, but can be super canceled. |
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| * '''Forward Hop cancel advantage:''' {{sf6-adv|M|-1}} oH / {{sf6-adv|VM|-7}} oB | | * '''Forward Hop cancel advantage:''' {{sf6-adv|M|-1}} oH / {{sf6-adv|VM|-7}} oB |
| <br> | | <br> |
| Essential combo tool up close, primarily used as a link after Drive Rush 5HK. The high hitstun allows a combo into a 2PP~P launch for optimal punishes. Cancels into SA2 and Drive Rush also give powerful extensions. In neutral, it is too slow and stubby to use consistently as a poke. While Blanka swings his arms upward, the large hurtbox makes it weak as an anti-air against most jump-in attacks. | | Essential combo tool up close, primarily used as a link after {{clr|4|DR~}}{{clr|H|5HK}}. The high hitstun allows a combo into a 2PP~P launch for optimal punishes. Canceling into {{clr|10|SA2}} or {{clr|4|Drive Rush}} also give powerful extensions. In neutral, it is too slow and stubby to use consistently as a poke. Although Blanka swings his arms upward, the large hurtbox makes it weak as an anti-air against most jump-in attacks. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_5lk}} | | {{AttackDataCargo-SF6/Query|blanka_5lk}} |
| * Chains into 5LK/2LP/2LK | | * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 14f | | * '''Cancel Hitconfirm Window:''' 14f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|M|-1}} oB | | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|M|-1}} oB |
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| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Blanka's only 4-frame normal, essential for defensive situations and frame traps. Chains into 2LP and 5LP to hit-confirm into a knockdown. Also good for applying meaty pressure due to its high number of active frames. | | Blanka's only 4-frame normal, essential for defensive situations and frame traps. In addition to his chainable lights, it also links into {{clr|L|5LP}} for knockdown hitconfirm. Also good for applying meaty pressure due to the high number of active frames. |
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| * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-4}} oH / {{sf6-adv|VM|-10}} oB | | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-4}} oH / {{sf6-adv|VM|-10}} oB |
| <br> | | <br> |
| A solid poke thanks to its above average reach. Minimal pushback on hit makes converting into Electric Thunder (214P) very consistent. Comboing into Blanka Ball or Upball takes some execution, as you must input the 5MK with a neutral direction before quickly finishing the charge motion. | | A solid poke thanks to its above average reach. Minimal pushback on hit makes converting into Electric Thunder (214P) very consistent. Comboing into Blanka Ball or Upball takes some execution, as you must input the {{clr|M|5MK}} with a neutral direction before quickly finishing the charge motion. |
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| Highly rewarding anti-air tool, especially if it lands as a counter-hit or punish counter (even after an anti-air trade). The high juggle state gives Blanka numerous options for follow-up damage. While the vertical hitbox is excellent, it can be slightly tricky to time against opponents that can alter their air trajectory, leaving Blanka open for a punish as the move recovers. | | Highly rewarding anti-air tool, especially if it lands as a counter-hit or punish counter (even after an anti-air trade). The high juggle state gives Blanka numerous options for follow-up damage. While the vertical hitbox is excellent, it can be slightly tricky to time against opponents that can alter their air trajectory, leaving Blanka open for a punish as the move recovers. |
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| The high active frame count makes 5HK an excellent meaty option if well-timed. In Punish or Drive Rush routes, it can link directly to 5HP for optimal damage and oki. | | The high active frame count makes {{clr|H|5HK}} an excellent meaty option if well-timed. In Punish or {{clr|4|Drive Rush}} routes, it can link directly to {{clr|H|5HP}} for optimal damage and oki. |
| }} | | }} |
| <br> | | <br> |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_2lp}} | | {{AttackDataCargo-SF6/Query|blanka_2lp}} |
| * Chains into 5LK/2LP/2LK | | * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB | | * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB |
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| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Excellent reach for a light attack, and the longest range of Blanka's light normals. Unlike 5LP, it can chain into itself for pressure and hit-confirms. The startup is slow for a light (comparable to many characters' medium buttons) but the fast recovery keeps it safe from whiff punishment. | | Excellent reach for a light attack, and the longest range of Blanka's light normals. Unlike {{clr|L|5LP}}, it can chain into itself for pressure and hit-confirms. The startup is slow for a light (comparable to many characters' medium buttons) but the fast recovery keeps it safe from whiff punishment. |
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| * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-8}} oH / {{sf6-adv|VM|-12}} oB | | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-8}} oH / {{sf6-adv|VM|-12}} oB |
| <br> | | <br> |
| Primary poking tool for Blanka, thanks to its excellent reach, active frames, and consistent conversions into Blanka Ball. When spaced out in neutral, it can connect as late as the 3rd active frame; this increases its hit/block advantage by up to 2f, but also makes the cancel hitconfirm window 2f more difficult. It has limited utility in combo routes, but may occasionally be useful in situations where 5HP won't reach and 5HK is too far to allow a follow-up. | | Primary poking tool for Blanka, thanks to its excellent reach, active frames, and consistent conversions into Blanka Ball. When spaced out in neutral, it can connect as late as the 3rd active frame; this increases its hit/block advantage by up to 2f, but also makes the cancel hitconfirm window 2f more difficult. It has limited utility in combo routes, but may occasionally be useful in situations where {{clr|H|5HP}} won't reach and {{clr|H|5HK}} is too far to allow a follow-up. |
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| 2MP can work situationally as an anti-air on the later active frames, but this is rarely the best option at any given range. | | {{clr|M|2MP}} can work situationally as an anti-air on the later active frames, but this is rarely the best option at any given range. |
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| Enormous reach for a normal attack, and one of Blanka's farthest-reaching neutral options. Great for harassing the opponent's Drive gauge, especially when they are on the lookout to Perfect Parry a Blanka Ball. Can be fairly easily counterpoked and whiff punished due to the slow startup and long recovery time, so it should be used sparingly. | | Enormous reach for a normal attack, and one of Blanka's farthest-reaching neutral options. Great for harassing the opponent's Drive gauge, especially when they are on the lookout to Perfect Parry a Blanka Ball. Can be fairly easily counterpoked and whiff punished due to the slow startup and long recovery time, so it should be used sparingly. |
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| On Punish Counter, it knocks the opponent to the other end of the screen; this doesn't allow a follow-up juggle, but gives Blanka great screen position. After a whiff punish, closet the gap with MP Blanka Ball for follow-up oki, or set up a Blanka-chan doll. | | On Punish Counter, it knocks the opponent to the other end of the screen; this doesn't allow a follow-up juggle, but gives Blanka great screen position. After a whiff punish, closet the gap with {{clr|M|MP Rolling Attack}} for follow-up oki, or set up a Blanka-chan doll. |
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| 2HP can anti-air near its max range, but is liable to lose or trade with stronger jump-ins. | | {{clr|H|2HP}} can anti-air near its max range, but is liable to lose or trade with stronger jump-ins. |
| }} | | }} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_2lk}} | | {{AttackDataCargo-SF6/Query|blanka_2lk}} |
| * Chains into 5LK/2LP/2LK | | * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) |
| <br> | | <br> |
| Blanka's fastest low, typically making it good for pressure. Chaining into 2LP leaves a 5f blockstring gap, and a chain into another 2LK leaves a 4f gap, allowing the opponent to mash out of pressure or at least force a trade. Chaining from 2LK into 5LK will frame trap any of the opponent's buttons. | | Blanka's fastest low, typically making it good for pressure. Chaining into {{clr|L|2LP}} leaves a 5f blockstring gap, and a chain into another {{clr|L|2LK}} leaves a 4f gap, allowing the opponent to mash out of pressure or at least force a trade. Chaining from {{clr|L|2LK}} into {{clr|L|5LK}} will frame trap any of the opponent's buttons. |
| }} | | }} |
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| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| One of Blanka's primary midrange pokes along with 2MP, 5MP, and his light attacks. A safe, low poke thanks to its fairly quick recovery, though a bit stubby compared to his other medium buttons. It has similar range to other 2MKs like Ryu or Chun-Li, but because Blanka has a wider hurtbox he can easily get outpoked near its max range. | | One of Blanka's primary midrange pokes along with {{clr|M|2MP}}, {{clr|M|5MP}}, and his light attacks. A safe, low poke thanks to its fairly quick recovery, though a bit stubby compared to his other medium buttons. It has similar range to other {{clr|M|2MKs}} like Ryu or Chun-Li, but because Blanka has a wider hurtbox he can easily get outpoked near its max range. |
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| Up close, it has enough frame advantage to link directly into 5LP, allowing for meterless combo conversions. When used out of Drive Rush, the +4 frame advantage boost keeps 2MK safe on block while allowing a link to 2MP even at longer ranges. It can also just cancel into specials directly, particularly Blanka Ball or Electric Thunder. | | Up close, it has enough frame advantage to link directly into {{clr|L|5LP}}, allowing for meterless combo conversions. When used out of {{clr|4|Drive Rush}}, the {{sf6-adv|VP|+4}} frame advantage boost keeps {{clr|M|2MK}} safe on block while allowing a link to {{clr|M|2MP}} even at longer ranges. It can also just cancel into specials directly, particularly Blanka Ball or Electric Thunder. |
| }} | | }} |
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| * Cancelable into Aerial Rolling Attack (no charge required during SA2) | | * Cancelable into Aerial Rolling Attack (no charge required during SA2) |
| <br> | | <br> |
| Rewarding air-to-air if you have back charge, though the downward angle of the hitbox can make it harder to use in some scenarios. Allows a juggle route into Aerial Rolling Attack after OD Blanka Ball. | | Rewarding air-to-air if you have back charge, though the downward angle of the hitbox can make it harder to use in some scenarios. Allows a juggle route into Aerial Rolling Attack after {{clr|10|OD Rolling Attack}}. |
| }} | | }} |
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| * Spike knockdown vs. airborne opponents | | * Spike knockdown vs. airborne opponents |
| <br> | | <br> |
| Blanka hits slightly above himself before swinging his arms down. More vulnerable to anti-airs than j.HK since the hurtbox extends well outside the attack hitbox. | | Blanka hits slightly above himself before swinging his arms down. More vulnerable to anti-airs than {{clr|H|j.HK}} since the hurtbox extends well outside the attack hitbox. |
| }} | | }} |
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| * Puts airborne opponents into a {{sf6-jug|limited juggle}} state | | * Puts airborne opponents into a {{sf6-jug|limited juggle}} state |
| <br> | | <br> |
| Air-to-air with decent horizontal range. Does not cancel into Aerial Rolling Attack like j.MP, but is more rewarding when Blanka does not have charge. | | Air-to-air with decent horizontal range. Does not cancel into Aerial Rolling Attack like {{clr|M|j.MP}}, but is more rewarding when Blanka does not have charge. |
| }} | | }} |
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