Blanka (SFIV): Difference between revisions

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(→‎Combos: added standing chain)
(→‎Combos: simplified grammar)
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== Combos ==
== Combos ==


  [ JUMP_IN, ] STANDING_CHAIN | CROUCHING_CHAIN
  [ JUMP_IN, ] STANDING | CROUCHING
   
   
  JUMP_IN         = j.LP | j.MP | j.HP | j.LK | j.MK | j.HK
  JUMP_IN   = j.LP | j.MP | j.HP | j.LK | j.MK | j.HK
  STANDING_CHAIN = LP, Electric Thunder | ROLLING_CHAIN
  STANDING = LP, Electric Thunder | ROLL
  CROUCHING_CHAIN = cr.LP | cr.LK | cr.MK
  CROUCHING = cr.LP | cr.LK | cr.MK, FINISHER
  FINISHER       = Electric Thunder | Vertical Roll | ROLLING_CHAIN
  FINISHER = Electric Thunder | Vertical Roll | ROLL
  ROLLING_CHAIN  = Rolling Attack, Ground Shave Roll
  ROLL      = Rolling Attack, Ground Shave Roll


There is one untested scenario; is it possible to combo from a kick to Electric Thunder?
There is one untested scenario; is it possible to combo from a kick to Electric Thunder?

Revision as of 09:20, 28 March 2009

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

[ JUMP_IN, ] STANDING | CROUCHING

JUMP_IN   = j.LP | j.MP | j.HP | j.LK | j.MK | j.HK
STANDING  = LP, Electric Thunder | ROLL
CROUCHING = cr.LP | cr.LK | cr.MK, FINISHER
FINISHER  = Electric Thunder | Vertical Roll | ROLL
ROLL      = Rolling Attack, Ground Shave Roll

There is one untested scenario; is it possible to combo from a kick to Electric Thunder?

Strategy

Matchups

Frame Data



frame frame frames of frames of super meter cancel
move Name startup active recovery adv.blk adv.hit blockstun hitstun damage stun gain block ability comments
close LP 4 2 10 -1 +2 10 13 30 50 20 HL SpS -
close MP 6 2 10 +2 +5 13 16 80 100 40 HL S -
close HP 7 4 22 -7 -1 18 24 110[90] 200[150] 60 HL S -
close LK 4 3 10 -2 +1 10 13 40 50 20 HL SpS -
close MK 5 2(3)2 12 0 +3 13 16 40*40 50*50 40*20 HL S -
close HK 7 6 19 -6 -1 18 23 100[80] 200[150] 60 HL S -
far LP 3 2 9 0 +3 10 13 30 50 20 HL SpS -
far MP 7 4 9 +1 +4 13 16 80 100 40 HL S -
far HP 7 6 20 -7 -2 18 23 120 200 60 HL - -
far LK 5 2 12 -3 0 10 13 30 50 20 HL S -
far MK 5 2 19 -7 -4 13 16 90 100 40 HL S -
far HK 3 6 23 -10 -5 18 23 100[80] 200[150] 60 HL - -
crouch LP 4 2 9 0 +3 10 13 30 50 20 HL SpS -
crouch MP 7 4 15 -5 -2 13 16 60 100 40 HL S -
crouch HP 8 4 25 -10 -4 18 24 100 200 60 HL S -
crouch LK 4 3 7 +1 +4 10 13 30 50 20 L SpS -
crouch MK 5 2 11 +1 +4 13 16 70 100 40 L SpS -
crouch HK 6 5 21 -7 - 18 - 90 150 60 L S -
jump up LP 5 7 - - - 8 11 40 50 20 H - -
jump up MP 6 3 - - - 11 15 70 100 40 H - -
jump up HP 4 3 - - - 17 20 120 200 60 H - -
jump up LK 4 3 - - - 8 11 40 50 20 H - -
jump up MK 5 5 - - - 11 15 60 100 40 H - -
jump up HK 7 7 - - - 17 20 120 200 60 H - -
jump forward LP 5 7 - - - 8 11 40 50 20 H - -
jump forward MP 6 5 - - - 11 15 70 100 40 H - -
jump forward HP 5 4 - - - 17 20 110 200 60 H - -
jump forward LK 5 5 - - - 8 11 40 50 20 H - -
jump forward MK 5 5 - - - 11 15 60 100 40 H - -
jump forward HK 7 6 - - - 17 20 110 200 60 H - -
B or F+MP(close) 8 2(1)5 12 -3 +2 13 18 50*40 50*50 40*20 HL SpS*- -
B or F+MP(close)??? 25 2(1)4 12 -2 +3 13 18 50*40 50*50 40*20 H - -
DF+HP 10 19 16 -14 - 20 - 100 200 60 L - -
F+KKK - - 25 - - - - - - - - - -
B+KKK - - 29 - - - - - - - - - -
D+PPP - - 53~90 - - - - - - - - - -
level1 FA 20 2 38 -24 -24 15 15 60 100 20 HL - -
level2 FA 17+11 2 38 -18 - 21 - 90 150 40 HL - -
level3 FA 63 2 39 - - - - 150 200 60 - - -
F+LP+LK 3 2 20 - - - - 130 140 40 0.9 - -
B+LP+LK 3 2 20 - - - - 120 120 40 0.9 - -
Rolling Attack LP 6 18 4+2 -24 -15 17 26 100 100 30/30 HL S -
Rolling Attack MP 6 33 4+2 -24 -15 17 26 110 150 30/30 HL S -
Rolling Attack HP 6 33 4+3 -24 -15 17 26 120 200 30/30 HL S -
Rolling Attack EX 6 33 4+3 -24 -15 17 26 110 150 0/0 HL S -
Backstep Rolling LK 28 25 6 - - 17 - 110 200 30/40 HL - -
Backstep Rolling MK 28 29 6 - - 17 - 120 200 30/40 HL - -
Backstep Rolling HK 28 33 6 - - 17 - 130 200 30/40 HL - -
Backstep Rolling EX 28 33 6 - - 17 - 120 200 0/0 HL - -
Anti Air Rolling LK 4 18 43+2 -21 -17 20 24 100 200 30/30 HL - -
Anti Air Rolling MK 4 15 45+7 -21 -17 20 24 110 200 30/30 HL - -
Anti Air Rolling HK 4 12 46+4 -21 -17 20 24 120 200 30/30 HL - -
Anti Air Rolling EX 4 18 50+7 -21 -17 20 24 120 200 0/0 HL - -
Electricity LP 5 {4(4)}x3*4 9 +5 - 20 - 120 200 20/20 HL S -
Electricity MP 7 {2(2)}x7*2 9 +8 - 20 - 130 200 20/20 HL S -
Electricity HP 10 {1(1)}x16*2 9 +10 - 20 - 140 200 20/20 HL S -
Electricity EX 10 {1(1)}x16*2 11 +8 - 20 - 150 200 0/0 HL S -
Super Combo 1+4 16*1x14 12 -34 - 22 - 100x5 0 0/0 HL - -
Ultra Combo 1+3 2(20)26*1x20 17 -41 - 22 - 0*100x5 0 0/0 L*H*H*Lx4 - -
move name startup active recovery frame frame frames of frames of damage stun super meter block cancel comments
adv.blk adv.hit blockstun hitstun gain ability
Arcade characters AbelAkumaBalrogBlankaC. ViperChun-LiDhalsimE. HondaEl Fuerte
GuileKenM. BisonRufusRyuSagatVegaZangief
Console characters CammyDanFei LongGenGoukenRoseSakuraSeth