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| {{Ambox | border=red | icon=Icon_warning.png | type=Early game information | info=This game is relatively new, and its pages are still being written. Some information may be mildly inaccurate or missing altogether. You can join the [https://supercombo.gg/sf6hub SF6 Resource Hub] for more info on editing and other ways you can potentially help with this resource.}} | | {{New Patch Warning SF6}} |
| {{Character Top SF6 | chara={{SUBPAGENAME}} }} | | {{Character Top SF6 | chara={{SUBPAGENAME}} }} |
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| * '''Coward Crouch cancel advantage:''' {{sf6-adv|M|-3}} oH / {{sf6-adv|VM|-9}} oB | | * '''Coward Crouch cancel advantage:''' {{sf6-adv|M|-3}} oH / {{sf6-adv|VM|-9}} oB |
| * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-18}} oB | | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-18}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <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 {{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. | | 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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| * '''Coward Crouch cancel advantage:''' {{sf6-adv|M|-3}} oH / {{sf6-adv|VM|-10}} oB | | * '''Coward Crouch cancel advantage:''' {{sf6-adv|M|-3}} oH / {{sf6-adv|VM|-10}} oB |
| * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-19}} oB | | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-19}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| 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. | | 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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| * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} | | * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|M|-1}} oB |
| * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-2}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-2}} oB |
| * '''Coward Crouch cancel advantage:''' {{sf6-adv|VM|-4}} oH / {{sf6-adv|VM|-10}} oB | | * '''Coward Crouch cancel advantage:''' {{sf6-adv|M|-3}} oH / {{sf6-adv|VM|-10}} oB |
| * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-13}} oH / {{sf6-adv|VM|-19}} oB | | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-19}} oB |
| * Applies 10% damage scaling to next hit when beginning a combo (100/90/80...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| 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. | | 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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| {{AttackDataCargo-SF6/Query|blanka_2lk}} | | {{AttackDataCargo-SF6/Query|blanka_2lk}} |
| * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|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 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| 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. | | 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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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_2mk}} | | {{AttackDataCargo-SF6/Query|blanka_2mk}} |
| | * 2f extra recovery on whiff |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+4}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+4}} oB |
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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 {{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. | | One of Blanka's primary midrange pokes along with {{clr|M|2MP}}, {{clr|M|5MP}}, and his light attacks. It's a bit stubby compared to his other medium buttons, and has a wider recovery hurtbox to make it easier to whiff punish. It has similar range to other {{clr|M|2MKs}} like Ryu or Chun-Li, but because Blanka naturally 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 {{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. | | 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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| * Punish Counter: HKD +30 | | * Punish Counter: HKD +30 |
| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| * Applies 20% damage scaling to 3rd hit of combo after juggling into Blanka-chan | | * Applies 20% damage scaling to 3rd hit of combo after juggling into Blanka-chan (in addition to the doll's 2-hit combo scaling) |
| ** e.g. Throw (100), Blanka-chan (100), follow-up juggle (60) | | ** e.g. Throw (100), Blanka-chan (100), follow-up juggle (50) |
| <br> | | <br> |
| Sets up an excellent corner throw loop with multiple options to alter the timing. Walking forward requires manual timing on the next strike/throw mixup, but allows for precise positioning and is the best option for baiting the opponent's throw tech. | | Sets up an excellent corner throw loop with multiple options to alter the timing. Walking forward requires manual timing on the next strike/throw mixup, but allows for precise positioning and is the best option for baiting the opponent's throw tech. |
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| * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) | | * Applies 20% immediate damage scaling when comboed into (e.g. after Crumple) |
| <br> | | <br> |
| After throwing the opponent back into the corner, Blanka can dash up for strike/throw oki ({{sf6-adv|VP|+8}} after dash). Midscreen, his {{clr|4|Drive Rush}} momentum doesn't carry him far enough to get any follow-up pressure. | | After throwing the opponent back into the corner, Blanka is {{sf6-adv|VP|+8}} after a forward dash. This allows him to pressure with {{clr|M|4MK}}, but leaves him too far to throw the opponent's wakeup 4f buttons (except against Blanka, E. Honda, and Zangief). Spending 1 bar on {{clr|4|Drive Rush}} allows stronger oki while allowing Blanka to bait a reversal if he doesn't commit to an attack. |
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| | Midscreen, his {{clr|4|Drive Rush}} momentum doesn't carry him far enough to get any follow-up pressure. |
| }} | | }} |
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| | title = Drive Impact | | | title = Drive Impact |
| | subtitle = | | | subtitle = |
| | input = HPHK | | | input = {{Classic_sf6}} HPHK<br>{{Modern_sf6}} DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_hphk|caption=}} |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_hphk}} | | {{AttackDataCargo-SF6/Query|blanka_hphk}} |
| * '''Armor (2-hit):''' 1-27f | | * '''Armor (2-hit):''' 1-27f; '''Range:''' 2.523 (1.373 movement + 1.15 hitbox) |
| * Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block) | | * On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo |
| | * On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling |
| | * Combos when canceled from {{clr|H|5HP}} or Punish Counter {{clr|M|4MK}}/{{clr|M|5MK}}/{{clr|M|2MK}} (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry) |
| | * A blocked {{clr|4|DI}} can combo into another {{clr|4|DI}} if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars) |
| | ** This happens because a blocked {{clr|4|DI}} is not considered a "hit" for combo purposes |
| | ** Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo |
| See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]] on the Gauges page for more details. |
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| * {{clr|M|4MK}}: 7[3] | | * {{clr|M|4MK}}: 7[3] |
| * {{clr|M|5MK}}: 9[5] | | * {{clr|M|5MK}}: 9[5] |
| * {{clr|M|2MP}}: 11[7] | | * {{clr|M|2MP}}, {{clr|M|2MK}}: 11[7] |
| * {{clr|M|2MK}}: 13[9]
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| * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters | | * Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters |
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| * '''Marisa (214K)''', frame 3 armor | | * '''Marisa (214K)''', frame 3 armor |
| * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor | | * '''Zangief ({{clr|H|5[HP]}})''', frame 4 armor |
| It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause {{clr|4|DI}} to Lock. | | It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.<br>{{clr|10|*}} Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup. |
| * {{clr|H|5HP}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit | | * {{clr|H|5HP}}{{clr|10|*}} > {{clr|4|DI}}: 2f blockstring gap prevents opponent from absorbing the hit |
| * {{clr|M|4MK}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} | | * {{clr|M|4MK}}{{clr|10|*}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| * {{clr|4|DR~}}{{clr|M|5MK}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit | | * {{clr|4|DR~}}{{clr|M|5MK}}{{clr|10|*}} > {{clr|4|DI}}: 1f blockstring gap prevents opponent from absorbing the hit |
| | * {{clr|4|DR~}}{{clr|M|2MK}}{{clr|10|*}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| * {{clr|4|DR~}}{{clr|M|2MP}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} | | * {{clr|4|DR~}}{{clr|M|2MP}} > {{clr|4|DI}}: 3f blockstring gap will work vs. Zangief {{clr|H|5[HP]}} |
| }} | | }} |
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| | title = Drive Reversal | | | title = Drive Reversal |
| | subtitle = | | | subtitle = |
| | input = 6HPHK (in blockstun) | | | input = {{Classic_sf6}} 6HPHK<br>{{Modern_sf6}} 6DI |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=160px|blanka_6hphk|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_6hphk|caption=}} |
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| {{AttackDataCargo-SF6/Query|blanka_6hphk}} | | {{AttackDataCargo-SF6/Query|blanka_6hphk}} |
| * '''Full Invuln:''' 1-22f; Armor Break | | * '''Full Invuln:''' 1-22f; Armor Break |
| * 5f extra recovery on hit | | * 5f extra recovery on hit; 4f screen freeze during startup |
| | {{AttackDataCargo-SF6/Query|blanka_6hphk_recovery}} |
| | * '''Full Invuln:''' 1-20f; Armor Break |
| | * 5f extra recovery on hit; no screen freeze |
| See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. | | See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]] on the Gauges page for more details. |
| }} | | }} |
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| }} | | }} |
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| =====<font style="visibility:hidden; float:right">Drive Rush (66)</font>===== | | =====<font style="visibility:hidden; float:right">Drive Rush (MPMK~66)</font>===== |
| {{MoveDataCargo | | {{MoveDataCargo |
| | title = Drive Rush | | | title = Drive Rush |
| | subtitle = | | | subtitle = |
| | input = 66 | | | input = {{Classic_sf6}} MPMK~66<br>{{Modern_sf6}} DP~66 |
| | images = | | | images = |
| {{MoveDataCargoImage|imageHeight=180px|blanka_66|caption=}} | | {{MoveDataCargoImage|imageHeight=160px|blanka_mpmk_66_pdr|caption=}} |
| | hitboxes = | | | hitboxes = |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_66|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=180px|blanka_mpmk_66_pdr|caption=}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_66}} | | {{AttackDataCargo-SF6/Query|blanka_mpmk_66_pdr}} |
| | * 1-bar version performed out of Parry |
| | * Startup is 1+8 immediately after successful Parry |
| | {{AttackDataCargo-SF6/Query|blanka_mpmk_66_drc}} |
| | * 3-bar version performed on hit/block from a cancelable normal |
| | ** Can also be performed from whiffed cancelable light normals |
| | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. See Strategy page for [[Street_Fighter_6/Blanka/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| | * Startup refers to minimum time before an attack can cancel the {{clr|4|Drive Rush}} animation |
| | * The first 15 recovery frames are cancelable into any attack |
| | * The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry) |
| | * Only Normal and Command Normal attacks are enhanced with '''+4''' frame advantage and improved juggle properties |
| * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo | | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo |
| ** Only applies scaling once per combo; does not apply when an enhanced {{clr|4|Drive Rush}} attack starts the combo | | ** Only applies scaling once per combo; does not apply when a {{clr|4|Drive Rush}} enhanced attack starts the combo |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. Frame data shown in (parentheses) refers to {{clr|4|Parry Drive Rush}}.
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| * Distance:
| | Distance: |
| ** 0.476 (min, cancel into immediate Throw)
| | * 0.476 (min, cancel into immediate Throw) |
| ** 2.082 (min, earliest blocking/movement frame)
| | * 2.082 (min, earliest blocking/movement frame) |
| ** 2.867 (max, final {{clr|4|DR}} frame)
| | * 2.867 (max, final {{clr|4|DR}} frame) |
| * See Strategy page for [[Street_Fighter_6/Blanka/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]]
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| }} | | }} |
| <br> | | <br> |
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| * Guile {{clr|10|SA1}} (only if blocked from close range) | | * Guile {{clr|10|SA1}} (only if blocked from close range) |
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| OD Blanka Ball has the same full screen presence of the HP version, while being faster and even safer on block. Blanka can still be punished if the opponent Perfect Parries, but with only 1 landing recovery frame the opponent may have difficulty scoring a useful punish; for consistency, they will likely need to {{clr|4|Drive Rush}} into a low starter like 2MK, or use a juggle starter instead. On hit, Blanka switches sides and launches the opponent upward for a follow-up juggle like [2]8K or j.MP > j.[4]6P. | | OD Blanka Ball has the same full screen presence of the HP version, while being faster and even safer on block. Blanka can be punished if the opponent Perfect Parries, with {{clr|4|Drive Rush}} making it much easier to chase him down as he lands. On hit, Blanka switches sides and launches the opponent upward for a follow-up juggle like [2]8K or j.MP > j.[4]6P. |
| }} | | }} |
| |-| | | |-| |
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| After bouncing off the opponent on hit/block, Blanka can cancel into a Rolling Cannon follow-up (except for the OD version on hit). This allows for extended combos and juggles with plenty of time to confirm on hit. On block, Blanka can use the 3P Rolling Cannon to get frame advantage, or fly backwards to make punishes more difficult. If the opponent crouch blocks after a meterless Blanka Ball, the 3P Rolling Cannon will not form a true blockstring, allowing the opponent to Perfect Parry or interrupt it with an anti-air invincible attack. | | After bouncing off the opponent on hit/block, Blanka can cancel into a Rolling Cannon follow-up (except for the OD version on hit). This allows for extended combos and juggles with plenty of time to confirm on hit. On block, Blanka can use the 3P Rolling Cannon to get frame advantage, or fly backwards to make punishes more difficult. If the opponent crouch blocks after a meterless Blanka Ball, the 3P Rolling Cannon will not form a true blockstring, allowing the opponent to Perfect Parry or interrupt it with an anti-air invincible attack. |
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| All versions on block have only 1 frame of landing recovery, much like the standard OD version. This makes punishes a bit more awkward and requires the opponent to be aware of this property, presenting an important knowledge check. LP and MP versions are slightly safer on block and bounce much farther away, limiting the punish options of most characters. The HP version, meanwhile, recovers closer and is 6f worse on block; this makes it much more punishable if not canceled into Rolling Cannon. OD Blanka Ball also recovers closer, but at -7 it is still generally safe. | | All versions on block have only 5 frames of landing recovery, much like the standard OD version. This makes the proper punish timing a bit more precise, as an early punish will put Blanka into a juggle state. The LP and MP versions are slightly safer on block and bounce much farther away, limiting the punish options of most characters. The HP version, meanwhile, recovers closer and is 6f worse on block; this makes it much more punishable if not canceled into Rolling Cannon. OD Blanka Ball also recovers closer, but at -7 it is still generally safe. |
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| After a Punish Counter MP or HP version, the opponent's tumbling OTG state can be followed up anywhere on the screen with a 3P Rolling Cannon or an enhanced {{clr|10|SA1}}. This dramatically increases the damage output on a successful punish starter compared to the non-{{clr|10|SA2}} versions. | | After a Punish Counter MP or HP version, the opponent's tumbling OTG state can be followed up anywhere on the screen with a 3P Rolling Cannon or an enhanced {{clr|10|SA1}}. This dramatically increases the damage output on a successful punish starter compared to the non-{{clr|10|SA2}} versions. |
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| * {{FKD}} state until landing | | * {{FKD}} state until landing |
| <br> | | <br> |
| A unique "divekick" that requires charge, notable for its ability to be performed from a backwards jump. The meterless version is usually unsafe, but with accurate spacing it can avoid punishment. The OD version always grants frame advantage on block, making it an excellent pressure starter. While the execution is difficult, Aerial Ball can be done from a forward jump; an easier (but more reactable) option is to charge while inputting Coward Crouch > Raid Jump, then using Aerial Ball to change your jump trajectory. | | A unique "divekick" that requires charge, notable for its ability to be performed from a backwards jump. The meterless version is usually unsafe, but with accurate spacing it can avoid punishment. The OD version is always safe on block, and can often be plus depending on the spacing. While the execution is difficult, Aerial Ball can be done from a forward jump; an easier (but more reactable) option is to charge while inputting Coward Crouch > Raid Jump, then using Aerial Ball to change your jump trajectory. |
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| Being usable from a backwards jump allows Blanka to hold up-back on wakeup to avoid a throw, then punish the whiff on reaction. The OD version is excellent for this purpose, since it's safe on block and leads to massive corner carry on hit to escape the corner. This makes Blanka the most dangerous character in the game to attempt a corner throw loop against, allowing him to get away with more risky options on defense. | | Being usable from a backwards jump allows Blanka to hold up-back on wakeup to avoid a throw, then punish the whiff on reaction. The OD version is excellent for this purpose, since it's safe on block and leads to massive corner carry on hit to escape the corner. This makes Blanka the most dangerous character in the game to attempt a corner throw loop against, allowing him to get away with more risky options on defense. |
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| {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_63214lk|caption=}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=160px|blanka_63214lk|caption=}} |
| ---- | | ---- |
| {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|blanka_63214kk|1|caption=OD Version 1st Hit}} | | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|blanka_63214kk|1|caption=}} |
| | {{MoveDataCargoImage|hitbox=yes|imageHeight=100px|blanka_63214kk|2|caption=OD Version 1st Hit}} |
| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_63214lk}} | | {{AttackDataCargo-SF6/Query|blanka_63214lk}} |
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| * Doll disappears if Blanka is hit during the first 34f after electricity activation | | * Doll disappears if Blanka is hit during the first 34f after electricity activation |
| * Puts opponent into {{sf6-jug|free juggle}} state or maintains existing juggle state | | * Puts opponent into {{sf6-jug|free juggle}} state or maintains existing juggle state |
| | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into |
| * 1-hit projectile; walks slowly forward ('''Projectile Speed:''' 0.04) | | * 1-hit projectile; walks slowly forward ('''Projectile Speed:''' 0.04) |
| {{AttackDataCargo-SF6/Query|blanka_22p_214pp}} | | {{AttackDataCargo-SF6/Query|blanka_22p_214pp}} |
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| * Doll disappears if Blanka is hit during the first 23f after electricity activation | | * Doll disappears if Blanka is hit during the first 23f after electricity activation |
| * Puts opponent into {{sf6-jug|free juggle}} state or maintains existing juggle state | | * Puts opponent into {{sf6-jug|free juggle}} state or maintains existing juggle state |
| | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into |
| * 3-hit projectile; bounces 3 times before running forward ('''Projectile Speed:''' 0.012 bounce / 0.05 walk) | | * 3-hit projectile; bounces 3 times before running forward ('''Projectile Speed:''' 0.012 bounce / 0.05 walk) |
| ** Doll can change direction if opponent switches sides while it bounces | | ** Doll can change direction if opponent switches sides while it bounces |
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| * Doll disappears if Blanka is hit during the first 24f after electricity activation | | * Doll disappears if Blanka is hit during the first 24f after electricity activation |
| * Puts opponent into {{sf6-jug|free juggle}} state or maintains existing juggle state | | * Puts opponent into {{sf6-jug|free juggle}} state or maintains existing juggle state |
| | * Applies 20% damage scaling to next hit when beginning a combo; counts as 2 hits for damage scaling when comboed into |
| * 5-hit projectile; shoot forward at slight upward angle ('''Projectile Speed:''' 0.1) | | * 5-hit projectile; shoot forward at slight upward angle ('''Projectile Speed:''' 0.1) |
| <br> | | <br> |
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| The meterless doll activation causes it to march slowly along the ground, allowing Blanka to follow behind it for better screen position. It's easy to anti-air if the opponent tries to avoid the doll with a jump, and Blanka can more safely attempt gimmicks like Button > Surprise Hop or Button > Raid Jump while the opponent is afraid to attack. | | The meterless doll activation causes it to march slowly along the ground, allowing Blanka to follow behind it for better screen position. It's easy to anti-air if the opponent tries to avoid the doll with a jump, and Blanka can more safely attempt gimmicks like Button > Surprise Hop or Button > Raid Jump while the opponent is afraid to attack. |
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| Activating the doll with OD electricity generally leads to the strongest juggles and mixups, especially in the corner. The OD doll hits do not increase the opponent's juggle count even when juggling multiple times, and it has minimal impact on damage scaling (only causing 1 hit of scaling regardless of how many times it connects). It's even possible to juggle into OD Blanka-chan after a throw under some very specific circumstances. | | Activating the doll with OD electricity generally leads to the strongest juggles and mixups, especially in the corner. The OD doll hits do not increase the opponent's juggle count even when juggling multiple times, and the damage scaling only applies once regardless of how many times it connects. It's even possible to juggle into OD Blanka-chan after a throw under some very specific circumstances. |
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| If you happen to have a doll nearby, {{clr|10|SA1}} becomes a safe reversal option (+8 on block at worst). You generally want to use dolls when you have momentum near the opponent's corner, so this isn't the most practical scenario, but it's worth remembering if you throw a doll and then get back thrown into the corner. | | If you happen to have a doll nearby, {{clr|10|SA1}} becomes a safe reversal option (+8 on block at worst). You generally want to use dolls when you have momentum near the opponent's corner, so this isn't the most practical scenario, but it's worth remembering if you throw a doll and then get back thrown into the corner. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_236236p}} | | {{AttackDataCargo-SF6/Query|blanka_236236p}} |
| * '''Full Invuln:''' 1f; '''Strike/Throw Invuln:''' 2-9f; Armor Break | | * '''Strike/Throw Invuln:''' 1-9f; Armor Break |
| * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) | | * '''Drive Gauge Depletion:''' 0.5 bars (hit) / 0.25 bars (block) |
| * 30% minimum damage scaling | | * 30% minimum damage scaling |
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| Blanka sends out a projectile hitbox in both directions that hits low to the ground. Works well as a reversal, but can only anti-air if the opponent uses an air attack that incurs landing recovery. {{clr|10|SA1}} can also activate a Blanka-chan doll, which has a unique 5-hit version that makes the super safe (minimum of {{sf6-adv|VP|+8}} on block). | | Blanka sends out a projectile hitbox in both directions that hits low to the ground. Works well as a reversal, but can only anti-air if the opponent uses an air attack that incurs landing recovery. {{clr|10|SA1}} can also activate a Blanka-chan doll, which has a unique 5-hit version that makes the super safe (minimum of {{sf6-adv|VP|+8}} on block). |
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| The full screen range during {{clr|10|SA2}} install makes it a great option for punishing things that are normally safe based on distance. A useful tactic against low-HP projectile characters is to stand at long range and activate {{clr|10|SA2}} on reaction to a projectile, then immediately {{clr|10|SA1}} for the punish. It's an expensive option to bait projectiles, so ideally this should be used to secure a game win. | | The full screen range during {{clr|10|SA2}} install makes it a great option for punishing things that are normally safe based on distance. A useful tactic against low-health projectile characters is to stand at long range and activate {{clr|10|SA2}} on reaction to a projectile, then immediately {{clr|10|SA1}} for the punish. It's an expensive option to bait projectiles, so ideally this should be used to secure a game win. |
| }} | | }} |
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| ** {{clr|10|SA1}} reaches full screen in both directions | | ** {{clr|10|SA1}} reaches full screen in both directions |
| <br> | | <br> |
| One of the best install supers in the game, and one of the few Level 2 Supers that sees more competitive use than a Level 3 Super. Nearly every aspect of Blanka's game changes immensely while the install is active. Combo routes all deal more damage and corner carry, anti-airs become much more deadly, and ambiguous cross-up blockstrings are abundant. Even punishing unsafe specials on block becomes a chore for the opponent, as Blanka remains airborne during the recovery of many of his specials. Learning to fully utilize this Super will elevate your Blanka from annoying to horrifying. | | One of the best install supers in the game, and one of the few {{clr|10|Level 2 Supers}} that sees more competitive use than a {{clr|10|Level 3}}. Nearly every aspect of Blanka's game is greatly improved while the install is active. Combo routes all deal more damage and corner carry, anti-airs become much more deadly, and ambiguous cross-up blockstrings are abundant. Even punishing unsafe specials on block becomes a chore for the opponent, as Blanka remains airborne during the recovery of many of his specials. Learning to fully utilize this Super will elevate your Blanka from annoying to horrifying. |
| }} | | }} |
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| * Available during {{clr|10|SA2}} only; drains 200f (13.3%) of total install timer | | * Available during {{clr|10|SA2}} only; drains 200f (13.3%) of total install timer |
| * Can be input in any direction after [4]6P, j.[4]6P, [2]8K, or 63214K | | * Can be input in any direction after [4]6P, j.[4]6P, [2]8K, or 63214K |
| ** Cannot use after [4]6PP on hit, or [2]8KK on block | | ** Cannot use after {{clr|10|[4]6PP}} on hit, or {{clr|10|[2]8KK}} on block |
| * Has electricity to activate Blanka-chan (1-hit meterless version) | | * Has electricity to activate Blanka-chan (1-hit meterless version) |
| * Can chain into itself on hit/block (up to 3 per sequence; this limit resets after landing mid-combo) | | * Can chain into itself on hit/block (up to 3 per sequence; this limit resets after landing mid-combo) |
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| * Total recovery varies; 7f landing recovery on 8P/7P/4P/1P, 9f landing recovery on 2P/3P/6P/9P | | * Total recovery varies; 7f landing recovery on 8P/7P/4P/1P, 9f landing recovery on 2P/3P/6P/9P |
| * '''Drive Gauge Depletion:''' 0.2 bars (per hit) / 0.1 bars (per block) | | * '''Drive Gauge Depletion:''' 0.2 bars (per hit) / 0.1 bars (per block) |
| * Does NOT have 40% minimum damage scaling like a standard SA2 | | * Does NOT have 40% minimum damage scaling like a standard {{clr|10|SA2}} |
| <br> | | <br> |
| Rolling Cannon lets you extend combos and create tricky pressure sequences for as long as the install is active. It can also make it difficult or impossible to punish some moves that are usually unsafe (though it cannot save you after a blocked OD Vertical Roll). The exact frame advantage of any hit varies tremendously based on the angle and height, but in general Blanka can get massive block advantage on any downward-angled ball. It's important to note that Rolling Cannon cannot chain into itself on whiff, so choosing the wrong timing or angle can lead to big punishment. | | Rolling Cannon lets you extend combos and create tricky pressure sequences for as long as the install is active. It can also make it difficult or impossible to punish some moves that are usually unsafe (though it cannot save you after a blocked {{clr|10|OD Vertical Roll}}). The exact frame advantage of any hit varies tremendously based on the angle and height, but in general Blanka can get massive block advantage on any downward-angled ball. It's important to note that Rolling Cannon cannot chain into itself on whiff, so choosing the wrong timing or angle can lead to big punishment. |
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| The window to input each successive Rolling Cannon is extremely long, allowing for delays to create gaps in the blockstring. This is important for setting up ambiguous cross-ups, as a true blockstring will not require the opponent to change their block direction. If the opponent tries to hold Parry to avoid all mixups, landing with a 2P version can allow Blanka to walk up for a throw punish instead. | | The window to input each successive Rolling Cannon is extremely long, allowing for delays to create gaps in the blockstring. This is important for setting up ambiguous cross-ups, as a true blockstring will not require the opponent to change their block direction. If the opponent tries to hold Parry to avoid all mixups, landing with a downward 2P version allows Blanka to walk up for a throw punish instead. |
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| After Aerial Rolling Attack connects at the lowest possible height, inputting the 2P version gives Blanka great frame advantage without spending any of his install timer; this may be an unintended bug, as he usually has to spend time to take advantage of any {{clr|10|SA2}} benefits. | | After Aerial Rolling Attack connects at the lowest possible height, inputting the 2P version gives Blanka great frame advantage without spending any of his install timer; this may be an unintended bug, as he usually has to spend time to take advantage of any {{clr|10|SA2}} benefits. |
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| * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| <br> | | <br> |
| An easy-to-use Super that reaches about 60% of the screen length. Works well in many combo and juggle route, but the high utility of {{clr|10|SA2}} makes it hard to justify saving 3 bars of meter. This is compounded by the fact that regenerates less Drive gauge during the cinematic than most characters; this is because he is technically considered airborne during most of the cinematic, which slows the rate of Drive regeneration. | | An easy-to-use Super that reaches about 60% of the screen length, making it a decent projectile counter. While it works well in many combo and juggle route, the high utility of {{clr|10|SA2}} makes it hard to justify saving 3 bars of meter. This is compounded by the fact that it regenerates less Drive gauge during the cinematic than most characters; this is because Blanka is technically considered airborne during most of the cinematic, which slows the rate of Drive regeneration. |
| }} | | }} |
| <br> | | <br> |