Super Street Fighter 2 Turbo/Blanka: Difference between revisions

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<!-- Portrait graphic near title, added by Raisin -->
{{Infobox Character SSF2T
[[Image:ST_Blanka_portrait.png|right|Blanka's portrait in Super Turbo]]
|name=Blanka
|image = Blanka.png
|dmgscal = 25/32
|fwalk = 36
|bwalk = 30
|prejump = {{Tooltip | text=4/3 | hovertext = 4 on Neutral/Backwards jump, 3 on Forward jump.}}
|njumpdr = 38
|fjumpdr = 38
|bjumpdr = 39
|landing = {{Tooltip | text=8* | hovertext = Last 7 frames can be canceled into a throw from Frame 1 onward, or jumps, attacks, or blocks on Frame 2 onward.}}
|jumpa = 104
|fjumpdt = 121
|bjumpdt = 121
|skdr = 35
|hkdr = 72
}}
{{TOClimit|3}}


=Introduction=
===Background Story===
http://img105.imageshack.us/img105/1876/blanka6pc4.gif http://img105.imageshack.us/img105/6531/sfblankano1.gif


One day long ago, a young boy named Jimmy was aboard a plane, along with some government officials, on his way to visit his uncle. Unfortunately these officials were the targets of an assaination attempt by the Shadoloo, and the plane was crashed into the Brazilian Jungle. However Jimmy survived the crash, and began to live amongst the animals in the jungle. One day, he unwittingly hitched a ride on a poacher's car. Curious and excited, Blanka began to venture into the outside world. It was probably during this time that he met Dan as well as Dan's 'student', Sakura, before he went back to the jungle. He later resurfaced again to compete in the World Warrior tounament, where his mother happened to be a spectator. There is a tearful reunion as mother and son were finally reunited. Blanka probably now lives a happy (ad)normal life with his mother.<br>
--[[User:DarksydePhil|DarksydePhil]]


===Competitive Overview===
Blanka is one of the most underused characters in Super Street Fighter II Turbo. Some would even say he gets a bad rep as one of the worst characters in the game. However, Blanka is not without his share of combos, cross-overs, tricks, ticks, and tactics that can get you lots of wins, even in a competitive tournament situation. Blanka 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.


The drawback of all this, is that Blanka has a lot of bad matchups. Although at first you will undoubtedly get some wins, after someone plays you a few times, they will get used to your gimmicks and start to find ways around them. There are several characters in ST that straight-up counter most of the things that Blanka can use effectively, if they know it's coming. However, except at the very highest competitive levels of play, you will probably not ever run into someone who knows how to stop some of the tactics I will list below.
==Normal Moves==
<b>Disclaimer</b>: To better understand the diagrams, read [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/FAQ#SSF2T.27s_Wiki_Diagram_Conventions this].


Please keep in mind, I will be adding to the work of R3ko, RWD and Crayfish, who have already laid out the groundwork for this guide. I'll be adding my own personal strategies and the combos/links I've found most effective in competitive play.<br>
===Standing Normals===
--[[User:DarksydePhil|DarksydePhil]]


=== New and Old Version Comparison ===
===== <span class="invisible-header">cllp</span> =====
The input code for Old Blanka is RLLLKnown differences include:
{{MoveData
*Old Blanka's j.short lost all its crossup abilities, which most would agree is a pretty huge concession given that it's considered a key move for Blanka to get the upper hand.
| name    = Close Jab
*Old Blanka can't do the hop, so he has less agility and potential to cause chaos.
| input   = 5LP / cl.{{lp}}
*Old Blanka can't do the ground slide, which is a useful move that plays an especially important role in certain matchups such as vs. Guile.
| subtitle = Close Light Punch
*Old Blanka can't buffer a Ball off a c.short or c.forward. More of an oddity than anything else, but it forces him to look elsewhere for combos.
| image    = Blanka_stcljab3.png
*Old Blanka can't tech throws, like any other old character.  This is a sizable weakness.
| imageSize = 149x100px
*Old Blanka can't use a super combo, like any other old character, but it isn't a big deal at all given how gimpy it tends to be in general.
| caption  =
*Old Blanka gains a different Vertical Ball, but it's not clear how much (if at all) this helps.  Assuming you don't hit with them, Old Blanka's Vertical Ball tends to go more vertically and then pull horizontally back, whereas New Blanka's travels farther horizontally and then drops straight down.
| data =
{{AttackData-SSF2T
|damage = {{tooltip|text=14[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 0~5
|dizzytime= 40
  |cancel = Special, Super
|guard = Mid
|startup= 5
|active= 2
|recovery= 9
|total = 16
|frameAdv = +2
|actrange = 0~40
|meter = 2/1
|description= Blanka slaps his opponent.
*Ok for ticking, but close Strong better in almost every way.
*Can special cancel this move, unlike Old Blanka.
}}
}}


Contrary to rumor, Old Blanka doesn't have better footspeed than his new counterpart; they're the same.  As far as I know, the main thing Old Blanka has going for him is a better color appearance, hahaha.  From a competitive perspective, it's my current belief that you should run, not walk, away from Old Blanka. --[[User:Raisin|Raisin]] (March 30, 2007)<br>
<span class="mw-customtoggle-cllp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<br>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-cllp">


O.Blanka is a waste of time, all hes got is... a different type of vertical ball. I find Blanka’s slide, leaps and even his super just too valuable to give up. --[[User:r3ko|r3ko]]<br>
{{STDiagramHeader}}
<br>
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_stcljab1&7_stfarjab1&7_stclstrng4_stfarstrng1&6_stclfrc1&7_stfarfrc1&7_stclshrt11_stfarshrt1&7_stclfrwrd11_stfarfrwrd1&7_stclrh1&9_stfarrh1&9.png}} |{{STDiagramImageCell| 1 | Blanka_stcljab2&6.png}} |{{STDiagramImageCell| 1 | Blanka_stcljab3.png}} |{{STDiagramImageCell| 1 | Blanka_stcljab4.png}} |{{STDiagramImageCell| 1 | Blanka_stcljab5.png}} |{{STDiagramImageCell| 1 | Blanka_stcljab2&6.png}} |{{STDiagramImageCell| 1 | Blanka_stcljab1&7_stfarjab1&7_stclstrng4_stfarstrng1&6_stclfrc1&7_stfarfrc1&7_stclshrt11_stfarshrt1&7_stclfrwrd11_stfarfrwrd1&7_stclrh1&9_stfarrh1&9.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 4 | 9}}
|}


I've honestly never even tried O.Blanka, I would never want to give up the speed, spacing, hop, and super that ST Blanka has. --[[User:DarksydePhil|DarksydePhil]]
</div>


I'm under the impression that o.blanka does have a marginally better low fierce -Khiempossible.
==== <span class="invisible-header">frlp</span> ====
{{MoveData
| name    = Far Jab
| input    = 5LP / cl.{{lp}}
| subtitle = Far Light Punch
| image    = Blanka_stfarjab3.png
| imageSize = 135x97px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=14[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 0~5
|dizzytime= 40
|cancel = Special, Super
|guard = Mid
|startup= 5
|active= 3
|recovery= 11
|total = 29
|frameAdv = -1
|actrange = 22+
|meter = 2/1
|description= Another slap, now right handed.
*Good priority and damage, but has a slow recovery.
}}
}}


= Color Options =
<span class="mw-customtoggle-frlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
===New Blanka Colors===
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frlp">


[[Image:ST_Blanka_new_colors.png|New Blanka's color options in Super Turbo]]<br>
{{STDiagramHeader}}
To choose the "Hold" color, press and hold any button except Start for 2 seconds. To choose any other color, simply tap the desired button.<br>
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_stcljab1&7_stfarjab1&7_stclstrng4_stfarstrng1&6_stclfrc1&7_stfarfrc1&7_stclshrt11_stfarshrt1&7_stclfrwrd11_stfarfrwrd1&7_stclrh1&9_stfarrh1&9.png}} |{{STDiagramImageCell| 1 | Blanka_stfarjab2&6.png}} |{{STDiagramImageCell| 1 | Blanka_stfarjab3.png}} |{{STDiagramImageCell| 1 | Blanka_stfarjab4.png}} |{{STDiagramImageCell| 1 | Blanka_stfarjab5.png}} |{{STDiagramImageCell| 1 | Blanka_stfarjab2&6.png}} |{{STDiagramImageCell| 1 | Blanka_stcljab1&7_stfarjab1&7_stclstrng4_stfarstrng1&6_stclfrc1&7_stfarfrc1&7_stclshrt11_stfarshrt1&7_stclfrwrd11_stfarfrwrd1&7_stclrh1&9_stfarrh1&9.png}}
<br>
|-
--[[User:Raisin|Raisin]] (March 30, 2007)<br>
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
<br>
|-
<br>
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan | 4 | 11}}
|}


===Old Blanka Colors===
</div>
[[Image:ST_Blanka_old_colors.png|Old Blanka's color options in Super Turbo]]<br>
Pressing Short simultaneously with Jab or Fierce will give you the alternate color.<br>
<br>
--[[User:Raisin|Raisin]] (March 30, 2007)<br>
<br>
<br>


= Moves List =


== Normal Moves ==
==== <span class="invisible-header">clmp</span> ====
{{MoveData
| name    = Close Strong
| input    = 5MP / cl.{{mp}}
| subtitle = Close Medium Punch
| image    = Blanka_stclstrng2.png
| imageSize = 149x100px
| caption  =
| data  =
{{AttackData-SSF2T
|damage ={{tooltip|text=20[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Mid
|startup= 3
|active= 4
|recovery= 3
|total = 10
|frameAdv = +11
|actrange = 0~40
|meter = 4/3
|description= A quick stab.
*Great as a combo starter, a hit confirm, or a tick.
*You can link several moves after this due to the great recovery, but you can't charge for specials since that will give you a command Headbutt.
}}
}}


== Special Moves ==
<span class="mw-customtoggle-clmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-clmp">


== Super Move ==
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_stclstrng1&3.png}} |{{STDiagramImageCell| 1 | Blanka_stclstrng2.png}} |{{STDiagramImageCell| 1 | Blanka_stclstrng1&3.png}} |{{STDiagramImageCell| 1 | Blanka_stcljab1&7_stfarjab1&7_stclstrng4_stfarstrng1&6_stclfrc1&7_stfarfrc1&7_stclshrt11_stfarshrt1&7_stclfrwrd11_stfarfrwrd1&7_stclrh1&9_stfarrh1&9.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 3}}
|}


= The Basics =
</div>


'''Air Attacks and Anti-airs'''
==== <span class="invisible-header">frmp</span> ====
{{MoveData
| name    = Far Strong
| input    = 5MP / fr.{{mp}}
| subtitle = Far Medium Punch
| image    = Blanka_stfarstrng3.png
| imageSize = 124x109px
| caption  =
| data  =
{{AttackData-SSF2T
|damage ={{tooltip|text=20[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Mid
|startup= 6
|active= 2
|recovery= 7
|total = 15
|frameAdv = +9
|actrange = 41+
|meter = 4/3
|description= A downwards swipe anti-air.
*Important against characters with bad priority aerials, like Zangief and T. Hawk.
*Be accurate when using this move, since it's only out for 2 frames.
}}
}}
<span class="mw-customtoggle-frmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frmp">


Blanka's jumping attacks are quick, have long reach, and can be used in several different situations.
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_stcljab1&7_stfarjab1&7_stclstrng4_stfarstrng1&6_stclfrc1&7_stfarfrc1&7_stclshrt11_stfarshrt1&7_stclfrwrd11_stfarfrwrd1&7_stclrh1&9_stfarrh1&9.png}} |{{STDiagramImageCell| 1 | Blanka_stfarstrng2.png}} |{{STDiagramImageCell| 1 | Blanka_stfarstrng3.png}} |{{STDiagramImageCell| 1 | Blanka_stfarstrng4.png}} |{{STDiagramImageCell| 1 | Blanka_stfarstrng5.png}} |{{STDiagramImageCell| 1 | Blanka_stcljab1&7_stfarjab1&7_stclstrng4_stfarstrng1&6_stclfrc1&7_stfarfrc1&7_stclshrt11_stfarshrt1&7_stclfrwrd11_stfarfrwrd1&7_stclrh1&9_stfarrh1&9.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 6}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan | 3 | 7}}
|}


His jumping light kick is an excellent crossover, and has excellent priority, sometimes beating other fighter's jumping attacks. It is used primarily as Blanka's crossup move, and can be linked into several different strings of attacks.
</div>


Blanka's j.HK is a HUGE dropkick that has extremely good reach. Use this move to quickly jump over fireballs/projectiles and punish your opponents from a seemingly too far distance.


Jumping HP is an awsome high priority air attack. It is a downward-aiming swipe with both of Blanka's claws, that has strange hitbox priorities. Instead of just hitting ahead of Blanka like most other jumping moves, the jumping HP can be used to hit directly BELOW Blanka as well. This makes it an excellent tactic to use when you have your opponent in the corner, or if you are facing someone like Dhalsim, who's standing medium punch anti-air pretty much beats everything else you can dish out, including your crossup j.LK. The jumping HP, when used at the right angle/deepness, can either beat or trade most anti-air normals in the game, and is one of the reasons Blanka can actually dominate a match when given the right positioning.  
==== <span class="invisible-header">clhp</span> ====
{{MoveData
| name    = Standing Fierce
| input    = 5HP / {{hp}}
| subtitle = Heavy Punch
| image    = Blanka_stclfrc3_stfarfrc3.png
| imageSize = 134x97px
| caption  =
| image2    = Blanka_stclfrc4_stfarfrc4.png
| imageSize2 = 101x119px
| caption2  =
| data  =
{{AttackData-SSF2T
|damage ={{tooltip|text=26[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 10~16
|dizzytime= 80
|cancel = None
|guard = Mid
|startup= 7
|active= 7 (4 / 3)
|recovery= 18
|total = 32
|frameAdv = -3 / +1
|actrange = N/A
|meter = 5/4
|description= A two handed upwards claw swipe.
*Can be used as an anti-air and anti cross-up from up close.
*You can also use this as a meaty for massive frame advantage, or for setting up frame traps. Otherwise, this move is pretty unsafe.
*Also does good damage and stun. Try using this after a close Strong.
}}
}}


Blanka has several anti-airs that can all be used in different situations:
<span class="mw-customtoggle-hp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-hp">


-Vertical ball attack can be used in two situations. If your opponent is in front of you, use the HK version (which is VERY fast) to surprise them. Remember, there's no airblocking! If you are getting crossed up, the LK version of the vertical ball will stop or trade about 80% of the crossups in the game, which will definitely frustrate your opponents. However, if your opponent is deep enough with the crossup attack, the LK vertical ball will not work, and you will eat their attack.
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_stcljab1&7_stfarjab1&7_stclstrng4_stfarstrng1&6_stclfrc1&7_stfarfrc1&7_stclshrt11_stfarshrt1&7_stclfrwrd11_stfarfrwrd1&7_stclrh1&9_stfarrh1&9.png}} |{{STDiagramImageCell| 1 | Blanka_stclfrc2&6_stfarfrc2&6.png}} |{{STDiagramImageCell| 1 | Blanka_stclfrc3_stfarfrc3.png}} |{{STDiagramImageCell| 1 | Blanka_stclfrc4_stfarfrc4.png}} |{{STDiagramImageCell| 1 | Blanka_stclfrc5_stfarfrc5.png}} |{{STDiagramImageCell| 1 | Blanka_stclfrc2&6_stfarfrc2&6.png}} |{{STDiagramImageCell| 1 | Blanka_stcljab1&7_stfarjab1&7_stclstrng4_stfarstrng1&6_stclfrc1&7_stfarfrc1&7_stclshrt11_stfarshrt1&7_stclfrwrd11_stfarfrwrd1&7_stclrh1&9_stfarrh1&9.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell|10}} |{{STDiagramCell| 7}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan|2| 7}} |{{STDiagramCellColSpan|2| 7}} |{{STDiagramCellColSpan|3| 18}}
|}
</div>


-Standing HP can be used in some situations, most notably if an opponent is jumping in for a crossup but is not really deep enough to get it properly. Also, if you are ahead on life in the match, use standing HP to trade with most jump-in attacks. Remember, this is a HP so it will pretty much do the same, or more damage, than most of the jump-ins people use.
==== <span class="invisible-header">cllk</span> ====
{{MoveData
| name    = Close Short
| input    = 5LK / cl.{{lk}}
| subtitle = Close Light Kick
| image    = Blanka_stclshrt6.png
| imageSize = 98x125px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=14[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 0~5
|dizzytime= 40
|cancel = None
|guard = Mid
|startup= 14
|active= 4
|recovery= 13
|total = 31
|frameAdv = -4
|actrange = 0~43
|meter = 2/1
|description= Blanka jumps in the air and knees his opponent.
*This move is awful.
}}
}}


-Electricity can also be used as an anti-air, but be wary of trying to use it too much. Unlike a lot of the other multiple button tap moves (like Honda's Hundred Hand Slap or Chun's lighting legs), it doesn't come out as consistently as you'd like. Use this move sparingly, and only if you have enough time to get the right amount of button taps out to activate the electricity in time.
<span class="mw-customtoggle-cllk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-cllk">


-Jump straight up HP is an EXCELLENT anti-air for anybody jumping at you. It is a quick, upwards smack with Blanka's palm, that most people have now begun to call "the pimp slap" because it looks exactly like a huge palm slap. Use this move to surprise jumping attackers, and also to hit people who are almost directly above you, going for crossups - it is surprisingly fast.
'''Startup/Active:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_stclshrt1_stclfrwrd1.png}} |{{STDiagramImageCell| 1 | Blanka_stclshrt2_stclfrwrd2.png}} |{{STDiagramImageCell| 1 | Blanka_stclshrt3&9_stclfrwrd3&9.png}} |{{STDiagramImageCell| 1 | Blanka_stclshrt4&8_stclfrwrd4&8.png}} |{{STDiagramImageCell| 1 | Blanka_stclshrt5&7_stclfrwrd7.png}} |{{STDiagramImageCell| 1 | Blanka_stclshrt6.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 5 | 14}} |{{STDiagramCell| 4}}
|}
'''Recovery:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_stclshrt5&7_stclfrwrd7.png}} |{{STDiagramImageCell| 1 | Blanka_stclshrt4&8_stclfrwrd4&8.png}} |{{STDiagramImageCell| 1 | Blanka_stclshrt3&9_stclfrwrd3&9.png}} |{{STDiagramImageCell| 1 | Blanka_stclshrt10_stclfrwrd10_stclrh8_stfarrh8.png}} |{{STDiagramImageCell| 1 | Blanka_stcljab1&7_stfarjab1&7_stclstrng4_stfarstrng1&6_stclfrc1&7_stfarfrc1&7_stclshrt11_stfarshrt1&7_stclfrwrd11_stfarfrwrd1&7_stclrh1&9_stfarrh1&9.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 5 | 13}}
|}
</div>


-Standing medium punch is a standing claw swipe downwards. VERY fast, and this move can actually neutralize a lot of jumping attacks completely. Use this in certain matchups to give Blanka the complete advantage - especially against Zangief.
==== <span class="invisible-header">frlk</span> ====
{{MoveData
| name    = Far Short
| input    = 5LK / fr.{{lk}}
| subtitle = Far Light Kick
| image    = Blanka_stfarshrt4.png
| imageSize = 137x94px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=14[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 0~5
|dizzytime= 40
|cancel = None
|guard = Mid
|startup= 7
|active= 4
|recovery= 7
|total = 18
|frameAdv = +2
|actrange = 44+
|meter = 2/1
|description= A spear kick with good range and incredible priority.
*Blanka's only realistic ground defense against Honda's Hundred Hand Slaps besides trading with electricity.
}}
}}


-Jump forward MP is awsome air to air, the hitbox and his jump arc is high, so it hits most other airmoves from above.
<span class="mw-customtoggle-frlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frlk">


{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_stcljab1&7_stfarjab1&7_stclstrng4_stfarstrng1&6_stclfrc1&7_stfarfrc1&7_stclshrt11_stfarshrt1&7_stclfrwrd11_stfarfrwrd1&7_stclrh1&9_stfarrh1&9.png}} |{{STDiagramImageCell| 1 |Blanka_stfarshrt2&6.png}} |{{STDiagramImageCell| 1 | Blanka_stfarshrt3&5.png}} |{{STDiagramImageCell| 1 | Blanka_stfarshrt4.png}} |{{STDiagramImageCell| 1 | Blanka_stfarshrt3&5.png}} |{{STDiagramImageCell| 1 |Blanka_stfarshrt2&6.png}} |{{STDiagramImageCell| 1 | Blanka_stcljab1&7_stfarjab1&7_stclstrng4_stfarstrng1&6_stclfrc1&7_stfarfrc1&7_stclshrt11_stfarshrt1&7_stclfrwrd11_stfarfrwrd1&7_stclrh1&9_stfarrh1&9.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 3 | 7}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | 7}}
|}


'''Footsies'''
</div>


c.HP is awsome. Huge range and quick recovery, great for punishing whiffed
sweeps and especialy good against Fireballers, work at its max range (this
is a good jump in range too) and try to trade hits with/ snuff fireball
throwing frames. c.HP can beat flat air attacks like Guile's j.HK and Dictators 'Swallow Dive' (the backflip puch that follows Head Stomp)


Against Shotos you can also use his s.HK (backflip kick). At the right
==== <span class="invisible-header">clmk</span> ====
range, you will flip over any crouching kicks they throw, but your feet will
{{MoveData
hit thier hands snuffing thier fireball throwing frames! It works like
| name    = Close Forward
Sagat's far s.HP in this respect.
| input    = 5MK / cl.{{mk}}
| subtitle = Close Medium Kick
| image    = Blanka_stclfrwrd5.png
| imageSize = 101x125px
| caption  = First hit
| image2    = Blanka_stclfrwrd6.png
| imageSize2 = 110x125px
| caption2  = Second hit
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=22[0] x 2|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11 x 2
|dizzytime= 60 x 2
|cancel = None
|guard = Mid
|startup= 12
|active= 6 (2 + 4)
|recovery= 13
|total = 31
|frameAdv = +1 / +1(0)
|actrange = 0~46
|meter = 4/3 x 2
|description= A double-hitting knee attack.
*Much better than close Short, but still not as good as Headbutt.
}}
}}


c.MK and c.LK are great against other low kicks, they can beat moves like
<span class="mw-customtoggle-clmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
Guile's c.MK clean. This really undermines the opponents comfort ranges and
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-clmk">
helps you put pressure on.


s.LK has incredible priority, with good enough timing it can beat almost
'''Startup/Active:'''
anything. s.LP is great too, experiment...
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_stclshrt1_stclfrwrd1.png}} |{{STDiagramImageCell| 1 | Blanka_stclshrt2_stclfrwrd2.png}} |{{STDiagramImageCell| 1 | Blanka_stclshrt3&9_stclfrwrd3&9.png}} |{{STDiagramImageCell| 1 | Blanka_stclshrt4&8_stclfrwrd4&8.png}} |{{STDiagramImageCell| 1 | Blanka_stclfrwrd5.png}} |{{STDiagramImageCell| 1 | Blanka_stclfrwrd6.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 4 | 12}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
|}
'''Recovery:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_stclshrt5&7_stclfrwrd7.png}} |{{STDiagramImageCell| 1 | Blanka_stclshrt4&8_stclfrwrd4&8.png}} |{{STDiagramImageCell| 1 | Blanka_stclshrt3&9_stclfrwrd3&9.png}} |{{STDiagramImageCell| 1 | Blanka_stclshrt10_stclfrwrd10_stclrh8_stfarrh8.png}} |{{STDiagramImageCell| 1 | Blanka_stcljab1&7_stfarjab1&7_stclstrng4_stfarstrng1&6_stclfrc1&7_stfarfrc1&7_stclshrt11_stfarshrt1&7_stclfrwrd11_stfarfrwrd1&7_stclrh1&9_stfarrh1&9.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 5 | 13}}
|}


Whenever attempting a Slide, always charge back in case it connects since it
</div>
will start his wake-up options.


DSP EDIT: Here are the footsies I find most useful:
==== <span class="invisible-header">frmk</span> ====
{{MoveData
| name    = Far Forward
| input    = 5MK / fr.{{mk}}
| subtitle = Far Medium Kick
| image    = Blanka_stfarfrwrd4.png
| imageSize = 146x95px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 60
|cancel = None
|guard = Mid
|startup= 7
|active= 4
|recovery= 7
|total = 18
|frameAdv = +7
|actrange = 47+
|meter = 4/3
|description= A more acrobatic kick.
*Can be used as a trade anti-air, but its generally not as good as far Strong.
}}
}}


-Crouching FP has excellent range, but average damage. It can surprise an opponent who isn't expecting Blanka to have that kind of reach with his attacks. You can also use it for spacing: if your opponent is close enough to block the punch, you know you will be able to do a jab Blanka Ball and it will stop JUST in front of them - this leads into one of Blanka's best tactics, but we'll get to that later.
<span class="mw-customtoggle-frmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frmk">


-Down-toward+FP "The Slide" - this move is GREAT in certain situations, for example against anybody with a fireball. If you are in range to hit with the slide, and your opponent is about to throw a fireball, your slide will completely cancel out their fireball animation and trip them. Also, the slide goes COMPLETELY underneath Guile's sonic booms, pretty much rendering them useless against Blanka. And let's face it, Guile throws a LOT of sonic booms. The downfall of the slide is that it is pretty slow, and if blocked, you can be left wide open. Also, the slide can be used as an anti-air in certain situations, but if you do not hit with it you will pretty much be screwed.
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_stcljab1&7_stfarjab1&7_stclstrng4_stfarstrng1&6_stclfrc1&7_stfarfrc1&7_stclshrt11_stfarshrt1&7_stclfrwrd11_stfarfrwrd1&7_stclrh1&9_stfarrh1&9.png}} |{{STDiagramImageCell| 1 |Blanka_stfarfrwrd2&6.png}} |{{STDiagramImageCell| 1 | Blanka_stfarfrwrd3&5.png}} |{{STDiagramImageCell| 1 | Blanka_stfarfrwrd4.png}} |{{STDiagramImageCell| 1 | Blanka_stfarfrwrd3&5.png}} |{{STDiagramImageCell| 1 |Blanka_stfarfrwrd2&6.png}} |{{STDiagramImageCell| 1 | Blanka_stcljab1&7_stfarjab1&7_stclstrng4_stfarstrng1&6_stclfrc1&7_stfarfrc1&7_stclshrt11_stfarshrt1&7_stclfrwrd11_stfarfrwrd1&7_stclrh1&9_stfarrh1&9.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 3 | 7}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | 7}}
|}


-Crouching MK - great footsie attack, can be comboed into itself when you are close enough, or into a Blanka ball for quick, MASSIVE damage. Also sets up one of Blanka's dashing-game advanced tactics when buffered into the Dash move.
</div>


'''Misc'''


Blanka’s ball if great for closing the gap, you can even roll up and throw
==== <span class="invisible-header">clhk</span> ====
and from certain ranges, using LP and MP balls.
{{MoveData
| name    = Standing Roundhouse
| input    = 5HK / {{hk}}
| subtitle = Standing Heavy Kick
| image  = Blanka_stclrh3_stfarrh3.png
| imageSize = 163x105px
| caption  =
| image2  = Blanka_stclrh4_stfarrh4.png
| imageSize2 = 122x114px
| caption2  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=28[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 10~16
|dizzytime= 80
|cancel = None
|guard = Mid
|startup = 7
|active = 11 (6 / 5)
|recovery= 21
|total = 39
|frameAdv = -10 / -4
|actrange = N/A
|meter = 5/4
|description= Blanka does a cool flip.
*Useful as an anti-air and anti crossup.
*Can also be used after close Strong for combos.
}}
}}
<span class="mw-customtoggle-hk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-hk">


Blanka is one of the best throwers in the game, and is extremely good at
'''Startup/Active:'''
countering tick throws with his own.
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_stcljab1&7_stfarjab1&7_stclstrng4_stfarstrng1&6_stclfrc1&7_stfarfrc1&7_stclshrt11_stfarshrt1&7_stclfrwrd11_stfarfrwrd1&7_stclrh1&9_stfarrh1&9.png}} |{{STDiagramImageCell| 1 | Blanka_stclrh2_stfarrh2.png}} |{{STDiagramImageCell| 1 | Blanka_stclrh3_stfarrh3.png}} |{{STDiagramImageCell| 1 | Blanka_stclrh4_stfarrh4.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell|5}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 7}} |{{STDiagramCellColSpan|2| 11}}
|}
'''Recovery:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_stclrh5_stfarrh5.png}} |{{STDiagramImageCell| 1 | Blanka_stclrh6_stfarrh6.png}} |{{STDiagramImageCell| 1 | Blanka_stclrh7_stfarrh7.png}} |{{STDiagramImageCell| 1 | Blanka_stclshrt10_stclfrwrd10_stclrh8_stfarrh8.png}} |{{STDiagramImageCell| 1 | Blanka_stcljab1&7_stfarjab1&7_stclstrng4_stfarstrng1&6_stclfrc1&7_stfarfrc1&7_stclshrt11_stfarshrt1&7_stclfrwrd11_stfarfrwrd1&7_stclrh1&9_stfarrh1&9.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 5 | 21}}
|}


Alot of people worry about other characters body torpedo moves when playing
</div>
with Blanka. j.LK beats them clean. Jump back LK, repeat is a safe, easy
deterant against the threat of psychocrushers and Honda headbutts.
Especially good when your ahead on energy.


DSP EDIT: Here's a few miscellaneous things from me:
===Crouching Normals===
-Blanka's jab ball is GREAT for spacing and advancing. It's quick, it's safe as long as it's not close enough to be blocked (in the respect that if your opponent tries to do something, they will probably trade with a special move and lose the trade), and it leads into a lot of throw/footsie setups.


-Blanka has a ridiculously damaging throw. Use it at every opportunity.


-Blanka's HP ball is RIDICULOUSLY fast. You can use it as a counter-hit move in a surprising amount of situations, most notably when somebody is trying to walk up and sweep you, or sometimes even right at the start of the match (it will hit if the opponent does anything BUT just block).


-Jumping LK will beat most advancing moves, including the sumo headbutt, leg scissors, etc. However, it will sometimes randomly trade with the flaming torpedo (And you will definitely be the loser in that trade).
==== <span class="invisible-header">crlp</span> ====
{{MoveData
| name    = Crouching Jab
| input    = 2LP / {{d}}+{{lp}}
| subtitle = Crouching Light Punch
| image    = Blanka_crjab4.png
| imageSize = 156x59px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=12[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 0~5
|dizzytime= 40
|cancel = None
|guard = Mid
|startup= 9
|active= 3
|recovery= 7
|total = 19
|frameAdv = +3
|actrange = N/A
|meter = 2/1
|description= A claw swipe.
*Has its uses, such as waiting for Shotos to land from Tatsumakis.
}}
}}


--[[User:R3ko|r3ko]] and [[DarksydePhil]]
<span class="mw-customtoggle-crlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crlp">


= Advanced Strategy =
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_crjab1&7_crstrng8_crfrc6_crshrt6_crfrwrd6.png}} |{{STDiagramImageCell| 1 | Blanka_crjab2&6.png}} |{{STDiagramImageCell| 1 | Blanka_crjab3&5.png}} |{{STDiagramImageCell| 1 | Blanka_crjab4.png}} |{{STDiagramImageCell| 1 | Blanka_crjab3&5.png}} |{{STDiagramImageCell| 1 | Blanka_crjab2&6.png}} |{{STDiagramImageCell| 1 | Blanka_crjab1&7_crstrng8_crfrc6_crshrt6_crfrwrd6.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 9}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan | 3 | 7}}
|}


'''Fast Meter Building + Super'''
</div>


This is obvious, backwards beast leap charges meter retardedly fast,
==== <span class="invisible-header">crmp</span> ====
unfortunatly, Blanka probably has one of the worst supers in the game, or at
{{MoveData
least it's tied with Honda's "random hits of doom" but, just like Honda's,
| name    = Crouching Strong
it does have a some uses.
| input    = 2MP / {{d}}+{{mp}}
| subtitle = Crouching Medium Punch
| image    = Blanka_crstrng3.png
| imageSize = 156x71px
| caption  =
| data  =
{{AttackData-SSF2T
|damage ={{tooltip|text=20[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 60
|cancel = None
|guard = Mid
|startup= 7
|active= 3
|recovery= 17
|total = 27
|frameAdv = -2
|actrange = N/A
|meter = 4/3
|description= A more upwards claw swipe.
*Decent range, but sort of slow.
*Can beat Boxer's crouching Strong if you're close enough.
}}
}}


Super is a great anti-air move in certain situations, huge damage, almost totaly
<span class="mw-customtoggle-crmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
invunerable, can change direction for crossovers and landing it as an anti-air is
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crmp">
also the only way to guarantee safety after the fact and secure all 5 hits.  
Peform the motion and hold down the button, so that you contact the opponent on the
height of the vertical motion of the ball (this juggles the opponent higher and gives
you more time to guage thier falling trajectory), then release so that you
roll under their falling body JUST before they hit the ground. This will
secure maximum hits and damage.


The super, however, is not a great way to chip anyone. If blocked, you are left wide open afterwards. However, if your opponent is pretty low on life, they will probably try to jump or dodge around the super...which will usually turn out badly, since it beats most jumping attacks!
'''Startup/Active:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_crstrng1&7.png}} |{{STDiagramImageCell| 1 | Blanka_crstrng2&6.png}} |{{STDiagramImageCell| 1 | Blanka_crstrng3.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 7}} |{{STDiagramCell| 3}}
|}
'''Recovery''':
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_crstrng4.png}} |{{STDiagramImageCell| 1 |Blanka_crstrng5.png}} |{{STDiagramImageCell| 1 | Blanka_crstrng2&6.png}} |{{STDiagramImageCell| 1 | Blanka_crstrng1&7.png}} |{{STDiagramImageCell| 1 | Blanka_crjab1&7_crstrng8_crfrc6_crshrt6_crfrwrd6.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 7}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 5 | 17}}
|}


The super DOES NOT roll under projectiles as previously stated. The super is only invulnerable on startup (while you are in the upward-vertical motion). As soon as you land from this, you will start spinning in place, and you will become vulnerable. If you release at this point, you will beat out most normal attacks, except for maybe a quick crouching short or jab. However, most projectiles WILL hit you out of the super, so don't make a habit of being predictable and holding down the button forever.
</div>


Another odd little trick about the super is on knockdown near the corner,  
==== <span class="invisible-header">crhp</span> ====
with proper timing this can be used as, I think at least, a crossover which
{{MoveData
then leads into a free combo attempt - this has been highlighted in the TZW
| name    = Crouching Fierce
combo videos. I say I think it is a crossover as (when done right) Blanka  
| input    = 2HP / {{d}}+{{hp}}
hits the opponent from behind, but like CE Bison's psycho crusher, it is
| subtitle = Crouching Heavy Punch
probably random how it hits when done this way, and is even comboable which
| image    = Blanka_crfrc3.png
you can find details on in the combo section.
| imageSize = 174x84px
| caption  =
| data  =
{{AttackData-SSF2T
|damage ={{tooltip|text=26[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 10~16
|dizzytime= 80
|cancel = None
|guard = Mid
|startup= 9
|active= 6
|recovery= 18
|total = 33
|frameAdv = -2
|actrange = N/A
|meter = 5/4
|description= Blanka's long range crouching punch.
*Good damage and stun, but relatively long startup and mediocre priority.
}}
}}


<span class="mw-customtoggle-crhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crhp">


'''Using the leap'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_crfrc1&5.png}} |{{STDiagramImageCell| 1 | Blanka_crfrc2&4.png}} |{{STDiagramImageCell| 1 | Blanka_crfrc3.png}} |{{STDiagramImageCell| 1 | Blanka_crfrc2&4.png}} |{{STDiagramImageCell| 1 | Blanka_crfrc1&5.png}} |{{STDiagramImageCell| 1 | Blanka_crjab1&7_crstrng8_crfrc6_crshrt6_crfrwrd6.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 7}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 9}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 3 | 18}}
|}


The leap is a valuble tool which is often over looked, most people would
</div>
attribute it to only really setting up throw and combo setups (which will
explained in later sections.). The leap also makes Blanka a very nimble character, able to move back and forth across the screen more easily than most other characters, while building super meter the entire time.


Don't forget that there is little bit of invincibility at the start of the leap which will help you to avoid low attacks and even get out of SPDs since when you leap, you're off the ground. So if Zangief lands a meaty c.LK, you can leap backwards out of it making his SPD whiff. CHEAP!


You can bait attacks with it, by leaping backwards at close range, and
countering with a slide or c.HP or c.HK or even ball (if you were charging during the backdash).


You can use it effectively to close the gap after knockdowns if you don’t
===== <span class="invisible-header">crlk</span> =====
have a charge ready, so you can start a meaty or cross up.
{{MoveData
| name    = Crouching Short
| input    = 2LK / {{d}}+{{lk}}
| subtitle = Crouching Light Kick
| image    = Blanka_crshrt3.png
| imageSize = 139x75px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=12[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 0~5
|dizzytime= 40
|cancel = Special, Super
|guard = Low
|startup= 5
|active= 4
|recovery= 7
|total = 16
|frameAdv = +2
|actrange = N/A
|meter = 2/1
|description= A shorter range, safer version of crouching Forward.
*Old Blanka can't special cancel this.
}}
}}


Leaping forward in to throw range out of blue or off a c.MK can take your
<span class="mw-customtoggle-crlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
opponent by suspise, giving you a throw/headbutt/tick/combo.
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crlk">


DSP EDIT: Let me give you an example of some of the best times to use the leap, and the setups it leads to:
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_crshrt1&5_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Blanka_crshrt2&4_crfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Blanka_crshrt3.png}} |{{STDiagramImageCell| 1 | Blanka_crshrt2&4_crfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Blanka_crshrt1&5_crfrwrd1&5.png}}  |{{STDiagramImageCell| 1 | Blanka_crjab1&7_crstrng8_crfrc6_crshrt6_crfrwrd6.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | 7}}
|}


-You walk up to your opponent, do a blocked low medium kick, and buffer it into the leap. Your opponent has a SLIGHT frame advantage here - if they were expecting the leap, they can usually do a quick jab or short before the leap finishes, knocking you away. But if you don't use this too much, and they're not expecting it, you have several options. Primarily you can throw them instantly after the leap ends, for MASSIVE damage. Or, you can go for another crouching MK, possibly comboed into another one, or a Blanka ball. The safest option is the kick, but chances are you will probably be successful with the throw if they weren't expecting the leap.
</div>


-Another great opportunity for the leap is during a blocked crossup string. Let's say, for example, you cross up the opponent with j.LK, standing MP, crouching MK. Since they blocked the string, you're probably stuck. Not so! Buffer a leap off of that crouching MK and then either throw or do another crouching MK. For variety, the next time you face a blocked crossup string, buffer the leap off of the MP instead of doing the crouching MK. By not doing the same leap tactics over and over, you can mix it up and surprise your opponent for big damage.




'''When Downed'''
===== <span class="invisible-header">frmk</span> =====
{{MoveData
| name    = Crouching Forward
| input    = 2MK / {{d}}+{{mk}}
| subtitle = Crouching Medium Kick
| image    = Blanka_crfrwrd3.png
| imageSize = 144x75px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=20[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Low
|startup= 5
|active= 4
|recovery= 7
|total = 16
|frameAdv = +7
|actrange = N/A
|meter = 4/3
|description= A pretty good kick.
*Can be linked into another crouching Forward or canceled into a Rolling Attack.
}}
}}


I have to disagree with what it said here previously, Blanka CAN be crossed up once he is downed. However, his LK vertical ball makes it VERY difficult for your opponents to do so, and will probably frustrate the hell out of them. The only time Blanka can be crossed up is if the crossup attack is VERY DEEP into your body - so deep that the attack would interrupt your attempt to do the ball. In this case, you WILL eat whatever combo they were planning, so if your opponent is attempting a really deep crossup, you are better off just blocking.
<span class="mw-customtoggle-crmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crmk">


Don't attempt a reversal horizontal ball against normal jump-ins. You'd be surprised how many
{{STDiagramHeader}}
attacks will beat it clean which sort of defeats the whole point of a
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_crshrt1&5_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Blanka_crshrt2&4_crfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Blanka_crfrwrd3.png}} |{{STDiagramImageCell| 1 | Blanka_crshrt2&4_crfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Blanka_crshrt1&5_crfrwrd1&5.png}}  |{{STDiagramImageCell| 1 | Blanka_crjab1&7_crstrng8_crfrc6_crshrt6_crfrwrd6.png}}
reversal really. However, if you only use the vertical ball every once in a while, it will usually hit. Also, the vertical ball is a GREAT strategy against Vega's wall-jumps.
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | 7}}
|}


Reversal backwards leap is good to get out of jams mid-screen... just don't
</div>
use it to avoid something in the corner unless you like being hit afterwards.




'''Using Blanka Balls with Caution'''


Using Blanka’s horizontal ball is extremely risky against certain
===== <span class="invisible-header">crhk</span> =====
characters. If blocked, the following characters can punish you. Warning:  
{{MoveData
some can even punish you when you hit as well (Ryu, for example, can hit you with a FP fireball!). Only use the horizontal ball in two instances: When you know it will hit (in a combo), when you THINK it will hit (as a wake-up counterhit), or when you're just trying to advance and you know you're far away enough that the ball won't be blocked.
| name    = Crouching Roundhouse
| input    = 2HK / {{d}}+{{hk}}
| subtitle = Crouching Heavy Kick
| image    = Blanka_crrh4.png
| imageSize = 164x80px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=26[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 5~11
|dizzytime= 130
|cancel = None
|guard = Low
|startup = 10
|active = 4
|recovery = 18
|total = 32
|frameAdv = Hit: Soft KD<br>Block: 0
|actrange = N/A
|meter = 5/4
|description= Blanka turns back and sweeps with one leg extended.
*Long range, but long start up and recovery.
*For some reason, Blanka is left standing after this attack.
}}
}}


Here is a list of attacks that can hit you AFTER your opponent blocks a Blanka Ball:
<span class="mw-customtoggle-crhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crhk">


Dictator Bison can do a feirce psycho crusher
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_crrh1&7.png}} |{{STDiagramImageCell| 1 | Blanka_crrh2&6.png}} |{{STDiagramImageCell| 1 | Blanka_crrh3&5.png}} |{{STDiagramImageCell| 1 | Blanka_crrh4.png}} |{{STDiagramImageCell| 1 | Blanka_crrh3&5.png}} |{{STDiagramImageCell| 1 | Blanka_crrh2&6.png}} |{{STDiagramImageCell| 1 | Blanka_crrh1&7.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 10}} |{{STDiagramCell| 7}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 10}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 3 | 18}}
|}


Dee Jay can do a fierce fire ball
</div>


Cammy can walk forward and press roundhouse
===Jumping Normals===


Blanka can do a feirce blanka ball
===== <span class="invisible-header">njlp</span> =====
{{MoveData
| name    = Jumping Jab
| input    = 8LP / {{u}}+{{lp}}
| subtitle = Neutral Jumping Light Punch
| image    = Blanka_njjab3_djjab3.png
| imageSize = 126x107px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=14[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 1~7(-2)
|dizzytime= 40
|cancel = None
|guard = High
|startup = 5
|active = 20
|recovery = ∞
|total = 25+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 2/1
|description= A far reaching, torso twisting punch.
*A pretty great move in some situations. Amazing air to air priority, and ok range in general.
}}
}}


Honda can do a FP headbutt
<span class="mw-customtoggle-jlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-jlp">


Boxer can use his rush moves
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5.png}} |{{STDiagramImageCell| 1 | Blanka_njjab2&4_djjab2&4_njstrng2&4_djstrng2&4.png}} |{{STDiagramImageCell| 1 | Blanka_njjab3_djjab3.png}} |{{STDiagramImageCell| 1 | Blanka_njjab2&4_djjab2&4_njstrng2&4_djstrng2&4.png}} |{{STDiagramImageCell| 1 | Blanka_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 20}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell | Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 20}} |{{STDiagramCellColSpan| 2 | ∞}}
|}


Claw can walk > fierce
</div>


Dhalsim can pretty much press any button


O.Sagat can low roundhouse tiger
===== <span class="invisible-header">njmp</span> =====
{{MoveData
| name    = Jumping Strong
| input    = 8MP / {{u}}+{{mp}}
| subtitle = Neutral Jumping Medium Punch
| image    = Blanka_njstrng3.png
| imageSize = 121x107px
| caption = Neutral Jump version
| image2    = Blanka_djstrng3.png
| imageSize2 = 121x107px
| caption2 = Diagonal Jump version
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=24[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 5~11
|dizzytime= 50(+10)
|cancel = None
|guard = High
|startup = 5
|active = 12
|recovery = ∞
|total = 17+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 4/3
|description= Visually identical to jumping Jab.
*The diagonal jumping version has a more vulnerable hurtbox than the neutral jump version, but that's the only real difference.
*The neutral jump version may be preferred over nj.jab due to the different hitbox, but don't bother with the diagonal jump version.
}}
}}


Ryu/Ken can throw FP fireballs
<span class="mw-customtoggle-jmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-jmp">


Chun can walk forward and press FP
*'''Neutral Jump Version:'''


....and many, MANY more.
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5.png}} |{{STDiagramImageCell| 1 | Blanka_njjab2&4_djjab2&4_njstrng2&4_djstrng2&4.png}} |{{STDiagramImageCell| 1 | Blanka_njstrng3.png}} |{{STDiagramImageCell| 1 | Blanka_njjab2&4_djjab2&4_njstrng2&4_djstrng2&4.png}} |{{STDiagramImageCell| 1 | Blanka_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 12}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell | Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 12}} |{{STDiagramCellColSpan| 2 | ∞}}
|}


*'''Diagonal Jump Version:'''


{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5.png}} |{{STDiagramImageCell| 1 | Blanka_njjab2&4_djjab2&4_njstrng2&4_djstrng2&4.png}} |{{STDiagramImageCell| 1 | Blanka_djstrng3.png}} |{{STDiagramImageCell| 1 | Blanka_njjab2&4_djjab2&4_njstrng2&4_djstrng2&4.png}} |{{STDiagramImageCell| 1 | Blanka_njjab1&5_djjab1&5_njstrng1&5_djstrng1&5.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 12}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell | Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 12}} |{{STDiagramCellColSpan| 2 | ∞}}
|}
</div>


'''Bite Loops, buffers, and follow-ups'''
===== <span class="invisible-header">njhp</span> =====
{{MoveData
| name    = Neutral Jumping Fierce
| input    = 8HP / {{u}}+{{hp}}
| subtitle = Neutral Jumping Heavy Punch
| image    = Blanka_njfrc2.png
| imageSize = 149x114px
| caption =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=30[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 11~17(-1)
|dizzytime= 60(+20)
|cancel = None
|guard = High
|startup = 1
|active = 3
|recovery = ∞
|total = 4+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 5/4
|description= Blanka sticks his arm out.
*A great move thanks to the priority, range, and near instant startup.
*Can be a good counter to moves like headstomps and walldives, and a good counter in general if you can react well with it.
}}
}}


Basic, retarded, fun - like Dhalsim's bullshit only a bit easier to escape.
<span class="mw-customtoggle-njhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njhp">


Blanka's bite range is simply sick, I think its actually larger than Sim's,
{{STDiagramHeader}}
but anyway... generally j.LK or early j.HP tick into bite does wonders if not
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_njfrc1&6.png}} |{{STDiagramImageCell| 1 | Blanka_njfrc2.png}} |{{STDiagramImageCell| 1 | Blanka_njfrc3&5.png}} |{{STDiagramImageCell| 1 | Blanka_njfrc4.png}} |{{STDiagramImageCell| 1 | Blanka_njfrc3&5.png}}  |{{STDiagramImageCell| 1 | Blanka_njfrc1&6.png}} |{{STDiagramImageCell| 1 | Blanka_njfrc7.png}}
abused too much.
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan| 5 | ∞}}
|}


Once you land throw you can do the following:
</div>


- j.LK > throw again xx repeat - this is obvious to get out of, but its one
===== <span class="invisible-header">djhp</span> =====
of those things that works because Blanka is so fast, even if you only get a
{{MoveData
second set of bites, damage is damage. BE CAREFUL, depending on where you are and where your opponent lands, you want to be sure that your j.LK is MEATY and the opponent does not have an opportunity to use a Shoryuken or other anti-air.
| name    = Diagonal Jumping Fierce
| input    = 7 or 9 HP<br>{{ub}} or {{uf}}+{{hp}}
| subtitle = Diagonal Jumping Heavy Punch
| image    = Blanka_djfrc3.png
| imageSize = 103x109px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=30[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9
|dizzytime= 40
|cancel = None
|guard = High
|startup = 5
|active = 6
|recovery = ∞
|total = 11+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 5/4
|description= A double-armed claw slash.
*Excellent air to ground priority and hits very low, so low in fact that it can beat New Shoto's crouching Roundhouse if timed right.
*Has nerfed stun potential, similar to the Shotos' diagonal jump Heavy attacks.
}}
}}
<span class="mw-customtoggle-djhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djhp">


-j.LK > MP > throw – MP ticks nicely into throw, but you have to be close enough.....if not, you'll get standing HP. Still safe, but you wanted that throw!
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_djfrc1.png}} |{{STDiagramImageCell| 1 | Blanka_djfrc2.png}} |{{STDiagramImageCell| 1 | Blanka_djfrc3.png}} |{{STDiagramImageCell| 1 | Blanka_djfrc4.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}}
|}


-j.LK > MP > leap > throw -  You can even add a leap in here which if you're
close enough, will cross up. You don’t necessarily have to go into a
throw, a combo or a tick could be a better option.


-j.LK > x-over j.LK > combo attempt - the second c.LK should crossover when
</div>
your at mid-screen so make them feel the rage (rawh!)... you also have the
option of repeated j.LK's if the first crossover attempt doesn't hit.


-Slide - hilarious, but it works, people get so paranoid over the j.LK and
trying to stop it they forget Blanka can just low knockdown them and start
crossover ball fun again. You can also mix this up with c.HK since it is a bit faster.


-Leap forward twice to crossup > throw/combo – this can be quite useful
===== <span class="invisible-header">njlk</span> =====
against characters which don’t have reversals.
{{MoveData
| name    = Jumping Short
| input    = 8LK / {{u}}+{{lk}}
| subtitle = Jumping Light Kick
| image    = Blanka_njshrt3.png
| imageSize = 138x115px
| caption = Neutral Jump version
| image2    = Blanka_djshrt3.png
| imageSize2 = 127x115px
| caption2 = Diagonal Jump version
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=16[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 1~7(-2)
|dizzytime= 40
|cancel = None
|guard = High
|startup = 5
|active = 20
|recovery = ∞
|total = 25+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 2/1
|description= A standard jumping kick. The neutral jump and diagonal jump versions have different hitboxes.
*The neutral jump version is an excellent defensive move. Some characters that lack a fireball may struggle to punish this from far away.
*The diagonal jump version is a crossup that works great as a harassment tool.
}}
}}


DSP EDIT: One of the most effective strategies, I have found, is what to do AFTER a successful throw. Basically, if you finish the bite, you land before your opponent does. When your opponent is landing, try to do a meaty crouching FP. Depending on where you were when you landed (in the corner, midscreen, etc) the FP will either whiff, or they will block it. If it whiffs, oh well, you were too far away to do the setup so just chill out. If they block it but their body does not move at all, you are probably too close to do the throw setup I am about to explain. BUT, in about 50% of the time, the opponent will be pushed just slightly back from the blocked crouching FP. THAT is your opportunity: immediately do a jab horizontal ball when you recover from the FP. It will advance you forward JUST ENOUGH to land perfectly in front of your opponent WITHOUT having them block the ball. They will undoubtedly try to block the ball, because they fear eating it, and this leaves them WIDE OPEN for you to land in front of them and get a second bite! CONGRATULATIONS, you've just done about 50% damage in only 2 moves! In addition, after the second throw you can try to do the same thing again, or you can walk forward and try to buffer into leap setups, or you can try to crossup. It's your ballgame.
<span class="mw-customtoggle-jlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-jlk">


'''Crossover Balls , Knockdown and Electricity Fun'''
*'''Neutral Jump Version''':


These strats go hand in hand:
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_njshrt1&5_djshrt1&5_njfrwrd5_djfrwrd5.png}} |{{STDiagramImageCell| 1 | Blanka_njshrt2&4_djshrt2&4_njfrwrd4_djfrwrd4.png}} |{{STDiagramImageCell| 1 | Blanka_njshrt3.png}} |{{STDiagramImageCell| 1 | Blanka_njshrt2&4_djshrt2&4_njfrwrd4_djfrwrd4.png}} |{{STDiagramImageCell| 1 | Blanka_njshrt1&5_djshrt1&5_njfrwrd5_djfrwrd5.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 20}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 20}} |{{STDiagramCellColSpan| 2 | ∞}}
|}


Whenever a slide, c.HK or vertical ball connects - you get a free attempt to
*'''Diagonal Jump Version''':
do crossover horizontal balls... unfortunatly, your going to have to work
out yourself which balls to use as the whole thing is dependant on where you
are on the screen and how deep the attack you used connected - this is
something you get a feel for in time and isn't too hard to work out in a
heated battle.


Before we go into the crossover fun, remember Blanka can also do the
{{STDiagramHeader}}
following on a fallen opponent:
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_njshrt1&5_djshrt1&5_njfrwrd5_djfrwrd5.png}} |{{STDiagramImageCell| 1 | Blanka_njshrt2&4_djshrt2&4_njfrwrd4_djfrwrd4.png}} |{{STDiagramImageCell| 1 | Blanka_djshrt3.png}} |{{STDiagramImageCell| 1 | Blanka_njshrt2&4_djshrt2&4_njfrwrd4_djfrwrd4.png}} |{{STDiagramImageCell| 1 | Blanka_njshrt1&5_djshrt1&5_njfrwrd5_djfrwrd5.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 20}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 20}} |{{STDiagramCellColSpan| 2 | ∞}}
|}
</div>


Forward Beast Leap > meaty f.MP (the headbutt) - the headbutt hits twice and
===== <span class="invisible-header">njmk</span> =====
people seem to forget the second hit is low and eat it everytime... ghetto!
{{MoveData
| name    = Jumping Forward
| input    = 8MK<br>{{u}}+{{mk}}
| subtitle = Jumping Medium Kick
| image    = Blanka_njfrwrd3.png
| imageSize = 146x115px
| caption = Neutral Jump version
| image2    = Blanka_djfrwrd3.png
| imageSize2 = 128x115px
| caption2 = Diagonal Jump version
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=24[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 5~11
|dizzytime= 50(+10)
|cancel = None
|guard = High
|startup = 5
|active = 12
|recovery = ∞
|total = 17+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 4/3
|description= Visually identical to jumping Short. Once again, neutral jump and diagonal jump have different hitboxes.
*The neutral jump version has deceptively long range.
*The diagonal jump version has ok reach, but you'll usually prefer diagonal jump LK.
}}
}}


Forward Beast Leap > j.LK > Bite Loop - oh bite loops, how I love thee...
<span class="mw-customtoggle-jmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-jmk">


Forward Beast Leap > j.LK > x-over j.LK > combo attempt or repeat j.LK's
*'''Neutral Jump Version''':
until it hits or your hit - more crossover j.LK fun... told you it was a
{{STDiagramHeader}}
good attack ^_^
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_njshrt1&5_djshrt1&5_njfrwrd5_djfrwrd5.png}} |{{STDiagramImageCell| 1 | Blanka_njshrt2&4_djshrt2&4_njfrwrd4_djfrwrd4.png}} |{{STDiagramImageCell| 1 | Blanka_njfrwrd3.png}} |{{STDiagramImageCell| 1 | Blanka_njshrt2&4_djshrt2&4_njfrwrd4_djfrwrd4.png}} |{{STDiagramImageCell| 1 | Blanka_njshrt1&5_djshrt1&5_njfrwrd5_djfrwrd5.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 12}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 12}} |{{STDiagramCellColSpan| 2 | ∞}}
|}


Slide - funny how the most basic of meatys does a fantastic job, gotta love
*'''Diagonal Jump Version''':
the paranoia of air Blanka people have that they forget about the lows.
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_njshrt1&5_djshrt1&5_njfrwrd5_djfrwrd5.png}} |{{STDiagramImageCell| 1 | Blanka_njshrt2&4_djshrt2&4_njfrwrd4_djfrwrd4.png}} |{{STDiagramImageCell| 1 | Blanka_djfrwrd3.png}} |{{STDiagramImageCell| 1 | Blanka_njshrt2&4_djshrt2&4_njfrwrd4_djfrwrd4.png}} |{{STDiagramImageCell| 1 | Blanka_njshrt1&5_djshrt1&5_njfrwrd5_djfrwrd5.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 12}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 12}} |{{STDiagramCellColSpan| 2 | ∞}}
|}


Anyway, back to the crossover balls - once you get the feel for it, you can
</div>
start doing the following:


Crossover ball > combo attempt - It should dizzy all the cast (except maybe
===== <span class="invisible-header">jhk</span> =====
Gief) since you alright got a hit in prior, but ST hates people so this
{{MoveData
won't be the case all the time
| name    = Jumping Roundhouse
| input    = 8HK / {{u}}+{{hk}}
| subtitle = Neutral Jumping Heavy Kick
| image    = Blanka_njrh3.png
| imageSize = 170x116px
| caption = Neutral Jump version
| image2    = Blanka_djrh3.png
| imageSize2 = 170x116px
| caption2 = Diagonal Jump version
| data  =
{{AttackData-SSF2T
|version = Neutral Jump
|damage = {{tooltip|text=30[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}}
|dizzy= 11~17(-1)
|dizzytime= 60(+20)
|cancel = None
|guard = Mid
|startup = 5
|active = 6
|recovery = ∞
|total = 11+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 5/4
|description= <br>
}}
{{AttackData-SSF2T
|version = Diagonal Jump
|damage = {{tooltip|text=30[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 11~17(-1)
|dizzytime= 60(+20)
|cancel = None
|guard = High
|startup = 7
|active = 6
|recovery = ∞
|total = 13+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 5/4
|description= A midair dropkick.
*Good range and damage.
*The diagonal jump version is slower and has a worse hitbox.
*Still a key jump in that can catch people off guard, especially if they are crouching.
}}
}}


Crossover Ball > forward/back MP - for times when you simply can't be
<span class="mw-customtoggle-njhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
bothered to combo, say hello to that headbutt again
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njhk">


Crossover Ball > MP or HP Electricity - what? you think those CvS2 whores
*'''Neutral Jump Version:'''
made this famous? Bah, Blanka is too ghetto for that game, anyway,
{{STDiagramHeader}}
Electricity overall sucks but at least you can get some chip damage this
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_njrh1&5_djrh1&5.png}} |{{STDiagramImageCell| 1 | Blanka_njrh2&4_djrh2&4.png}} |{{STDiagramImageCell| 1 | Blanka_njrh3.png}} |{{STDiagramImageCell| 1 | Blanka_njrh2&4_djrh2&4.png}} |{{STDiagramImageCell| 1 | Blanka_njrh1&5_djrh1&5.png}}
way, don't use the LP version, learn how to mash like a man and use MP or HP
|-
only. Always be charging for another horizontal ball when doing this, if the
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
electricity hits the opponent, you can do MP vertical ball to crossover then
|-
electricity again... repeat until the opponent blocks it
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | ∞}}
|}


DSP EDIT: I rarely go for crossover balls, just because if I screw up and the opponent blocks it, you are now wide open for a variety of damaging attacks.
*'''Diagonal Jump Version:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_njrh1&5_djrh1&5.png}} |{{STDiagramImageCell| 1 | Blanka_njrh2&4_djrh2&4.png}} |{{STDiagramImageCell| 1 | Blanka_djrh3.png}} |{{STDiagramImageCell| 1 | Blanka_njrh2&4_djrh2&4.png}} |{{STDiagramImageCell| 1 | Blanka_njrh1&5_djrh1&5.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 2 | ∞}}
|}


</div>


'''Electricity Chip/Bite psyche out.'''
===Command Normals===


When an opponent is getting up its fairly safe to chip with meaty
Electricity. But it is also possible to time the early electricity so it
finishes JUST before the opponent gets to thier feet, you can then simply
puch towards + HP for a bite. Because electricity has almost 0 recovery this
is really hard for the opponent to judge, and never fails to provoke a smile
or sigh from the recipient :)


DSP EDIT: NOTE: The only time I ever use electricity just to CHIP, is when I knock down an opponent, and quickly do a ball to get behind them, and THEN activate electricity. However, this usually isn't a good idea since you can mess up the spacing of the ball/elec and end up getting swept. Also, blocked electricity only hits 1-2 times and doesn't do much chip in ST.
===== <span class="invisible-header">Rock Crusher</span> =====
{{MoveData
| name    = Rock Crusher
| input    = Close {{b}} or {{f}} + {{mp}}<br>Close 4 or 6 + MP
| subtitle = Headbutt
| image    = Blanka_hb3.png
| imageSize = 112x102px
| caption =
| image2    = Blanka_hb4.png
| imageSize2 = 151x83px
| caption2 =
| image3    = Blanka_hb5.png
| imageSize3 = 158x80px
| caption3 =
| data  = 
{{AttackData-SSF2T
|damage = {{tooltip|text=18[0] x 2|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11 x 2
|dizzytime= 60 x 2
|cancel = Special, Super (First hit only)
|guard = Mid / Low
|startup = 4
|active = 9 (4 / 3 + 2)
|recovery = 13
|total = 26
|frameAdv = -4 / -0 / +3(+2)
|actrange = N/A
|meter = 4/3 x 2
|description= An interesting command normal that's executed the same way as a throw.
*The first hit can be canceled into a ball for a combo ender, or a hop for pressure.
*The second hit hits low, and must be crouch blocked.
}}
}}


'''Whiffed Ball psyche outs.'''
<span class="mw-customtoggle-headbutt" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-headbutt">


Whiffing LP Ball for close range and MP Ball for medium range, you can stop
'''Startup/Active''':
directly infront of a high/low blocking opponent and seemlesly switch into a
{{STDiagramHeader}}
Bite or c.HK before the opponent has time to respond. Great tactic, really
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_hb1&9.png}} |{{STDiagramImageCell| 1 | Blanka_hb2&8.png}} |{{STDiagramImageCell| 1 | Blanka_hb3.png}} |{{STDiagramImageCell| 1 | Blanka_hb4.png}} |{{STDiagramImageCell| 1 | Blanka_hb5.png}}
underused.
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCell| 2}}
|}
'''Recovery''':
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_hb6.png}} |{{STDiagramImageCell| 1 | Blanka_hb7.png}} |{{STDiagramImageCell| 1 | Blanka_hb2&8.png}} |{{STDiagramImageCell| 1 | Blanka_hb1&9.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 13}}
|}


DSP NOTE: This is exactly what I described above in the bite loop section, because the whiffed horizontal ball leads into a bite loop strategy.
</div>


'''Combos'''
===== <span class="invisible-header">Amazon River Run</span> =====
{{MoveData
| name    = Amazon River Run
| input    = 3HP / {{df}}+{{hp}}
| subtitle = Slide
| image    = Blanka_sld2.png
| imageSize = 197x58px
| caption =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=28[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 5~11
|dizzytime= 130
|cancel = None
|guard = Mid
|startup = 12
|active = 16
|recovery = 21
|total = 49
|frameAdv = Hit: Soft KD<br>Block: -15
|actrange = N/A
|meter = 5/4
|description= Blanka slides along the ground arms first.
*Works great to slide under Sonic Booms and as an anti-air for some jump ins.
*Can be used as a safe meaty against Claw on his wake up, since Scarlet Terror does not have enough downwards reach.
*Oddly enough, Blanka is Invincible on the last frame. It's just a single frame though, so this is meaningless.
}}
}}


DSP EDIT: Since I've played Blanka in many major tournaments, including nationals, I'll first list the combos I've found most useful, then I'll let my colleage go along with his unedited list:
<span class="mw-customtoggle-slide" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-slide">


-Jump RH, c.MK, FP ball
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_sld1&3.png}} |{{STDiagramImageCell| 1 | Blanka_sld2.png}} |{{STDiagramImageCell| 1 | Blanka_sld1&3.png}} |{{STDiagramImageCell| 1 | Blanka_sld4.png}} |{{STDiagramImageCell| 1 | Blanka_sld5.png}} |{{STDiagramImageCell| 1 | Blanka_sld6.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 11}} |{{STDiagramCell| 16}} |{{STDiagramCell| 7}} |{{STDiagramCell| 5}} |{{STDiagramCell| 8}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 12}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 4 | 21}}
|}


-Crossover J.LK, c.MK, c.MK, FP ball
</div>


-Crossover J.Lk, stand MP, Crouch MK, buffer into leap and then try to throw or another c.MK
==Throw==


-Crossover J.LK, stand MP, cancel into throw
Blanka can perform a hold with {{Icon-Capcom|hp}}.


Now for the rest, I can't confirm all of these work since I usually only use the ones listed above:
{{MoveData
| name    = Wild Fang
| input    = cl. 4/6 + HP<br>cl. {{b}} or {{f}}+{{hp}}
| subtitle = The Head Bite
| image    = ssf2t_blanka_hold.png
| imageSize = 96x110px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=26*|hovertext=28 if behind in rounds.}} + 4 x n<br>{{tooltip|text=Set amount of hits = 7|hovertext=Added/subtracted through mashing.}}
|dizzy= 0
|dizzytime= 0
|cancel =
|guard = Grab
|startup = 0
|active = 1
|recovery = Dependent
|total = 1
|frameAdv = N/A
|actrange = 64 (from axis)<br>34 (from throwable box)
|description= Blanka's hold, where he jumps on his opponent and starts biting their face.
*One of Blanka's major threats, since he doesn't have an overhead or a reliable way to deal chip damage.
*Has the second best normal throw range in the game.
*You can find lots of opportunities to start biting with your ground trickery and crossups.
*Since you can only use this hold with HP, you can't piano this throw. In addition, mashing this throw might result in an Electric attack, which has long startup.
}}
}}


j.HP > MP > HP
<span class="mw-customtoggle-throw" style="color: cyan">'''Click to toggle throwbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-throw">


j.MP xx mp electric
{{STDiagramHeader}}
{{STDiagramImageCell| 1| Blanka_throwb.png}} |{{STDiagramImageCell| 1 | Blanka_throw.png}} |{{STDiagramImageCell| 1 | Blanka_throwf.png}}
|}


j.HP/HK > c.HK
</div>


j.HP/HK > c.MK/Heabutt(1-hit) xx Ball
==Special Moves==


j.MK > c.MK > c.MK xx Ball
=== <span class="invisible-header">Electric Thunder</span> ===
{{MoveData
| name    = Electric Thunder
| input    = {{tooltip|text=Press {{Icon-Capcom|p}} Repeatedly|hovertext=Detailed Input: (Pressing a Punch button increases an invisible counter. If the button is not pressed again within 15/12/9f (Jab/Strong/Fierce) of the last press, it resets back to 0. Pressing P while the counter equals 5 during a state where the move can come out will start the move. The move will continue as long as you keep pressing the button or until the move's cycle limit is reached)}}
| subtitle =
| image    = Blanka_elec2anm.gif
| imageSize = 136x87px
| data  =
{{AttackData-SSF2T
|version = {{Icon-Capcom|lp}}
|damage = {{tooltip|text=26[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}}
|dizzy= 9~15
|dizzytime= 100
|cancel = None
|guard = Mid
|startup = 3
|active = 52 per cycle
|recovery = 13
|total = 68+
|frameAdv = Dependent<br>Hard Down
|actrange = N/A
|meter = 5
|description= <br>


X-over LK > MP > Headbutt - this one gets alot of dizzies and is very easy
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|mp}}
|damage = {{tooltip|text=26[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}}
|dizzy= 9~15
|dizzytime= 100
|cancel = None
|guard = Mid
|startup = 5
|active = 34 per cycle
|recovery = 13
|total = 52
|frameAdv = Hit: Hard KD<br>Block: Dependent
|actrange = N/A
|meter = 5
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|hp}}
|damage = {{tooltip|text=30[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}}
|dizzy= 9~15
|dizzytime= 100
|cancel = None
|guard = Mid
|startup = 7
|active = 25 per cycle
|recovery = 20
|total = 52+
|frameAdv = Hit: Hard KD<br>Block: Dependent
|actrange = N/A
|meter = 5
|description= Blanka lets out an electrical discharge.
*Landing a hit with this will score a special knockdown where your opponent will be frozen for a few frames, then fall over.
*Hard to score a hit with, but if you do, you get a free cross-up.
}}
}}


X-over LK > c.MK > MP > Headbutt
<span class="mw-customtoggle-electric" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-electric">


X-over LK > c.MK > c.MK xx Ball
*'''Jab and Strong Versions:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_elec1.png}} |{{STDiagramImageCell| 1 | Blanka_elec2anm.gif}} |{{STDiagramImageCell| 1 | Blanka_elec3&5jab_3&5strng_3&5&7frc.png}} |{{STDiagramImageCell| 1 | Blanka_elec4&6jab_4&6strng_4&6&8frc.png}} |{{STDiagramImageCell| 1 | Blanka_elec3&5jab_3&5strng_3&5&7frc.png}} |{{STDiagramImageCell| 1 | Blanka_elec4&6jab_4&6strng_4&6&8frc.png}}
|-
{{STDiagramCell| Frame Count (Jab)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 52+}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} |{{STDiagramCell| 6}}
|-
{{STDiagramCell| Simplified (Jab)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 52+}} |{{STDiagramCellColSpan| 4 | 13}}
|-
{{STDiagramCell| Frame Count (Strong)}} |{{STDiagramCell| 5}} |{{STDiagramCell| 34+}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} |{{STDiagramCell| 6}}
|-
{{STDiagramCell| Simplified (Strong)}} |{{STDiagramCell| 5}} |{{STDiagramCell| 34+}} |{{STDiagramCellColSpan| 4 | 13}}
|}


c.HK knockdown in corner > Super > c.MK xx Ball
*'''Fierce Version''':
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_elec1.png}} |{{STDiagramImageCell| 1 | Blanka_elec2anm.gif}} |{{STDiagramImageCell| 1 | Blanka_elec3&5jab_3&5strng_3&5&7frc.png}} |{{STDiagramImageCell| 1 | Blanka_elec4&6jab_4&6strng_4&6&8frc.png}} |{{STDiagramImageCell| 1 | Blanka_elec3&5jab_3&5strng_3&5&7frc.png}} |{{STDiagramImageCell| 1 | Blanka_elec4&6jab_4&6strng_4&6&8frc.png}} |{{STDiagramImageCell| 1 | Blanka_elec3&5jab_3&5strng_3&5&7frc.png}} |{{STDiagramImageCell| 1 | Blanka_elec4&6jab_4&6strng_4&6&8frc.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 7}} |{{STDiagramCell| 25+}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} |{{STDiagramCell| 6}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 7}} |{{STDiagramCell| 25+}} |{{STDiagramCellColSpan| 6 | 20}}
|}


j.HP,s.MP,c.HK. This is the bread and butter for Blanka in ST because it
</div>
gives him a the vital knockdown at the finish and also because in ST
(unlinke CPS1 versions) your not guarenteed a dizzy from the HP finish
variant of this combo.


Killer 4 hit (works on surprising amount of charas):
=== <span class="invisible-header">Rolling Attack</span> ===
Deep Crossover HP,s.MP.s.MP,c.HP
{{MoveData
| name    = Rolling Attack
| input    = {{tooltip|text=[4]6P<br>{{cb}}{{f}} + {{p}}|hovertext=Detailed Input: (Charge ←/↙/↖ for at least 60f, [7~14f] → [10/9/7f] Jab/Strong/Fierce. It is needed to wait at least 1 frame after leaving the charge direction to enter with the P button)}}
| subtitle = Blanka Ball
| image    = Blanka_hroll1anm.gif
| imageSize = 90x104px
| caption  =
| data  =
{{AttackData-SSF2T
|version = {{Icon-Capcom|lp}}
|damage = {{tooltip|text=28[3]|hovertext=[3] Random Damage Table: -5 = 3.125%, -4 = 3.125%, -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 =37.5%, +2 = 6.25%, +3 = 9.375%, +4 = 12.5%, +5 = 9.375%, +6 = 9.375%}}
|dizzy= 9~15
|dizzytime= 100
|cancel = None
|guard = Mid
|startup = 0
|active = 25
|recovery = 5 on whiff<br>45 on block/hit
|total = 30 on whiff<br>70 on block/hit
|frameAdv = -23
|actrange = N/A
|meter = 7
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|mp}}
|damage = {{tooltip|text=30[3]|hovertext=[3] Random Damage Table: -5 = 3.125%, -4 = 3.125%, -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 =37.5%, +2 = 6.25%, +3 = 9.375%, +4 = 12.5%, +5 = 9.375%, +6 = 9.375%}}
|dizzy= 9~15
|dizzytime= 100
|cancel = None
|guard = Mid
|startup = 0
|active = 25
|recovery = 6 on whiff<br>46 on block/hit
|total = 31 on whiff<br>71 on block/hit
|frameAdv = Dependent
|actrange = N/A
|meter = 7
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|hk}}
|damage = {{tooltip|text=32[3]|hovertext=[3] Random Damage Table: -5 = 3.125%, -4 = 3.125%, -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 =37.5%, +2 = 6.25%, +3 = 9.375%, +4 = 12.5%, +5 = 9.375%, +6 = 9.375%}}
|dizzy= 9~15
|dizzytime= 100
|cancel = None
|guard = Mid
|startup = 0
|active = 60
|recovery = 7 on whiff<br>47 on block/hit
|total = 67 on whiff<br>117 on block/hit
|frameAdv = Dependent
|actrange = N/A
|meter = 7
|description= Blanka launches himself horizontally at his opponent.
*The strength of the punch button determines the damage and speed of the ball. The Fierce ball also has a lot more active frames than the other versions.
*On block or hit, Blanka will go into a very lengthy recoil animation that many characters can punish. The whiff has a hitbox that lasts 40 frames, but it's impossible to hit with it.
*Starts up instantly, but is not invincible. This will beat ground throws and command grabs, however.
*Since the priority is poor, most characters can jab you out of this move.


Long range 2 hit (especialy useful against Low Tiger Sagat):
'''Rolling Attack Block/Hit Punishes'''
Max range Jump in late HK,c.HP


--[[User:R3ko|r3ko]] and [[DarksydePhil]]
*Ryu - Fierce Fireball
*Ken - Safe
*Honda - Fierce Headbutt
*Chun - Super
*Blanka - Fierce Ball
*Zangief - Safe
*Guile - Safe
*Dhalsim - St.HP
*T.Hawk - Safe
*Cammy - Cannon Drill ([https://youtu.be/u_V5Y-Ii690 Her Super simply doesn't connect], even though it should)
*Fei Long - Jab Rekka (whiff)> fierce Rekka (hit)> fierce Rekka
*Dee Jay - Fierce Fireball
*Boxer - any Rush Punch, or Super
*Claw - Walk up far hp/ cr.mp
*Sagat - HK Low Tiger Shot
*Dictator - fierce Psycho Crusher, Scissor Kick, Super


= Match-ups =


== Vs. Balrog (boxer): ==
}}
}}


Tough! Blanka has a tough time here because he has trouble moving around.
<span class="mw-customtoggle-horball" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-horball">


First, if Balrog EVER blocks your ball, he can stand FP or do a low dash attack for big damage.
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_hroll1anm.gif}} |{{STDiagramImageCell| 1 | Blanka_lands1.png}} |{{STDiagramImageCell| 1 | Blanka_lands2.png}} |{{STDiagramImageCell| 1 | Blanka_lands3.png}}
|-
{{STDiagramCell| Frame Count (Jab)}} |{{STDiagramCell| 25}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
|-
{{STDiagramCell| Simplified (Jab)}} |{{STDiagramCell| 25}} |{{STDiagramCellColSpan| 3 | 5}}
|-
{{STDiagramCell| Frame Count (Strong)}} |{{STDiagramCell| 25}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified (Strong)}} |{{STDiagramCell| 25}} |{{STDiagramCellColSpan| 3 | 6}}
|-
{{STDiagramCell| Frame Count (Fierce)}} |{{STDiagramCell| 60}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
|-
{{STDiagramCell| Simplified (Fierce)}} |{{STDiagramCell| 60}} |{{STDiagramCellColSpan| 3 | 7}}
|}
'''Knockback:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_hroll1anm.gif}} |{{STDiagramImageCell| 1 | Blanka_lands1.png}} |{{STDiagramImageCell| 1 | Blanka_lands2.png}} |{{STDiagramImageCell| 1 | Blanka_lands3.png}}
|-
{{STDiagramCell| Frame Count (Jab)}} |{{STDiagramCell| 40}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
|-
{{STDiagramCell| Simplified (Jab)}} |{{STDiagramCell| 40}} |{{STDiagramCellColSpan| 3 | 5}}
|-
{{STDiagramCell| Frame Count (Strong)}} |{{STDiagramCell| 40}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified (Strong)}} |{{STDiagramCell| 40}} |{{STDiagramCellColSpan| 3 | 6}}
|-
{{STDiagramCell| Frame Count (Fierce)}} |{{STDiagramCell| 40}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
|-
{{STDiagramCell| Simplified (Fierce)}} |{{STDiagramCell| 40}} |{{STDiagramCellColSpan| 3 | 7}}
|}


If you try to use jab balls for spacing, and Rog eats the ball, HE CAN STILL DO STAND FP AND HIT YOU!
</div>


The only low attacks Blanka can really use against Rog are c.MK and c.FP. Using a lot of c.MKs to interrupt Rog's dashes can be a good strategy, until he catches on and stops dashing, and instead uses his super-fast crouching FK. It not only beats your c.MK at many ranges, but does massive damage as well.
=== <span class="invisible-header">Vertical Roll</span> ===
{{MoveData
| name    = Vertical Roll
| input    = {{tooltip|text=[2]8K<br>{{cd}}{{u}}+{{k}}|hovertext=Detailed Input: (Charge ↓/↙/↘ for at least 60f, [7~14f] ↑/↖/↗ [10/9/7/4f] Short/Forward/Roundhouse/any K if you are at a jumpable state. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)}}
| subtitle =
| image    = Blanka_vroll2anm.gif
| imageSize = 90x104px
| caption  =
| image2    = Blanka_vroll5.png
| imageSize2 = 163x105px
| caption2  =
| image3    = Blanka_vroll6.png
| imageSize3 = 122x114px
| caption3  =
| data  =
{{AttackData-SSF2T
|version = {{Icon-Capcom|lk}}
|damage = {{tooltip|text=26[2] / 28[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}}
|dizzy= 9~15
|dizzytime= 100
|cancel = None
|guard = Mid
|startup = 0
|active = 18(15)8
|recovery = 18
|total = 59
|frameAdv = Dependent
|actrange = N/A
|meter = 7
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|mk}}
|damage = {{tooltip|text=28[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}}
|dizzy= 9~15
|dizzytime= 100
|cancel = None
|guard = Mid
|startup = 0
|active = 17(15)8
|recovery = 19
|total = 59
|frameAdv = Dependent
|actrange = N/A
|meter = 7
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|hk}}
|damage = {{tooltip|text=30[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}}
|dizzy= 9~15
|dizzytime= 100
|cancel = None
|guard = Mid
|startup = 0
|active = 16(15)8
|recovery = 24
|total = 63
|frameAdv = Dependent
|actrange = N/A
|meter = 7
|description= Blanka launches himself vertically and ends with a flip kick, falling to the ground.
*A very good anti-air and anti-crossup tool.
*The LK version deals a bit more damage during the kick part.
}}
}}
<span class="mw-customtoggle-vertroll" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-vertroll">


Jumping on Rog? Not likely. He's extremely hard to cross up since his headbutt hits backwards, plus he has TWO anti-air normals that hit you pretty high in the air: stand MP and crouching FP.
'''Active:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_vroll2anm.gif}} |{{STDiagramImageCell| 1 | Blanka_vroll3anm.gif}} |{{STDiagramImageCell| 1 | Blanka_vroll4.png}} |{{STDiagramImageCell| 1 | Blanka_vroll5.png}} |{{STDiagramImageCell| 1 | Blanka_vroll6.png}}
|-
{{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 18}} |{{STDiagramCell| 12}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}
|-
{{STDiagramCell| Simplified (Short)}} |{{STDiagramCell| 18}} |{{STDiagramCellColSpan| 2 | 15}} |{{STDiagramCellColSpan| 2 | 8}}
|-
{{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 17}} |{{STDiagramCell| 12}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}
|-
{{STDiagramCell| Simplified (Forward)}} |{{STDiagramCell| 17}} |{{STDiagramCellColSpan| 2 | 15}} |{{STDiagramCellColSpan| 2 | 8}}
|-
{{STDiagramCell| Frame Count (Roundhouse)}} |{{STDiagramCell| 16}} |{{STDiagramCell| 12}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}
|-
{{STDiagramCell| Simplified (Roundhouse)}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 2 | 15}} |{{STDiagramCellColSpan| 2 | 8}}
|}
'''Recovery:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_vroll7.png}} |{{STDiagramImageCell| 1 | Blanka_vroll8.png}} |{{STDiagramImageCell| 1 | Blanka_vroll9.png}} |{{STDiagramImageCell| 1 | Blanka_vroll10.png}} |{{STDiagramImageCell| 1 | Blanka_lands1.png}} |{{STDiagramImageCell| 1 | Blanka_lands2.png}} |{{STDiagramImageCell| 1 | Blanka_lands3.png}}
|-
{{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
|-
{{STDiagramCell| Simplified (Short)}} |{{STDiagramCellColSpan| 4 | 11}} |{{STDiagramCellColSpan| 3 | 7}}
|-
{{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}}
|-
{{STDiagramCell| Simplified (Forward)}} |{{STDiagramCellColSpan| 4 | 11}} |{{STDiagramCellColSpan| 3 | 8}}
|-
{{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}}
|-
{{STDiagramCell| Simplified (Rh)}} |{{STDiagramCellColSpan| 4 | 15}} |{{STDiagramCellColSpan| 3 | 9}}
|}
'''Knockback:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_vroll2anm.gif}} |{{STDiagramImageCell| 1 | Blanka_lands1.png}} |{{STDiagramImageCell| 1 | Blanka_lands2.png}} |{{STDiagramImageCell| 1 | Blanka_lands3.png}}
|-
{{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 40+}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
|-
{{STDiagramCell| Simplified (Short)}} |{{STDiagramCell| 40+}} |{{STDiagramCellColSpan| 3 | 7}}
|-
{{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 40+}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}}
|-
{{STDiagramCell| Simplified (Forward)}} |{{STDiagramCell| 40+}} |{{STDiagramCellColSpan| 3 | 8}}
|-
{{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 40+}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}}
|-
{{STDiagramCell| Simplified (Rh)}} |{{STDiagramCell| 40+}} |{{STDiagramCellColSpan| 3 | 9}}
|}


In the end, Rog ends up neutralizing most of your game. You can't ever jump as long as Rog has charge, and even when he doesn't, he still might knock you out of the air with normals. You really can't ever use balls to advance due to the high risk, and your normals are also greatly limited. Rog-Blanka matches can literally turn into Blanka spamming c.MK since it is one of the few moves he can do safely, and even then, Rog comes out on top.
</div>


=== <span class="invisible-header">Backstep Roll</span> ===
{{MoveData
| name    = Backstep Roll
| input    = {{Tooltip| text= [4]6K<br>{{cb}}{{f}} + {{k}} | hovertext=Detailed Input: (Charge ←/↙/↖ for at least 60f, [7~14f] → [10/9/7f] Short/Forward/Roundhouse. It is needed to wait at least 1 frame after leaving the charge direction to enter with the K button)}}
| subtitle =
| image    = Blanka_broll14.png
| imageSize = 93x127px
| caption  =
| image2    = Blanka_broll15.png
| imageSize2 = 106x110px
| caption2  =
| image3    = Blanka_broll16.png
| imageSize3 = 102x102px
| caption3  =
| image4    = Blanka_broll17anm.gif
| imageSize4 = 90x104px
| caption4  =
| data  =
{{AttackData-SSF2T
|version = {{Icon-Capcom|lk}}
|damage = {{tooltip|text=(12[0] x 3)|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} / {{tooltip|text=28[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= (1~7 x 3) / 1~7
|dizzytime= (30 x 3) / 30
|cancel = None
|guard = Mid
|startup = 44
|active = 20 (4 + 3 + (2 / 11))
|recovery = 5 on whiff/combo<br>33+ on spin block/hit
|total = 69/97+
|frameAdv = Dependent
|actrange = N/A
|meter = 7
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|mk}}
|damage = {{tooltip|text=(12[1] x 3)|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} / {{tooltip|text=28[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}}
|dizzy= (1~7 x 3) / 1~7
|dizzytime= (30 x 3) / 30
|cancel = None
|guard = Mid
|startup = 38
|active = 23 (4 + 3 + (2 / 14))
|recovery = 6 on whiff/combo<br>34+ on spin block/hit
|total = 67/95+
|frameAdv = Dependent
|actrange = N/A
|meter = 7
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|hk}}
|damage = {{tooltip|text=(12[2] x 3)|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} / {{tooltip|text=28[3]|hovertext=[3] Random Damage Table: -5 = 3.125%, -4 = 3.125%, -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 =37.5%, +2 = 6.25%, +3 = 9.375%, +4 = 12.5%, +5 = 9.375%, +6 = 9.375%}}
|dizzy= (1~7 x 3) / 1~7
|dizzytime= (30 x 3) / 30
|cancel = None
|guard = Mid
|startup = 31
|active = 25 (4 + 3 + (2 / 16))
|recovery = 7 on whiff/combo<br>35+ on spin block/hit
|total = 63/91+
|frameAdv = Dependent
|actrange = N/A
|meter = 7
|description= Blanka flips back and jumps forward, rolling on his way down.
*The first 3 hitboxes deal less damage than the last rolling part. If you somehow hit with them, they'll combo into each other. This is extremely difficult unless you're point blank range on a big character.
*Impractical due to the ungodly startup, slow active part, and terrible recovery.
}}
}}


Khiempossible's says:
<span class="mw-customtoggle-backstephop" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-backstephop">


- s.roundhouse while completely punishable on whiff is great vs. Balrog, it will stuff the later frames of Balrog's headbutt, while going over most of his low moves like Balrog's low roundhouse and low dash punch. I usually spam low forward and bait reactions from my opponent, once I get a read I'll press s.roundhouse.  
'''Startup:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_broll1&3.png}} |{{STDiagramImageCell| 1 | Blanka_broll2.png}} |{{STDiagramImageCell| 1 | Blanka_broll1&3.png}} |{{STDiagramImageCell| 1 | Blanka_broll4.png}} |{{STDiagramImageCell| 1 | Blanka_broll5.png}} |{{STDiagramImageCell| 1 | Blanka_broll6.png}} |{{STDiagramImageCell| 1 | Blanka_broll7.png}}
|-
{{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 2}}
|-
{{STDiagramCell| Simplified (Short)}} |{{STDiagramCellColSpan| 4 | 11}} |{{STDiagramCellColSpan| 3 | 12}}
|-
{{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified (Forward)}} |{{STDiagramCellColSpan| 4 | 8}} |{{STDiagramCellColSpan| 3 | 13}}
|-
{{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified (Rh)}} |{{STDiagramCellColSpan| 4 | 5}} |{{STDiagramCellColSpan| 3 | 13}}
|}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_broll8.png}} |{{STDiagramImageCell| 1 | Blanka_broll9.png}} |{{STDiagramImageCell| 1 | Blanka_broll10.png}} |{{STDiagramImageCell| 1 | Blanka_broll11.png}} |{{STDiagramImageCell| 1 | Blanka_broll12.png}} |{{STDiagramImageCell| 1 | Blanka_broll13.png}}
|-
{{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified (Short)}} |{{STDiagramCellColSpan| 3 | 12}} |{{STDiagramCellColSpan| 3 | 9}}
|-
{{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified (Forward)}} |{{STDiagramCellColSpan| 3 | 8}} |{{STDiagramCellColSpan| 3 | 9}}
|-
{{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified (Rh)}} |{{STDiagramCellColSpan| 3 | 4}} |{{STDiagramCellColSpan| 3 | 9}}
|}
'''Active/Recovery:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_broll14.png}} |{{STDiagramImageCell| 1 | Blanka_broll15.png}} |{{STDiagramImageCell| 1 | Blanka_broll16.png}} |{{STDiagramImageCell| 1 | Blanka_broll17anm.gif}} |{{STDiagramImageCell| 1 | Blanka_lands1.png}} |{{STDiagramImageCell| 1 | Blanka_lands2.png}} |{{STDiagramImageCell| 1 | Blanka_lands3.png}}
|-
{{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 11}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
|-
{{STDiagramCell| Simplified (Short)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 11}} |{{STDiagramCellColSpan| 3 | 5}}
|-
{{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 14}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified (Forward)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 14}} |{{STDiagramCellColSpan| 3 | 6}}
|-
{{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 16}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
|-
{{STDiagramCell| Simplified (Rh)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 16}} |{{STDiagramCellColSpan| 3 | 7}}
|}
'''Knockback:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_broll17anm.gif}} |{{STDiagramImageCell| 1 | Blanka_lands1.png}} |{{STDiagramImageCell| 1 | Blanka_lands2.png}} |{{STDiagramImageCell| 1 | Blanka_lands3.png}}
|-
{{STDiagramCell| Frame Count (Short)}} |{{STDiagramCell| 28+}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
|-
{{STDiagramCell| Simplified (Short)}} |{{STDiagramCell| 28+}} |{{STDiagramCellColSpan| 3 | 5}}
|-
{{STDiagramCell| Frame Count (Forward)}} |{{STDiagramCell| 28+}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified (Forward)}} |{{STDiagramCell| 28+}} |{{STDiagramCellColSpan| 3 | 6}}
|-
{{STDiagramCell| Frame Count (Rh)}} |{{STDiagramCell| 28+}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
|-
{{STDiagramCell| Simplified (Rh)}} |{{STDiagramCell| 28+}} |{{STDiagramCellColSpan| 3 | 7}}
|}


- slide is also very effective. don't do it from too close or too predictably since Balrog can counter hit it (and basically all your other moves) with low forward, but if you see balrog super, high dash punch, kick dash, or s.fierce you can slide and punish it.
</div>


- be careful with grab tricks, since Balrog's grab is basically just as long as yours (Blanka has a 7 pixel advantage).
=== <span class="invisible-header">Surprise Forward</span> ===
{{MoveData
| name    = Surprise Forward
| input    = {{tooltip|text=6 + 3K<br>{{f}} + {{3k}}|hovertext=Detailed Input: (→/↘/↗ + Short + Forward + Roundhouse. All buttons must be pressed or released on the same frame)}}
| subtitle =
| image    = Blanka_hopf5.png
| imageSize = 126x87px
| caption  =
| data  = <br>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.
}}


== Vs. Blanka (self): ==
<span class="mw-customtoggle-fhop" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-fhop">


Good strategies to use:
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_hopf1&3&9&11_hopb9&11.png}} |{{STDiagramImageCell| 1 | Blanka_hopf2&10_hopb10.png}} |{{STDiagramImageCell| 1 | Blanka_hopf1&3&9&11_hopb9&11.png}} |{{STDiagramImageCell| 1 | Blanka_hopf4.png}} |{{STDiagramImageCell| 1 | Blanka_hopf5.png}} |{{STDiagramImageCell| 1 | Blanka_hopf6.png}} |{{STDiagramImageCell| 1 | Blanka_hopf7.png}} |{{STDiagramImageCell| 1 | Blanka_hopf8.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 6}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 3}} |{{STDiagramCellColSpan| 5 | 18}}
|}


If you ever block a horizontal ball, you can immediately reply with your own FP ball for a free hit.
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_hopf1&3&9&11_hopb9&11.png}} |{{STDiagramImageCell| 1 | Blanka_hopf2&10_hopb10.png}} |{{STDiagramImageCell| 1 | Blanka_hopf1&3&9&11_hopb9&11.png}} |{{STDiagramImageCell| 1 | Blanka_hopf12_hopb12.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 8}}
|}
</div>


Since Blanka players tend to jump a lot, don't be afraid to use a few vertical balls to knock him out of the air.
=== <span class="invisible-header">Surprise Back</span> ===
{{MoveData
| name    = Surprise Back
| input    = {{tooltip|text=4 + 3K<br>{{b}} + {{3k}}|hovertext=Detailed Input: (←/↙/↖ + Short + Forward + Roundhouse. All buttons must be pressed or released on the same frame)}}
| subtitle =
| image    = Blanka_hopb4&6.png
| imageSize = 81x101px
| caption  =
| data  = <br>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.
}}


Remember, you're hard to cross up because of your wakeup LK vertical ball, but if Blanka is crossing you up deep enough with his jumping LK your ball will get snuffed, so be careful.
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<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-asbk">


The name of the game here is wait for your opponent to make mistakes....wait for him to do a ball, block, and retaliate. Wait for him to start jumping stupidly, and whack him out of the air. Most importantly, DON'T PLAY SLOPPY! For some reason, a lot of people play sloppy in mirror-matches and end up choking....just be patient and you will win the match.
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_hopb1&3.png}} |{{STDiagramImageCell| 1 | Blanka_hopb2.png}} |{{STDiagramImageCell| 1 | Blanka_hopb1&3.png}} |{{STDiagramImageCell| 1 | Blanka_hopb4&6.png}} |{{STDiagramImageCell| 1 | Blanka_hopb5.png}} |{{STDiagramImageCell| 1 | Blanka_hopb4&6.png}} |{{STDiagramImageCell| 1 | Blanka_hopb7.png}} |{{STDiagramImageCell| 1 | Blanka_hopb8.png}}
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Khiempossible says:
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- watch out when trying to counter hit Blanka balls with your own Blanka ball, since unless you do a reversal or near reversal (there's a small window) you will not counterhit Blanka in the air. This means if you botch your reversal the opposing Blanka can reversal Blanka ball and hit you with a knockdown. Then you're stuck dealing with Blanka's stupid wakeup games. NB: you can punish horizontal ball on hit with your own Blanka ball.
==Super Combo==


- I personally like anti air electricity, anti air ball is probably going to trade with most of Blanka's jump ins, but so will anti air electricity, and electricity happens to give you the godliest knockdown ever.  
{{MoveData
| name    = Ground Shave Roll
| input    = {{Tooltip | text=[4]646P<br>{{cb}}{{f}}{{b}}{{f}} + {{p}} | hovertext = Detailed Input: (Charge ←/↙/↖ for at least 60f, [7~14f] →/↘/↗ [7~14f] ←/↙/↖ [7~14f] →/↘/↗ [14f] P)}}
| subtitle =
| image  = Blanka_super4anm.gif
| imageSize = 90x79px
| caption  = Jumping down
| image2  = Blanka_super5anm.gif
| imageSize2 = 90x79px
| caption2  = Charging/Rolling
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=20[1] x 4|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 0~4 x 4
|dizzytime= 20 x 4
|cancel = None
|guard = Mid
|startup = {{Tooltip | text=14 | hovertext = Plus 18 frames of Super flash.}}
|active = 29 (Jumping down)<br>0 to 90 (Charging)<br>∞ (Rolling)
|recovery = 0 on whiff <br> 40 on block/hit
|total = 57
|frameAdv = Hit: {{Tooltip | text=Full KD | hovertext=First hit.}} / Far KD<br>Block: -17
|actrange = N/A
|description= Invincible on frames 1~14.


- I spam a lot of s.jabs and s.forwards and s.shorts in this matchup, these moves will all beat Blanka balls, dashes, and jumpins if the angle is right. s.jab doubles as an electricity buffer.  
Blanka jumps up in an invincible state, falls down with a hitbox, then rolls forward until he hits a wall.
*If you hold the Punch button down, you can continue to charge up the roll for up to 90 frames. This won't increase the damage.
*If you release the roll after your opponent has jumped over you, it will autocorrect to face them.
*While this move does great damage, it will rarely connect due to the slowness of the hop, giving your opponent plenty of time to block. It's not safe on block either, even if it does chip for 4 hits.


- if you see the opposing Blanka try to electricty to counter your stuff, sweep and slide will both beat it clean from the right range.
'''General Strategies'''


- jump back short is a pretty safe turtle strategy.  
*If your opponent tries to jump above this, you can usually counter with a Vertical Roll after you recover.
*This can be used as an anti-air with good timing. If you hit them out of the air with the hop, you can hold the punch button briefly and juggle them just before they land.
}}
}}


- try and stay just outside of max range slide range. from here you can mash short and wait, if your opponent jumps you can straight jump fierce (bitch slap him) and win by waiting.
<span class="mw-customtoggle-groundshaveroll" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
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== Vs. Cammy: ==
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This is actually a tough match for Blanka, and was considered one of the original "counters" for Blanka in ST.  
'''Knockback:'''
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Why? Because the Cannon Spike (or Thrust Kick, whatever you want to call it depending on the version of ST you're playing) beats, oh, about 99% of the jump attacks you'll throw at her. She can also hit you after a blocked ball (walk forward stand RH or crouch RH) and her Cannon Drill is unpunishable if she does it at a certain range, even if you block.
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The name of the game here is BE CAREFUL. Be sure you don't accidentally let her block a Blanka ball. If you can knock her down, stay on top of her with the crossup LK and keep attacking. Your best bet is to be very patient, and then when you get that random throw, or knockdown, to keep attacking until she's done.
==Misc Animations==
====Jump Animations====
<!--
*<b>Neutral/Back Jump:</b>
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*<b>Forward Jump:</b>
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_bj1_nj1_fj1.png}} |{{STDiagramImageCell| 1 | Blanka_bj2&4&14_nj2&4&14_fj2&4&17.png}} |{{STDiagramImageCell| 1 | Blanka_bj3_nj3_fj3.png}} |{{STDiagramImageCell| 1 | Blanka_bj5_nj5_fj5.png}} |{{STDiagramImageCell| 1 | Blanka_bj6&12_nj6&12_fj6.png}} |{{STDiagramImageCell| 1 | Blanka_bj7&11_nj7&11_fj7.png}} |{{STDiagramImageCell| 1 | Blanka_bj8&10_nj8&10_fj8.png}} |{{STDiagramImageCell| 1 | Blanka_bj9_nj9_fj9&15.png}} |{{STDiagramImageCell| 1 | Blanka_fj10&14.png}} |{{STDiagramImageCell| 1 | Blanka_fj11&13.png}} |{{STDiagramImageCell| 1 | Blanka_fj12.png}} |{{STDiagramImageCell| 1 | Blanka_fj11&13.png}} |{{STDiagramImageCell| 1 | Blanka_fj10&14.png}} |{{STDiagramImageCell| 1 | Blanka_bj9_nj9_fj9&15.png}} |{{STDiagramImageCell| 1 | Blanka_fj16.png}} |{{STDiagramImageCell| 1 | Blanka_bj2&4&14_nj2&4&14_fj2&4&17.png}}
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-->
*<b>Prejump:</b>
{{STDiagramHeader}}
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*<b>Neutral/Back Jump, Airborne + Landing:</b>
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_bj5_nj5_fj5.png}} |{{STDiagramImageCell| 1 | Blanka_bj6&12_nj6&12_fj6.png}} |{{STDiagramImageCell| 1 | Blanka_bj7&11_nj7&11_fj7.png}} |{{STDiagramImageCell| 1 | Blanka_bj8&10_nj8&10_fj8.png}} |{{STDiagramImageCell| 1 | Blanka_bj9_nj9_fj9&15.png}} |{{STDiagramImageCell| 1 | Blanka_bj8&10_nj8&10_fj8.png}} |{{STDiagramImageCell| 1 | Blanka_bj7&11_nj7&11_fj7.png}} |{{STDiagramImageCell| 1 | Blanka_bj6&12_nj6&12_fj6.png}} |{{STDiagramImageCell| 1 | Blanka_bj13_nj13.png}} |{{STDiagramImageCell| 1 | Blanka_bj2&4&14_nj2&4&14_fj2&4&17.png}}
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*<b>Forward Jump, Airborne + Landing:</b>
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Blanka_bj5_nj5_fj5.png}} |{{STDiagramImageCell| 1 | Blanka_bj6&12_nj6&12_fj6.png}} |{{STDiagramImageCell| 1 | Blanka_bj7&11_nj7&11_fj7.png}} |{{STDiagramImageCell| 1 | Blanka_bj8&10_nj8&10_fj8.png}} |{{STDiagramImageCell| 1 | Blanka_bj9_nj9_fj9&15.png}} |{{STDiagramImageCell| 1 | Blanka_fj10&14.png}} |{{STDiagramImageCell| 1 | Blanka_fj11&13.png}} |{{STDiagramImageCell| 1 | Blanka_fj12.png}} |{{STDiagramImageCell| 1 | Blanka_fj11&13.png}} |{{STDiagramImageCell| 1 | Blanka_fj10&14.png}} |{{STDiagramImageCell| 1 | Blanka_bj9_nj9_fj9&15.png}} |{{STDiagramImageCell| 1 | Blanka_fj16.png}} |{{STDiagramImageCell| 1 | Blanka_bj2&4&14_nj2&4&14_fj2&4&17.png}}
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{{STDiagramCell| Simplified}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 10 | 38}} |{{STDiagramCell| 1}} |{{STDiagramCell| 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).<br>


DO NOT let Cammy control the match!
{{STSharedJumpDescription}}


== Vs. Chun-Li: ==
{{Character Subnav SSF2T|name=Blanka}}


Ouch. This is one of Blanka's worst matches, just because Chun's jumping LK and MK beat ALL of his jumping attacks clean.....including vertical ball.
{{Navbox-ST}}


Chun's fireball can neutralize any attempts to advance with a ball, and a blocked ball means you'll be eating a stand FP or crouching RH.
[[Category: Super Street Fighter 2 Turbo]]
 
[[Category: Hyper Street Fighter 2]]
Also, Chun can pretty easily keep walking forward and doing stand MP, and once she gets started, there's very little Blanka can do to interrupt her.
 
You can't even stop Chun from crossing you up, since her jump LK (what she'll probably use to cross you up) beats your vertical ball clean!
 
My best advice is to try to get on top of her BEFORE she has the chance to either start jumping at you, or start walking forward spamming standing MP. Once you get on top of her, it can be hard to get Blanka off. However, I really strongly believe this match goes to Chun.
 
 
 
Khiempossible says:
 
- repeated j.lk abuse is your safest best once you're on top, make sure if you land one you land it deep, cause chun's grab range is pretty long, and you don't want to be reversalled. then when yuo do go to tick, you want it to be as close to max range as possible you only have 11 pixel advantage over chun's grab.
 
- if you can get chun to block/hit a j.heavy attack, this is the ideal grab setup. the walk forward and grab as soon as blockstun ends.
 
- HK vertical ball is surprisingly effective, since j.short doesn't cross up, chun will need to cross up with j.forward, and since forward has a shorter active hit box, she'll need to do it deep and late. this means if she jumps predictably, HK vertical ball will take her out clean.
 
- j.jab for air to air is unbelievably effective. It's also good for cleaning beating her standard anti air options. this includes her low roundhouse and upkicks. experiment, there's timing and spacing involved, but some combination of j.jab and j.fierce and occasionally j.roundhouse will beat most of chun's anti air's.
 
== Vs. Dee Jay: ==
 
Another tough match. Blanka can't slide under the Max Out cleanly, unless he is close enough to actually trip Dee Jay in the process. So undoubtedly it will be tough to get through the barrage of Max Outs.
 
One thing you can do is wait for a Max Out, jump over it and use jumping RH. Jump RH has great range and you will probably surprise Dee Jay, because he won't expect that you can hit him from that far away.
 
Be careful of too many jump-ins, Dee Jay's crouching RH will sweep you out of most of them. However, once you cross up with j.LK it will be hard for Dee Jay to escape your mixups. You will have to be sure that either Dee Jay doesn't have charge, or that you are deep enough that his Sobat Kick won't be able to anti-air you.
 
Like most other characters, if Dee Jay blocks your ball, you are screwed (stand RH hits you). It iwll also be hard to advance since the Max Out will stop you from doing most balls. The key is getting close enough to either jump over the Max Out and hit him, or to cross him up.
 
Khiempossible says:
 
- sliding under max out isn't really all that useful, you can't do it preemptive or early, the timing for the slide under max out is basically right before the max out hits you. at this point, DJ is almost always fully recovered by the time your slide gets to him, and he has probably jumped and will punish you on the way down.
 
- a better technique is to run away, j.jab straight up over max outs and then dash back to full screen. your opponent must now actually do something like move forward or not throw max outs, either way this gives you the opportunity to see what's going on and bait and punish dj.
 
- you're trying to make dj lose his charge so you can jump at him. watch if he's standing or moving forward, these are opportunities where it's safer to jump.
 
- you can counter hit dj's whiff low strong with your low forward, and you can counter hit dj's low roundhouse startup with low strong or horizontal ball.
 
== Vs. Dhalsim: ==
 
I hate to keep saying TOUGH but once again, this can be really bad for Blanka.
 
The good thing about this match is, if you are about 1/2 screen away from Sim, you can control the match. You're too close for him to do a Yoga Fire - you can jump over and hit him - and he really has nothing he can effectively do against you besides try one of his drill cancels. Control the match by waiting for a Yoga Fire/Flame and jmping right over it with RH. If he's being patient, try to advance with a jab Blanka ball, or else just walk right up to him (careful to block anything he throws out) and use a few c.MKs or c.FPs.
 
One thing it's really difficult to do to Sim is JUMP. Sim has about 10 different ways to knock you out of the air...whether it be a slide if you're far away, a jump back HP if you're mid-range, or a stand MP if you're directly overhead...he has an answer for almost every jump attack.
 
The best strategy here is to, again, be patient. Don't EVER let yourself get pushed back to fullscreen range, or you are fucked....he can completely zone you with Yoga Flames/stretchy limbs and make it so you will never get close to him. Try to stay at least 1/2 screen distance from him, waiting for the moment to capitalize...which will either be a Yoga Fire/Flame you can jump over, or an opportunity to buffer into a leap and get close for a throw. If you happen to knock him down (not likely) you can go for a crossup string, but BE CAREFUL because Sim's crouching jab actually beats out most of the throw/leap strings that Blanka has.
 
And, of course, don't let Sim block a ball or you will be eating stretchy feet.
 
 
Khiempossible says:
 
- if you ever see sim going for a drill, electricity beats them all clean.
 
- j.fierce, j.roundhouse and j.jab are your best friend for beating predictable anti air options. some combination of those will work vs. sim.
 
j.fierce will beat sim's s.MP and anti air slide
j.roundhouse will beat or trade sim's s.MK
j.jab will beat almost everything he does in the air, as well as early limbs
 
I still can't figure out how to beat sim's anti air low jab though.
 
== Vs. E. Honda: ==
 
This ties for Blanka's hardest match, along with Vega (spanish ninja).
 
Honda literally does not ever have to advance. All he has to do is sit still. If he sees you try to jump, he can do a headbutt. If he sees you walk forward, he can do a headbutt. If he sees you jump back, he can try to time a headbutt to hit you on the way down. The worst part is, if you block a headbutt you can't hit Honda, but if Honda blocks a ball, he CAN hit you with a HEADBUTT. HEADBUTT HEADBUTT HEADBUTT!
 
It's pretty damned annoying, and if Honda ends up getting a lead in health, you are pretty much done. The only way to really win the match is one of two ways:
 
1. You jump backwards, Honda does a headbutt but doesn't time it correctly, so you do a j.LK and knock him out of it. Now, you have the advantage: you have the leeway to walk forward, jump at Honda, and cross him up with LK, since he has to recover from the headbutt you just knocked him out of.
 
2. You walk forward at the beginning of the match and jump at Honda, and are able to cross him up with j.LK.
 
Once Honda is crossed up, he is SCREWED. He can't do anything, you can literally be free to do crossup strings, leap traps (be careful he isn't predicting it or he can do things to escape), throw traps, and more crossups. Blanka can literally jump back and forth doing jumping LKs for the rest of the match, and if you time it right, Honda can't do anything to escape...pretty funny.
 
The problem is, you need to have that initial 1 or 2 to get you in that lead position. If Honda hits you first, or makes you block first, he absolutely has no reason to move at all. He can just sit blocking down-back and he is completely safe...if you try to walk forward and cross him up, he will just do a FP headbutt to escape.
 
It's not that Blanka can't win, but that Blanka has to get lucky and get the first hit in...THEN he can control the match.
 
 
Khiempossible says:
 
- jumping straight up and down right outside of Honda's jab headbutt range is pretty effective for baiting stuff.
 
- s.short beats headbutt clean
 
- j.jab beats Honda anti time he's in the air
 
- just watch honda, any time he loses his charge you can j.short him. don't try and tick trap too much, cause reversal oochio creams you (no whiff animation, greater grab range than yours) and even if you land a grab, honda will get his charge back for jab headbutt, and put you back to turtling waiting for a mistake. 
 
- I usually mix up between anti air j.jab and crossup j.short and crossup j.short comboed into s.strong. I wouldn't do much more than those 3 things against a good honda.
 
== Vs. Guile: ==
 
Against most Guiles, Blanka can win easily. Most Guiles end up throwing repeated sonic booms, and Blanka's slide goes cleanly under them when timed correctly. The key is to stay within range to slide under any booms and sweep Guile....from there, the world is your oyster, with a free opportunity to crossup with j.LK and dominate the match.
 
Just be CAREFUL, because good Guile's won't throw booms out all day. Instead, they'll use crouch MK/hop MK or other footsies to try to control the match, then use flash kick when you try to jump over it. In this case, try to zone with c.mk/c.fp/jab ball/leap buffers. J.LK actually does cross up the flash kick and goes clean through it as long as you are high/deep enough, so once you're in, you're golden.
 
==Vs. Ryu==
 
Against Ryu, Blanka desperately wants to get a knockdown that he can, in turn, convert into a dizzy combo (standing strong -> headbutt or low forward x2 -> horizontal ball) or a tick. I'd break things down into four different ranges:
 
Range A is the BEST range for Blanka. It's about half a step outside to just barely within his low RH range. We're looking to catch Ryu flinching and tag him with that low RH or a slide punch. Also standing short (beats low kicks), standing rh (makes low kicks whiff), regular low fierce and the hail mary jump in (->dizzy.)
 
Range B is the WORST range. One more step outside range A. Jump in and get DP'ed. Fucking nightmare. When I'm losing to a Ryu player I spend the whole match here. At the back end of this one you have jab ball -> bite but hell if I ever have the charge for that shit.
 
From range C (3/4 screen) Ryu can't hit you with a DP on the jump in but he has other stuff. That other stuff can be beaten:
 
* Ryu air defense / Blanka option
* Low rh / jump fierce
* Standing fierce straight punch '''[1]''' / jump rh
* Climbing jump RH / jump jab
 
'''[1]''' = most Ryu players don't know how good this is, which is nice
Otherwise, keep on walking/hopping/balling forward.
 
Range D is full screen. Jump over a fierce fireball relatively safely and then see what happens. Also strong ball -> bite or jab ball -> low rh. Oh, heh, if you're in the corner back hop through fierce fireballs.
 
--[[User:Nohoho|Nohoho]]
 
== Vs. Vega (claw): ==
 
In my opinion, ties with Honda for Blanka's worst match.
 
Vega doesn't have to do anything in this match. All he has to do is crouch. If you walk forward, he will do c.MP. If you do Blanka ball, he will do c.MP (it beats it!). If you jump, he will do flip kick anti-air. If you make him block a fast FP ball, he can walk forward and hit you with stand HP for free. Although Vega is played primarily in an offensive manner, this is one of his only matchups where just sitting still and hitting one button, can give him an almost free victory.
 
The key to winning here is crossing him up and controlling the match, like usual. The problem is, his c.MP has SO much range that you can only cross him up if you jump WITHIN THE RANGE OF HIS c.MP. So, if you are playing a competent player, you will NEVER cross up Vega.
 
The only real advantage Blanka has on Vega, is that Blanka's vertical ball will beat Vega's wall fives 8 times out of 10. The problem is, any competent Vega player won't be doing wall dives, they'll just be doing c.MP.
 
Good luck with this one!
 
Khiempossible says:
 
- at max range you can trade Blanka's low fierce with Vega's crouching strong
 
- blanka's low strong will counter hit vega's low strong clean.
 
- you can also counter someone who's mashing low strong with blanka ball. takes timing.
 
- you blanka ball both vega's roll and sweep.
 
== Vs. Zangief: ==
 
RAPE! One of the few matchups Blanka wins cleanly.
 
Gief can barely do ANYTHING to Blanka. Blanka's crouching FP out-zones Gief's usually-dominating crouching RH. Gief can't do random lariats because Blanka's slide goes right under them and trips him. And Blanka's c.RH beats pretty much all of Gief's normals on the ground, and is safe if blocked.
 
The best part, Gief can NEVER, EVER, under ANY circumstance jump on Blanka. Blanka has two standing normals that negate all aerial attacks: stand MP and stand RH. Depending on the height and distance, either one will cleanly beat anything the grappler can throw at you from midair.
 
This leaves Gief's options pretty much shot....he can't play footsie with you,  he can't try to advance with lariats, and he can't even jump. All he can try to do is maybe time a banishing fist (glowing green glove move for the lay person) to make you block and then go for an SPD. Besides this, Gief should not be able to attack in any fashion at all.
 
As an added bonus, you can purposely taunt Gief by just doing repeated FP balls. All Gief can do is 1. block (he can't punish you afterwards, and if he tries you can do another FP ball and smack him in the face) or 2. do a crouching jab. If the jab hits, big deal, Gief did pretty much no damage to you. But most people wont' figure this out until they block a few FP balls and are extremely frustrated, trying to discover what the hell they can do to your repetitive strategy. Pretty cheap, and pretty one-sided.
 
Khiempossible says:
 
I find s.roundhouse to be pretty ineffective vs. gief, but I've had amazing luck with s.fierce for anti air, straight jump fierce also works great. and basically nothing beats s.strong for anti air.
 
{{Super Turbo}}
 
[[Category:Super Street Fighter 2 Turbo]]
[[Category:Blanka]]

Latest revision as of 22:10, 23 October 2023


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
  • Great in the Air: Blanka has some pretty good air normals, including a great crossup.
  • Far Reaching: Many of Blanka's moves have long hitboxes, including his throw.
  • Instant Attacks: Rolling Attack and Vertical Roll have no startup.
  • Combos Aplenty: Blanka's moves have high combo potential.
  • Meter Man: Blanka can very quickly and safely build up Super meter.
  • Flat on the Ground: Blanka has the lowest crouch height in the game, allowing him to duck under some attacks.
  • Quick on the Fly: Blanka has a fast falling speed, which is useful for punishing fireballs or moves with long recovery.
  • Slow Walking Speed
  • Wide: His hurtbox while standing or crouching is quite wide, making him easy to catch and making it hard to neutral jump over fireballs.
  • Can't Get In: Playing Blanka means you'll have to work hard to get in, and even so you'll often lack the tools to damage once you do.
  • Not Very Useful Super: His Super Combo has an incredibly slow startup, making it terrible in most situations.
  • Can't Find a Good Match: Blanka's poorly defined kit leads to a lot of one-sided matchups.
  • Low Priority Attacks: Despite Blanka's wide reach, many of his attacks end up having poor recovery and/or bad priority.


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
Blanka-lp.gif Blanka-mp.gif Blanka-hp.gif Blanka-start.gif Blanka-old1.gif
Blanka-lk.gif Blanka-mk.gif Blanka-hk.gif Blanka-hold.gif Blanka-old2.gif
Short Forward Roundhouse Hold Old Alternative

--Born2SPD

Blanka
Blanka's portrait in Super Turbo.
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
Close Jab
Close Light Punch
5LP / cl.Lp.png
Blanka stcljab3.png
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.

  • Ok for ticking, but close Strong better in almost every way.
  • Can special cancel this move, unlike Old Blanka.

Click to toggle detailed hitbox data.

Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png Blanka stcljab2&6.png Blanka stcljab3.png Blanka stcljab4.png Blanka stcljab5.png Blanka stcljab2&6.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 2 2 2 4 2 2 1
Simplified 5 2 9

frlp

Far Jab
Far Light Punch
5LP / cl.Lp.png
Blanka stfarjab3.png
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.

  • Good priority and damage, but has a slow recovery.

Click to toggle detailed hitbox data.

Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png Blanka stfarjab2&6.png Blanka stfarjab3.png Blanka stfarjab4.png Blanka stfarjab5.png Blanka stfarjab2&6.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 2 2 3 4 3 3 1
Simplified 4 3 11


clmp

Close Strong
Close Medium Punch
5MP / cl.Mp.png
Blanka stclstrng2.png
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.

  • Great as a combo starter, a hit confirm, or a tick.
  • You can link several moves after this due to the great recovery, but you can't charge for specials since that will give you a command Headbutt.

Click to toggle detailed hitbox data.

Blanka stclstrng1&3.png Blanka stclstrng2.png Blanka stclstrng1&3.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 2 4 2 1
Simplified 3 4 3

frmp

Far Strong
Far Medium Punch
5MP / fr.Mp.png
Blanka stfarstrng3.png
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.

  • Important against characters with bad priority aerials, like Zangief and T. Hawk.
  • Be accurate when using this move, since it's only out for 2 frames.

Click to toggle detailed hitbox data.

Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png Blanka stfarstrng2.png Blanka stfarstrng3.png Blanka stfarstrng4.png Blanka stfarstrng5.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 3 2 2 3 3 1
Simplified 6 2 7


clhp

Standing Fierce
Heavy Punch
5HP / Hp.png
Blanka stclfrc3 stfarfrc3.png
Blanka stclfrc4 stfarfrc4.png
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.

  • Can be used as an anti-air and anti cross-up from up close.
  • You can also use this as a meaty for massive frame advantage, or for setting up frame traps. Otherwise, this move is pretty unsafe.
  • Also does good damage and stun. Try using this after a close Strong.

Click to toggle detailed hitbox data.

Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png Blanka stclfrc2&6 stfarfrc2&6.png Blanka stclfrc3 stfarfrc3.png Blanka stclfrc4 stfarfrc4.png Blanka stclfrc5 stfarfrc5.png Blanka stclfrc2&6 stfarfrc2&6.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 3 3 4 3 10 7 1
Simplified 7 7 18

cllk

Close Short
Close Light Kick
5LK / cl.Lk.png
Blanka stclshrt6.png
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.

  • This move is awful.

Click to toggle detailed hitbox data.

Startup/Active:

Blanka stclshrt1 stclfrwrd1.png Blanka stclshrt2 stclfrwrd2.png Blanka stclshrt3&9 stclfrwrd3&9.png Blanka stclshrt4&8 stclfrwrd4&8.png Blanka stclshrt5&7 stclfrwrd7.png Blanka stclshrt6.png
Frame Count 1 + 3 3 3 2 2 4
Simplified 14 4

Recovery:

Blanka stclshrt5&7 stclfrwrd7.png Blanka stclshrt4&8 stclfrwrd4&8.png Blanka stclshrt3&9 stclfrwrd3&9.png Blanka stclshrt10 stclfrwrd10 stclrh8 stfarrh8.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 3 3 3 3 1
Simplified 13

frlk

Far Short
Far Light Kick
5LK / fr.Lk.png
Blanka stfarshrt4.png
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.

  • Blanka's only realistic ground defense against Honda's Hundred Hand Slaps besides trading with electricity.

Click to toggle detailed hitbox data.

Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png Blanka stfarshrt2&6.png Blanka stfarshrt3&5.png Blanka stfarshrt4.png Blanka stfarshrt3&5.png Blanka stfarshrt2&6.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 2 2 2 4 3 3 1
Simplified 7 4 7


clmk

Close Forward
Close Medium Kick
5MK / cl.Mk.png
Blanka stclfrwrd5.png
First hit
Blanka stclfrwrd6.png
Second hit
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.

  • Much better than close Short, but still not as good as Headbutt.

Click to toggle detailed hitbox data.

Startup/Active:

Blanka stclshrt1 stclfrwrd1.png Blanka stclshrt2 stclfrwrd2.png Blanka stclshrt3&9 stclfrwrd3&9.png Blanka stclshrt4&8 stclfrwrd4&8.png Blanka stclfrwrd5.png Blanka stclfrwrd6.png
Frame Count 1 + 3 3 3 2 2 4
Simplified 12 2 4

Recovery:

Blanka stclshrt5&7 stclfrwrd7.png Blanka stclshrt4&8 stclfrwrd4&8.png Blanka stclshrt3&9 stclfrwrd3&9.png Blanka stclshrt10 stclfrwrd10 stclrh8 stfarrh8.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 3 3 3 3 1
Simplified 13

frmk

Far Forward
Far Medium Kick
5MK / fr.Mk.png
Blanka stfarfrwrd4.png
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.

  • Can be used as a trade anti-air, but its generally not as good as far Strong.

Click to toggle detailed hitbox data.

Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png Blanka stfarfrwrd2&6.png Blanka stfarfrwrd3&5.png Blanka stfarfrwrd4.png Blanka stfarfrwrd3&5.png Blanka stfarfrwrd2&6.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 2 2 2 4 3 3 1
Simplified 7 4 7


clhk

Standing Roundhouse
Standing Heavy Kick
5HK / Hk.png
Blanka stclrh3 stfarrh3.png
Blanka stclrh4 stfarrh4.png
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.

  • Useful as an anti-air and anti crossup.
  • Can also be used after close Strong for combos.

Click to toggle detailed hitbox data.

Startup/Active:

Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png Blanka stclrh2 stfarrh2.png Blanka stclrh3 stfarrh3.png Blanka stclrh4 stfarrh4.png
Frame Count 1 + 3 3 6 5
Simplified 7 11

Recovery:

Blanka stclrh5 stfarrh5.png Blanka stclrh6 stfarrh6.png Blanka stclrh7 stfarrh7.png Blanka stclshrt10 stclfrwrd10 stclrh8 stfarrh8.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 5 5 5 5 1
Simplified 21

Crouching Normals

crlp

Crouching Jab
Crouching Light Punch
2LP / D.png+Lp.png
Blanka crjab4.png
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.

  • Has its uses, such as waiting for Shotos to land from Tatsumakis.

Click to toggle detailed hitbox data.

Blanka crjab1&7 crstrng8 crfrc6 crshrt6 crfrwrd6.png Blanka crjab2&6.png Blanka crjab3&5.png Blanka crjab4.png Blanka crjab3&5.png Blanka crjab2&6.png Blanka crjab1&7 crstrng8 crfrc6 crshrt6 crfrwrd6.png
Frame Count 1 + 2 2 4 3 3 3 1
Simplified 9 3 7

crmp

Crouching Strong
Crouching Medium Punch
2MP / D.png+Mp.png
Blanka crstrng3.png
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.

  • Decent range, but sort of slow.
  • Can beat Boxer's crouching Strong if you're close enough.

Click to toggle detailed hitbox data.

Startup/Active:

Blanka crstrng1&7.png Blanka crstrng2&6.png Blanka crstrng3.png
Frame Count 1 + 3 3 3
Simplified 7 3

Recovery:

Blanka crstrng4.png Blanka crstrng5.png Blanka crstrng2&6.png Blanka crstrng1&7.png Blanka crjab1&7 crstrng8 crfrc6 crshrt6 crfrwrd6.png
Frame Count 7 3 3 3 1
Simplified 17

crhp

Crouching Fierce
Crouching Heavy Punch
2HP / D.png+Hp.png
Blanka crfrc3.png
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.

  • Good damage and stun, but relatively long startup and mediocre priority.

Click to toggle detailed hitbox data.

Blanka crfrc1&5.png Blanka crfrc2&4.png Blanka crfrc3.png Blanka crfrc2&4.png Blanka crfrc1&5.png Blanka crjab1&7 crstrng8 crfrc6 crshrt6 crfrwrd6.png
Frame Count 1 + 4 4 6 10 7 1
Simplified 9 6 18


crlk
Crouching Short
Crouching Light Kick
2LK / D.png+Lk.png
Blanka crshrt3.png
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.

  • Old Blanka can't special cancel this.

Click to toggle detailed hitbox data.

Blanka crshrt1&5 crfrwrd1&5.png Blanka crshrt2&4 crfrwrd2&4.png Blanka crshrt3.png Blanka crshrt2&4 crfrwrd2&4.png Blanka crshrt1&5 crfrwrd1&5.png Blanka crjab1&7 crstrng8 crfrc6 crshrt6 crfrwrd6.png
Frame Count 1 + 2 2 4 3 3 1
Simplified 5 4 7


frmk
Crouching Forward
Crouching Medium Kick
2MK / D.png+Mk.png
Blanka crfrwrd3.png
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.

  • Can be linked into another crouching Forward or canceled into a Rolling Attack.

Click to toggle detailed hitbox data.

Blanka crshrt1&5 crfrwrd1&5.png Blanka crshrt2&4 crfrwrd2&4.png Blanka crfrwrd3.png Blanka crshrt2&4 crfrwrd2&4.png Blanka crshrt1&5 crfrwrd1&5.png Blanka crjab1&7 crstrng8 crfrc6 crshrt6 crfrwrd6.png
Frame Count 1 + 2 2 4 3 3 1
Simplified 5 4 7


crhk
Crouching Roundhouse
Crouching Heavy Kick
2HK / D.png+Hk.png
Blanka crrh4.png
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.

  • Long range, but long start up and recovery.
  • For some reason, Blanka is left standing after this attack.

Click to toggle detailed hitbox data.

Blanka crrh1&7.png Blanka crrh2&6.png Blanka crrh3&5.png Blanka crrh4.png Blanka crrh3&5.png Blanka crrh2&6.png Blanka crrh1&7.png
Frame Count 1 + 2 3 4 4 10 7 1
Simplified 10 3 4 18

Jumping Normals

njlp
Jumping Jab
Neutral Jumping Light Punch
8LP / U.png+Lp.png
Blanka njjab3 djjab3.png
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.

  • A pretty great move in some situations. Amazing air to air priority, and ok range in general.

Click to toggle detailed hitbox data.

Blanka njjab1&5 djjab1&5 njstrng1&5 djstrng1&5.png Blanka njjab2&4 djjab2&4 njstrng2&4 djstrng2&4.png Blanka njjab3 djjab3.png Blanka njjab2&4 djjab2&4 njstrng2&4 djstrng2&4.png Blanka njjab1&5 djjab1&5 njstrng1&5 djstrng1&5.png
Frame Count 2 3 20 3
Simplified 5 20


njmp
Jumping Strong
Neutral Jumping Medium Punch
8MP / U.png+Mp.png
Blanka njstrng3.png
Neutral Jump version
Blanka djstrng3.png
Diagonal Jump version
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.

  • The diagonal jumping version has a more vulnerable hurtbox than the neutral jump version, but that's the only real difference.
  • The neutral jump version may be preferred over nj.jab due to the different hitbox, but don't bother with the diagonal jump version.

Click to toggle detailed hitbox data.

  • Neutral Jump Version:
Blanka njjab1&5 djjab1&5 njstrng1&5 djstrng1&5.png Blanka njjab2&4 djjab2&4 njstrng2&4 djstrng2&4.png Blanka njstrng3.png Blanka njjab2&4 djjab2&4 njstrng2&4 djstrng2&4.png Blanka njjab1&5 djjab1&5 njstrng1&5 djstrng1&5.png
Frame Count 2 3 12 3
Simplified 5 12
  • Diagonal Jump Version:
Blanka njjab1&5 djjab1&5 njstrng1&5 djstrng1&5.png Blanka njjab2&4 djjab2&4 njstrng2&4 djstrng2&4.png Blanka djstrng3.png Blanka njjab2&4 djjab2&4 njstrng2&4 djstrng2&4.png Blanka njjab1&5 djjab1&5 njstrng1&5 djstrng1&5.png
Frame Count 2 3 12 3
Simplified 5 12
njhp
Neutral Jumping Fierce
Neutral Jumping Heavy Punch
8HP / U.png+Hp.png
Blanka njfrc2.png
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.

  • A great move thanks to the priority, range, and near instant startup.
  • Can be a good counter to moves like headstomps and walldives, and a good counter in general if you can react well with it.

Click to toggle detailed hitbox data.

Blanka njfrc1&6.png Blanka njfrc2.png Blanka njfrc3&5.png Blanka njfrc4.png Blanka njfrc3&5.png Blanka njfrc1&6.png Blanka njfrc7.png
Frame Count 1 3 3 6 3 3
Simplified 1 3
djhp
Diagonal Jumping Fierce
Diagonal Jumping Heavy Punch
7 or 9 HP
Ub.png or Uf.png+Hp.png
Blanka djfrc3.png
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.

  • Excellent air to ground priority and hits very low, so low in fact that it can beat New Shoto's crouching Roundhouse if timed right.
  • Has nerfed stun potential, similar to the Shotos' diagonal jump Heavy attacks.

Click to toggle detailed hitbox data.

Blanka djfrc1.png Blanka djfrc2.png Blanka djfrc3.png Blanka djfrc4.png
Frame Count 2 3 6
Simplified 5 6



njlk
Jumping Short
Jumping Light Kick
8LK / U.png+Lk.png
Blanka njshrt3.png
Neutral Jump version
Blanka djshrt3.png
Diagonal Jump version
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.

  • The neutral jump version is an excellent defensive move. Some characters that lack a fireball may struggle to punish this from far away.
  • The diagonal jump version is a crossup that works great as a harassment tool.

Click to toggle detailed hitbox data.

  • Neutral Jump Version:
Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka njshrt3.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png
Frame Count 2 3 20 3
Simplified 5 20
  • Diagonal Jump Version:
Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka djshrt3.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png
Frame Count 2 3 20 3
Simplified 5 20
njmk
Jumping Forward
Jumping Medium Kick
8MK
U.png+Mk.png
Blanka njfrwrd3.png
Neutral Jump version
Blanka djfrwrd3.png
Diagonal Jump version
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.

  • The neutral jump version has deceptively long range.
  • The diagonal jump version has ok reach, but you'll usually prefer diagonal jump LK.

Click to toggle detailed hitbox data.

  • Neutral Jump Version:
Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka njfrwrd3.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png
Frame Count 2 3 12 3
Simplified 5 12
  • Diagonal Jump Version:
Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka djfrwrd3.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png
Frame Count 2 3 12 3
Simplified 5 12
jhk
Jumping Roundhouse
Neutral Jumping Heavy Kick
8HK / U.png+Hk.png
Blanka njrh3.png
Neutral Jump version
Blanka djrh3.png
Diagonal Jump version
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


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.

  • Good range and damage.
  • The diagonal jump version is slower and has a worse hitbox.
  • Still a key jump in that can catch people off guard, especially if they are crouching.

Click to toggle detailed hitbox data.

  • Neutral Jump Version:
Blanka njrh1&5 djrh1&5.png Blanka njrh2&4 djrh2&4.png Blanka njrh3.png Blanka njrh2&4 djrh2&4.png Blanka njrh1&5 djrh1&5.png
Frame Count 2 3 6 3
Simplified 5 6
  • Diagonal Jump Version:
Blanka njrh1&5 djrh1&5.png Blanka njrh2&4 djrh2&4.png Blanka djrh3.png Blanka njrh2&4 djrh2&4.png Blanka njrh1&5 djrh1&5.png
Frame Count 3 4 6 3
Simplified 7 6

Command Normals

Rock Crusher
Rock Crusher
Headbutt
Close B.png or F.png + Mp.png
Close 4 or 6 + MP
Blanka hb3.png
Blanka hb4.png
Blanka hb5.png
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.

  • The first hit can be canceled into a ball for a combo ender, or a hop for pressure.
  • The second hit hits low, and must be crouch blocked.

Click to toggle detailed hitbox data.

Startup/Active:

Blanka hb1&9.png Blanka hb2&8.png Blanka hb3.png Blanka hb4.png Blanka hb5.png
Frame Count 1 + 1 2 4 3 2
Simplified 4 7 2

Recovery:

Blanka hb6.png Blanka hb7.png Blanka hb2&8.png Blanka hb1&9.png
Frame Count 5 4 3 1
Simplified 13
Amazon River Run
Amazon River Run
Slide
3HP / Df.png+Hp.png
Blanka sld2.png
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.

  • Works great to slide under Sonic Booms and as an anti-air for some jump ins.
  • Can be used as a safe meaty against Claw on his wake up, since Scarlet Terror does not have enough downwards reach.
  • Oddly enough, Blanka is Invincible on the last frame. It's just a single frame though, so this is meaningless.

Click to toggle detailed hitbox data.

Blanka sld1&3.png Blanka sld2.png Blanka sld1&3.png Blanka sld4.png Blanka sld5.png Blanka sld6.png
Frame Count 1 + 11 16 7 5 8 1
Simplified 12 16 21

Throw

Blanka can perform a hold with Hp.png.

Wild Fang
The Head Bite
cl. 4/6 + HP
cl. B.png or F.png+Hp.png
Ssf2t blanka hold.png
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.

  • One of Blanka's major threats, since he doesn't have an overhead or a reliable way to deal chip damage.
  • Has the second best normal throw range in the game.
  • You can find lots of opportunities to start biting with your ground trickery and crossups.
  • Since you can only use this hold with HP, you can't piano this throw. In addition, mashing this throw might result in an Electric attack, which has long startup.

Click to toggle throwbox data.

Blanka throwb.png Blanka throw.png Blanka throwf.png

Special Moves

Electric Thunder

Electric Thunder
Press P.png Repeatedly
Blanka elec2anm.gif
Lp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[2] 9~15 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
3 52 per cycle 13 68+ Dependent
Hard Down
5


Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[2] 9~15 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
5 34 per cycle 13 52 Hit: Hard KD
Block: Dependent
5


Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[2] 9~15 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
7 25 per cycle 20 52+ Hit: Hard KD
Block: Dependent
5

Blanka lets out an electrical discharge.

  • Landing a hit with this will score a special knockdown where your opponent will be frozen for a few frames, then fall over.
  • Hard to score a hit with, but if you do, you get a free cross-up.

Click to toggle detailed hitbox data.

  • Jab and Strong Versions:
Blanka elec1.png Blanka elec2anm.gif Blanka elec3&5jab 3&5strng 3&5&7frc.png Blanka elec4&6jab 4&6strng 4&6&8frc.png Blanka elec3&5jab 3&5strng 3&5&7frc.png Blanka elec4&6jab 4&6strng 4&6&8frc.png
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:
Blanka elec1.png Blanka elec2anm.gif Blanka elec3&5jab 3&5strng 3&5&7frc.png Blanka elec4&6jab 4&6strng 4&6&8frc.png Blanka elec3&5jab 3&5strng 3&5&7frc.png Blanka elec4&6jab 4&6strng 4&6&8frc.png Blanka elec3&5jab 3&5strng 3&5&7frc.png Blanka elec4&6jab 4&6strng 4&6&8frc.png
Frame Count 7 25+ 3 4 2 4 1 6
Simplified 7 25+ 20

Rolling Attack

Rolling Attack
Blanka Ball
[4]6P
Cb.pngF.png + P.png
Blanka hroll1anm.gif
Lp.png 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


Mp.png 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


Hk.png 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.

  • The strength of the punch button determines the damage and speed of the ball. The Fierce ball also has a lot more active frames than the other versions.
  • On block or hit, Blanka will go into a very lengthy recoil animation that many characters can punish. The whiff has a hitbox that lasts 40 frames, but it's impossible to hit with it.
  • Starts up instantly, but is not invincible. This will beat ground throws and command grabs, however.
  • Since the priority is poor, most characters can jab you out of this move.

Rolling Attack Block/Hit Punishes

  • Ryu - Fierce Fireball
  • Ken - Safe
  • Honda - Fierce Headbutt
  • Chun - Super
  • Blanka - Fierce Ball
  • Zangief - Safe
  • Guile - Safe
  • Dhalsim - St.HP
  • T.Hawk - Safe
  • Cammy - Cannon Drill (Her Super simply doesn't connect, even though it should)
  • Fei Long - Jab Rekka (whiff)> fierce Rekka (hit)> fierce Rekka
  • Dee Jay - Fierce Fireball
  • Boxer - any Rush Punch, or Super
  • Claw - Walk up far hp/ cr.mp
  • Sagat - HK Low Tiger Shot
  • Dictator - fierce Psycho Crusher, Scissor Kick, Super

Click to toggle detailed hitbox data.

Blanka hroll1anm.gif Blanka lands1.png Blanka lands2.png Blanka lands3.png
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:

Blanka hroll1anm.gif Blanka lands1.png Blanka lands2.png Blanka lands3.png
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

Vertical Roll
[2]8K
Cd.pngU.png+K.png
Blanka vroll2anm.gif
Blanka vroll5.png
Blanka vroll6.png
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[2] / 28[2] 9~15 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
0 18(15)8 18 59 Dependent 7


Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[2] 9~15 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
0 17(15)8 19 59 Dependent 7


Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[2] 9~15 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
0 16(15)8 24 63 Dependent 7

Blanka launches himself vertically and ends with a flip kick, falling to the ground.

  • A very good anti-air and anti-crossup tool.
  • The LK version deals a bit more damage during the kick part.

Click to toggle detailed hitbox data.

Active:

Blanka vroll2anm.gif Blanka vroll3anm.gif Blanka vroll4.png Blanka vroll5.png Blanka vroll6.png
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:

Blanka vroll7.png Blanka vroll8.png Blanka vroll9.png Blanka vroll10.png Blanka lands1.png Blanka lands2.png Blanka lands3.png
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:

Blanka vroll2anm.gif Blanka lands1.png Blanka lands2.png Blanka lands3.png
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

Backstep Roll
[4]6K
Cb.pngF.png + K.png
Blanka broll14.png
Blanka broll15.png
Blanka broll16.png
Blanka broll17anm.gif
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
(12[0] x 3) / 28[1] (1~7 x 3) / 1~7 (30 x 3) / 30 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
44 20 (4 + 3 + (2 / 11)) 5 on whiff/combo
33+ on spin block/hit
69/97+ Dependent 7


Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
(12[1] x 3) / 28[2] (1~7 x 3) / 1~7 (30 x 3) / 30 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
38 23 (4 + 3 + (2 / 14)) 6 on whiff/combo
34+ on spin block/hit
67/95+ Dependent 7


Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
(12[2] x 3) / 28[3] (1~7 x 3) / 1~7 (30 x 3) / 30 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
31 25 (4 + 3 + (2 / 16)) 7 on whiff/combo
35+ on spin block/hit
63/91+ Dependent 7

Blanka flips back and jumps forward, rolling on his way down.

  • The first 3 hitboxes deal less damage than the last rolling part. If you somehow hit with them, they'll combo into each other. This is extremely difficult unless you're point blank range on a big character.
  • Impractical due to the ungodly startup, slow active part, and terrible recovery.

Click to toggle detailed hitbox data.

Startup:

Blanka broll1&3.png Blanka broll2.png Blanka broll1&3.png Blanka broll4.png Blanka broll5.png Blanka broll6.png Blanka broll7.png
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
Blanka broll8.png Blanka broll9.png Blanka broll10.png Blanka broll11.png Blanka broll12.png Blanka broll13.png
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:

Blanka broll14.png Blanka broll15.png Blanka broll16.png Blanka broll17anm.gif Blanka lands1.png Blanka lands2.png Blanka lands3.png
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:

Blanka broll17anm.gif Blanka lands1.png Blanka lands2.png Blanka lands3.png
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

Surprise Forward
6 + 3K
F.png + 3k.png
Blanka hopf5.png

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.

Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf2&10 hopb10.png Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf4.png Blanka hopf5.png Blanka hopf6.png Blanka hopf7.png Blanka hopf8.png
Frame Count 1 1 1 6 2 2 4 4
Simplified 3 18
Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf2&10 hopb10.png Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf12 hopb12.png
Frame Count 2 3 2 1
Simplified 8

Surprise Back

Surprise Back
4 + 3K
B.png + 3k.png
Blanka hopb4&6.png

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.

Blanka hopb1&3.png Blanka hopb2.png Blanka hopb1&3.png Blanka hopb4&6.png Blanka hopb5.png Blanka hopb4&6.png Blanka hopb7.png Blanka hopb8.png
Frame Count 1 1 1 2 2 6 4 4
Simplified 13 8
Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf2&10 hopb10.png Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf12 hopb12.png
Frame Count 2 3 2 1
Simplified 8

Super Combo

Ground Shave Roll
[4]646P
Cb.pngF.pngB.pngF.png + P.png
Blanka super4anm.gif
Jumping down
Blanka super5anm.gif
Charging/Rolling
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.

  • If you hold the Punch button down, you can continue to charge up the roll for up to 90 frames. This won't increase the damage.
  • If you release the roll after your opponent has jumped over you, it will autocorrect to face them.
  • While this move does great damage, it will rarely connect due to the slowness of the hop, giving your opponent plenty of time to block. It's not safe on block either, even if it does chip for 4 hits.

General Strategies

  • If your opponent tries to jump above this, you can usually counter with a Vertical Roll after you recover.
  • This can be used as an anti-air with good timing. If you hit them out of the air with the hop, you can hold the punch button briefly and juggle them just before they land.

Click to toggle detailed hitbox data.

Blanka super1.png Blanka super2.png Blanka super3.png Blanka super4anm.gif Blanka super5anm.gif
Frame Count 1 + [18] + 5 5 3 29 0 to 90 + ∞
Simplified 14 29

Knockback:

Blanka superb1anm.gif Blanka superb2&4.png Blanka superb3.png Blanka superb2&4.png Blanka superb5.png
Frame Count 28 3 5 3 1
Simplified 28 12

Misc Animations

Jump Animations

  • Prejump:
Blanka bj1 nj1 fj1.png Blanka bj2&4&14 nj2&4&14 fj2&4&17.png Blanka bj3 nj3 fj3.png Blanka bj2&4&14 nj2&4&14 fj2&4&17.png
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:
Blanka bj5 nj5 fj5.png Blanka bj6&12 nj6&12 fj6.png Blanka bj7&11 nj7&11 fj7.png Blanka bj8&10 nj8&10 fj8.png Blanka bj9 nj9 fj9&15.png Blanka bj8&10 nj8&10 fj8.png Blanka bj7&11 nj7&11 fj7.png Blanka bj6&12 nj6&12 fj6.png Blanka bj13 nj13.png Blanka bj2&4&14 nj2&4&14 fj2&4&17.png
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:
Blanka bj5 nj5 fj5.png Blanka bj6&12 nj6&12 fj6.png Blanka bj7&11 nj7&11 fj7.png Blanka bj8&10 nj8&10 fj8.png Blanka bj9 nj9 fj9&15.png Blanka fj10&14.png Blanka fj11&13.png Blanka fj12.png Blanka fj11&13.png Blanka fj10&14.png Blanka bj9 nj9 fj9&15.png Blanka fj16.png Blanka bj2&4&14 nj2&4&14 fj2&4&17.png
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.



Game Navigation

General
Controls and Notation
System
HUD
FAQ
New Characters
Balrog
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E. Honda
Fei Long
Guile
Ken
M. Bison
Ryu
Sagat
T. Hawk
Vega
Zangief
Akuma
Old Characters
O. Balrog
O. Blanka
O. Cammy
O. Chun-Li
O. Dee Jay
O. Dhalsim
O. E. Honda
O. Fei Long
O. Guile
O. Ken
O. M. Bison
O. Ryu
O. Sagat
O. T. Hawk
O. Vega
O. Zangief