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| {{AttackDataCargo-SF6/Query|blanka_5lp}} | | {{AttackDataCargo-SF6/Query|blanka_5lp}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|E|0}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|E|0}} oB |
| * '''SA2 cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB |
| * '''Coward Crouch cancel advantage:''' {{sf6-adv|M|-3}} oH / {{sf6-adv|VM|-9}} oB | | * '''Coward Crouch cancel advantage:''' {{sf6-adv|M|-3}} oH / {{sf6-adv|VM|-9}} oB |
| * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-18}} oB | | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-18}} oB |
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| {{AttackDataCargo-SF6/Query|blanka_5mp}} | | {{AttackDataCargo-SF6/Query|blanka_5mp}} |
| * '''Cancel Hitconfirm Window:''' 15f (Super) | | * '''Cancel Hitconfirm Window:''' 15f (Super) |
| * '''SA2 cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|P|+3}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|P|+3}} oB |
| <br> | | <br> |
| One of Blanka's longest-reaching pokes. Does not special cancel, limiting its utility and increasing its risk against {{clr|4|Drive Impact}}, but can be super canceled. | | One of Blanka's longest-reaching pokes. Does not special cancel, limiting its utility and increasing its risk against {{clr|4|Drive Impact}}, but can be super canceled. |
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| * Forces stand; active frames 6-7 only hit airborne opponents | | * Forces stand; active frames 6-7 only hit airborne opponents |
| * '''Cancel Hitconfirm Window:''' 16f | | * '''Cancel Hitconfirm Window:''' 16f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+11}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+17}} oH / {{sf6-adv|VP|+11}} oB |
| * '''SA2 cancel advantage:''' {{sf6-adv|VP|+16}} oH / {{sf6-adv|VP|+10}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+16}} oH / {{sf6-adv|VP|+10}} oB |
| * '''Coward Crouch cancel advantage:''' {{sf6-adv|VP|+8}} oH / {{sf6-adv|P|+2}} oB | | * '''Coward Crouch cancel advantage:''' {{sf6-adv|VP|+8}} oH / {{sf6-adv|P|+2}} oB |
| * '''Forward Hop cancel advantage:''' {{sf6-adv|M|-1}} oH / {{sf6-adv|VM|-7}} oB | | * '''Forward Hop cancel advantage:''' {{sf6-adv|M|-1}} oH / {{sf6-adv|VM|-7}} oB |
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| * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} | | * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 14f | | * '''Cancel Hitconfirm Window:''' 14f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|M|-1}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+6}} oH / {{sf6-adv|M|-1}} oB |
| * '''SA2 cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-2}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-2}} oB |
| * '''Coward Crouch cancel advantage:''' {{sf6-adv|M|-3}} oH / {{sf6-adv|VM|-10}} oB | | * '''Coward Crouch cancel advantage:''' {{sf6-adv|M|-3}} oH / {{sf6-adv|VM|-10}} oB |
| * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-19}} oB | | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-12}} oH / {{sf6-adv|VM|-19}} oB |
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| * 3f extra recovery on whiff | | * 3f extra recovery on whiff |
| * '''Cancel Hitconfirm Window:''' 15f | | * '''Cancel Hitconfirm Window:''' 15f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+8}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+8}} oB |
| * '''SA2 cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+7}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|VP|+7}} oB |
| * '''Coward Crouch cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB | | * '''Coward Crouch cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB |
| * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-4}} oH / {{sf6-adv|VM|-10}} oB | | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-4}} oH / {{sf6-adv|VM|-10}} oB |
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| * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} | | * Chains into {{clr|L|5LK}}/{{clr|L|2LP}}/{{clr|L|2LK}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|M|-1}} oB |
| * '''SA2 cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-2}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+4}} oH / {{sf6-adv|M|-2}} oB |
| * '''Coward Crouch cancel advantage:''' {{sf6-adv|VM|-4}} oH / {{sf6-adv|VM|-10}} oB | | * '''Coward Crouch cancel advantage:''' {{sf6-adv|VM|-4}} oH / {{sf6-adv|VM|-10}} oB |
| * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-13}} oH / {{sf6-adv|VM|-19}} oB | | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-13}} oH / {{sf6-adv|VM|-19}} oB |
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| * Can anti-air on active frames 4-5 but cannot hit cross-up | | * Can anti-air on active frames 4-5 but cannot hit cross-up |
| * '''Cancel Hitconfirm Window:''' 19f | | * '''Cancel Hitconfirm Window:''' 19f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+6}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+10}} oH / {{sf6-adv|VP|+6}} oB |
| * '''SA2 cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|VP|+5}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+9}} oH / {{sf6-adv|VP|+5}} oB |
| * '''Coward Crouch cancel advantage:''' {{sf6-adv|P|+1}} oH / {{sf6-adv|M|-3}} oB | | * '''Coward Crouch cancel advantage:''' {{sf6-adv|P|+1}} oH / {{sf6-adv|M|-3}} oB |
| * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-8}} oH / {{sf6-adv|VM|-12}} oB | | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-8}} oH / {{sf6-adv|VM|-12}} oB |
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| {{AttackDataCargo-SF6/Query|blanka_2mk}} | | {{AttackDataCargo-SF6/Query|blanka_2mk}} |
| * '''Cancel Hitconfirm Window:''' 13f | | * '''Cancel Hitconfirm Window:''' 13f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+4}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+14}} oH / {{sf6-adv|VP|+4}} oB |
| * '''SA2 cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|P|+3}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+13}} oH / {{sf6-adv|P|+3}} oB |
| * '''Coward Crouch cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|VM|-5}} oB | | * '''Coward Crouch cancel advantage:''' {{sf6-adv|VP|+5}} oH / {{sf6-adv|VM|-5}} oB |
| * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-4}} oH / {{sf6-adv|VM|-14}} oB | | * '''Forward Hop cancel advantage:''' {{sf6-adv|VM|-4}} oH / {{sf6-adv|VM|-14}} oB |
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| * Counter-hit/Punish Counter bonus advantage carries through both hits | | * Counter-hit/Punish Counter bonus advantage carries through both hits |
| <br> | | <br> |
| A short range 2-hit overhead that is safe on block and can lead to combos on Counter-hit/Punish Counter or when used out of Drive Rush. Because the 2nd hit has only 1 active frame, there are no meaty setups that allow a natural follow-up link. Pairs well with Blanka-chan bomb to crack the opponent's defenses. | | A short range 2-hit overhead that is safe on block and can lead to combos on Counter-hit/Punish Counter or when used out of {{clr|4|Drive Rush}}. Because the 2nd hit has only 1 active frame, there are no meaty setups that allow a natural follow-up link. Pairs well with Blanka-chan bomb to crack the opponent's defenses. |
| }} | | }} |
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| * Counter-hit/Punish Counter bonus advantage carries through both hits | | * Counter-hit/Punish Counter bonus advantage carries through both hits |
| <br> | | <br> |
| A hopping 2-hit knee strike that advances forward. Can combo into 5LP or 2LP naturally on hit. Works well out of Drive Rush, giving it extra momentum, plus frames on block, and a combo route into 5HP for great damage. | | A hopping 2-hit knee strike that advances forward. Can combo into 5LP or 2LP naturally on hit. Works well out of {{clr|4|Drive Rush}}, giving it extra momentum, plus frames on block, and a combo route into 5HP for great damage. |
| }} | | }} |
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| * Head hurtbox disappears 1-3f and is anti-air invuln 4-14f | | * Head hurtbox disappears 1-3f and is anti-air invuln 4-14f |
| * '''Cancel Hitconfirm Window:''' 20f | | * '''Cancel Hitconfirm Window:''' 20f |
| * '''Drive Rush cancel advantage:''' {{sf6-adv|VP|+16}} oH / {{sf6-adv|VP|+10}} oB | | * '''{{clr|4|Drive Rush}} cancel advantage:''' {{sf6-adv|VP|+16}} oH / {{sf6-adv|VP|+10}} oB |
| * '''SA2 cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+9}} oB | | * '''{{clr|10|SA2}} cancel advantage:''' {{sf6-adv|VP|+15}} oH / {{sf6-adv|VP|+9}} oB |
| * '''Coward Crouch cancel advantage:''' {{sf6-adv|VP|+7}} oH / {{sf6-adv|P|+1}} oB | | * '''Coward Crouch cancel advantage:''' {{sf6-adv|VP|+7}} oH / {{sf6-adv|P|+1}} oB |
| * '''Forward Hop cancel advantage:''' {{sf6-adv|M|-2}} oH / {{sf6-adv|VM|-8}} oB | | * '''Forward Hop cancel advantage:''' {{sf6-adv|M|-2}} oH / {{sf6-adv|VM|-8}} oB |
| <br> | | <br> |
| One of Blanka's best normals with multiple uses. It gives frame advantage on block even without Drive Rush, and the high active frame count makes it easy to time as a meaty for even better advantage. It combos naturally into lights or 2MK, and can get much stronger combo routes on Counter-hit or with Drive Rush. The hitconfirm window is extremely lenient, allowing for follow-ups even at a range where links won't work. The hitbox is completely disjointed, making it a useful anti-air at mid range. The only downside is that whiffs on crouching opponents at farther ranges, requiring Blanka to get close to enact his pressure. | | One of Blanka's best normals with multiple uses. It gives frame advantage on block even without {{clr|4|Drive Rush}}, and the high active frame count makes it easy to time as a meaty for even better advantage. It combos naturally into lights or 2MK, and can get much stronger combo routes on Counter-hit or with {{clr|4|Drive Rush}}. The hitconfirm window is extremely lenient, allowing for follow-ups even at a range where links won't work. The hitbox is completely disjointed, making it a useful anti-air at mid range. The only downside is that whiffs on crouching opponents at farther ranges, requiring Blanka to get close to enact his pressure. |
| }} | | }} |
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| A very long range low-hitting slide that knocks down. Excellent tool against fireballs if Blanka is spaced out far enough to reach his low-profile frames without running into the projectile. The slow startup can make it hard to react to faster projectiles like Sonic Boom in this way, so it must be used a bit pre-emptively. It is very unsafe on block and can usually be punished even at max range. | | A very long range low-hitting slide that knocks down. Excellent tool against fireballs if Blanka is spaced out far enough to reach his low-profile frames without running into the projectile. The slow startup can make it hard to react to faster projectiles like Sonic Boom in this way, so it must be used a bit pre-emptively. It is very unsafe on block and can usually be punished even at max range. |
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| When combined with Drive Rush, 3HP becomes a powerful approach tool. It can be made much safer on block (often unpunishable due to pushback), and the screen freeze can give time to react to a projectile's startup to initiate the slide. The forward momentum of Drive Rush will allow it to reach from a much greater distance than usual. | | When combined with {{clr|4|Drive Rush}}, 3HP becomes a powerful approach tool. It can be made much safer on block (often unpunishable due to pushback), and the screen freeze can give time to react to a projectile's startup to initiate the slide. The forward momentum of {{clr|4|Drive Rush}} will allow it to reach from a much greater distance than usual. |
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| Has naturally high juggle potential, making it useful as a situational combo ender that leaves Blanka close to the opponent. | | Has naturally high juggle potential, making it useful as a situational combo ender that leaves Blanka close to the opponent. |
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| * Punish Counter: HKD +22 | | * Punish Counter: HKD +22 |
| <br> | | <br> |
| Solid air-to-air option against close jumps. Can also be used out of Coward Crouch ~ Raid Jump if you read the opponent's jump. Does not allow for throw oki, but Blanka can Drive Rush into a meaty strike to set up a tick throw scenario. | | Solid air-to-air option against close jumps. Can also be used out of Coward Crouch ~ Raid Jump if you read the opponent's jump. Does not allow for throw oki, but Blanka can {{clr|4|Drive Rush}} into a meaty strike to set up a tick throw scenario. |
| }} | | }} |
| <br> | | <br> |
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| {{AttackDataCargo-SF6/Query|blanka_66}} | | {{AttackDataCargo-SF6/Query|blanka_66}} |
| * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo | | * Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo |
| ** Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo | | ** Only applies scaling once per combo; does not apply when an enhanced {{clr|4|Drive Rush}} attack starts the combo |
| See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush. | | See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]] on the Gauges page for more details. Frame data shown in (parentheses) refers to {{clr|4|Parry Drive Rush}}. |
| * Distance: | | * Distance: |
| ** 0.476 (min, cancel into immediate Throw) | | ** 0.476 (min, cancel into immediate Throw) |
| ** 2.082 (min, earliest blocking/movement frame) | | ** 2.082 (min, earliest blocking/movement frame) |
| ** 2.867 (max, final DR frame) | | ** 2.867 (max, final {{clr|4|DR}} frame) |
| * See Strategy page for [[Street_Fighter_6/Blanka/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] | | * See Strategy page for [[Street_Fighter_6/Blanka/Strategy#Drive_Rush|Blockstring Gaps and Combo Routes]] |
| }} | | }} |
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| * Counter-hit state for entire move duration | | * Counter-hit state for entire move duration |
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| A crouching stance that can be canceled into from normals, most notably 5HP. Blanka can follow this up with a launching attack, a shallow jump, a forward or back hop, or by simply exiting the stance. The low profile frames are good at ducking under projectiles and Drive Impact, and the variable follow-up timing allows Blanka to act unpredictably, making it a bit harder for the opponent to punish the stance recovery. | | A crouching stance that can be canceled into from normals, most notably 5HP. Blanka can follow this up with a launching attack, a shallow jump, a forward or back hop, or by simply exiting the stance. The low profile frames are good at ducking under projectiles and {{clr|4|Drive Impact}}, and the variable follow-up timing allows Blanka to act unpredictably, making it a bit harder for the opponent to punish the stance recovery. |
| {{AttackDataCargo-SF6/Query|blanka_2pp_p}} | | {{AttackDataCargo-SF6/Query|blanka_2pp_p}} |
| * Puts opponents into {{sf6-jug|limited juggle}} state | | * Puts opponents into {{sf6-jug|limited juggle}} state |
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| An upward swipe that launches the opponent on hit, but is very unsafe on block. The final 3 active frames have a very disjointed vertical hitbox, allowing it to anti-air at some ranges if the opponent jumps in response to the crouch animation. Combos naturally from 5HP, but can also work after Counter-hit 4MK or Punish Counter/Drive Rush 5MK and 2MK. Blanka can maintain charge while inputting Wild Lift, allowing for easy juggles like Vertical Roll. | | An upward swipe that launches the opponent on hit, but is very unsafe on block. The final 3 active frames have a very disjointed vertical hitbox, allowing it to anti-air at some ranges if the opponent jumps in response to the crouch animation. Combos naturally from 5HP, but can also work after Counter-hit 4MK or Punish Counter/{{clr|4|Drive Rush}} 5MK and 2MK. Blanka can maintain charge while inputting Wild Lift, allowing for easy juggles like Vertical Roll. |
| {{AttackDataCargo-SF6/Query|blanka_2pp_k}} | | {{AttackDataCargo-SF6/Query|blanka_2pp_k}} |
| * '''Upper Body Projectile Invuln:''' 1-9f | | * '''Upper Body Projectile Invuln:''' 1-9f |
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| * Activates Blanka-chan doll (OD 3-hit version) | | * Activates Blanka-chan doll (OD 3-hit version) |
| * '''Cancel Hitconfirm Window:''' 50f hit / 22f block (Super) | | * '''Cancel Hitconfirm Window:''' 50f hit / 22f block (Super) |
| * '''SA2 cancel advantage:''' KD +54(60) hit / {{sf6-adv|VP|+9}} block | | * '''{{clr|10|SA2}} cancel advantage:''' KD +54(60) hit / {{sf6-adv|VP|+9}} block |
| <br> | | <br> |
| Electric Thunder is Blanka's primary hitconfirm ender when charge is not available, leaving him safe on block with moderate pushback. The range is quite short, causing the meterless version to whiff in longer range cancels; holding the button down to extend the active frames can mess with the opponent's punish attempt, but this is a risky habit to get into as it opens the door for even stronger punishes against Blanka like a Drive Impact. On hit, a [[#Surprise_Hop_(6KKK/4KKK)|Forward Hop]] will close the gap for oki. | | Electric Thunder is Blanka's primary hitconfirm ender when charge is not available, leaving him safe on block with moderate pushback. The range is quite short, causing the meterless version to whiff in longer range cancels; holding the button down to extend the active frames can mess with the opponent's punish attempt, but this is a risky habit to get into as it opens the door for even stronger punishes against Blanka like a {{clr|4|Drive Impact}}. On hit, a [[#Surprise_Hop_(6KKK/4KKK)|Forward Hop]] will close the gap for oki. |
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| The OD version is much more reliable in combos and blockstrings due to its forward movement. It gives excellent frame advantage on block for extended pressure, though the opponent is left slightly out of throw range. On hit, it transitions to a launching follow-up attack that can lead to further juggles. Canceling into [[#Level_2_Super_(214214P)|SA2]] leads to powerful combos and setups on hit while granting enormous block advantage to begin mounting his offense. Activating a Blanka-chan doll with OD Electricity is one of Blanka's most powerful offensive tools, leading to extended mixups and juggles that are difficult to escape. | | The OD version is much more reliable in combos and blockstrings due to its forward movement. It gives excellent frame advantage on block for extended pressure, though the opponent is left slightly out of throw range. On hit, it transitions to a launching follow-up attack that can lead to further juggles. Canceling into [[#Level_2_Super_(214214P)|SA2]] leads to powerful combos and setups on hit while granting enormous block advantage to begin mounting his offense. Activating a Blanka-chan doll with OD Electricity is one of Blanka's most powerful offensive tools, leading to extended mixups and juggles that are difficult to escape. |
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| * Side switches on hit unless opponent is near the corner | | * Side switches on hit unless opponent is near the corner |
| * '''Cancel Hitconfirm Window:''' 19f (Super); only the first 2 active frames are cancelable | | * '''Cancel Hitconfirm Window:''' 19f (Super); only the first 2 active frames are cancelable |
| * '''SA2 cancel advantage:''' KD +74 hit / {{sf6-adv|VP|+9}} block | | * '''{{clr|10|SA2}} cancel advantage:''' KD +74 hit / {{sf6-adv|VP|+9}} block |
| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
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| LP Blanka Ball is primarily used to intentionally stop short of the opponent, whiffing with quick landing recovery. Many opponents will try to parry frequently in neutral against Blanka to avoid losing Drive gauge on block or to punish the safer versions of Blanka Ball with a Perfect Parry; mixing in the occasional LP Ball lets him land and immediately throw to punish this. It's important not to accidentally use this version at a range where it can be blocked, as it's horribly unsafe. If the opponent expects a whiffed LP Ball, they can stuff it with a quick jab punish on reaction. | | LP Blanka Ball is primarily used to intentionally stop short of the opponent, whiffing with quick landing recovery. Many opponents will try to parry frequently in neutral against Blanka to avoid losing Drive gauge on block or to punish the safer versions of Blanka Ball with a Perfect Parry; mixing in the occasional LP Ball lets him land and immediately throw to punish this. It's important not to accidentally use this version at a range where it can be blocked, as it's horribly unsafe. If the opponent expects a whiffed LP Ball, they can stuff it with a quick jab punish on reaction. |
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| MP Blanka Ball is the most common version in combos with its good combination of speed and distance, hitting much more consistently than [[#Electric_Thunder_(214P)|Electric Thunder]] from ranged pokes. In some matchups it can also be used as a decent whiff punish tool if Blanka already has charge, though it's quite risky to throw out if the opponent might block it. A successful Punish Counter can lead to a juggled SA1 in the corner, but in most cases the reward is just better oki and corner carry. | | MP Blanka Ball is the most common version in combos with its good combination of speed and distance, hitting much more consistently than [[#Electric_Thunder_(214P)|Electric Thunder]] from ranged pokes. In some matchups it can also be used as a decent whiff punish tool if Blanka already has charge, though it's quite risky to throw out if the opponent might block it. A successful Punish Counter can lead to a juggled {{clr|10|SA1}} in the corner, but in most cases the reward is just better oki and corner carry. |
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| HP Blanka Ball has much slower startup than the other versions, but travels full screen and is much safer on block due to the high pushback. In almost all cases, a Perfect Parry is required to punish it effectively. This version is great for harassing the opponent's Drive gauge, chipping away a full bar every time they block. The threat of HP Blanka Ball is what makes whiffed LP Ball so strong. The slow startup does make it a little easier to Perfect Parry or to interrupt with an anti-air invincible move, and makes it more likely for Blanka to run into a projectile before it can connect with the opponent. If it manages to land as a Punish Counter, the tumble state allows Blanka to combo into Drive Rush 3HP from anywhere on the screen. | | HP Blanka Ball has much slower startup than the other versions, but travels full screen and is much safer on block due to the high pushback. In almost all cases, a Perfect Parry is required to punish it effectively. This version is great for harassing the opponent's Drive gauge, chipping away a full bar every time they block. The threat of HP Blanka Ball is what makes whiffed LP Ball so strong. The slow startup does make it a little easier to Perfect Parry or to interrupt with an anti-air invincible move, and makes it more likely for Blanka to run into a projectile before it can connect with the opponent. If it manages to land as a Punish Counter, the tumble state allows Blanka to combo into {{clr|4|DR~}}{{clr|H|3HP}} from anywhere on the screen. |
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| Notable punishes for HP Blanka Ball without Perfect Parry include: | | Notable punishes for HP Blanka Ball without Perfect Parry include: |
| * Cammy SA3 | | * Cammy {{clr|10|SA3}} |
| * Blanka SA1 (during SA2 install only) | | * Blanka {{clr|10|SA1}} (during {{clr|10|SA2}} install only) |
| * Guile SA1 (only if blocked from close range) | | * Guile {{clr|10|SA1}} (only if blocked from close range) |
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| OD Blanka Ball has the same full screen presence of the HP version, while being faster and even safer on block. Blanka can still be punished if the opponent Perfect Parries, but with only 1 landing recovery frame the opponent may have difficulty scoring a useful punish; for consistency, they will likely need to Drive Rush into a low starter like 2MK, or use a juggle starter instead. On hit, Blanka switches sides and launches the opponent upward for a follow-up juggle like [2]8K or j.MP > j.[4]6P. | | OD Blanka Ball has the same full screen presence of the HP version, while being faster and even safer on block. Blanka can still be punished if the opponent Perfect Parries, but with only 1 landing recovery frame the opponent may have difficulty scoring a useful punish; for consistency, they will likely need to {{clr|4|Drive Rush}} into a low starter like 2MK, or use a juggle starter instead. On hit, Blanka switches sides and launches the opponent upward for a follow-up juggle like [2]8K or j.MP > j.[4]6P. |
| }} | | }} |
| |-| | | |-| |
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| * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) | | * Applies 20% damage scaling to next hit when beginning a combo (100/80/70...) |
| <br> | | <br> |
| The general usage of Rolling Attack during the SA2 install is the same, but there are some key changes. Charge is no longer required when canceling into the move, making combos much more consistent. Each usage of Blanka Ball drains 100f from the 1500f install timer, or about 6.7% of the total time. Electricity is applied during the attack, allowing for the activation of Blanka-chan dolls that can lead to powerful juggles on hit or mixups on block. | | The general usage of Rolling Attack during the {{clr|10|SA2}} install is the same, but there are some key changes. Charge is no longer required when canceling into the move, making combos much more consistent. Each usage of Blanka Ball drains 100f from the 1500f install timer, or about 6.7% of the total time. Electricity is applied during the attack, allowing for the activation of Blanka-chan dolls that can lead to powerful juggles on hit or mixups on block. |
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| After bouncing off the opponent on hit/block, Blanka can cancel into a Rolling Cannon follow-up (except for the OD version on hit). This allows for extended combos and juggles with plenty of time to confirm on hit. On block, Blanka can use the 3P Rolling Cannon to get frame advantage, or fly backwards to make punishes more difficult. If the opponent crouch blocks after a meterless Blanka Ball, the 3P Rolling Cannon will not form a true blockstring, allowing the opponent to Perfect Parry or interrupt it with an anti-air invincible attack. | | After bouncing off the opponent on hit/block, Blanka can cancel into a Rolling Cannon follow-up (except for the OD version on hit). This allows for extended combos and juggles with plenty of time to confirm on hit. On block, Blanka can use the 3P Rolling Cannon to get frame advantage, or fly backwards to make punishes more difficult. If the opponent crouch blocks after a meterless Blanka Ball, the 3P Rolling Cannon will not form a true blockstring, allowing the opponent to Perfect Parry or interrupt it with an anti-air invincible attack. |
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| All versions on block have only 1 frame of landing recovery, much like the standard OD version. This makes punishes a bit more awkward and requires the opponent to be aware of this property, presenting an important knowledge check. LP and MP versions are slightly safer on block and bounce much farther away, limiting the punish options of most characters. The HP version, meanwhile, recovers closer and is 6f worse on block; this makes it much more punishable if not canceled into Rolling Cannon. OD Blanka Ball also recovers closer, but at -7 it is still generally safe. | | All versions on block have only 1 frame of landing recovery, much like the standard OD version. This makes punishes a bit more awkward and requires the opponent to be aware of this property, presenting an important knowledge check. LP and MP versions are slightly safer on block and bounce much farther away, limiting the punish options of most characters. The HP version, meanwhile, recovers closer and is 6f worse on block; this makes it much more punishable if not canceled into Rolling Cannon. OD Blanka Ball also recovers closer, but at -7 it is still generally safe. |
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| After a Punish Counter MP or HP version, the opponent's tumbling OTG state can be followed up anywhere on the screen with a 3P Rolling Cannon or an enhanced SA1. This dramatically increases the damage output on a successful punish starter compared to the non-SA2 versions. | | After a Punish Counter MP or HP version, the opponent's tumbling OTG state can be followed up anywhere on the screen with a 3P Rolling Cannon or an enhanced {{clr|10|SA1}}. This dramatically increases the damage output on a successful punish starter compared to the non-{{clr|10|SA2}} versions. |
| }} | | }} |
| </tabber> | | </tabber> |
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| * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into | | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| <br> | | <br> |
| The SA2 install version of Aerial Ball is mostly identical, but has a few key changes compared to the original. It deals slightly more damage, and can be canceled into from j.MP with no charge; this can even be done late from a forward j.MP, leaving a small gap in the blockstring that can catch opponents who expect an immediate tick throw after landing. It also gains the ability to cancel into Rolling Cannon before landing (unless it connects at the minimum possible height, in which case a cancel is no longer possible). This can be used to make the meterless versions safe, or set up a tricky cross-up sequence like j.MP > Aerial Ball > Rolling Cannon, which can hit in many different ways depending on the spacing and timing. | | The {{clr|10|SA2}} install version of Aerial Ball is mostly identical, but has a few key changes compared to the original. It deals slightly more damage, and can be canceled into from j.MP with no charge; this can even be done late from a forward j.MP, leaving a small gap in the blockstring that can catch opponents who expect an immediate tick throw after landing. It also gains the ability to cancel into Rolling Cannon before landing (unless it connects at the minimum possible height, in which case a cancel is no longer possible). This can be used to make the meterless versions safe, or set up a tricky cross-up sequence like j.MP > Aerial Ball > Rolling Cannon, which can hit in many different ways depending on the spacing and timing. |
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| Like all ball-type SA2 specials, the install timer is drained by 100f (6.7% of the total time) per use, even when not canceled into. It also can be used to activate a Blanka-chan doll, which is especially great for corner mixups. | | Like all ball-type {{clr|10|SA2}} specials, the install timer is drained by 100f (6.7% of the total time) per use, even when not canceled into. It also can be used to activate a Blanka-chan doll, which is especially great for corner mixups. |
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| If SA2 Aerial Ball connects very low to the ground and is canceled into the downward Rolling Cannon (2P), it reduces Blanka's landing recovery and grants significant frame advantage on block without deducting Rolling Cannon's usual 200f from the install timer. While this is likely a bug, it is an effective technique for confusing the opponent who expects Blanka to be at frame disadvantage after a blocked meterless Aerial Ball. | | If {{clr|10|SA2}} Aerial Ball connects very low to the ground and is canceled into the downward Rolling Cannon (2P), it reduces Blanka's landing recovery and grants significant frame advantage on block without deducting Rolling Cannon's usual 200f from the install timer. While this is likely a bug, it is an effective technique for confusing the opponent who expects Blanka to be at frame disadvantage after a blocked meterless Aerial Ball. |
| }} | | }} |
| </tabber> | | </tabber> |
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| * 40f charge time; travels up, in between the trajectory of MK and HK versions | | * 40f charge time; travels up, in between the trajectory of MK and HK versions |
| <br> | | <br> |
| An upward angled attack used as an anti-air, reversal, and combo/juggle ender. Each strength has its own trajectory, with LK traveling the farthest and HK traveling straight up. The LK version can be used in grounded combos for better damage and oki than Rolling Attack, but anything more than 2 light attacks will cause it to whiff on standard-height crouching opponents. It is massively unsafe on whiff and block; Blanka comes back down with an unusual backward trajectory that can make may require the opponent to walk or Drive Rush forward to begin their optimal punish route. | | An upward angled attack used as an anti-air, reversal, and combo/juggle ender. Each strength has its own trajectory, with LK traveling the farthest and HK traveling straight up. The LK version can be used in grounded combos for better damage and oki than Rolling Attack, but anything more than 2 light attacks will cause it to whiff on standard-height crouching opponents. It is massively unsafe on whiff and block; Blanka comes back down with an unusual backward trajectory that can make may require the opponent to walk or {{clr|4|Drive Rush}} forward to begin their optimal punish route. |
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| The anti-air invincibility frames on the meterless versions do not occur until the active frames, so it must be used a bit pre-emptively. The OD version is Blanka's main reversal option, but is liable to whiff against close jumps. All versions cannot hit anti-air against cross-ups, so Blanka's best option is to delay OD Vertical Roll as long as possible to allow the opponent to fully swap sides, or to anti-air early before the opponent has a chance to cross over. | | The anti-air invincibility frames on the meterless versions do not occur until the active frames, so it must be used a bit pre-emptively. The OD version is Blanka's main reversal option, but is liable to whiff against close jumps. All versions cannot hit anti-air against cross-ups, so Blanka's best option is to delay OD Vertical Roll as long as possible to allow the opponent to fully swap sides, or to anti-air early before the opponent has a chance to cross over. |
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| * Applies 40% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into | | * Applies 40% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| <br> | | <br> |
| The SA2 install version of Vertical Roll is a great juggle starter when canceled into a Rolling Cannon follow-up; while there is additional damage scaling applied, it massively increases Blanka's damage potential overall. The lack of charge requirement when canceled into also makes the attack more versatile, making Blanka free to move around and combo in situations that would normally be impossible. | | The {{clr|10|SA2}} install version of Vertical Roll is a great juggle starter when canceled into a Rolling Cannon follow-up; while there is additional damage scaling applied, it massively increases Blanka's damage potential overall. The lack of charge requirement when canceled into also makes the attack more versatile, making Blanka free to move around and combo in situations that would normally be impossible. |
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| Other properties like attack angle, no cross-up hitbox, and invincibility frames are identical to the regular version. Blanka loses 100f (6.7%) of the install timer when activating Vertical Roll, and it can be used to activate a Blanka-chan doll with either the meterless or OD electricity. | | Other properties like attack angle, no cross-up hitbox, and invincibility frames are identical to the regular version. Blanka loses 100f (6.7%) of the install timer when activating Vertical Roll, and it can be used to activate a Blanka-chan doll with either the meterless or OD electricity. |
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| On block, Vertical Roll is a safer and bounces farther away compared to the regular version; it also has only 1 frame of landing recovery, making a grounded punish much more difficult. While the opponent could simply Drive Rush into a juggle starter, the ability to cancel into Rolling Cannon makes this a risky proposition. It's important to note that against crouch blocking opponents, Vertical Roll into Rolling Cannon cannot create a true blockstring; this means that an anti-air invincible special can punish Blanka for attempting to use the 3P follow-up as a divekick. This creates a sort of rock-paper-scissors mind game for both players that is generally weighted in Blanka's favor. | | On block, Vertical Roll is a safer and bounces farther away compared to the regular version; it also has only 1 frame of landing recovery, making a grounded punish much more difficult. While the opponent could simply {{clr|4|Drive Rush}} into a juggle starter, the ability to cancel into Rolling Cannon makes this a risky proposition. It's important to note that against crouch blocking opponents, Vertical Roll into Rolling Cannon cannot create a true blockstring; this means that an anti-air invincible special can punish Blanka for attempting to use the 3P follow-up as a divekick. This creates a sort of rock-paper-scissors mind game for both players that is generally weighted in Blanka's favor. |
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| After OD Vertical Roll on block, Blanka cannot follow up with Rolling Cannon to keep himself safe. It does have more juggle potential than the meterless versions, making it a bit more useful in certain juggle routes. | | After OD Vertical Roll on block, Blanka cannot follow up with Rolling Cannon to keep himself safe. It does have more juggle potential than the meterless versions, making it a bit more useful in certain juggle routes. |
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| * Medium trajectory (can steer forward/backward) | | * Medium trajectory (can steer forward/backward) |
| * '''Cancel Hitconfirm Window:''' 16f (Super, 1st hit only) | | * '''Cancel Hitconfirm Window:''' 16f (Super, 1st hit only) |
| * '''SA2 cancel advantage:''' KD +68 hit / {{sf6-adv|VP|+6}} block | | * '''{{clr|10|SA2}} cancel advantage:''' KD +68 hit / {{sf6-adv|VP|+6}} block |
| <br> | | <br> |
| Backstep Roll (or "Rainbow Ball") causes Blanka to take a step back and jump, coming down with an arc trajectory that can be controlled to some extent. Steering forward can significantly increase the total distance, while holding back only mildly slows the forward movement; it requires some precision to not entirely whiff over a midscreen opponent. Backstep Roll leads to great frame advantage on hit or block, and can be spaced for an ambiguous cross-up. The exact frame advantage depends on the opponent's height and whether they were standing or crouching, which must be taken into account when deciding on a combo or frame trap route after landing. | | Backstep Roll (or "Rainbow Ball") causes Blanka to take a step back and jump, coming down with an arc trajectory that can be controlled to some extent. Steering forward can significantly increase the total distance, while holding back only mildly slows the forward movement; it requires some precision to not entirely whiff over a midscreen opponent. Backstep Roll leads to great frame advantage on hit or block, and can be spaced for an ambiguous cross-up. The exact frame advantage depends on the opponent's height and whether they were standing or crouching, which must be taken into account when deciding on a combo or frame trap route after landing. |
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| * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into | | * Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into |
| <br> | | <br> |
| The SA2 install version of Backstep Roll does slightly more damage, though this is somewhat mitigated by the additional damage scaling. It can also cancel into Rolling Cannon like all other ball-type special moves. Since it already leads to strong combos on hit and pressure on block, this doesn't change very much overall, although it's possible to set up some Rolling Cannon cross-ups midscreen. Activating this move drains 100f (6.7%) from the install timer, and importantly it gains electricity to activate Blanka-chan; this makes it harder for the opponent to defend against in neutral, especially on the OD version. Corner juggles with OD Backstep Roll and Blanka-chan dolls can deal massive damage, especially if Blanka has an extra bar for SA1 juggles. | | The {{clr|10|SA2}} install version of Backstep Roll does slightly more damage, though this is somewhat mitigated by the additional damage scaling. It can also cancel into Rolling Cannon like all other ball-type special moves. Since it already leads to strong combos on hit and pressure on block, this doesn't change very much overall, although it's possible to set up some Rolling Cannon cross-ups midscreen. Activating this move drains 100f (6.7%) from the install timer, and importantly it gains electricity to activate Blanka-chan; this makes it harder for the opponent to defend against in neutral, especially on the OD version. Corner juggles with OD Backstep Roll and Blanka-chan dolls can deal massive damage, especially if Blanka has an extra bar for {{clr|10|SA1}} juggles. |
| }} | | }} |
| </tabber> | | </tabber> |
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| * Doll can be activated with any electricity source (different effects depending on meterless/OD/Super type) | | * Doll can be activated with any electricity source (different effects depending on meterless/OD/Super type) |
| {{AttackDataCargo-SF6/Query|blanka_22p_214p}} | | {{AttackDataCargo-SF6/Query|blanka_22p_214p}} |
| * Activated with meterless electricity source (214LP or SA2 Ball-type special) | | * Activated with meterless electricity source (214LP or {{clr|10|SA2}} Ball-type special) |
| * Doll disappears if Blanka is hit during the first 34f after electricity activation | | * Doll disappears if Blanka is hit during the first 34f after electricity activation |
| * Puts opponent into {{sf6-jug|free juggle}} state or maintains existing juggle state | | * Puts opponent into {{sf6-jug|free juggle}} state or maintains existing juggle state |
| * 1-hit projectile; walks slowly forward ('''Projectile Speed:''' 0.04) | | * 1-hit projectile; walks slowly forward ('''Projectile Speed:''' 0.04) |
| {{AttackDataCargo-SF6/Query|blanka_22p_214pp}} | | {{AttackDataCargo-SF6/Query|blanka_22p_214pp}} |
| * Activated with OD electricity source (214PP or SA2 OD Ball-type special) | | * Activated with OD electricity source (214PP or {{clr|10|SA2}} OD Ball-type special) |
| * Doll disappears if Blanka is hit during the first 23f after electricity activation | | * Doll disappears if Blanka is hit during the first 23f after electricity activation |
| * Puts opponent into {{sf6-jug|free juggle}} state or maintains existing juggle state | | * Puts opponent into {{sf6-jug|free juggle}} state or maintains existing juggle state |
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| ** Doll can change direction if opponent switches sides while it bounces | | ** Doll can change direction if opponent switches sides while it bounces |
| {{AttackDataCargo-SF6/Query|blanka_22p_236236p}} | | {{AttackDataCargo-SF6/Query|blanka_22p_236236p}} |
| * Activated with SA1 electricity | | * Activated with {{clr|10|SA1}} electricity |
| * Doll disappears if Blanka is hit during the first 24f after electricity activation | | * Doll disappears if Blanka is hit during the first 24f after electricity activation |
| * Puts opponent into {{sf6-jug|free juggle}} state or maintains existing juggle state | | * Puts opponent into {{sf6-jug|free juggle}} state or maintains existing juggle state |
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| Activating the doll with OD electricity generally leads to the strongest juggles and mixups, especially in the corner. The OD doll hits do not increase the opponent's juggle count even when juggling multiple times, and it has minimal impact on damage scaling (only causing 1 hit of scaling regardless of how many times it connects). It's even possible to juggle into OD Blanka-chan after a throw under some very specific circumstances. | | Activating the doll with OD electricity generally leads to the strongest juggles and mixups, especially in the corner. The OD doll hits do not increase the opponent's juggle count even when juggling multiple times, and it has minimal impact on damage scaling (only causing 1 hit of scaling regardless of how many times it connects). It's even possible to juggle into OD Blanka-chan after a throw under some very specific circumstances. |
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| If you happen to have a doll nearby, SA1 becomes a safe reversal option (+8 on block at worst). You generally want to use dolls when you have momentum near the opponent's corner, so this isn't the most practical scenario, but it's worth remembering if you throw a doll and then get back thrown into the corner. | | If you happen to have a doll nearby, {{clr|10|SA1}} becomes a safe reversal option (+8 on block at worst). You generally want to use dolls when you have momentum near the opponent's corner, so this isn't the most practical scenario, but it's worth remembering if you throw a doll and then get back thrown into the corner. |
| }} | | }} |
| <br> | | <br> |
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| * During SA2: deals 200 more damage and reaches full screen | | * During SA2: deals 200 more damage and reaches full screen |
| <br> | | <br> |
| Blanka sends out a projectile hitbox in both directions that hits low to the ground. Works well as a reversal, but can only anti-air if the opponent uses an air attack that incurs landing recovery. SA1 can also activate a Blanka-chan doll, which has a unique 5-hit version that makes the super safe (minimum of {{sf6-adv|VP|+8}} on block). | | Blanka sends out a projectile hitbox in both directions that hits low to the ground. Works well as a reversal, but can only anti-air if the opponent uses an air attack that incurs landing recovery. {{clr|10|SA1}} can also activate a Blanka-chan doll, which has a unique 5-hit version that makes the super safe (minimum of {{sf6-adv|VP|+8}} on block). |
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| The full screen range during SA2 install makes it a great option for punishing things that are normally safe based on distance. A useful tactic against low-HP projectile characters is to stand at long range and activate SA2 on reaction to a projectile, then immediately SA1 for the punish. It's an expensive option to bait projectiles, so ideally this should be used to secure a game win. | | The full screen range during {{clr|10|SA2}} install makes it a great option for punishing things that are normally safe based on distance. A useful tactic against low-HP projectile characters is to stand at long range and activate {{clr|10|SA2}} on reaction to a projectile, then immediately {{clr|10|SA1}} for the punish. It's an expensive option to bait projectiles, so ideally this should be used to secure a game win. |
| }} | | }} |
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| * Install lasts 1500f (25 seconds); gives access to [[#Rolling_Cannon_(Direction+P)|Rolling Cannon]] after any "Ball-type" special move | | * Install lasts 1500f (25 seconds); gives access to [[#Rolling_Cannon_(Direction+P)|Rolling Cannon]] after any "Ball-type" special move |
| * Install timer is depleted by 100f (6.7%) when using Ball-type special, or 200f (13.3%) when using Rolling Cannon | | * Install timer is depleted by 100f (6.7%) when using Ball-type special, or 200f (13.3%) when using Rolling Cannon |
| * Improves the damage and properties of Ball-type specials and SA1, including: | | * Improves the damage and properties of Ball-type specials and {{clr|10|SA1}}, including: |
| ** Can cancel into [4]6P, j.[4]6P, and [2]8K without charge | | ** Can cancel into [4]6P, j.[4]6P, and [2]8K without charge |
| ** Electrical property is applied, allowing for Blanka-chan doll activation | | ** Electrical property is applied, allowing for Blanka-chan doll activation |
| ** SA1 reaches full screen in both directions | | ** {{clr|10|SA1}} reaches full screen in both directions |
| <br> | | <br> |
| One of the best install supers in the game, and one of the few Level 2 Supers that sees more competitive use than a Level 3 Super. Nearly every aspect of Blanka's game changes immensely while the install is active. Combo routes all deal more damage and corner carry, anti-airs become much more deadly, and ambiguous cross-up blockstrings are abundant. Even punishing unsafe specials on block becomes a chore for the opponent, as Blanka remains airborne during the recovery of many of his specials. Learning to fully utilize this Super will elevate your Blanka from annoying to horrifying. | | One of the best install supers in the game, and one of the few Level 2 Supers that sees more competitive use than a Level 3 Super. Nearly every aspect of Blanka's game changes immensely while the install is active. Combo routes all deal more damage and corner carry, anti-airs become much more deadly, and ambiguous cross-up blockstrings are abundant. Even punishing unsafe specials on block becomes a chore for the opponent, as Blanka remains airborne during the recovery of many of his specials. Learning to fully utilize this Super will elevate your Blanka from annoying to horrifying. |
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| | info = | | | info = |
| {{AttackDataCargo-SF6/Query|blanka_xp}} | | {{AttackDataCargo-SF6/Query|blanka_xp}} |
| * Available during SA2 only; drains 200f (13.3%) of total install timer | | * Available during {{clr|10|SA2}} only; drains 200f (13.3%) of total install timer |
| * Can be input in any direction after [4]6P, j.[4]6P, [2]8K, or 63214K | | * Can be input in any direction after [4]6P, j.[4]6P, [2]8K, or 63214K |
| ** Cannot use after [4]6PP on hit, or [2]8KK on block | | ** Cannot use after [4]6PP on hit, or [2]8KK on block |
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| The window to input each successive Rolling Cannon is extremely long, allowing for delays to create gaps in the blockstring. This is important for setting up ambiguous cross-ups, as a true blockstring will not require the opponent to change their block direction. If the opponent tries to hold Parry to avoid all mixups, landing with a 2P version can allow Blanka to walk up for a throw punish instead. | | The window to input each successive Rolling Cannon is extremely long, allowing for delays to create gaps in the blockstring. This is important for setting up ambiguous cross-ups, as a true blockstring will not require the opponent to change their block direction. If the opponent tries to hold Parry to avoid all mixups, landing with a 2P version can allow Blanka to walk up for a throw punish instead. |
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| After Aerial Rolling Attack connects at the lowest possible height, inputting the 2P version gives Blanka great frame advantage without spending any of his install timer; this may be an unintended bug, as he usually has to spend time to take advantage of any SA2 benefits. | | After Aerial Rolling Attack connects at the lowest possible height, inputting the 2P version gives Blanka great frame advantage without spending any of his install timer; this may be an unintended bug, as he usually has to spend time to take advantage of any {{clr|10|SA2}} benefits. |
| }} | | }} |
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| * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves |
| <br> | | <br> |
| An easy-to-use Super that reaches about 60% of the screen length. Works well in many combo and juggle route, but the high utility of SA2 makes it hard to justify saving 3 bars of meter. This is compounded by the fact that regenerates less Drive gauge during the cinematic than most characters; this is because he is technically considered airborne during most of the cinematic, which slows the rate of Drive regeneration. | | An easy-to-use Super that reaches about 60% of the screen length. Works well in many combo and juggle route, but the high utility of {{clr|10|SA2}} makes it hard to justify saving 3 bars of meter. This is compounded by the fact that regenerates less Drive gauge during the cinematic than most characters; this is because he is technically considered airborne during most of the cinematic, which slows the rate of Drive regeneration. |
| }} | | }} |
| <br> | | <br> |