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| {{AttackDataCargo-SF6/Query|blanka_236236p}} | | {{AttackDataCargo-SF6/Query|blanka_236236p}} |
| * '''Strike/Throw Invuln''': 1-9f; Armor Break | | * '''Full Invuln:''' 1f; '''Strike/Throw Invuln:''' 2-9f; Armor Break |
| * Depletes 1/2 Drive bar from opponent on hit | | * Depletes 1/2 Drive bar from opponent on hit |
| * 30% minimum damage scaling | | * 30% minimum damage scaling |
| | * Significantly higher KD Advantage when juggled into |
| | * During SA2: deals 200 more damage and reaches full screen |
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| Full screen and slight damage boost if Blanka is empowered by [[#Level_2_Super_(214214P)|Lightning Beast]]
| | 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). |
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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. |
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| {{AttackDataCargo-SF6/Query|blanka_214214p}} | | {{AttackDataCargo-SF6/Query|blanka_214214p}} |
| * When active, Blanka can cancel into [4]6P, j.[4]6P, and [2]8K without charge | | * 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 |
| | * Improves the damage and properties of Ball-type specials and SA1, including: |
| | ** Can cancel into [4]6P, j.[4]6P, and [2]8K without charge |
| | ** Electrical property is applied, allowing for Blanka-chan doll activation |
| | ** SA1 reaches full screen in both directions |
| <br> | | <br> |
| After performing gives Blanka access to [[#Rolling_Cannon_(Direction+P)|Rolling Cannon]]. Empowers all of Blanka's lightning based moves with more damage and gives some additional properties to boot:
| | 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. |
| * Shout of Earth becomes a full-screen super and hits behind Blanka as well.
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| * All Rolling Attacks are electric and will activate a Blanka Doll.
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| * All Rolling Attacks can be canceled into Rolling Cannon up to 3 times while airborne.
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| One of the best supers in the game and a character defining install. All of Blanka's BNBs see a potential increase in damage/corner carry, and he gets access to many new possible routes such as extensive anti-air combos, cross-up blockstring sequences, and more. Learning to utilize this will elevate your Blanka from annoying to horrifying. | |
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| {{AttackDataCargo-SF6/Query|blanka_xp}} | | {{AttackDataCargo-SF6/Query|blanka_xp}} |
| * Depletes a small amount of Drive bar from opponent on hit | | * Available during 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 |
| | ** Cannot use after [4]6PP on hit, or [2]8KK on block |
| | * Has electricity to activate Blanka-chan (1-hit meterless version) |
| | * Can chain into itself on hit/block (up to 3 per sequence; this limit resets after landing mid-combo) |
| | * Puts opponent into [[Street_Fighter_6/Glossary#Juggles|limited juggle state]] on hit |
| | * Total recovery varies; 7f landing recovery on 8P/7P/4P/1P, 9f landing recovery on 2P/3P/6P/9P |
| | * Depletes 0.2 Drive bars from the opponent per hit |
| | * '''Cancel Hitconfirm Window:''' 41f (self-chain; cancel window ends if Blanka lands) |
| <br> | | <br> |
| Lets you extend combos and create tricky pressure for as long as Install is active.
| | Rolling Cannon lets you extend combos and create tricky pressure sequences for as long as the install is active. It can also make it difficult or impossible to punish some moves that are usually unsafe (though it cannot save you after a blocked OD Vertical Roll). The exact frame advantage of any hit varies tremendously based on the angle and height, but in general Blanka can get massive block advantage on any downward-angled ball. It's important to note that Rolling Cannon cannot chain into itself on whiff, so choosing the wrong timing or angle can lead to big punishment. |
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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. |
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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. |
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| {{AttackDataCargo-SF6/Query|blanka_236236k}} | | {{AttackDataCargo-SF6/Query|blanka_236236k}} |
| * '''Full Invuln''': 1-12f; Armor Break | | * '''Full Invuln''': 1-12f; '''Airborne''' 2-12f; Armor Break |
| * Depletes 1.5 Drive bars from opponent on hit | | * Depletes 1.5 Drive bars from opponent on hit |
| ** Cinematic time regenerates ~1.6 Drive bars for Blanka | | ** Cinematic time regenerates ~1.6 Drive bars for Blanka |
| * 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 |
| {{AttackDataCargo-SF6/Query|blanka_236236k(ca)}} | | {{AttackDataCargo-SF6/Query|blanka_236236k(ca)}} |
| * '''Full Invuln''': 1-12f; Armor Break | | * '''Full Invuln''': 1-12f; '''Airborne''' 2-12f; Armor Break |
| * Depletes 2 Drive bars from opponent on hit | | * Depletes 2 Drive bars from opponent on hit |
| ** Cinematic time regenerates ~1.3 Drive bars for Blanka | | ** Cinematic time regenerates ~1.3 Drive bars for Blanka |
| * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves; available at 25% HP or below | | * 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves; available at 25% HP or below |
| <br> | | <br> |
| A very easy to use super as many of Blanka's standard routes into SA1 or OD Electric will link into this without issue. Great for your highest damage combos, but ideally you'll end up utilizing SA2 enough to rarely see use this Super in the long-term.
| | 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. |
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| Blanka regenerates less Drive gauge during the SA3/CA cinematic than most characters; this is because he is technically considered airborne during most of the cinematic, which slows the rate of Drive regeneration.
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| <br> | | <br> |