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Line 3: |
Line 3: |
| Stranded in the Brazilian rain forests when his plane went down, Jimmy was forced to survive alone in the jungles and that's how he became the beast known as Blanka. After finally deciding to see the world, he entered in the Street Fighting tournament and was thus reunited with his mother. He also managed to meet and befriend Dan Hibiki and, despite Blanka being the one who saved Dan's life, now Dan treats Blanka as his #1 pupil. Blanka doesn't mind as he feels happy to finally have a close friend in Dan. | | Stranded in the Brazilian rain forests when his plane went down, Jimmy was forced to survive alone in the jungles and that's how he became the beast known as Blanka. After finally deciding to see the world, he entered in the Street Fighting tournament and was thus reunited with his mother. He also managed to meet and befriend Dan Hibiki and, despite Blanka being the one who saved Dan's life, now Dan treats Blanka as his #1 pupil. Blanka doesn't mind as he feels happy to finally have a close friend in Dan. |
| | | | | |
| Blanka's gameplay definitely matches his exterior: it is oftentimes wild and unpredictable. Many Blanka players go for mix-ups and shenanigans using his myriad of ways to continually switch sides on the opponent, while other Blankas will play extremely defensive and try to time you out as often as possible. Definitely a character where your personality can come through, using Blanka means keeping your opponent on their toes all the time.}} | | Blanka is a tricky character who, despite being a charge character, has deadly mixup potential. His playstyle is wild and unpredictable, from sneaky cross-up Rolling Attacks to constantly switching sides on the enemy with the Beast Hop. Even his Ultras are unpredictable, with the first having to be blocked high and then low, to the other being able to hit either airborne or grounded foes. Blanka, however, has a very luck-based wakeup game which, should he guess incorrectly, can he furiously punished for. In addition, he is very charge reliant and the second he loses his charge the only thing he can hope to save him is his Electricity. If you prefer to annoy your opponents with mindgames, mixups, and unpredictability, Blanka might be for you.}} |
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Blanka
Stranded in the Brazilian rain forests when his plane went down, Jimmy was forced to survive alone in the jungles and that's how he became the beast known as Blanka. After finally deciding to see the world, he entered in the Street Fighting tournament and was thus reunited with his mother. He also managed to meet and befriend Dan Hibiki and, despite Blanka being the one who saved Dan's life, now Dan treats Blanka as his #1 pupil. Blanka doesn't mind as he feels happy to finally have a close friend in Dan.
In a nutshell
Blanka is a tricky character who, despite being a charge character, has deadly mixup potential. His playstyle is wild and unpredictable, from sneaky cross-up Rolling Attacks to constantly switching sides on the enemy with the Beast Hop. Even his Ultras are unpredictable, with the first having to be blocked high and then low, to the other being able to hit either airborne or grounded foes. Blanka, however, has a very luck-based wakeup game which, should he guess incorrectly, can he furiously punished for. In addition, he is very charge reliant and the second he loses his charge the only thing he can hope to save him is his Electricity. If you prefer to annoy your opponents with mindgames, mixups, and unpredictability, Blanka might be for you.
Moves
Unique Attacks
Rock Crusher
(near opponent) f or b + mp
Rock Crusher Overhead
(near opponent) f or b + mp (hold down button)
high
Amazon River Run
df + hp
low
Coward Crouch
d + 3p
Continue holding d to crouch longer
Throws
Wild Fang
f or n + lp + lk
throw
Jungle Wheel
b + lp + lk
throw
Special Moves
Rolling Attack
b (charge) f + p
ex armorbreak
Backstep Ball
b (charge) f + k
ex version can be controlled with b or f ; ex
Vertical Roll
d (charge) u + k
ex
Electric Thunder
press p repeatedly
Requires 5 punch button presses; ex
Surprise Forward
f + 3k
Can pass through opponent; Cannot be used as a Reversal
Surprise Back
b + 3k
Cannot be used as a Reversal
Super Combo
Ground Shave Roll
b (charge) f b f + p
Hold p to change timing of dash
Ultra Combos
Lightning Cannonball
b (charge) f b f + 3p
Hold 3p to change timing of dash
Shout of Earth (anti-air)
db (charge) df db u + 3p
If first hit misses, hold 3p to delay final hit
Should of Earth (anti-ground)
db (charge) df db u + 3k
AE Changes
- Rock Crusher has less recovery.
- Beast Slide has less active frames, as a result the whole animation time is shorter. Also, his hittable box during the recovery of this move has been increased.
- His Forward Hop has more grounded frames of animation during start up, making him easier to grab out of it.
- The hittable box of his Beast Roll has been widened in size while rolling around, and the distance traveled after having it blocked has been altered.
Medium Punch and Hard Punch distances were reduced.
- EX Backstep Ball forward distance has been reduced a little, so it's harder to escape from the corner.
- EX Electricity has much faster start up now.
The Basics
Combos
Strategy
Matchups
Frame Data
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Close
|
HL
|
30
|
50
|
20
|
sp/su
|
4
|
2
|
10
|
-1
|
+2
|
|
|
Close
|
HL
|
80
|
100
|
40
|
su
|
6
|
2
|
10
|
+2
|
+5
|
|
|
Close
|
HL
|
110[90]
|
200[150]
|
60
|
su
|
7
|
4
|
22
|
-7
|
-1
|
Forces stand
|
|
Close
|
HL
|
40
|
50
|
20
|
sp/su
|
4
|
3
|
10
|
-2
|
+1
|
|
|
Close
|
HL
|
40*40
|
50*50
|
40*20
|
su
|
5
|
2(3)2
|
12
|
0
|
+3
|
|
|
Close
|
HL
|
100[80]
|
200[150]
|
60
|
su
|
7
|
6
|
19
|
-6
|
-1
|
|
|
Far
|
HL
|
30
|
50
|
20
|
sp/su
|
3
|
2
|
9
|
0
|
+3
|
|
|
Far
|
HL
|
80
|
100
|
40
|
su
|
7
|
4
|
9
|
+1
|
+4
|
|
|
Far
|
HL
|
120
|
200
|
60
|
-
|
7
|
6
|
20
|
-6
|
-1
|
|
|
Far
|
HL
|
30
|
50
|
20
|
su
|
5
|
2
|
12
|
-3
|
0
|
|
|
Far
|
HL
|
90
|
100
|
40
|
su
|
5
|
2
|
19
|
-7
|
-4
|
|
|
Far
|
HL
|
100[80]
|
200[150]
|
60
|
-
|
3
|
6
|
23
|
-10
|
-5
|
|
|
crouch
|
HL
|
30
|
50
|
20
|
sp/su
|
4
|
2
|
9
|
0
|
+3
|
|
|
crouch
|
HL
|
90
|
100
|
40
|
su
|
7
|
4
|
15
|
-5
|
-2
|
|
|
crouch
|
HL
|
100
|
200
|
60
|
su
|
8
|
4
|
25
|
-10
|
-4
|
|
|
crouch
|
L
|
30
|
50
|
20
|
sp/su
|
4
|
3
|
7
|
+1
|
+4
|
|
|
crouch
|
L
|
70
|
100
|
40
|
sp/su
|
5
|
2
|
11
|
+1
|
+4
|
|
|
crouch
|
L
|
90
|
150
|
60
|
-
|
6
|
5
|
21
|
-7
|
-
|
cannot fast recover, opponent gets up 48F after recovery if hit on first active frame
|
|
Jump up
|
H
|
40
|
50
|
20
|
-
|
5
|
7
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
70
|
100
|
40
|
-
|
6
|
3
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
120
|
200
|
60
|
-
|
4
|
3
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
40
|
50
|
20
|
-
|
4
|
3
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
60
|
100
|
40
|
-
|
5
|
5
|
-
|
-
|
-
|
|
|
Jump up
|
H
|
120
|
200
|
60
|
-
|
7
|
7
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
40
|
50
|
20
|
-
|
5
|
7
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
70
|
100
|
40
|
-
|
6
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
90
|
200
|
60
|
-
|
5
|
4
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
40
|
50
|
20
|
-
|
5
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
60
|
100
|
40
|
-
|
5
|
5
|
-
|
-
|
-
|
|
|
Jump forward
|
H
|
110
|
200
|
60
|
-
|
7
|
6
|
-
|
-
|
-
|
|
|
or +(close)
|
HL
|
50*40
|
50*50
|
40*20
|
sp/su
|
7
|
2(1)5
|
11
|
-2
|
+3
|
|
|
Overhead
|
H
|
50*40
|
50*50
|
40*20
|
-
|
25
|
2(1)4
|
11
|
-1
|
+4
|
+2 on hit vs. crouching characters
|
|
+
|
L
|
100
|
200
|
60
|
-
|
10
|
16
|
16
|
-11
|
-
|
cannot fast recover
|
|
+
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
22
|
-
|
-
|
|
|
+
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
29
|
-
|
-
|
|
|
+
|
-
|
-
|
-
|
-
|
sp/su
|
-
|
-
|
-
|
53
|
-
|
|
|
+ (???)
|
-
|
-
|
-
|
-
|
sp/su
|
-
|
-
|
90
|
-
|
-
|
|
|
Focus Attack LVL 1
|
HL
|
60
|
100
|
20
|
-
|
20
|
2
|
38
|
-24
|
-24
|
|
|
Focus attack LVL 2
|
HL
|
90
|
150
|
40
|
-
|
17+11
|
2
|
38
|
-18
|
-
|
|
|
Focus attack LVL 3
|
-
|
150
|
200
|
60
|
-
|
63
|
2
|
39
|
-
|
-
|
|
|
Forward Throw
|
0.93
|
130
|
140
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Cannot fast recover. Opponent gets up 81f after throw recovers
|
|
Back throw
|
0.93
|
120
|
120
|
40
|
-
|
3
|
2
|
20
|
-
|
-
|
Cannot fast recover. Opponent gets up 54f after throw recovers
|
|
Rolling Attack
|
HL
|
100
|
100
|
30/30
|
su
|
6
|
18
|
4+2
|
-24
|
-15
|
Armor break, charge 55f
|
|
Rolling Attack
|
HL
|
110
|
150
|
30/30
|
su
|
6
|
33
|
4+2
|
-24
|
-15
|
Armor break, charge 55f
|
|
Rolling Attack
|
HL
|
120
|
200
|
30/30
|
su
|
6
|
33
|
4+3
|
-24
|
-15
|
Armor break, charge 55f
|
|
Rolling Attack
|
HL
|
110
|
150
|
-250/0
|
su
|
6
|
33
|
4+3
|
-24
|
-15
|
Projectile invincible until end of active frames, Armor break, charge 55f
|
|
Backstep Rolling
|
HL
|
110
|
200
|
30/40
|
-
|
28
|
25
|
6
|
-
|
-
|
charge 55f
|
|
Backstep Rolling
|
HL
|
120
|
200
|
30/40
|
-
|
28
|
29
|
6
|
-
|
-
|
charge 55f
|
|
Backstep Rolling
|
HL
|
130
|
200
|
30/40
|
-
|
28
|
33
|
6
|
-
|
-
|
charge 55f
|
|
Backstep Rolling
|
HL
|
120
|
200
|
-250/0
|
-
|
28
|
33
|
6
|
-
|
-
|
1~22f invincible, 23~27f cannot be thrown, charge 55f
|
|
Anti Air Rolling
|
HL
|
100
|
200
|
30/30
|
-
|
4
|
18
|
40+5
|
-21
|
-17
|
charge 55f
|
|
Anti Air Rolling
|
HL
|
110
|
200
|
30/30
|
-
|
4
|
15
|
42+10
|
-21
|
-17
|
charge 55f
|
|
Anti Air Rolling
|
HL
|
120
|
200
|
30/30
|
-
|
4
|
12
|
46+4
|
-21
|
-17
|
charge 55f
|
|
Anti Air Rolling
|
HL
|
120
|
200
|
-250/0
|
-
|
4
|
18
|
47+10
|
-21
|
-17
|
1~5f invincible, charge 55f
|
|
Electricity
|
HL
|
120
|
200
|
20/20
|
su
|
5
|
{4(4)}x3*4
|
9
|
+5
|
-
|
|
|
Electricity
|
HL
|
130
|
200
|
20/20
|
su
|
7
|
{2(2)}x7*2
|
9
|
+8
|
-
|
|
|
Electricity
|
HL
|
140
|
200
|
20/20
|
su
|
10
|
{1(1)}x16*2
|
9
|
+10
|
-
|
|
|
Electricity
|
HL
|
150
|
200
|
-250/0
|
su
|
5
|
{1(1)}x16*2
|
11
|
+8
|
-
|
|
|
Super Combo
|
HL
|
100x5
|
0
|
-1000/0
|
-
|
1+4
|
16*1x14
|
12
|
-32
|
-
|
1~5f invincible, Pursuit property, charge 55f
|
|
Ultra Combo 1
|
L*H*H*HLx4
|
0*120*125x3
|
0
|
0/0
|
-
|
0+4
|
2(20)26*1x20
|
17
|
-41
|
-
|
1~27f invincible, Pursuit property, charge 55f
|
|
Ultra Combo 2
|
L
|
120x2*90x3
|
0
|
0/0
|
-
|
0+12
|
2(7)2(33)90
|
31
|
-57
|
-
|
1~10f invincible
|
|
Ultra Combo 2
|
-
|
30*195[470]
|
0
|
0/0
|
-
|
0+7
|
55(10)6
|
80
|
-
|
-
|
|
|
|
Block
|
|
|
Super Meter
|
|
|
|
|
Frames
|
|
|
Move Name
|
HL
|
Damage
|
Stun
|
Gain
|
Cancel Ability
|
Startup
|
Active
|
Recovery
|
On Guard
|
On Hit
|
Notes
|
Notes: