Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 11 | 3+8 land (32+10 land oB) (41+6 land oH) |
SA3 | 1000 | LH | KD +13 | -23 |
- Airborne 10-23f (Forced Knockdown state)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 19 | 3+8 land (32+10 land oB) (41+6 land oH) |
SA3 | 1200 | LH | KD +14 | -23 |
- Airborne 12-33f (Forced Knockdown state)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
22 | 20 | 2+23 land (28+6 land oB) (30+6 land oH) |
SA3 | 1300 | LH | KD +19 | -15 |
- Airborne 20-43f (Forced Knockdown state)
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 22 | 2+15 land (21+5 land oB) (12+15 land oH) |
SA2 SA3 | 800 | LH | KD +57 | -7 |
- Airborne 18-41f (Forced Knockdown state)
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
The infamous horizontal Blanka Ball is a character-defining move. The heavier the version, the faster and longer Blanka travels.
In neutral, it is a crucial tool to assert Blanka's screen presence against non-fireball characters, allowing Blanka to play mindgames and quickly close the gap from any distance. The key is to mix up the distances at which you use Blanka Ball and use different versions to bait reactions, such as Drive Parry and Anti Air uppercuts. Medium Blanka Ball is also a fundamental combo ender to get a knockdown from further away (when you are too far to land Electric Thunder).
However, this move is not without its flaws, and understanding their implications is crucial. First, the Light and Medium versions are very unsafe on the block, so they can be potentially punished by characters with long-reaching moves or fast Drive Rush movements. Second, Blanka Ball can be interrupted by special moves that are invulnerable to air attacks, such as Ryu's Shoryuken - with good reactions needed. Finally, Blanka Balls lose completely to projectiles, often forcing Blanka to play much more patiently against characters with such tools.
The OD version of Blanka Ball travels full screen faster than the Heavy version, and launches the opponent into the air on hit, allowing for follow-ups such as j.MP into j.[4]6P. This version of the move is also the hardest to punish on block thanks to being the safest and pulling Blanka away very quickly.