Street Fighter Alpha 3/Blanka

From SuperCombo Wiki

Introduction

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 tournament, 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 (ab)normal life with his mother.

Pros Cons
  • Fierce roll is incredibly annoying for characters that can't punish it on block
  • s. fierce is a great pressure tool and preemptive anti-air
  • s. RH has good range and odd low crush properties
  • Slide is relatively safe at max range and will blow up projectiles
  • Amazing set of air normals, including up fierce being one of the fastest air to airs in the game
  • Fast, shallow jump that's difficult to anti-air. J. fierce is one of the best jump-ins in A3
  • Rolls/hops give him a lot of mobility
  • Up ball is incredibly fast, despite being air blockable
  • Fierce electricity does a massive amount of guard damage
  • Electricity sets up good oki/tech traps due to the way it bounces the opponent upwards
  • Electricity is a decent way to build meter
  • Can easily do huge damage/stun off crouch cancel juggles
  • Has a V-ISM infinite off air counter hits
  • This ain't CvS2 Blanka. c. FP can be ducked and is a lot slower with a worse hitbox
  • s. FP is inconsistent as a grounded anti-air
  • Rainbow roll is straight up useless, since it's incredibly unsafe on block/hit
  • No reliable cross-up (j. FP will work when spaced very specifically)
  • Rolls are unsafe on hit or block against many characters
  • Lacks good strings
  • Limited BnBs on the ground
  • Grabs build ZERO meter on whiff for some reason and recover slower than other characters
  • Lacks reliable custom combos outside of air counter hit
  • Super is only useful defensively


Blanka
SFA3 Blanka Art.png
Character Data


A3blankascj.png

Moves List

Normal Moves

Ground Normals

  • Close Standing Jab:
Damage 6 A3blankacloselp.PNG
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 4/3/18
Block Stun -7
Hit Stun/Counter Hit -6/-1
  • Far Standing Jab:
Damage 6 A3blankafarlp.PNG
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 4/4/14
Block Stun -4
Hit Stun/Counter Hit -3/+2
  • Close/Far Standing Strong:
Damage 12 A3blankastmp.PNG
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/1
Frame Count 7/3/16
Block Stun -5
Hit Stun/Counter Hit -4/+0
  • Close/Far Standing Fierce:
Damage 17/16 A3blankasthp.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A4/XV6
Frame Count 6/5/28
Block Stun -10
Hit Stun/Counter Hit -9/Launch
  • Close Standing Short:
Damage 7 A3blankacloselk.PNG
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 6/2/24
Block Stun -12
Hit Stun/Counter Hit -11/-6
  • Far Standing Short:
Damage 12 A3blankafarlk.PNG
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/A3/XV4
Frame Count 6/2/14
Block Stun -2
Hit Stun/Counter Hit -1/+4
  • Close Standing Forward:
Damage 7+6 A3blankaclosemk.png
Stun 4x2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/1x2
Frame Count 6/2/2/29
Block Stun -12
Hit Stun/Counter Hit -11/-7
  • Far Standing Forward:
Damage 12 A3blankafarmk.PNG
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A3/XV4
Frame Count 7/2/17
Block Stun +0
Hit Stun/Counter Hit +1/+5
  • Close/Far Standing Roundhouse:
Damage 15 A3blankasthk.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A4/XV6
Frame Count 9/2/27
Block Stun -6
Hit Stun/Counter Hit -5/Launch
  • Crouching Jab:
Damage 6 A3blankacrlp.PNG
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 5/4/14
Block Stun -4
Hit Stun/Counter Hit -3/+2
  • Crouching Strong:
Damage 11 A3blankacrmp.PNG
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A3/XV4
Frame Count 7/1/27
Block Stun -9
Hit Stun/Counter Hit -8/-4
  • Crouching Fierce:
Damage 9/15 A3blankacrhp.png
Stun 2/8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A1,4/V1,6
Frame Count 7/3/32
Block Stun -12
Hit Stun/Counter Hit -11/Launch
  • Crouching Short:
Damage 5 A3blankacrlk.PNG
Stun 2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 5/3/12
Block Stun -1
Hit Stun/Counter Hit +0/+5
  • Crouching Forward:
Damage 12 A3blankacrmk.PNG
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/A3/XV4
Frame Count 6/3/18
Block Stun -2
Hit Stun/Counter Hit -1/+3
  • Crouching Roundhouse:
Damage 16 A3blankacrhk.PNG
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A4/XV6
Frame Count 9/3/27
Block Stun -7
Hit Stun/Counter Hit Knockdown/Launch

Air Normals

  • Neutral Jumping Jab:
Damage 6 A3blankanjlp.PNG
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 4/6/15
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Diagonal Jumping Jab:
Damage 6 A3blankadjlp.PNG
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 4/6/7
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Neutral Jumping Strong:
Damage 10 A3blankanjmp.PNG
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A3/XV4
Frame Count 5/4/12
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Diagonal Jumping Strong:
Damage 11 A3blankadjmp.PNG
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A3/XV4
Frame Count 7/6/10
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Neutral Jumping Fierce:
Damage 16 A3blankanjhp.PNG
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A4/XV6
Frame Count 2/4/28
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Diagonal Jumping Fierce:
Damage 16/15 A3blankadjhp.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A4/XV6
Frame Count 6/5/10
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Neutral/Diagonal Jumping Short:
Damage 6 A3blankanjlk.PNG
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 4/8/11
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Neutral Jumping Forward:
Damage 12 A3blankanjmk.PNG
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A3/XV4
Frame Count 7/4/14
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Diagonal Jumping Forward:
Damage 12 A3blankadjmk.PNG
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A3/XV4
Frame Count 7/4/12
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Neutral Jumping Roundhouse:
Damage 16 A3blankanjhk.PNG
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A4/XV6
Frame Count 8/4/17
Block Stun N/A
Hit Stun/Counter Hit N/A
  • Diagonal Jumping Roundhouse:
Damage 16 A3blankadjhk.PNG
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A4/XV6
Frame Count 8/4/17
Block Stun N/A
Hit Stun/Counter Hit N/A

Throws

Wild Fang

  • Back or Forward + Any 2 Punches

Jungle Slam

  • (In Air)Back or Forward + Any 2 Punches

Wild Shoot

  • (In Air)Back or Forward + Any 2 Kicks

Command Normals

  • Rock Crusher/Headbutt: f+MP or f+MP
Damage XA 12,V 7+6 A3blankaheadbutt.png
Stun XA4/V2x2
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit XA1/1,V1/1x2
Frame Count X/A 7/3/16
Frame Count V 5/2/2/4/25
Block Stun -10
Hit Stun/Counter Hit -9/-5

You have to be close to perform this in X/A, V can use it at any range, and only with back+MP.


  • Amazon River Run/Slide: df+HP
Damage 16 A3blankaslide.PNG
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/A4/XV6
Frame Count 9/8/32
Block Stun -17
Hit Stun/Counter Hit Knockdown/Launch

Special Moves

Electric Thunder

  • Press Punch rapidly

Rolling Attack

  • Charge Back, Forward + Punch

Backstep Rolling

  • Charge Back, Forward + Kick

Vertical Rolling

  • Charge Down, Up + Kick

Surprise Forward

  • All three Kicks, or Forward + All three Kicks

Surprise Back

  • Back + all three Kicks

Super Combos

Ground Shave Rolling(X/A Ism)

  • Charge Back, Forward, Back, Forward + Punch
    • Hold down punch after landing at the start to delay the roll.

Tropical Hazard(A Ism)

  • Charge Down-Back, Up-Forward, Down-Back, Up-Forward + Kick
    • Mash buttons to make more fruit fall of the trees.

The Basics

Which Ism?

A-Ism

The most popular version, but generally less versatile/safe than V-Blanka due to his super being situational at best.

V-Ism

Recommended due to the strength of his air game giving him more opportunities to land big CC juggles or even an infinite. Makes jumping in general a lot safer, which is important for his gameplan.

X-Ism

Makes his single hit damage really scary, but not recommended due to losing air block with a character who tends to be in the air a lot.

Combos

A-ISM combos

V-ISM combos

BnB Combos

  • 2MK > HP Rolling AttackĀ : Basic punish
  • J.HP > 2MK > HP Rolling AttackĀ : Jump-in combo

Advanced Strategy

Punishing blocked Rolling Attacks

Ryu

  • Level 3/X-ism Shinkuu-Hadouken - strict timing

Ken

  • Forward + Roundhouse

Charlie

  • timing strict Forward + Roundhouse

Chun Li

  • Senretsu Kyaku - X-ism/Level 3 for sure, even if Chun is hit;
  • timing-strict walk-up crouching Forward

Adon

  • Level 3 JVA

Birdie

  • Level 3 The Birdie
  • Level 3 Bull Revenger
  • Strong Bull Head if Blanka performed the RA from a close distance -- and near the corner.

Rose

  • Far Standing Roundhouse
  • X-ism/Level 3 Aura Soul Throw
  • Level 2 Aura Soul Spark

Guy

  • crouching Roundhouse - timing varies, but it's by no means guaranteed
  • Walk up far mk
  • Bushin Gourai Kyaku

Sagat

  • Reversal Level 3 Tiger Cannon

Sodom

  • Fierce Jigoku Scrape (VC available)

Dan

  • None

M.Bison/Dictator

  • Psycho Crusher
  • Knee Press Nightmare
  • timing & distance dependent, crouching Roundhouse

Akuma

  • none

Sakura

  • timing-strict Fierce Shou Ken (VC available)

Rolento

  • Jab Patriot Circle (VC available), even if hit
  • X-ism/Level 3 Take No Prisoner

Zangief

  • Kattobi VC

Gen

  • X-ism/Level 3 Zan'ei (even if hit)

Blanka

  • Fierce Rolling Attack (even if hit)

E.Honda

  • Fierce Super Zutsuki
  • X-ism/Level 3 Oni Musou

Dhalsim

  • Standing Fierce (even if hit)
  • Standing Roundhouse (even if hit)

Vega/Claw

  • Crouching Roundhouse

Balrog/Boxer

  • Jab dashing Straight
  • Crazy Buffalo (even if hit)

R.Mika

  • Walk forward, Crouching Roundhouse (very tight)

Karin

  • timing strict walk-up crouching Forward

Cody

  • none

Cammy

  • Roundhouse Spiral Arrow (VC available)
  • X-ism/Level 3 Spin Drive Smasher

Juni

  • Roundhouse Spiral Arrow (VC available)
  • Psycho Streak

Juli

  • Level 3 Spin Drive Smasher

Match-ups

Notable Players

Japan

Harahi (A-Blanka)

Kayaman (A/V-Blanka)

North America

Kyokuji (V-Blanka)

Sparatik (A-Blanka)

Europe

Discussion

Sakura, Guy, Sodom, Cammy and others who can easily punish rolls and jumps are problem match-ups

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Balrog
Birdie
Blanka
Cammy
Charlie
Chun-Li
Cody
Dan
Dhalsim
E. Honda
Gen
Guy
Juli
Juni
Karin
Ken
M. Bison
R. Mika
Rolento
Rose
Ryu
Sagat
Sakura
Sodom
Vega
Zangief
Home/Handheld Exclusive
Dee Jay
Eagle
Evil Ryu
Fei Long
Guile
Ingrid
Maki
T. Hawk
Yun