Super Street Fighter 2 Turbo/Blanka

From SuperCombo Wiki


Story

Date of Birth: 2/12/1966
Height: 6'5"
Weight: 218 lbs
Measurements: B 77", W 47", H 67"
Blood Type: B
Likes: Arapaima, tropical fruits
Dislikes: Army ants, people who wear masks.

Once upon a time, there was a boy named Jimmy. Now Jimmy loved his mom, but unfortunately for the both of them they would be separated in a freak plane crash when Jimmy was young. Standed out in the Brazilian jungle, he was forced to eat plants to survive, and kill tigers to survive. His nails grew sharp and unkempt. His teeth grew long and gnarly. The chlorophyll in the plants he was eating turned his skin green, and his hair turned a bright orange. He also gained the ability to generate electricity from his body. The boy named Jimmy disappeared, and in his place rose the mighty Blanka.

Blanka would eventually find his way to a nearby fishing village, where he rejoined society and found a hobby in street fighting. His success led him to the World Warrior tournament, where he hopes to further advance his career.


Overview

Blanka is often considered one of the most underused characters in Super Street Fighter II Turbo. While some say he's among the worst characters in the game, Blanka does have his share of combos, crossovers, ticks, tricks, and tactics that can lead you to victory. He also has one of the best throws in the game, one of the fastest special moves in the game, and some of the best links, leading into dizzies.

Unfortunately, Blanka also comes with a lot of bad matchups. While you'll likely rack up wins against those unfamiliar with the matchup, as soon as they get used to your tricks they'll find ways around them. It doesn't help that some characters straight up counter most of the things Blanka can do effectively. This won't be much of a problem unless you're at a very high level of play, however.


Strengths Weaknesses
  • Great in the Air: Blanka has some pretty good air normals, including a great crossup.
  • Far Reaching: Many of Blanka's moves have long hitboxes, including his throw.
  • Instant Attacks: Rolling Attack and Vertical Roll have no startup.
  • Combos Aplenty: Blanka's moves have high combo potential.
  • Meter Man: Blanka can very quickly and safely build up Super meter.
  • Flat on the Ground: Blanka has the lowest crouch height in the game, allowing him to duck under some attacks.
  • Quick on the Fly: Blanka has a fast falling speed, which is useful for punishing fireballs or moves with long recovery.
  • Slow Walking Speed
  • Wide: His hurtbox while standing or crouching is quite wide, making him easy to catch and making it hard to neutral jump over fireballs.
  • Can't Get In: Playing Blanka means you'll have to work hard to get in, and even so you'll often lack the tools to damage once you do.
  • Not Very Useful Super: His Super Combo has an incredibly slow startup, making it terrible in most situations.
  • Can't Find a Good Match: Blanka's poorly defined kit leads to a lot of one-sided matchups.
  • Low Priority Attacks: Despite Blanka's wide reach, many of his attacks end up having poor recovery and/or bad priority.


New & Old Versions Comparison

To select Old Blanka, choose Blanka and then press → ← ← ← Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.

Here is the list of differences:

  • System Changes: O.Blanka cannot tech throws or use his Super Combo;
  • Old Blanka cannot use his 3HP slide or his Surprise hops;
  • O.Blanka has some differences in some of his normals:
    • Close Standing Jab cannot be special canceled;
    • Far Standing Jab cannot be special canceled;
    • Crouching Short cannot be special canceled;
    • Crouching Forward cannot be special canceled;
    • Diagonal Jumping Short has outstanding air to ground priority (can beat N.Shoto Shoryukens with the right timing) but does not has crossup properties (all in all a huge loss);
    • Diagonal Jumping Roundhouse hits slightly higher and can connect back to his thighs, but has less range and priority at his feet (which makes it worse overall);
  • O.Blanka's electric attacks have no recovery while for N.Blanka they have a recovery animation, the only significant nerf that N.Blanka received;
  • O.Blanka's Both Horizontal and Vertical Beast Rolls have a 50% of chance of being unblockable if it hits on the first frame;
  • O.Blanka's Vertical Beast Rolls have a different arc and recovery animation: it tends to go more vertically and then pull horizontally back, whereas N.Blanka's travels farther horizontally and then drops straight down. It may be more safe but it is worse as a projectile avoiding tool, though on rare occasions it's useful to bait some attacks;

O.Blanka is a waste of time; he loses so much for a different vertical roll, a better lightning attack, and a different dj.Short that may have its uses, but without having a cross-up a lot of match-ups which are already hard become almost impossible.

Color Options

Jab Strong Fierce Start Old
Blanka-lp.gif Blanka-mp.gif Blanka-hp.gif Blanka-start.gif Blanka-old1.gif
Blanka-lk.gif Blanka-mk.gif Blanka-hk.gif Blanka-hold.gif Blanka-old2.gif
Short Forward Roundhouse Hold Old Alternative

--Born2SPD

Blanka
Blanka's portrait in Super Turbo.
Character Data
Damage Scaling Factor 25/32
Forward Walk Speed 36
Backwards Walk Speed 30
Pre-Jump Frames 4/3
Forwards Jump Duration 38
Backwards Jump Duration 39
Landing Frames 8*
Jump Height Apex 104
Forwards Jump Distance 121
Backwards Jump Distance 121
Soft Knockdown Recovery 35
Hard Knockdown Recovery 72



Normal Moves

Disclaimer: To better understand the diagrams, read this.

Standing Normals

cllp
Close Jab
Close Light Punch
5LP / cl.Lp.png
Blanka stcljab3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[0] 0~5 40 Special, Super Mid 0~40
Startup Active Recovery Total Frame Adv. Meter
5 2 9 16 +2 2/1

Blanka slaps his opponent.

  • Ok for ticking, but close Strong better in almost every way.
  • Can special cancel this move, unlike Old Blanka.

Click to toggle detailed hitbox data.

Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png Blanka stcljab2&6.png Blanka stcljab3.png Blanka stcljab4.png Blanka stcljab5.png Blanka stcljab2&6.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 2 2 2 4 2 2 1
Simplified 5 2 9

frlp

Far Jab
Far Light Punch
5LP / cl.Lp.png
Blanka stfarjab3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[0] 0~5 40 Special, Super Mid 22+
Startup Active Recovery Total Frame Adv. Meter
5 3 11 29 -1 2/1

Another slap, now right handed.

  • Good priority and damage, but has a slow recovery.

Click to toggle detailed hitbox data.

Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png Blanka stfarjab2&6.png Blanka stfarjab3.png Blanka stfarjab4.png Blanka stfarjab5.png Blanka stfarjab2&6.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 2 2 3 4 3 3 1
Simplified 4 3 11


clmp

Close Strong
Close Medium Punch
5MP / cl.Mp.png
Blanka stclstrng2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[0] 5~11 60 Special, Super Mid 0~40
Startup Active Recovery Total Frame Adv. Meter
3 4 3 10 +11 4/3

A quick stab.

  • Great as a combo starter, a hit confirm, or a tick.
  • You can link several moves after this due to the great recovery, but you can't charge for specials since that will give you a command Headbutt.

Click to toggle detailed hitbox data.

Blanka stclstrng1&3.png Blanka stclstrng2.png Blanka stclstrng1&3.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 2 4 2 1
Simplified 3 4 3

frmp

Far Strong
Far Medium Punch
5MP / fr.Mp.png
Blanka stfarstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[0] 5~11 60 Special, Super Mid 41+
Startup Active Recovery Total Frame Adv. Meter
6 2 7 15 +9 4/3

A downwards swipe anti-air.

  • Important against characters with bad priority aerials, like Zangief and T. Hawk.
  • Be accurate when using this move, since it's only out for 2 frames.

Click to toggle detailed hitbox data.

Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png Blanka stfarstrng2.png Blanka stfarstrng3.png Blanka stfarstrng4.png Blanka stfarstrng5.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 3 2 2 3 3 1
Simplified 6 2 7


clhp

Standing Fierce
Heavy Punch
5HP / Hp.png
Blanka stclfrc3 stfarfrc3.png
Blanka stclfrc4 stfarfrc4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 10~16 80 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
7 7 (4 / 3) 18 32 -3 / +1 5/4

A two handed upwards claw swipe.

  • Can be used as an anti-air and anti cross-up from up close.
  • You can also use this as a meaty for massive frame advantage, or for setting up frame traps. Otherwise, this move is pretty unsafe.
  • Also does good damage and stun. Try using this after a close Strong.

Click to toggle detailed hitbox data.

Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png Blanka stclfrc2&6 stfarfrc2&6.png Blanka stclfrc3 stfarfrc3.png Blanka stclfrc4 stfarfrc4.png Blanka stclfrc5 stfarfrc5.png Blanka stclfrc2&6 stfarfrc2&6.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 3 3 4 3 10 7 1
Simplified 7 7 18

cllk

Close Short
Close Light Kick
5LK / cl.Lk.png
Blanka stclshrt6.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[0] 0~5 40 None Mid 0~43
Startup Active Recovery Total Frame Adv. Meter
14 4 13 31 -4 2/1

Blanka jumps in the air and knees his opponent.

  • This move is awful.

Click to toggle detailed hitbox data.

Startup/Active:

Blanka stclshrt1 stclfrwrd1.png Blanka stclshrt2 stclfrwrd2.png Blanka stclshrt3&9 stclfrwrd3&9.png Blanka stclshrt4&8 stclfrwrd4&8.png Blanka stclshrt5&7 stclfrwrd7.png Blanka stclshrt6.png
Frame Count 1 + 3 3 3 2 2 4
Simplified 14 4

Recovery:

Blanka stclshrt5&7 stclfrwrd7.png Blanka stclshrt4&8 stclfrwrd4&8.png Blanka stclshrt3&9 stclfrwrd3&9.png Blanka stclshrt10 stclfrwrd10 stclrh8 stfarrh8.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 3 3 3 3 1
Simplified 13

frlk

Far Short
Far Light Kick
5LK / fr.Lk.png
Blanka stfarshrt4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[0] 0~5 40 None Mid 44+
Startup Active Recovery Total Frame Adv. Meter
7 4 7 18 +2 2/1

A spear kick with good range and incredible priority.

  • Blanka's only realistic ground defense against Honda's Hundred Hand Slaps besides trading with electricity.

Click to toggle detailed hitbox data.

Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png Blanka stfarshrt2&6.png Blanka stfarshrt3&5.png Blanka stfarshrt4.png Blanka stfarshrt3&5.png Blanka stfarshrt2&6.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 2 2 2 4 3 3 1
Simplified 7 4 7


clmk

Close Forward
Close Medium Kick
5MK / cl.Mk.png
Blanka stclfrwrd5.png
First hit
Blanka stclfrwrd6.png
Second hit
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] x 2 5~11 x 2 60 x 2 None Mid 0~46
Startup Active Recovery Total Frame Adv. Meter
12 6 (2 + 4) 13 31 +1 / +1(0) 4/3 x 2

A double-hitting knee attack.

  • Much better than close Short, but still not as good as Headbutt.

Click to toggle detailed hitbox data.

Startup/Active:

Blanka stclshrt1 stclfrwrd1.png Blanka stclshrt2 stclfrwrd2.png Blanka stclshrt3&9 stclfrwrd3&9.png Blanka stclshrt4&8 stclfrwrd4&8.png Blanka stclfrwrd5.png Blanka stclfrwrd6.png
Frame Count 1 + 3 3 3 2 2 4
Simplified 12 2 4

Recovery:

Blanka stclshrt5&7 stclfrwrd7.png Blanka stclshrt4&8 stclfrwrd4&8.png Blanka stclshrt3&9 stclfrwrd3&9.png Blanka stclshrt10 stclfrwrd10 stclrh8 stfarrh8.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 3 3 3 3 1
Simplified 13

frmk

Far Forward
Far Medium Kick
5MK / fr.Mk.png
Blanka stfarfrwrd4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 60 None Mid 47+
Startup Active Recovery Total Frame Adv. Meter
7 4 7 18 +7 4/3

A more acrobatic kick.

  • Can be used as a trade anti-air, but its generally not as good as far Strong.

Click to toggle detailed hitbox data.

Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png Blanka stfarfrwrd2&6.png Blanka stfarfrwrd3&5.png Blanka stfarfrwrd4.png Blanka stfarfrwrd3&5.png Blanka stfarfrwrd2&6.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 2 2 2 4 3 3 1
Simplified 7 4 7


clhk

Standing Roundhouse
Standing Heavy Kick
5HK / Hk.png
Blanka stclrh3 stfarrh3.png
Blanka stclrh4 stfarrh4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[1] 10~16 80 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
7 11 (6 / 5) 21 39 -10 / -4 5/4

Blanka does a cool flip.

  • Useful as an anti-air and anti crossup.
  • Can also be used after close Strong for combos.

Click to toggle detailed hitbox data.

Startup/Active:

Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png Blanka stclrh2 stfarrh2.png Blanka stclrh3 stfarrh3.png Blanka stclrh4 stfarrh4.png
Frame Count 1 + 3 3 6 5
Simplified 7 11

Recovery:

Blanka stclrh5 stfarrh5.png Blanka stclrh6 stfarrh6.png Blanka stclrh7 stfarrh7.png Blanka stclshrt10 stclfrwrd10 stclrh8 stfarrh8.png Blanka stcljab1&7 stfarjab1&7 stclstrng4 stfarstrng1&6 stclfrc1&7 stfarfrc1&7 stclshrt11 stfarshrt1&7 stclfrwrd11 stfarfrwrd1&7 stclrh1&9 stfarrh1&9.png
Frame Count 5 5 5 5 1
Simplified 21

Crouching Normals

crlp

Crouching Jab
Crouching Light Punch
2LP / D.png+Lp.png
Blanka crjab4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[0] 0~5 40 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
9 3 7 19 +3 2/1

A claw swipe.

  • Has its uses, such as waiting for Shotos to land from Tatsumakis.

Click to toggle detailed hitbox data.

Blanka crjab1&7 crstrng8 crfrc6 crshrt6 crfrwrd6.png Blanka crjab2&6.png Blanka crjab3&5.png Blanka crjab4.png Blanka crjab3&5.png Blanka crjab2&6.png Blanka crjab1&7 crstrng8 crfrc6 crshrt6 crfrwrd6.png
Frame Count 1 + 2 2 4 3 3 3 1
Simplified 9 3 7

crmp

Crouching Strong
Crouching Medium Punch
2MP / D.png+Mp.png
Blanka crstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[0] 5~11 60 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
7 3 17 27 -2 4/3

A more upwards claw swipe.

  • Decent range, but sort of slow.
  • Can beat Boxer's crouching Strong if you're close enough.

Click to toggle detailed hitbox data.

Startup/Active:

Blanka crstrng1&7.png Blanka crstrng2&6.png Blanka crstrng3.png
Frame Count 1 + 3 3 3
Simplified 7 3

Recovery:

Blanka crstrng4.png Blanka crstrng5.png Blanka crstrng2&6.png Blanka crstrng1&7.png Blanka crjab1&7 crstrng8 crfrc6 crshrt6 crfrwrd6.png
Frame Count 7 3 3 3 1
Simplified 17

crhp

Crouching Fierce
Crouching Heavy Punch
2HP / D.png+Hp.png
Blanka crfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 10~16 80 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
9 6 18 33 -2 5/4

Blanka's long range crouching punch.

  • Good damage and stun, but relatively long startup and mediocre priority.

Click to toggle detailed hitbox data.

Blanka crfrc1&5.png Blanka crfrc2&4.png Blanka crfrc3.png Blanka crfrc2&4.png Blanka crfrc1&5.png Blanka crjab1&7 crstrng8 crfrc6 crshrt6 crfrwrd6.png
Frame Count 1 + 4 4 6 10 7 1
Simplified 9 6 18


crlk
Crouching Short
Crouching Light Kick
2LK / D.png+Lk.png
Blanka crshrt3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[0] 0~5 40 Special, Super Low N/A
Startup Active Recovery Total Frame Adv. Meter
5 4 7 16 +2 2/1

A shorter range, safer version of crouching Forward.

  • Old Blanka can't special cancel this.

Click to toggle detailed hitbox data.

Blanka crshrt1&5 crfrwrd1&5.png Blanka crshrt2&4 crfrwrd2&4.png Blanka crshrt3.png Blanka crshrt2&4 crfrwrd2&4.png Blanka crshrt1&5 crfrwrd1&5.png Blanka crjab1&7 crstrng8 crfrc6 crshrt6 crfrwrd6.png
Frame Count 1 + 2 2 4 3 3 1
Simplified 5 4 7


frmk
Crouching Forward
Crouching Medium Kick
2MK / D.png+Mk.png
Blanka crfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[0] 5~11 60 Special, Super Low N/A
Startup Active Recovery Total Frame Adv. Meter
5 4 7 16 +7 4/3

A pretty good kick.

  • Can be linked into another crouching Forward or canceled into a Rolling Attack.

Click to toggle detailed hitbox data.

Blanka crshrt1&5 crfrwrd1&5.png Blanka crshrt2&4 crfrwrd2&4.png Blanka crfrwrd3.png Blanka crshrt2&4 crfrwrd2&4.png Blanka crshrt1&5 crfrwrd1&5.png Blanka crjab1&7 crstrng8 crfrc6 crshrt6 crfrwrd6.png
Frame Count 1 + 2 2 4 3 3 1
Simplified 5 4 7


crhk
Crouching Roundhouse
Crouching Heavy Kick
2HK / D.png+Hk.png
Blanka crrh4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 5~11 130 None Low N/A
Startup Active Recovery Total Frame Adv. Meter
10 4 18 32 Hit: Soft KD
Block: 0
5/4

Blanka turns back and sweeps with one leg extended.

  • Long range, but long start up and recovery.
  • For some reason, Blanka is left standing after this attack.

Click to toggle detailed hitbox data.

Blanka crrh1&7.png Blanka crrh2&6.png Blanka crrh3&5.png Blanka crrh4.png Blanka crrh3&5.png Blanka crrh2&6.png Blanka crrh1&7.png
Frame Count 1 + 2 3 4 4 10 7 1
Simplified 10 3 4 18

Jumping Normals

njlp
Jumping Jab
Neutral Jumping Light Punch
8LP / U.png+Lp.png
Blanka njjab3 djjab3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[1] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 20 25+∞ Dependent 2/1

A far reaching, torso twisting punch.

  • A pretty great move in some situations. Amazing air to air priority, and ok range in general.

Click to toggle detailed hitbox data.

Blanka njjab1&5 djjab1&5 njstrng1&5 djstrng1&5.png Blanka njjab2&4 djjab2&4 njstrng2&4 djstrng2&4.png Blanka njjab3 djjab3.png Blanka njjab2&4 djjab2&4 njstrng2&4 djstrng2&4.png Blanka njjab1&5 djjab1&5 njstrng1&5 djstrng1&5.png
Frame Count 2 3 20 3
Simplified 5 20


njmp
Jumping Strong
Neutral Jumping Medium Punch
8MP / U.png+Mp.png
Blanka njstrng3.png
Neutral Jump version
Blanka djstrng3.png
Diagonal Jump version
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] 5~11 50(+10) None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 12 17+∞ Dependent 4/3

Visually identical to jumping Jab.

  • The diagonal jumping version has a more vulnerable hurtbox than the neutral jump version, but that's the only real difference.
  • The neutral jump version may be preferred over nj.jab due to the different hitbox, but don't bother with the diagonal jump version.

Click to toggle detailed hitbox data.

  • Neutral Jump Version:
Blanka njjab1&5 djjab1&5 njstrng1&5 djstrng1&5.png Blanka njjab2&4 djjab2&4 njstrng2&4 djstrng2&4.png Blanka njstrng3.png Blanka njjab2&4 djjab2&4 njstrng2&4 djstrng2&4.png Blanka njjab1&5 djjab1&5 njstrng1&5 djstrng1&5.png
Frame Count 2 3 12 3
Simplified 5 12
  • Diagonal Jump Version:
Blanka njjab1&5 djjab1&5 njstrng1&5 djstrng1&5.png Blanka njjab2&4 djjab2&4 njstrng2&4 djstrng2&4.png Blanka djstrng3.png Blanka njjab2&4 djjab2&4 njstrng2&4 djstrng2&4.png Blanka njjab1&5 djjab1&5 njstrng1&5 djstrng1&5.png
Frame Count 2 3 12 3
Simplified 5 12
njhp
Neutral Jumping Fierce
Neutral Jumping Heavy Punch
8HP / U.png+Hp.png
Blanka njfrc2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[1] 11~17(-1) 60(+20) None High N/A
Startup Active Recovery Total Frame Adv. Meter
1 3 4+∞ Dependent 5/4

Blanka sticks his arm out.

  • A great move thanks to the priority, range, and near instant startup.
  • Can be a good counter to moves like headstomps and walldives, and a good counter in general if you can react well with it.

Click to toggle detailed hitbox data.

Blanka njfrc1&6.png Blanka njfrc2.png Blanka njfrc3&5.png Blanka njfrc4.png Blanka njfrc3&5.png Blanka njfrc1&6.png Blanka njfrc7.png
Frame Count 1 3 3 6 3 3
Simplified 1 3
djhp
Diagonal Jumping Fierce
Diagonal Jumping Heavy Punch
7 or 9 HP
Ub.png or Uf.png+Hp.png
Blanka djfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[1] 3~9 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 6 11+∞ Dependent 5/4

A double-armed claw slash.

  • Excellent air to ground priority and hits very low, so low in fact that it can beat New Shoto's crouching Roundhouse if timed right.
  • Has nerfed stun potential, similar to the Shotos' diagonal jump Heavy attacks.

Click to toggle detailed hitbox data.

Blanka djfrc1.png Blanka djfrc2.png Blanka djfrc3.png Blanka djfrc4.png
Frame Count 2 3 6
Simplified 5 6



njlk
Jumping Short
Jumping Light Kick
8LK / U.png+Lk.png
Blanka njshrt3.png
Neutral Jump version
Blanka djshrt3.png
Diagonal Jump version
Damage Dizzy Dizzy Time Cancel Guard Act. Range
16[1] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 20 25+∞ Dependent 2/1

A standard jumping kick. The neutral jump and diagonal jump versions have different hitboxes.

  • The neutral jump version is an excellent defensive move. Some characters that lack a fireball may struggle to punish this from far away.
  • The diagonal jump version is a crossup that works great as a harassment tool.

Click to toggle detailed hitbox data.

  • Neutral Jump Version:
Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka njshrt3.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png
Frame Count 2 3 20 3
Simplified 5 20
  • Diagonal Jump Version:
Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka djshrt3.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png
Frame Count 2 3 20 3
Simplified 5 20
njmk
Jumping Forward
Jumping Medium Kick
8MK
U.png+Mk.png
Blanka njfrwrd3.png
Neutral Jump version
Blanka djfrwrd3.png
Diagonal Jump version
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] 5~11 50(+10) None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 12 17+∞ Dependent 4/3

Visually identical to jumping Short. Once again, neutral jump and diagonal jump have different hitboxes.

  • The neutral jump version has deceptively long range.
  • The diagonal jump version has ok reach, but you'll usually prefer diagonal jump LK.

Click to toggle detailed hitbox data.

  • Neutral Jump Version:
Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka njfrwrd3.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png
Frame Count 2 3 12 3
Simplified 5 12
  • Diagonal Jump Version:
Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka djfrwrd3.png Blanka njshrt2&4 djshrt2&4 njfrwrd4 djfrwrd4.png Blanka njshrt1&5 djshrt1&5 njfrwrd5 djfrwrd5.png
Frame Count 2 3 12 3
Simplified 5 12
jhk
Jumping Roundhouse
Neutral Jumping Heavy Kick
8HK / U.png+Hk.png
Blanka njrh3.png
Neutral Jump version
Blanka djrh3.png
Diagonal Jump version
Neutral Jump Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[2] 11~17(-1) 60(+20) None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
5 6 11+∞ Dependent 5/4


Diagonal Jump Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[1] 11~17(-1) 60(+20) None High N/A
Startup Active Recovery Total Frame Adv. Meter
7 6 13+∞ Dependent 5/4

A midair dropkick.

  • Good range and damage.
  • The diagonal jump version is slower and has a worse hitbox.
  • Still a key jump in that can catch people off guard, especially if they are crouching.

Click to toggle detailed hitbox data.

  • Neutral Jump Version:
Blanka njrh1&5 djrh1&5.png Blanka njrh2&4 djrh2&4.png Blanka njrh3.png Blanka njrh2&4 djrh2&4.png Blanka njrh1&5 djrh1&5.png
Frame Count 2 3 6 3
Simplified 5 6
  • Diagonal Jump Version:
Blanka njrh1&5 djrh1&5.png Blanka njrh2&4 djrh2&4.png Blanka djrh3.png Blanka njrh2&4 djrh2&4.png Blanka njrh1&5 djrh1&5.png
Frame Count 3 4 6 3
Simplified 7 6

Command Normals

Rock Crusher
Rock Crusher
Headbutt
Close B.png or F.png + Mp.png
Close 4 or 6 + MP
Blanka hb3.png
Blanka hb4.png
Blanka hb5.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[0] x 2 5~11 x 2 60 x 2 Special, Super (First hit only) Mid / Low N/A
Startup Active Recovery Total Frame Adv. Meter
4 9 (4 / 3 + 2) 13 26 -4 / -0 / +3(+2) 4/3 x 2

An interesting command normal that's executed the same way as a throw.

  • The first hit can be canceled into a ball for a combo ender, or a hop for pressure.
  • The second hit hits low, and must be crouch blocked.

Click to toggle detailed hitbox data.

Startup/Active:

Blanka hb1&9.png Blanka hb2&8.png Blanka hb3.png Blanka hb4.png Blanka hb5.png
Frame Count 1 + 1 2 4 3 2
Simplified 4 7 2

Recovery:

Blanka hb6.png Blanka hb7.png Blanka hb2&8.png Blanka hb1&9.png
Frame Count 5 4 3 1
Simplified 13
Amazon River Run
Amazon River Run
Slide
3HP / Df.png+Hp.png
Blanka sld2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[1] 5~11 130 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
12 16 21 49 Hit: Soft KD
Block: -15
5/4

Blanka slides along the ground arms first.

  • Works great to slide under Sonic Booms and as an anti-air for some jump ins.
  • Can be used as a safe meaty against Claw on his wake up, since Scarlet Terror does not have enough downwards reach.
  • Oddly enough, Blanka is Invincible on the last frame. It's just a single frame though, so this is meaningless.

Click to toggle detailed hitbox data.

Blanka sld1&3.png Blanka sld2.png Blanka sld1&3.png Blanka sld4.png Blanka sld5.png Blanka sld6.png
Frame Count 1 + 11 16 7 5 8 1
Simplified 12 16 21

Throw

Blanka can perform a hold with Hp.png.

Wild Fang
The Head Bite
cl. 4/6 + HP
cl. B.png or F.png+Hp.png
Ssf2t blanka hold.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26* + 4 x n
Set amount of hits = 7
0 0 - Grab 64 (from axis)
34 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
0 1 Dependent 1 N/A -

Blanka's hold, where he jumps on his opponent and starts biting their face.

  • One of Blanka's major threats, since he doesn't have an overhead or a reliable way to deal chip damage.
  • Has the second best normal throw range in the game.
  • You can find lots of opportunities to start biting with your ground trickery and crossups.
  • Since you can only use this hold with HP, you can't piano this throw. In addition, mashing this throw might result in an Electric attack, which has long startup.

Click to toggle throwbox data.

Blanka throwb.png Blanka throw.png Blanka throwf.png

Special Moves

Electric Thunder

Electric Thunder
Press P.png Repeatedly
Blanka elec2anm.gif
Lp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[2] 9~15 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
3 52 per cycle 13 68+ Dependent
Hard Down
5


Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[2] 9~15 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
5 34 per cycle 13 52 Hit: Hard KD
Block: Dependent
5


Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[2] 9~15 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
7 25 per cycle 20 52+ Hit: Hard KD
Block: Dependent
5

Blanka lets out an electrical discharge.

  • Landing a hit with this will score a special knockdown where your opponent will be frozen for a few frames, then fall over.
  • Hard to score a hit with, but if you do, you get a free cross-up.

Click to toggle detailed hitbox data.

  • Jab and Strong Versions:
Blanka elec1.png Blanka elec2anm.gif Blanka elec3&5jab 3&5strng 3&5&7frc.png Blanka elec4&6jab 4&6strng 4&6&8frc.png Blanka elec3&5jab 3&5strng 3&5&7frc.png Blanka elec4&6jab 4&6strng 4&6&8frc.png
Frame Count (Jab) 3 52+ 2 4 1 6
Simplified (Jab) 3 52+ 13
Frame Count (Strong) 5 34+ 2 4 1 6
Simplified (Strong) 5 34+ 13
  • Fierce Version:
Blanka elec1.png Blanka elec2anm.gif Blanka elec3&5jab 3&5strng 3&5&7frc.png Blanka elec4&6jab 4&6strng 4&6&8frc.png Blanka elec3&5jab 3&5strng 3&5&7frc.png Blanka elec4&6jab 4&6strng 4&6&8frc.png Blanka elec3&5jab 3&5strng 3&5&7frc.png Blanka elec4&6jab 4&6strng 4&6&8frc.png
Frame Count 7 25+ 3 4 2 4 1 6
Simplified 7 25+ 20

Rolling Attack

Rolling Attack
Blanka Ball
[4]6P
Cb.pngF.png + P.png
Blanka hroll1anm.gif
Lp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[3] 9~15 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
0 25 5 on whiff
45 on block/hit
30 on whiff
70 on block/hit
-23 7


Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[3] 9~15 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
0 25 6 on whiff
46 on block/hit
31 on whiff
71 on block/hit
Dependent 7


Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
32[3] 9~15 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
0 60 7 on whiff
47 on block/hit
67 on whiff
117 on block/hit
Dependent 7

Blanka launches himself horizontally at his opponent.

  • The strength of the punch button determines the damage and speed of the ball. The Fierce ball also has a lot more active frames than the other versions.
  • On block or hit, Blanka will go into a very lengthy recoil animation that many characters can punish. The whiff has a hitbox that lasts 40 frames, but it's impossible to hit with it.
  • Starts up instantly, but is not invincible. This will beat ground throws and command grabs, however.
  • Since the priority is poor, most characters can jab you out of this move.

Rolling Attack Block/Hit Punishes

  • Ryu - Fierce Fireball
  • Ken - Safe
  • Honda - Fierce Headbutt
  • Chun - Super
  • Blanka - Fierce Ball
  • Zangief - Safe
  • Guile - Safe
  • Dhalsim - St.HP
  • T.Hawk - Safe
  • Cammy - Cannon Drill (Her Super simply doesn't connect, even though it should)
  • Fei Long - Jab Rekka (whiff)> fierce Rekka (hit)> fierce Rekka
  • Dee Jay - Fierce Fireball
  • Boxer - any Rush Punch, or Super
  • Claw - Walk up far hp/ cr.mp
  • Sagat - HK Low Tiger Shot
  • Dictator - fierce Psycho Crusher, Scissor Kick, Super

Click to toggle detailed hitbox data.

Blanka hroll1anm.gif Blanka lands1.png Blanka lands2.png Blanka lands3.png
Frame Count (Jab) 25 1 2 2
Simplified (Jab) 25 5
Frame Count (Strong) 25 1 2 3
Simplified (Strong) 25 6
Frame Count (Fierce) 60 1 2 4
Simplified (Fierce) 60 7

Knockback:

Blanka hroll1anm.gif Blanka lands1.png Blanka lands2.png Blanka lands3.png
Frame Count (Jab) 40 1 2 2
Simplified (Jab) 40 5
Frame Count (Strong) 40 1 2 3
Simplified (Strong) 40 6
Frame Count (Fierce) 40 1 2 4
Simplified (Fierce) 40 7

Vertical Roll

Vertical Roll
[2]8K
Cd.pngU.png+K.png
Blanka vroll2anm.gif
Blanka vroll5.png
Blanka vroll6.png
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[2] / 28[2] 9~15 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
0 18(15)8 18 59 Dependent 7


Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[2] 9~15 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
0 17(15)8 19 59 Dependent 7


Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[2] 9~15 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
0 16(15)8 24 63 Dependent 7

Blanka launches himself vertically and ends with a flip kick, falling to the ground.

  • A very good anti-air and anti-crossup tool.
  • The LK version deals a bit more damage during the kick part.

Click to toggle detailed hitbox data.

Active:

Blanka vroll2anm.gif Blanka vroll3anm.gif Blanka vroll4.png Blanka vroll5.png Blanka vroll6.png
Frame Count (Short) 18 12 3 4 4
Simplified (Short) 18 15 8
Frame Count (Forward) 17 12 3 4 4
Simplified (Forward) 17 15 8
Frame Count (Roundhouse) 16 12 3 4 4
Simplified (Roundhouse) 16 15 8

Recovery:

Blanka vroll7.png Blanka vroll8.png Blanka vroll9.png Blanka vroll10.png Blanka lands1.png Blanka lands2.png Blanka lands3.png
Frame Count (Short) 4 4 3 1 2 4
Simplified (Short) 11 7
Frame Count (Forward) 4 4 3 1 2 5
Simplified (Forward) 11 8
Frame Count (Rh) 4 4 4 3 1 2 6
Simplified (Rh) 15 9

Knockback:

Blanka vroll2anm.gif Blanka lands1.png Blanka lands2.png Blanka lands3.png
Frame Count (Short) 40+ 1 2 4
Simplified (Short) 40+ 7
Frame Count (Forward) 40+ 1 2 5
Simplified (Forward) 40+ 8
Frame Count (Rh) 40+ 1 2 6
Simplified (Rh) 40+ 9

Backstep Roll

Backstep Roll
[4]6K
Cb.pngF.png + K.png
Blanka broll14.png
Blanka broll15.png
Blanka broll16.png
Blanka broll17anm.gif
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
(12[0] x 3) / 28[1] (1~7 x 3) / 1~7 (30 x 3) / 30 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
44 20 (4 + 3 + (2 / 11)) 5 on whiff/combo
33+ on spin block/hit
69/97+ Dependent 7


Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
(12[1] x 3) / 28[2] (1~7 x 3) / 1~7 (30 x 3) / 30 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
38 23 (4 + 3 + (2 / 14)) 6 on whiff/combo
34+ on spin block/hit
67/95+ Dependent 7


Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
(12[2] x 3) / 28[3] (1~7 x 3) / 1~7 (30 x 3) / 30 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
31 25 (4 + 3 + (2 / 16)) 7 on whiff/combo
35+ on spin block/hit
63/91+ Dependent 7

Blanka flips back and jumps forward, rolling on his way down.

  • The first 3 hitboxes deal less damage than the last rolling part. If you somehow hit with them, they'll combo into each other. This is extremely difficult unless you're point blank range on a big character.
  • Impractical due to the ungodly startup, slow active part, and terrible recovery.

Click to toggle detailed hitbox data.

Startup:

Blanka broll1&3.png Blanka broll2.png Blanka broll1&3.png Blanka broll4.png Blanka broll5.png Blanka broll6.png Blanka broll7.png
Frame Count (Short) 2 4 2 3 5 5 2
Simplified (Short) 11 12
Frame Count (Forward) 1 3 1 3 5 5 3
Simplified (Forward) 8 13
Frame Count (Rh) 1 2 1 1 5 5 3
Simplified (Rh) 5 13
Blanka broll8.png Blanka broll9.png Blanka broll10.png Blanka broll11.png Blanka broll12.png Blanka broll13.png
Frame Count (Short) 3 6 3 3 3 3
Simplified (Short) 12 9
Frame Count (Forward) 2 4 2 3 3 3
Simplified (Forward) 8 9
Frame Count (Rh) 1 2 1 3 3 3
Simplified (Rh) 4 9

Active/Recovery:

Blanka broll14.png Blanka broll15.png Blanka broll16.png Blanka broll17anm.gif Blanka lands1.png Blanka lands2.png Blanka lands3.png
Frame Count (Short) 4 3 2 11 1 2 2
Simplified (Short) 4 3 2 11 5
Frame Count (Forward) 4 3 2 14 1 2 3
Simplified (Forward) 4 3 2 14 6
Frame Count (Rh) 4 3 2 16 1 2 4
Simplified (Rh) 4 3 2 16 7

Knockback:

Blanka broll17anm.gif Blanka lands1.png Blanka lands2.png Blanka lands3.png
Frame Count (Short) 28+ 1 2 2
Simplified (Short) 28+ 5
Frame Count (Forward) 28+ 1 2 3
Simplified (Forward) 28+ 6
Frame Count (Rh) 28+ 1 2 4
Simplified (Rh) 28+ 7

Surprise Forward

Surprise Forward
6 + 3K
F.png + 3k.png
Blanka hopf5.png

Blanka jumps forward. The hop lasts for about 18 frames before an 8 frame landing animation.
  • Gives you 5 points of meter.
  • Allows you to pass through opponents.
  • Use this sparingly, mostly as a mixup tool. Experienced players can react and punish.

Click to toggle detailed hitbox data.

Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf2&10 hopb10.png Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf4.png Blanka hopf5.png Blanka hopf6.png Blanka hopf7.png Blanka hopf8.png
Frame Count 1 1 1 6 2 2 4 4
Simplified 3 18
Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf2&10 hopb10.png Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf12 hopb12.png
Frame Count 2 3 2 1
Simplified 8

Surprise Back

Surprise Back
4 + 3K
B.png + 3k.png
Blanka hopb4&6.png

Blanka jumps backwards. Invincible from frames 1~13.
  • Gives you 5 points of meter.
  • An excellent meter building move.
  • The invincibility allows you to escape from some nasty situations.

Click to toggle detailed hitbox data.

Blanka hopb1&3.png Blanka hopb2.png Blanka hopb1&3.png Blanka hopb4&6.png Blanka hopb5.png Blanka hopb4&6.png Blanka hopb7.png Blanka hopb8.png
Frame Count 1 1 1 2 2 6 4 4
Simplified 13 8
Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf2&10 hopb10.png Blanka hopf1&3&9&11 hopb9&11.png Blanka hopf12 hopb12.png
Frame Count 2 3 2 1
Simplified 8

Super Combo

Ground Shave Roll
[4]646P
Cb.pngF.pngB.pngF.png + P.png
Blanka super4anm.gif
Jumping down
Blanka super5anm.gif
Charging/Rolling
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[1] x 4 0~4 x 4 20 x 4 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
14 29 (Jumping down)
0 to 90 (Charging)
∞ (Rolling)
0 on whiff
40 on block/hit
57 Hit: Full KD / Far KD
Block: -17
-

Invincible on frames 1~14.

Blanka jumps up in an invincible state, falls down with a hitbox, then rolls forward until he hits a wall.

  • If you hold the Punch button down, you can continue to charge up the roll for up to 90 frames. This won't increase the damage.
  • If you release the roll after your opponent has jumped over you, it will autocorrect to face them.
  • While this move does great damage, it will rarely connect due to the slowness of the hop, giving your opponent plenty of time to block. It's not safe on block either, even if it does chip for 4 hits.

General Strategies

  • If your opponent tries to jump above this, you can usually counter with a Vertical Roll after you recover.
  • This can be used as an anti-air with good timing. If you hit them out of the air with the hop, you can hold the punch button briefly and juggle them just before they land.

Click to toggle detailed hitbox data.

Blanka super1.png Blanka super2.png Blanka super3.png Blanka super4anm.gif Blanka super5anm.gif
Frame Count 1 + [18] + 5 5 3 29 0 to 90 + ∞
Simplified 14 29

Knockback:

Blanka superb1anm.gif Blanka superb2&4.png Blanka superb3.png Blanka superb2&4.png Blanka superb5.png
Frame Count 28 3 5 3 1
Simplified 28 12

Misc Animations

Jump Animations

  • Prejump:
Blanka bj1 nj1 fj1.png Blanka bj2&4&14 nj2&4&14 fj2&4&17.png Blanka bj3 nj3 fj3.png Blanka bj2&4&14 nj2&4&14 fj2&4&17.png
Frame Count (Neutral) 1 1 1 1
Simplified (Neutral) 4
Frame Count (Back) 1 1 1 1
Simplified (Back) 4
Frame Count (Forward) 1 1 1
Simplified (Forward) 3
  • Neutral/Back Jump, Airborne + Landing:
Blanka bj5 nj5 fj5.png Blanka bj6&12 nj6&12 fj6.png Blanka bj7&11 nj7&11 fj7.png Blanka bj8&10 nj8&10 fj8.png Blanka bj9 nj9 fj9&15.png Blanka bj8&10 nj8&10 fj8.png Blanka bj7&11 nj7&11 fj7.png Blanka bj6&12 nj6&12 fj6.png Blanka bj13 nj13.png Blanka bj2&4&14 nj2&4&14 fj2&4&17.png
Frame Count (Neutral) 1 10 4 4 6 4 4 6 1 7*
Simplified (Neutral) 1 38 1 7*
Frame Count (Back) 1 10 4 4 6 4 4 7 1 7*
Simplified (Back) 1 39 1 7*
  • Forward Jump, Airborne + Landing:
Blanka bj5 nj5 fj5.png Blanka bj6&12 nj6&12 fj6.png Blanka bj7&11 nj7&11 fj7.png Blanka bj8&10 nj8&10 fj8.png Blanka bj9 nj9 fj9&15.png Blanka fj10&14.png Blanka fj11&13.png Blanka fj12.png Blanka fj11&13.png Blanka fj10&14.png Blanka bj9 nj9 fj9&15.png Blanka fj16.png Blanka bj2&4&14 nj2&4&14 fj2&4&17.png
Frame Count 1 4 4 4 4 4 4 4 4 4 2 1 7*
Simplified 1 38 1 7*

Blanka is the only character in the game that doesn't have the same prejump speed on all 3 forms of jumps. On his Neutral and Back Jumps, the prejump takes 4f to finish, which is considered slow. On his Forward Jump, it takes one frame less, so it's of average speed. With all that said, Blanka has the second quickest overall jump duration on the game (losing only to Claw's, draws with O.Sagat's).

The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.



Game Navigation

General
Controls and Notation
System
HUD
FAQ
New Characters
Balrog
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E. Honda
Fei Long
Guile
Ken
M. Bison
Ryu
Sagat
T. Hawk
Vega
Zangief
Akuma
Old Characters
O. Balrog
O. Blanka
O. Cammy
O. Chun-Li
O. Dee Jay
O. Dhalsim
O. E. Honda
O. Fei Long
O. Guile
O. Ken
O. M. Bison
O. Ryu
O. Sagat
O. T. Hawk
O. Vega
O. Zangief