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 |
- 40f charge time; Airborne 10-23f (Forced Knockdown state)
- Cancel Hitconfirm Window: 22f (Super); all active frames are cancelable
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 |
- 40f charge time; Airborne 12-33f (Forced Knockdown state)
- Punish Counter: KD +66 Tumble / limited juggle OTG state
- Cancel Hitconfirm Window: 22f (Super); only the first 11 active frames are cancelable
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 |
- 40f charge time; Airborne 20-43f (Forced Knockdown state)
- Punish Counter: KD +86 Tumble / limited juggle OTG state
- Cancel Hitconfirm Window: 22f (Super); only the first 6 active frames are cancelable
- 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 (25+1 land oB) (12+15 land oH) |
SA2 SA3 | 800 | LH | KD +57 | -7 |
- 40f charge time; Airborne 18-41f (Forced Knockdown state)
- Side switches on hit unless opponent is near the corner
- Cancel Hitconfirm Window: 19f (Super); only the first 2 active frames are cancelable
- SA2 cancel advantage: KD +74 hit / +9 block
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
The infamous "Blanka Ball" that lets him control much of the horizontal space, especially against characters without strong projectiles. Heavier versions have slower startup but travel farther across the screen. Each version has a particular use that is essential to Blanka's overall gameplan.
LP Blanka Ball is primarily used to intentionally stop short of the opponent, whiffing with quick landing recovery. Many opponents will try to parry frequently in neutral against Blanka to avoid losing Drive gauge on block or to punish the safer versions of Blanka Ball with a Perfect Parry; mixing in the occasional LP Ball lets him land and immediately throw to punish this. It's important not to accidentally use this version at a range where it can be blocked, as it's horribly unsafe. If the opponent expects a whiffed LP Ball, they can stuff it with a quick jab punish on reaction.
MP Blanka Ball is the most common version in combos with its good combination of speed and distance, hitting much more consistently than Electric Thunder from ranged pokes. In some matchups it can also be used as a decent whiff punish tool if Blanka already has charge, though it's quite risky to throw out if the opponent might block it. A successful Punish Counter can lead to a juggled SA1 in the corner, but in most cases the reward is just better oki and corner carry.
HP Blanka Ball has much slower startup than the other versions, but travels full screen and is much safer on block due to the high pushback. In almost all cases, a Perfect Parry is required to punish it effectively. This version is great for harassing the opponent's Drive gauge, chipping away a full bar every time they block. The threat of HP Blanka Ball is what makes whiffed LP Ball so strong. The slow startup does make it a little easier to Perfect Parry or to interrupt with an anti-air invincible move, and makes it more likely for Blanka to run into a projectile before it can connect with the opponent. If it manages to land as a Punish Counter, the tumble state allows Blanka to combo into Drive Rush 3HP from anywhere on the screen.
Notable punishes for HP Blanka Ball without Perfect Parry include:
- Cammy SA3
- Blanka SA1 (during SA2 install only)
- Guile SA1 (only if blocked from close range)
OD Blanka Ball has the same full screen presence of the HP version, while being faster and even safer on block. Blanka can still be punished if the opponent Perfect Parries, but with only 1 landing recovery frame the opponent may have difficulty scoring a useful punish; for consistency, they will likely need to Drive Rush into a low starter like 2MK, or use a juggle starter instead. On hit, Blanka switches sides and launches the opponent upward for a follow-up juggle like [2]8K or j.MP > j.[4]6P.