Street Fighter 6/Blanka/Frame data

From SuperCombo Wiki


Frame Data Tables

Character Data

Blanka HP Throw
Range
Fwd Walk
Speed
Back Walk
Speed
Fwd Dash
Speed
Back Dash
Speed
Fwd Dash
Distance
Back Dash
Distance
Jump
Speed
Fwd Jump
Distance
Back Jump
Distance
Jump
Apex
SF6 Blanka Portrait.png 10000 0.9 0.047 0.032 19 23 1.578 1.169 4+38+3 1.90 1.52 2.115

Normals and Target Combos


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
5LP 300 5 3 10 17 +3 -3 LH Sp SA 13
5MP 700 10 3 15 27 +3 -4 LH SA 15 SA
5HP 800 10 7 17(22) 33(38) +3 -3 LH Sp SA 16
5LK 300 4 4 7 14 +5 -2 LH Chn Sp SA 14
5MK 600 8 3 17(20) 27(30) +4 -2 LH Sp SA 15
5HK 800 7 9 18(15) 33(30) +6 -4 LH -
2LP 300 6 3 8 16 +4 -2 LH Chn Sp SA 13
2MP 600 9 5 16 29 -1 -5 LH Sp SA 19
2HP 800 15 5 20(21) 39(40) 0 -5 LH -
2LK 200 5 2 10 16 +3 -3 L Chn
2MK 500 8 3 16 26 +5 -5 L Sp SA 13
2HK 900 11 4 23 37 HKD +25 -12 L -
j.LP 300 4 5 3 land - - - H -
j.MP 700 7 7 3 land - - - H Sp
j.HP 800 9 4 3 land - - - H -
8HP 800 7 3 3 land - - - H -
j.LK 300 5 6 3 land - - - H -
j.MK 500 7 6 3 land - - - H -
j.HK 800 11 6 3 land - - - H -
6MP 300x2 20 2,1 20 42 +3 -2 H,H -
6MK 300x2 9 3(7)2 18 38 +6 -2 LH -
4MK 600 9 6 12 26 +8 +2 LH Sp SA 20
6HP 1100 18 4 28(31) 49(52) KD +18(+21) -15(-12) LH 2PP* 31 (2PP)
3HP 1000 14 10 22 45 KD +29(+38) -18(-9) L -

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
5LP 10% Starter +7 -11 +6 0 16 10 9
5MP +7 -16 21 14 11
5HP +7 -27 +17 +11 27 21 13
5LK 10% Starter +9 -9 +6 -1 16 9 9
5MK +8 -18 +14 +8 24 18 11
5HK +10 -22 33 20 13
2LP 10% Starter +8 -9 +5 -1 15 9 9
2MP +3 -19 +10 +6 20 16 11
2HP HKD +80 -24 25 21 13
2LK 10% Starter +7 -10 15 9 9
2MK 20% Starter +9 -17 +14 +4 24 14 9
2HK HKD +46 -25 15 13
j.LP -2 13 9 9
j.MP -2 15 11 11
j.HP -2 19 15 13
8HP -2 19 15 13
j.LK -2 13 9 9
j.MK -2 17 13 11
j.HK -2 19 15 13
6MP +7 -21 26(24) 21(19) 8,8
6MK +10 -18 36(26) 28(18) 8,8
4MK +12 -16 +16 +10 26 20 11
6HP 20% Starter HKD +76(+79) Crumple -33(-30) 20 13
3HP HKD +29(+38) -30(-21) 14 13

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
5LP 500 [2000] 250 300 (210) 150 (75)
5MP 4000 [6000] 2000 500 (350) 250 (125)
5HP 5000 [8000] 2000 1000 (700) 500 (250)
5LK 500 [2000] 250 300 (210) 150 (75)
5MK 3000 [6000] 2000 700 (490) 350 (175)
5HK 4000 [10000] 3000 1000 (700) 500 (250)
2LP 500 [2000] 250 300 (210) 150 (75)
2MP 3000 [4000] 1500 500 (350) 250 (125)
2HP 6000 [10000] 3000 1000 (700) 500 (250)
2LK 500 [2000] 250 300 (210) 150 (75)
2MK 2000 [4000] 1000 600 (420) 300 (150)
2HK 5000 [10000] 2000 1000 (700) 500 (250)
j.LP 1500 [2000] 500 300 (210) 150 (75)
j.MP 2500 [4000] 1000 500 (350) 250 (125)
j.HP 4000 [5000] 2000 1000 (700) 500 (250)
8HP 4000 [5000] 2000 1000 (700) 500 (250)
j.LK 1500 [2000] 500 300 (210) 150 (75)
j.MK 2500 [4000] 1000 500 (350) 250 (125)
j.HK 4000 [5000] 2000 1000 (700) 500 (250)
6MP 1250x2 [2500x2] 750x2 250x2 (175x2) 125x2 (62x2)
6MK 2000x2 [3000x2] 1000x2 250x2 (175x2) 125x2 (62x2)
4MK 3000 [4000] 1500 500 (350) 250 (125)
6HP 6000 [10000] 3000 1000 (700) 500 (250)
3HP 4000 [7000] 2000 1000 (700) 500 (250)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5LP 1
5MP 1
5HP 1 0
5LK 1
5MK 1
5HK 1
2LP 1
2MP 1
2HP 1
2LK 1
2MK 1
2HK 1 2
j.LP 1
j.MP 1 air 2
j.HP 1
8HP 1 0
j.LK 1
j.MK 1
j.HK 1
6MP 1
6MK 0,1 0
4MK 1-3 (Head), 4-14 Air (Head) 1 0
6HP 5
3HP 5

input Notes
input Notes
5LP Mostly used for special cancels (cannot link or chain into other normals); SA2 cancel: +5/-1; Forward Hop cancel: -12/-18; Coward Crouch cancel: -3/-9
5MP Solid neutral poke; SA2 cancel: +10/+3
5HP Combo tool with enough hitstun to follow up with Coward Crouch + Wild Lift; forces stand; 5f extra recovery on whiff; final 2 active frames only hit airborne opponents above Blanka; SA2 cancel: +16/+10; Forward Hop cancel: -1/-7; Coward Crouch cancel: +8/+2
5LK Chains into 5LK/2LP/2LK; Blanka's fastest light normal; SA2 cancel: +5/-2; Forward Hop cancel: -12/-19; Coward Crouch cancel: -3/-10
5MK 3f extra recovery on whiff; SA2 cancel: +13/+7; Forward Hop cancel: -4/-10; Coward Crouch cancel: +5/-1
5HK Forces stand; great anti-air that can hit cross-up on active frames 7-9 unlike most AAs; Counter-hit/Punish Counter launches airborne opponents into a limited juggle state (very high float state); high active frame count makes it useful as a meaty tool, and the fast startup + hit advantage makes it useful in combos; 3f less recovery on block
2LP Chains into 5LK/2LP/2LK; longest range of Blanka's light normals; SA2 cancel: +4/-2; Forward Hop cancel: -13/-19; Coward Crouch cancel: -4/-10
2MP Long range cancelable poke with a lenient hitconfirm window; can be spaced to hit up to 3rd active frame (2f better advantage, 2f harder hitconfirm window); situational anti-air on active frames 4-5 but cannot hit cross-up; SA2 cancel: +9/+5; Forward Hop cancel: -8/-12; Coward Crouch cancel: +1/-3
2HP 1f extra recovery on block; forces stand; long range poke that can anti-air near its max range (but is likely to lose or trade due to poor hitbox priority); Punish Counter puts airborne opponents into limited juggle state
2LK Chains into 5LK/2LP/2LK
2MK Cancelable low poke with good frame advantage on hit (can link after Drive Rush into 2MK without spending extra meter); SA2 cancel: +13/+3; Forward Hop cancel: -4/-14; Coward Crouch cancel: +5/-5; Range: 1.48 (this is Absolute Range; Blanka's wide hurtbox gives him worse Relative Range, so characters with less 2MK range may still be able to outpoke Blanka in neutral)
2HK Has juggle potential even without Drive Rush (no longer a Hard Knockdown when juggled into)
j.LP Decent air-to-air
j.MP Puts airborne opponents into limited juggle state; cancelable into Aerial Rolling Attack
j.HP Causes spike knockdown vs. airborne opponents
8HP Puts airborne opponents into limited juggle state
j.LK Decent air-to-air
j.MK Cross-up
j.HK Blanka's main horizontal jump-in tool
6MP 2nd hit is no longer an overhead if the first hit connects; Counter-hit/Punish Counter bonus advantage carries through both hits
6MK Low Crush 9-23f (not airborne); forward moving attack that can easily confirm into a combo on hit; Counter-hit/Punish Counter bonus advantage carries through both hits; cannot hit behind Blanka
4MK Important tool for combos, frame traps, and anti-airs; high active frame count makes it a great meaty option; very lenient cancel window for hitconfirms; good horizontal anti-air; whiffs on crouching beyond point blank; SA2 cancel: +15/+9; Forward Hop cancel: -2/-8; Coward Crouch cancel: +7/+1
6HP 3f extra recovery on whiff/block; Low Crush 10-20f (not airborne); causes spike knockdown vs. airborne opponents (or OTG bounce on Punish Counter vs. airborne); recovery is in a crouching state on frames 21-43; cancelable into Coward Crouch until frame 34 on hit/block (this version of Coward Crouch can input P/K follow-up after only 11f, or Up to exit stance after 10f); Coward Crouch cancel: KD+23(Crumple+81)/-7; after Punish Counter 6HP > Coward Crouch > Hold Up for fastest recovery, Blanka can juggle any attack 6f or faster as a free juggle
3HP Long range slide; low profile 10-29f (avoids most projectiles); very useful when used out of Drive Rush

Drive and Throw


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
LPLK 1200 (2040) 5 3 23 30 KD +30 - T
4LPLK 1200 (2040) 5 3 23 30 KD +27 - T
j.LPLK 1200 (2040) 5 3 3 land - KD +22 - T
HPHK 800 26 2 35 62 KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72 LH
6HPHK 500 recoverable 20 3 26(31) 48(53) KD +23 -8 LH
MPMK - 1 8 or until released 29(1)(11) 37(3) - - -
66 - 9(11) 45(46) 24(23) - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
LPLK 20% Starter (3rd hit); 20% Immediate HKD +30
4LPLK 20% Immediate HKD +27
j.LPLK HKD +22
HPHK 200 20% Starter Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 21 20
MPMK 50% Multiplier (Perfect)
66 15% Multiplier (Mid-Combo)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
LPLK [10000] 2000 2000(1400) [4000(2800)]
4LPLK [10000] 2000 2000(1400) [4000(2800)]
j.LPLK [10000] 2000 2000(1400) [4000(2800)]
HPHK 5000 10000 [15000] -10000 [3000(2100)]
6HPHK -20000
MPMK -5000,250~
66 -10000(-30000)

input Invuln Armor Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Juggle Start Juggle Increase Juggle Limit
LPLK 5
4LPLK
j.LPLK
HPHK 1-27 0 1 0
6HPHK 1-22 Full Break 200 100 1
MPMK 6 Full (after Perfect Parry)
66

input Notes
input Notes
LPLK Allows for a corner throw loop; Forward Hop to be +3 (easiest timing but no shimmy possible), Forward Dash to be +11 (can walk back to avoid reversal throw from everyone except Zangief), or walk for manual throw timing (best version for shimmy); midscreen, Forward Hop allows for meaty strike pressure but needs to walk ~6f for a second throw; at a specific timing/spacing, can juggle into OD-activated Blanka-chan (scaling applies to the 3rd hit of the combo after doll juggles)
4LPLK Side switch; after throwing opponent into corner, can Forward Dash to be +8 for a strike/throw mixup
j.LPLK No meaty throw oki after corner Air Throw, but can Drive Rush for meaty pressure into a tick throw
HPHK See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK 5f extra recovery on hit; see Drive Reversal.
MPMK See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
66 See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.476 (min/throw), 2.082 (min/block), 2.867 (max/final DR frame)

Specials


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
2PP - 18 [1~102] 28 47(148) - - - -
2PP~P 600 18+8 7 31 45 KD +55 -21 LH -
2PP~K - 18~ - 12(3) land 55 - - - -
6KKK - 27(30) total - - 27(30) - - - -
4KKK - 32(35) total - - 32(35) - - - -
214P 800 [900] 10 2(3)2(3)2~ 15(17) 25(38~95) KD +39 -3 LH SA3 20
214PP 400,600 [500,600] 10 2(3)2(3)2~ 15(17) 25(38~95) KD +40 +4 LH SA2 SA3 22(50)
[4]6LP 1000 10 11 3+8 land
(32+10 land oB)
(41+6 land oH)
31 KD +13 -23 LH SA3 22
[4]6LP 1100 10 12 2+8 land
(39+1 land oB)
(41+6 land oH)
31 KD +13 -21 LH Sp* 58 oH (56 oB)
[4]6MP 1200 12 19 3+8 land
(32+10 land oB)
(41+6 land oH)
41 KD +14 -23 LH SA3 22
[4]6MP 1300 12 19 3+8 land
(39+1 land oB)
(41+6 land oH)
41 KD +14 -21 LH Sp* 58 oH (56 oB)
[4]6HP 1300 22 20 2+23 land
(28+6 land oB)
(30+6 land oH)
66 KD +19 -15 LH SA3 22
[4]6HP 1400 20 22 2+23 land
(39+1 land oB)
(41+6 land oH)
66 KD +19 -21 LH Sp* 58 oH (56 oB)
[4]6PP 800 18 22 2+15 land
(25+1 land oB)
(12+15 land oH)
56 KD +57 -7 LH SA2 SA3 19
[4]6PP 900 18 22 7+10 land
(25+1 land oB)
(17+10 land oH)
56 KD +57 -7 LH Sp* 42 (oB)
j.[4]6P 1000 13 until land 17 land - KD +38(+45) -9(-2) LH -
j.[4]6P 1100 13 until land 17 land - KD +38(+45) -9(-2) LH Sp* 22(17)
j.[4]6PP 600x2 13 until land 10 land - KD +29(+30) +2(+8) LH -
j.[4]6PP 700x2 13 until land 10 land - KD +29(+30) +2(+8) LH Sp* 72(66) oH / 17 oB
[2]8LK 1200 8 19 31+17 land
(34+10 land oB)
(39+7 land oH)
74 KD +35 -27 LH -
[2]8LK 1300 8 19 31+17 land
(35+1 land oB)
(39+7 land oH)
74 KD +35 -18 LH Sp* 60 oH (51 oB)
[2]8MK 1300 8 19 31+17 land
(34+10 land oB)
(39+7 land oH)
74 KD +42 -27 LH -
[2]8MK 1400 8 19 31+17 land
(35+1 land oB)
(39+7 land oH)
74 KD +37 -19 LH Sp* 60 oH (52 oB)
[2]8HK 1400 8 19 31+17 land
(34+10 land oB)
(39+7 land oH)
74 KD +42 -27 LH -
[2]8HK 1500 8 19 31+17 land
(35+1 land oB)
(39+7 land oH)
74 KD +42 -19 LH Sp* 60 oH (52 oB)
[2]8KK 800x2 7 8(2)6 31+17 land
(34+23 land oB)
(44+7 land oH)
70 KD +28 -40 LH -
[2]8KK 900,850 7 8(2)6 31+17 land
(34+23 land oB)
(44+7 land oH)
70 KD +27 -40 LH Sp* (oH) 82 (oH)
63214LK 1000 41 24 5 land 69 +8(+14) +2(+8) LH -
63214LK 1100 41 24 5 land 69 +8(+14) +2(+8) LH Sp* 22(18)
63214MK 1000 41 27 5 land 72 +7(+14) +1(+8) LH -
63214MK 1100 41 27 5 land 72 +7(+14) +1(+8) LH Sp* 23(19)
63214HK 1000 41 29 5 land 74 +7(+13) +3(+9) LH -
63214HK 1100 41 29 5 land 74 +7(+13) +3(+9) LH Sp* 22(18)
63214KK 300,350x2 8(41) 5(28)21(1)4 4 land 70 +10(+13) / KD +55 +6(+9) LH,LH,LH SA2 SA3 (1st) 16 (1st)
63214KK 300,450x2 8(41) 5(28)21(1)4 4 land 70 +10(+13) / KD +55 +6(+9) LH,LH,LH Sp* 36(19)
236LK 1600 (1840) 34 3 57 93 HKD +35 - T -
236MK 1700 (1955) 39 3 57 98 HKD +35 - T -
236HK 1800 (2070) 43 3 57 102 HKD +35 - T -
236KK 2000 (2300) 32 3 57 91 HKD +64 - T -
22P - 39+35 [1000] 11 50 - - - -
22P~214P 800 36 - - - KD - LH -
22P~214PP 400x3 36 - - - KD - LH -
22P~236236P 200x5 26 - - - KD - LH -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
2PP
2PP~P KD +55 -36 17 11
2PP~K
6KKK
4KKK
214P 200 [225] KD +39 -14 13 18 / 15(14)
214PP 100 [125] KD +40 -14 20 15,25 / 20
[4]6LP 250 KD +13 -41 20 20
[4]6LP 275 10% Starter; 10% Immediate KD +13 -39 20 20
[4]6MP 300 KD +66 Tumble -41 20 20
[4]6MP 325 10% Starter; 10% Immediate KD +66 Tumble -39 20 20
[4]6HP 325 20% Starter KD +86 Tumble -33 20 20
[4]6HP 350 20% Starter; 10% Immediate KD +81 Tumble -46 20 20
[4]6PP 200 20% Starter KD +57 -25 20 17 / 20
[4]6PP 225 20% Starter KD +57 -25 20 17 / 20
j.[4]6P 250 KD +38(+45) -23(-16) 16 15
j.[4]6P 275 10% Starter; 10% Immediate KD +38(+45) -23(-16) 16 15
j.[4]6PP 150 KD +29(+30) -16(-10) 20 15,13
j.[4]6PP 175 10% Starter; 10% Immediate KD +29(+30) -16(-10) 20 15,13
[2]8LK 300 KD +35 -43 18 20
[2]8LK 325 10% Starter; 10% Immediate KD +35 -34 18 20
[2]8MK 325 KD +42 -43 18 20
[2]8MK 350 10% Starter; 10% Immediate KD +37 -35 18 20
[2]8HK 350 KD +42 -43 18 20
[2]8HK 375 10% Starter; 10% Immediate KD +42 -35 18 20
[2]8KK 200 KD +28 -56 18 14,12 / 20
[2]8KK 225 40% Starter; 10% Immediate KD +27 -56 18 14,12 / 20
63214LK 250 +12(+18) -10(-4) 14 15
63214LK 275 10% Starter; 10% Immediate +12(+18) -10(-4) 14 15
63214MK 250 +11(+18) -11(-4) 14 15
63214MK 275 10% Starter; 10% Immediate +11(+18) -11(-4) 14 15
63214HK 250 +11(+17) -10(-4) 15 15
63214HK 275 10% Starter; 10% Immediate +11(+17) -10(-4) 15 15
63214KK 75,88x2 +14(+17) / KD +55 -61 / -9(-3) 17,17(14) 12,13,15
63214KK 75,113x2 10% Starter; 10% Immediate +14(+17) / KD +55 -61 / -9(-3) 17,17(14) 12,13,15
236LK HKD +35
236MK HKD +35
236HK HKD +35
236KK HKD +64
22P
22P~214P 200 KD 30 (25 / 10)
22P~214PP 100 each KD 30x3 (25x3 / 10x3)
22P~236236P 50x5 KD 52 (25x5 / 10x5)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
2PP
2PP~P 3000 [4000] 1000 500 (350) 250 (125)
2PP~K
6KKK
4KKK
214P 2000 [5000] 2000 1000 (700) 500 (250)
214PP 4000 [2500x2] -20000 500x2 (350x2) 250 (125)
[4]6LP 7500 [5000] 2000 1000 (700) 500 (250)
[4]6LP 7500 [5000] 2000 1000 (700) 500 (250)
[4]6MP 7500 [5000] 2000 1000 (700) 500 (250)
[4]6MP 7500 [5000] 2000 1000 (700) 500 (250)
[4]6HP 10000 [5000] 2000 1000 (700) 500 (250)
[4]6HP 10000 [5000] 2000 1000 (700) 500 (250)
[4]6PP 10000 [5000] -20000 1000 (700) 500 (250)
[4]6PP 10000 [5000] -20000 1000 (700) 500 (250)
j.[4]6P 4000 [5000] 2000 1000 (700) 500 (250)
j.[4]6P 4000 [5000] 2000 1000 (700) 500 (250)
j.[4]6PP 4000 [2500x2] -20000 900,400 (630,280) 450 (225)
j.[4]6PP 4000 [2500x2] -20000 900,400 (630,280) 450 (225)
[2]8LK 4000 [5000] 2000 1000 (700) 500 (250)
[2]8LK 4000 [5000] 2000 1000 (700) 500 (250)
[2]8MK 4000 [5000] 2000 1000 (700) 500 (250)
[2]8MK 4000 [5000] 2000 1000 (700) 500 (250)
[2]8HK 4000 [5000] 2000 1000 (700) 500 (250)
[2]8HK 4000 [5000] 2000 1000 (700) 500 (250)
[2]8KK 4000 -20000 500x2 (350x2) 250 (125)
[2]8KK 4000 -20000 500x2 (350x2) 250 (125)
63214LK 8000 [5000] 2000 1000 (700) 500 (250)
63214LK 8000 [5000] 2000 1000 (700) 500 (250)
63214MK 8000 [5000] 2000 1000 (700) 500 (250)
63214MK 8000 [5000] 2000 1000 (700) 500 (250)
63214HK 8000 [5000] 2000 1000 (700) 500 (250)
63214HK 8000 [5000] 2000 1000 (700) 500 (250)
63214KK 2000,4000x2 [1000,2000x2] -20000 300,350x2 (210,245x2) 150,175x2 (75,87x2)
63214KK 2000,4000x2 [1000,2000x2] -20000 300,350x2 (210,245x2) 150,175x2 (75,87x2)
236LK [10000] 5000 3000 (2100)
236MK [10000] 5000 3000 (2100)
236HK [10000] 5000 3000 (2100)
236KK [10000] -20000 3000 (2100)
22P
22P~214P 4000 [3000] 2000 1150 (805) 575 (287)
22P~214PP 1000x3 [5000] 800x3 450x3 (315x3) 225 each (112 each)
22P~236236P 1000x5 [1000x5] 200x5 200x5 (140x5) 100x5 (50x5)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
2PP 9-29(130) Upper Body Projectile
2PP~P 1 1
2PP~K 1-9 Upper Body Projectile 9-43
6KKK 12-22 Throw
4KKK 11-21 (FKD)
214P 1 2
214PP 1 3
[4]6LP 10-23 (FKD) 1
[4]6LP 10-23 (FKD) 1
[4]6MP 12-33 (FKD) 1
[4]6MP 12-33 (FKD) 1
[4]6HP 20-43 (FKD) 1
[4]6HP 18-43 (FKD) 1
[4]6PP 18-41 (FKD) 2 1
[4]6PP 18-46 (FKD) 2 1
j.[4]6P Until Land (FKD) 1 5
j.[4]6P Until Land (FKD) 1 5
j.[4]6PP Until Land (FKD) 1,0 1,0
j.[4]6PP Until Land (FKD) 1,0 1,0
[2]8LK 8-26 Air 6-57 (FKD) 1 3
[2]8LK 8-26 Air 6-57 (FKD) 1 3
[2]8MK 8-26 Air 6-57 (FKD) 1 3
[2]8MK 8-26 Air 6-57 (FKD) 1 3
[2]8HK 8-26 Air 6-57 (FKD) 1 3
[2]8HK 8-26 Air 6-57 (FKD) 1 3
[2]8KK 1-10 Full 4-53 (FKD) 1 1,10
[2]8KK 1-10 Full 4-53 (FKD) 1 1,10
63214LK 8-12, 27-64 (FKD) 1 air
63214LK 8-12, 27-64 (FKD) 1 air
63214MK 8-12, 27-67 (FKD) 1 air
63214MK 8-12, 27-67 (FKD) 1 air
63214HK 8-12, 27-69 (FKD) 1 air
63214HK 8-12, 27-69 (FKD) 1 air
63214KK 8-12, 27-66 (FKD) 1 1,1,1
63214KK 8-12, 27-66 (FKD) 1 1,1,1
236LK 9-26 (FKD)
236MK 14-33 (FKD)
236HK 19-36 (FKD)
236KK 9-28 (FKD)
22P
22P~214P 0 0
22P~214PP 0 0
22P~236236P 0 0

input Notes
input Notes
2PP 9-29(130)f low profile (lasts until final 18f of recovery); can input Surprise Hop or P/K follow-ups beginning on frame 19, and can tap Up to exit stance beginning on frame 20; if no input is made, Blanka stays crouching for 52f (98f total animation); can hold down to extend crouch by an extra 50f (148f total animation); counter-hit state during entire animation; the variable follow-up timing allows Blanka to react to opponent's movements and mix up timing
2PP~P Puts opponents into limited juggle state on hit; can combo from 5HP; the final 3 active frames have a great disjointed vertical hitbox for anti-air purposes
2PP~K Short hop with a lower trajectory than a regular jump; 12f landing recovery on empty jump (standard 3f landing recovery after inputting air normal); counter-hit state during entire animation (but no Forced Knockdown while airborne)
6KKK Distance: 230.945; () refers to 6KKK done from Coward Crouch (3f extra recovery); no collision box on frames 4-22 (can pass through opponents); no head hurtbox on frames 4-11; semi-low crush on frames 12-22 (will not go over all low attacks)
4KKK Distance: 186.108; () refers to 4KKK done from Coward Crouch (3f extra recovery)
214P Strike hitbox; 2f extra recovery on whiff; can hold button to extend active frame duration on whiff only; activates Blanka-chan doll with electricity (meterless 1-hit version); [] refers to SA2 install version with slightly more damage
214PP Strike hitbox with forward movement during startup; 2f extra recovery on whiff; on block, connects only once for good frame advantage (recovers slightly out of throw range); on hit, transitions to a follow-up attack that puts opponent into limited juggle state (also extends hitconfirm window); can hold button to extend active frame duration on whiff only; activates Blanka-chan doll with electricity (3-hit OD version); [] refers to SA2 install version with slightly more damage; SA2 cancel: KD +54(+60)/+9
[4]6LP 40f charge time; useful for baiting a block/parry by whiffing attack into an immediate throw; all active frames are cancelable into SA3; on hit, Blanka's recovery is in a crouching state
[4]6LP SA2 install version (drains 100f/6.7% from install timer); 40f charge time; slightly safer on block than regular version, and bounces farther away with only 1 landing recovery frame (more difficult to land a grounded punish); activates Blanka-chan doll with electricity (meterless 1-hit version); if opponent crouch blocks, cannot create a true blockstring into Rolling Cannon
[4]6MP 40f charge time; Punish Counter sends opponent tumbling into a limited juggle OTG state (can follow up with SA1 in the corner); only the first 11 active frames are cancelable into SA3; on hit, Blanka's recovery is in a crouching state
[4]6MP SA2 install version (drains 100f/6.7% from install timer); 40f charge time; Punish Counter sends opponent tumbling into a limited juggle OTG state (can follow up with enhanced SA1 or 3P Rolling Cannon anywhere on screen); slightly safer on block than regular version, and bounces farther away with only 1 landing recovery frame (more difficult to land a grounded punish); activates Blanka-chan doll with electricity (meterless 1-hit version); if opponent crouch blocks, cannot create a true blockstring into Rolling Cannon
[4]6HP 40f charge time; safe against most characters unless Perfect Parried; Punish Counter sends opponent tumbling into a limited juggle OTG state (can follow up with Drive Rush 3HP anywhere on screen); only the first 6 active frames are cancelable into SA3; on hit, Blanka's recovery is in a crouching state
[4]6HP SA2 install version (drains 100f/6.7% from install timer); 40f charge time; worse on block than regular version and leaves Blanka closer, but has only 1 landing recovery frame (can be hard to land a grounded punish); activates Blanka-chan doll with electricity (meterless 1-hit version); if opponent crouch blocks, cannot create a true blockstring into Rolling Cannon
[4]6PP 40f charge time; side switch on hit unless too close to the corner; puts opponent into limited juggle state; only the first 2 active frames are cancelable into SA2/SA3; completely safe unless Perfect Parried (Blanka only has 1f landing recovery, making it difficult to land a grounded punish without a low starter); SA2 cancel: KD +74/+9
[4]6PP SA2 install version (drains 100f/6.7% from install timer); 40f charge time; completely safe unless Perfect Parried (Blanka only has 1f landing recovery, making it difficult to land a grounded punish without a low starter); less pushback on block than the regular version; can only cancel into Rolling Cannon on block; activates Blanka-chan doll with electricity (3-hit OD version); can lead to true blockstring into Rolling Cannon
j.[4]6P 40f charge time; can be done from any jump direction or after Coward Crouch > Raid Jump; button strength determines trajectory (LP close, MP mid, HP far); can be canceled into from j.MP; can hit cross-up; puts grounded opponents into limited juggle state; spike knockdown vs. airborne opponents
j.[4]6P SA2 install version (drains 100f/6.7% from install timer); 40f charge time; can be done from any jump direction or after Coward Crouch > Raid Jump; button strength determines trajectory (LP close, MP mid, HP far); can be canceled into from j.MP (no charge required); can hit cross-up; puts grounded opponents into limited juggle state; spike knockdown vs. airborne opponents; hitconfirm time refers to Rolling Cannon cancel vs. grounded opponents (cannot cancel if it connects at minimum height); activates Blanka-chan doll with electricity (meterless 1-hit version); POTENTIAL BUG: at minimum height, canceling into downward Rolling Cannon reduces landing recovery and gives frame advantage without consuming any additional SA2 Install timer
j.[4]6PP 40f charge time; can be done from any jump direction or after Coward Crouch > Raid Jump; can be canceled into from j.MP; can hit cross-up (2nd hit whiffs unless near corner); powerful defensive option, especially vs. throw loops; automatically performs 2nd attack on hit only
j.[4]6PP SA2 install version (drains 100f/6.7% from install timer); 40f charge time; can be done from any jump direction or after Coward Crouch > Raid Jump; can be canceled into from j.MP (no charge required); can hit cross-up (2nd hit whiffs unless near corner); powerful defensive option, especially vs. throw loops; automatically performs 2nd attack on hit only; hitconfirm time refers to Rolling Cannon cancel vs. grounded opponents (cannot cancel on block if it connects at minimum height); activates Blanka-chan doll with electricity (3-hit OD version)
[2]8LK Trajectory: ~45 degrees; 40f charge time; cannot hit cross-up; most useful version in grounded combos due to consistency (but can only chain 2 lights vs. standard height crouching opponents)
[2]8LK SA2 install version (drains 100f/6.7% from install timer); trajectory: ~45 degrees; 40f charge time; cannot hit cross-up; activates Blanka-chan doll with electricity (meterless 1-hit version); if normal-height opponent crouch blocks, cannot create a true blockstring into Rolling Cannon (true blockstring can occur vs. taller characters); difficult to land a grounded punish on block due to only 1f landing recovery (juggle punishes are more consistent); safer on block and bounces farther away then regular version
[2]8MK Trajectory: up and slightly forward; 40f charge time; cannot hit cross-up
[2]8MK SA2 install version (drains 100f/6.7% from install timer); trajectory: up and slightly forward; 40f charge time; cannot hit cross-up; activates Blanka-chan doll with electricity (meterless 1-hit version); if opponent crouch blocks, cannot create a true blockstring into Rolling Cannon; difficult to land a grounded punish on block due to only 1f landing recovery (juggle punishes are more consistent); safer on block and bounces farther away then regular version
[2]8HK Trajectory: straight vertical; 40f charge time; cannot hit cross-up
[2]8HK SA2 install version (drains 100f/6.7% from install timer); trajectory: straight vertical; 40f charge time; cannot hit cross-up; activates Blanka-chan doll with electricity (meterless 1-hit version); if opponent crouch blocks, cannot create a true blockstring into Rolling Cannon; difficult to land a grounded punish on block due to only 1f landing recovery (juggle punishes are more consistent); safer on block and bounces farther away then regular version
[2]8KK Trajectory: up and slightly forward (less horizontal distance than MK version); 40f charge time; cannot hit cross-up
[2]8KK SA2 install version (drains 100f/6.7% from install timer); trajectory: up and slightly forward (less horizontal distance than MK version); 40f charge time; cannot hit cross-up; activates Blanka-chan doll with electricity (3-hit OD version); can only cancel into Rolling Cannon on hit (no way to make it safe on block)
63214LK Shortest trajectory; can steer forward/backward (forward momentum is faster than backward); can hit cross-up
63214LK SA2 install version (drains 100f/6.7% from install timer); shortest trajectory; can steer forward/backward (forward momentum is faster than backward); can hit cross-up; hitconfirm time refers to Rolling Cannon cancel vs. grounded opponents; activates Blanka-chan doll with electricity (meterless 1-hit version)
63214MK Medium trajectory; can steer forward/backward (forward momentum is faster than backward); can hit cross-up
63214MK SA2 install version (drains 100f/6.7% from install timer); medium trajectory; can steer forward/backward (forward momentum is faster than backward); can hit cross-up; hitconfirm time refers to Rolling Cannon cancel vs. grounded opponents; activates Blanka-chan doll with electricity (meterless 1-hit version)
63214HK Farthest trajectory; can steer forward/backward (forward momentum is faster than backward); can hit cross-up
63214HK SA2 install version (drains 100f/6.7% from install timer); farthest trajectory; can steer forward/backward (forward momentum is faster than backward); can hit cross-up; hitconfirm time refers to Rolling Cannon cancel vs. grounded opponents; activates Blanka-chan doll with electricity (meterless 1-hit version)
63214KK Can steer forward/backward (forward momentum is faster than backward); can hit cross-up on the way down; 1st hit is SA2/SA3 cancelable, works in juggles, and only connects at very close range; () startup refers to the downward hit; downward hit connects twice vs. standing opponents or once vs. crouching opponents; SA2 cancel: KD +68/+6
63214KK SA2 install version (drains 100f/6.7% from install timer); can steer forward/backward (forward momentum is faster than backward); can hit cross-up on the way down; 1st hit is SA2/SA3 cancelable, works in juggles, and only connects at very close range; () startup refers to the downward hit; downward hit connects twice vs. standing opponents or once vs. crouching opponents; hitconfirm time refers to Rolling Cannon cancel vs. grounded opponents; activates Blanka-chan doll with electricity (3-hit OD version)
236LK Slow hopping command grab; Range: 2.50 (shortest)
236MK Slow hopping command grab; Range: 3.41 (mid-range)
236HK Slow hopping command grab; Range: 4.25 (longest)
236KK Slow hopping command grab; hurtbox is pulled much higher up than meterless versions, making it better at avoiding attacks; can hold forward/back to control distance (forward momentum is faster than backwards momentum); Range: 2.70~3.59
22P Doll is consumed on frame 25, and spawns on frame 39 (if Blanka is hit between frames 25-38, loses the doll completely); after spawning, takes 35f to reach the ground and become active; doll despawns after 1000f or if completely off-screen; Blanka is in a counter-hit state for entire move duration; starts each round with 3 dolls (only 1 can be active at a time); Back Taunt is the only way to restore dolls mid-round; button strength determines throw distance (LP close, MP mid, HP far); doll can be activated with any source of electricity, with different effects depending on meterless/OD/SA1 electricity type (SA2 install specials count as meterless or OD moves for this purpose); once activated, doll is considered a projectile
22P~214P Activated by meterless electricity source (214P or SA2 meterless ball special); puts opponent into free juggle state or maintains existing juggle state; doll disappears if Blanka is hit during the first 34f of electricity activation; startup refers to time in between electricity activation and attack hitbox appearing
22P~214PP Activated by OD electricity source (214PP or SA2 install OD ball special); puts opponent into free juggle state or maintains existing juggle state; bounces 3 times before running toward opponent; bounces away on block (can connect twice at some spacings); doll can change directions if opponent switches sides before the final bounce ends; doll disappears if Blanka is hit during the first 23f of electricity activation; startup refers to time in between electricity activation and attack hitbox appearing
22P~236236P Activated by SA1 electricity; puts opponent into free juggle state or maintains existing juggle state; shoots straight forward and connects 5 times; doll disappears if Blanka is hit during the first 24f of electricity activation; startup refers to time in between electricity activation and attack hitbox appearing

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
236236P 2000 [2200] 8 9 62 78 KD +15 -29 LH
214214P - 1 [1500 total] 9 10 - - -
Any Direction + P (during SA2) 400 3 25 7(9) land - KD~ - LH
236236K 4000 10 3 61 73 HKD +50 -46 LH
236236K 4500 10 3 61 73 HKD +14 -46 LH

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236236P 500 30% Minimum KD +15 -60 42 (20)
214214P
Any Direction + P (during SA2) 100 KD~ - 17 (3P: 18) 15
236236K 1000 50% Minimum; 10% Immediate (Sp) HKD +50 -62 18 8
236236K 1250 50% Minimum; 10% Immediate (Sp) HKD +14 -62 18 8

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
236236P 2500 5000 -10000 -10000
214214P -20000
Any Direction + P (during SA2) 1000 each 2000 each
236236K 7500 15000 -30000 -30000
236236K 10000 20000 -30000 -30000

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236236P 1 Full, 2-9 Strike/Throw Break 1 1
214214P
Any Direction + P (during SA2) 1 2 each
236236K 1-12 Full Break 2-12
236236K 1-12 Full Break 2-12

input Notes
input Notes
236236P Projectile hitbox that hits on both sides of Blanka; hitbox is low to the ground (opponent can safely empty jump safely vs. anti-air SA1); [] refers to SA2 install; during install, range is extended to full screen and deals 200 extra damage; significantly better KD Advantage when juggled into; activates Blanka-chan doll on contact (rapidly shoots forward for 5 hits); Blanka-chan doll activation makes it safe on block (minimum +8 oB)
214214P Improves properties/damage special moves (except 236K) and SA1; gains access to Rolling Cannon after ball-type specials ([4]6P, j.[4]6P, [2]8K, 63214K); all ball-type specials gain electricity to activate Blanka-Chan bomb; while active, Blanka no longer requires charge when canceling into charge specials; using any ball-type special depletes install time by 100f (6.7%), and Rolling Cannon depletes timer by 200f (13.3%)
Any Direction + P (during SA2) Special move follow-up available during SA2 only (depletes 200f or 13.3% of install time); input with any direction; usable after [4]6P, j.[4]6P, [2]8K, or 63214K; puts opponent into limited juggle state; can chain into itself up to 3 times consecutively if the hits connect (this limit resets if Blanka lands before starting another juggle); frame advantage on KD/block/parry varies significantly depending on height and attack angle (can lead to significant block advantage on 3P or 2P versions); total recovery varies significantly based on input direction, but landing recovery is always 7f for 8P/7P/4P/1P and 9f for 2P/3P/6P/9P; activates Blanka-chan doll with electricity (meterless 1-hit version); POTENTIAL BUG: 2P version canceled from minimum-height Aerial Rolling Attack will grant significant frame advantage without consuming any additional install time
236236K Reaches ~60% screen length; cannot hit cross-up; cinematic time regenerates ~1.6 Drive bars for Blanka (lower than most characters because he is airborne during cinematic)
236236K Reaches ~60% screen length; cannot hit cross-up; available at 25% HP or below; cinematic time regenerates ~1.3 Drive bars for Blanka (lower than most characters because he is airborne during cinematic)



SF6 Navigation

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