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Street Fighter V/Blanka

From SuperCombo Wiki

Introduction

About Blanka

Final patch

Players to Watch

  • HiFight
  • Nishikin
  • Wolfgang
Blanka
SFV-Blanka Portrait.jpg
Vitals
Life Points 1025
Stun Points 1050
V-Gauge Points
V-Trigger 1 2 Bars
V-Trigger 2 3 Bars
Ground Movement
Forward Walk Speed 0.043
Backward Walk Speed 0.032
Forward Dash Speed 16
Backward Dash Speed 24
Forward Dash Distance 1.239
Backward Dash Distance 1.117
Backdash CH Frames 3-10
Jumping
Back Jump Speed 46 (4+38+4)
Neutral Jump Speed 46 (4+38+4)
Forward Jump Speed 45 (3+38+4)
Forward Jump Distance 2.128
Backward Jump Distance 1.824
Throws
Throw Hurtbox 0.25
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the start of the animation.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

5LP
Stand LP
5LP
Startup Active Recovery Hit
4 2 9 4
Damage Stun Attack Block
30 70 H 1
  • Cancel options: sp su vs1 vs2 vt1 vt2
FATonline.png
5MP
Stand MP
5MP
Startup Active Recovery Hit
7 3 14 3
Damage Stun Attack Block
60 100 H 0
  • Confirm windows:
    • V-Trigger: 14
  • Cancel options: vt1 vt2
No hurtbox extension before active makes this a decent poke
FATonline.png
5HP
Stand HP
5HP
Startup Active Recovery Hit
10 2 24 0
Damage Stun Attack Block
80 150 H -6
  • Crush Counter: Stagger, 15 Adv, +120 V-Gauge.
  • Confirm windows:
    • Specials & CA: 23
    • V-Trigger: 22
  • Cancel options: sp su vs1 vs2 vt1 vt2
Has a pretty long cancel window into specials for hit confirms (6 frames past active frames)
FATonline.png
5LK
Stand LK
5LK
Startup Active Recovery Hit
4 4 8 5
Damage Stun Attack Block
30 70 H 3
  • Cancel options: vt1 vt2
Great frame advantage and 4 active frames makes this a really good oki tool
FATonline.png
5MK
Stand MK
5MK
Startup Active Recovery Hit
6 2(7)2 13 3
Damage Stun Attack Block
30*30 (60) 50*50 (100) H 2
  • Confirm windows:
    • Target Combos: 24
    • V-Trigger: 18
  • Cancel options: vt1 vt2
Both hits are cancelable into V-Trigger 1 version of Electric Lightning on hit and block
Benefits from counter-hit bonus frame advantage on the 2nd hit as well (+5 on counter-hit even if both hits land)
Very long cancel window into the Target Combo follow-up (6 frames past the active frames of the second hit)
FATonline.png
5HK
Stand HK
5HK
Startup Active Recovery Hit
10 5 22 (19) 6
Damage Stun Attack Block
80 150 H -4
  • Confirm windows:
    • V-Trigger: 18
  • Cancel options: sp vt1 vt2
Can be canceled into hops on hit or block
Very lenient cancel window into hop
Hurtbox smaller (similar to crouch hurtbox) on frames 6-34
Good anti-air hitboxes on frames 12-14 (albeit pretty slow)
Can hit cross-up (behind Blanka)
Has 3 less recovery frames on Hit
Has 1 less hitstun on active frames 3-5 on Counter Hit and Block ONLY (resulting in -1 frame advantage)
FATonline.png
2LP
Crouch LP
2LP
Startup Active Recovery Hit
4 3 7 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: sp su vs1 vs2 vt1 vt2
FATonline.png
2MP
Crouch MP
2MP
Startup Active Recovery Hit
5 4 18 0
Damage Stun Attack Block
60 100 H -3
  • Confirm windows:
    • Specials & CA: 13
    • V-Trigger: 13
  • Cancel options: sp su vs1 vs2 vt1 vt2
Solid anti-air (later active frames hit right above Blanka)
Can hit cross-up (behind Blanka)
Only first 2 active frames are cancelable
FATonline.png
2HP
Crouch HP
2HP
Startup Active Recovery Hit
13 3 20 1
Damage Stun Attack Block
90 150 H -3
  • Crush Counter: Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 94 KD Adv, 35 Quick Rise Adv, 40 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *18
    • V-Trigger: 18
    • Notes: *CA only
  • Cancel options: su vt1 vt2
FATonline.png
2LK
Crouch LK
2LK
Startup Active Recovery Hit
4 3 8 4
Damage Stun Attack Block
20 70 L 1
  • Cancel options: ch vt1 vt2
Can be special canceled into Electric Thunder
Chains into st LP, cr LP, and cr LK
FATonline.png
2MK
Crouch MK
2MK
Startup Active Recovery Hit
5 2 16 5
Damage Stun Attack Block
50 100 L -1
  • Confirm windows:
    • Specials & CA: 16
    • V-Trigger: 18
  • Cancel options: sp su vs1 vs2 vt1 vt2
Has a little bit longer cancel window than normal into specials (3 frames past active frames)
FATonline.png
2HK
Crouch HK
2HK
Startup Active Recovery Hit
8 3 27 KD
Damage Stun Attack Block
100 150 L -12
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 69 KD Adv, 20 Quick Rise Adv, 25 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 17
  • Cancel options: vt1 vt2
FATonline.png
8LP
Jump LP
8LP
Startup Active Recovery Hit
4 4 - -
Damage Stun Attack Block
40 70 M -
FATonline.png
8MP
Jump MP
8MP
Startup Active Recovery Hit
6 3 - -
Damage Stun Attack Block
70 100 M -
FATonline.png
7 or 9HP
Jump HP
7 or 9HP
Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
90 150 M -
FATonline.png
8HP
Neutral Jump HP
8HP
Startup Active Recovery Hit
8 4 - -
Damage Stun Attack Block
90 150 M -
FATonline.png
8LK
Jump LK
8LK
Startup Active Recovery Hit
3 5 - -
Damage Stun Attack Block
40 70 M -
FATonline.png
8MK
Jump MK
8MK
Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
70 100 M -
Can crossup
FATonline.png
8HK
Jump HK
8HK
Startup Active Recovery Hit
9 4 - -
Damage Stun Attack Block
90 150 M -
A bit wider hurtbox on torso for the entire duration
FATonline.png

Command Normals

6MP
Rock Crusher
6MP
Startup Active Recovery Hit
21 1*2 17 2
Damage Stun Attack Block
35*35 (70) 50*50 (100) M*M -7
Does not benefit from counter-hit frame advantage unless only 2nd hit connects (can only get combos with this if you hit the 2nd hit meaty and counter-hit)
+3/-5 on last active frame
Crouching hurtbox on frames 22-40 (entire recovery frames)
FATonline.png
6MP (hold)
Rock Crusher (hold)
6MP (hold)
Startup Active Recovery Hit
34 1*2 17 4
Damage Stun Attack Block
40*50 (90) 60*60 (120) M*M -2
Does not benefit from counter-hit frame advantage unless only 2nd hit connects)
+5/-3 on last active frame
Crouching hurtbox on frames 37-53 (entire recovery frames)
FATonline.png
3HP
Amazon River Run
3HP
Startup Active Recovery Hit
11 10 25 KD
Damage Stun Attack Block
80 150 L -14(-5)
  • Knockdown: 62(71) KD Adv, 13(22) Quick Rise Adv, 18(27) Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 24
  • Cancel options: vt1 vt2
Low profile on frames 6-42
Upper body projectile invincible on frames 7-20
Crouching state on frame 3 and onward
Advantage listed with parentheses format; x(y) - refers to worst(x) to best(y) frame advantage depending on how late into active frames it connects
KDA when V-Trigger canceled may vary up to +8 extra KDA depending on how late into the active frames it hit when V-Trigger canceled
Juggle Limit: 10
FATonline.png

Target Combos

5MK > 5HK
Raging Bash 1st
5MK > 5HK
Startup Active Recovery Hit
7+7 5 36 KD
Damage Stun Attack Block
30*30*54 (114) 50*50*63 (163) H -19
  • Knockdown: 98 KD Adv, 39 Quick Rise Adv, 44 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *23
    • Target Combos: 24
    • V-Trigger: 16
  • Cancel options: vt1 vt2
Launches the opponent on the second HK hit into a limited juggle state
Can only cancel into the HP / Hop follow-ups on hit
FATonline.png
5MK > 5HK > 5HP
Raging Bash 2nd
5MK > 5HK > 5HP
Startup Active Recovery Hit
7+7+26 2 21+7 KD
Damage Stun Attack Block
30*30*54*56 (170) 50*50*63*80 (243) H -
  • Knockdown: 67 KD Adv, 8 Quick Rise Adv, 13 Back Rise Adv.
  • Confirm windows:
    • Target Combos: 25
Spiked knockdown (no juggle follow-up possible)
FATonline.png
5MK > 5HK > 6KKK
Raging Bash > Surprise Forward
5MK > 5HK > 6KKK
Startup Active Recovery Hit
7+7 - 30 KD
Damage Stun Attack Block
30*30*54 (114) 50*50*63 (163) H -
  • Knockdown: 97 KD Adv, 38 Quick Rise Adv, 43 Back Rise Adv.
  • Confirm windows:
    • Target Combos: 24
Forward Hop follow-up to Target Combo
FATonline.png
5MK > 5HK > 3KKK
Raging Bash > Surprise Back
5MK > 5HK > 3KKK
Startup Active Recovery Hit
7+7 - 31 KD
Damage Stun Attack Block
30*30*54 (114) 50*50*63 (163) H -
  • Knockdown: 96 KD Adv, 37 Quick Rise Adv, 42 Back Rise Adv.
  • Confirm windows:
    • Target Combos: 24
Backwards Hop follow-up to Target Combo
FATonline.png
5MK > 5HK > MPMK (VS2)
Lightning Dance
5MK > 5HK > MPMK (VS2)
Startup Active Recovery Hit
7+7+36(45) 7 27 KD
Damage Stun Attack Block
30*30*54*64 (178) / 30*30*54*80 (194) 50*50*63*80 (243) / 50*50*63*120 (283) H -
  • Knockdown: 99 (126) KD Adv, 40 (67) Quick Rise Adv, 45 (72) Back Rise Adv.
  • Confirm windows:
    • Target Combos: *24/*28
    • Notes: *TC into VS2 (Level 1), **TC into VS2 (Level 2)
Values in parentheses refer to lvl 2 Shout of Earth (V-Skill 2)
FATonline.png

Throws

LPLK
Wild Fang
Throw
LPLK
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 150 T -
  • Knockdown: 62 KD Adv, 13 Quick Rise Adv, 13 Back Rise Adv.
FATonline.png
6LPLK
Jungle Wheel
Back Throw
6LPLK
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 200 T -
  • Knockdown: 59 KD Adv, 10 Quick Rise Adv, 10 Back Rise Adv.
FATonline.png

Special Moves

6 or 3KKK
Surprise Forward
6 or 3KKK
Startup Active Recovery Hit
- - 28 -
Damage Stun Attack Block
- - - -
Can pass through opponents on frames 7-19
Airborne on frames 10-19
Crouching hurtbox on frames 25-30
Can be canceled into from moves that are special cancelable
FATonline.png
4 or 1KKK
Surprise Back
4 or 1KKK
Startup Active Recovery Hit
- - 29 -
Damage Stun Attack Block
- - - -
Airborne on frames 10-24
Throw invincible on first 2 frames when canceled from V-Skill 2
Can be canceled into from moves that are special cancelable
FATonline.png
46LP
LP Rolling Attack
46LP
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
9 22 6+6 KD
Damage Stun Attack Block
100 150 H -21
  • Knockdown: 72 KD Adv, 13 Quick Rise Adv, 18 Back Rise Adv.
  • Cancel options: su
Takes 40 frames to charge
Airborne on frames 6-36
Cannot hit cross-up
Hitbox travels about 25% screen length
Bounces back 50% screen length on block
Recovery frames listed refers to the whiffed version (33+5 recovery frames on hit ** 30+11 recovery frames on block)
FATonline.png
VT1 Startup Active Recovery Hit
7 32 10 KD
Damage Stun Attack Block
120 180 H -18
  • Knockdown: 103(134) KD Adv, 44(75) Quick Rise Adv, 49(80) Back Rise Adv.
  • Cancel options: su
Projectile invincible on frames 1-41
Airborne on frames 6-38
Slightly smaller head hurtbox on frames 1-6
Hitbox travels full-screen length
Bounces back 10% screen length on block
Recovery frames listed refers to the on-hit and whiffed version (37+19 recovery frames on block)
Cannot hit cross-up
KDA greatly varies depending on how early / late it hits the opponent (KDA is higher the later into the active frames it hits)
Consumes 600 V-Meter (30% V-Timer)
46MP
MP Rolling Attack
46MP
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
9 30 8+7 KD
Damage Stun Attack Block
110 150 H -21
  • Knockdown: 67 KD Adv, 8 Quick Rise Adv, 13 Back Rise Adv.
  • Cancel options: su
Takes 40 frames to charge
Airborne on frames 6-46
Cannot hit cross-up
Hitbox travels about 60% screen length
Bounces back 25% screen length on block
Recovery frames listed refers to the whiffed version (36+7 recovery frames on hit ** 30+11 recovery frames on block)
FATonline.png
VT1 Startup Active Recovery Hit
7 32 10 KD
Damage Stun Attack Block
120 180 H -18
  • Knockdown: 103(134) KD Adv, 44(75) Quick Rise Adv, 49(80) Back Rise Adv.
  • Cancel options: su
Projectile invincible on frames 1-41
Airborne on frames 6-38
Slightly smaller head hurtbox on frames 1-6
Hitbox travels full-screen length
Bounces back 10% screen length on block
Recovery frames listed refers to the on-hit and whiffed version (37+19 recovery frames on block)
Cannot hit cross-up
KDA greatly varies depending on how early / late it hits the opponent (KDA is higher the later into the active frames it hits)
Consumes 600 V-Meter (30% V-Timer)
46HP
HP Rolling Attack
46HP
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
9 29 4+23 KD
Damage Stun Attack Block
120 150 H -21
  • Knockdown: 64 KD Adv, 5 Quick Rise Adv, 10 Back Rise Adv.
  • Cancel options: su
Takes 40 frames to charge
Airborne on frames 6-41
Cannot hit cross-up
Hitbox travels full-screen length
Bounces back 10% screen length on block
Recovery frames listed refers to the whiffed version (36+9 recovery frames on hit ** 30+11 recovery frames on block)
FATonline.png
VT1 Startup Active Recovery Hit
7 32 10 KD
Damage Stun Attack Block
120 180 H -18
  • Knockdown: 103(134) KD Adv, 44(75) Quick Rise Adv, 49(80) Back Rise Adv.
  • Cancel options: su
Projectile invincible on frames 1-41
Airborne on frames 6-38
Slightly smaller head hurtbox on frames 1-6
Hitbox travels full-screen length
Bounces back 10% screen length on block
Recovery frames listed refers to the on-hit and whiffed version (37+19 recovery frames on block)
Cannot hit cross-up
KDA greatly varies depending on how early / late it hits the opponent (KDA is higher the later into the active frames it hits)
Consumes 600 V-Meter (30% V-Timer)
46PP
EX Rolling Attack
46PP
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
8 30 6+4 KD
Damage Stun Attack Block
100 150 H -18
  • Knockdown: 100 KD Adv, 41 Quick Rise Adv, 46 Back Rise Adv.
Takes 40 frames to charge
No collision box on frames 9-40
Airborne on frames 6-44
Slightly smaller head hurtbox on frames 1-6
Cannot hit cross-up
Hitbox travels full-screen length
Bounces back 50% screen length on block
Recovery frames listed refers to the on-hit and whiffed version (30+11 recovery frames on block)
FATonline.png
VT1 Startup Active Recovery Hit
7 32 10 KD
Damage Stun Attack Block
120 180 H -18
  • Knockdown: 103(134) KD Adv, 44(75) Quick Rise Adv, 49(80) Back Rise Adv.
  • Cancel options: su
Projectile invincible on frames 1-41
Airborne on frames 6-38
Slightly smaller head hurtbox on frames 1-6
Hitbox travels full-screen length
Bounces back 10% screen length on block
Recovery frames listed refers to the on-hit and whiffed version (37+19 recovery frames on block)
Cannot hit cross-up
KDA greatly varies depending on how early / late it hits the opponent (KDA is higher the later into the active frames it hits)
Consumes 600 V-Meter (30% V-Timer)
Does not cost EX Meter
46LK
LK Back Step Rolling
46LK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
27 21 11 8(12)
Damage Stun Attack Block
80 150 H 3(7)
Takes 40 frames to charge
Airborne on frames 21-47
Projectile invincible on frames 21 and until landing
Puts airborne opponents into a limited juggle state on hit
Cannot cross-up (but V-Trigger 1 version can)
Variable frame advantage depending on how high / low it connects on the opponent (might have a little less advantage against taller characters)
FATonline.png
VT1 Startup Active Recovery Hit
21 36 11 KD
Damage Stun Attack Block
50x2 (100) 100x2 (200) H 5(8)
  • Knockdown: 111(114) KD Adv, 52(55) Quick Rise Adv, 57(60) Back Rise Adv.
Strike and Projectile invincible on frames 3-17
Fully projectile invincible until landing
Airborne on frames 17-56
Puts opponents into a limited juggle state on hit (airborne opponents are put into a free juggle state)
Can control the forward/back trajectory
Can hit cross-up
KDA varies depending on how high / low it hits the opponent (KDA is higher the lower to the ground it hits the opponent)
Consumes 750 V-Meter (25% V-Timer)
46MK
MK Back Step Rolling
46MK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
29 30 11 8(12)
Damage Stun Attack Block
80 150 H 3(7)
Takes 40 frames to charge
Airborne on frames 23-58
Projectile invincible on frames 22 and until landing
Puts airborne opponents into a limited juggle state on hit
Knocks down on the initial few active frames while traveling upwards (only connects if cornered or the opponent moves into it during startup)
Cannot cross-up (but V-Trigger 1 version can)
Variable frame advantage depending on how high / low it connects on the opponent (might have a little less advantage against taller characters)
FATonline.png
VT1 Startup Active Recovery Hit
21 36 11 KD
Damage Stun Attack Block
50x2 (100) 100x2 (200) H 5(8)
  • Knockdown: 111(114) KD Adv, 52(55) Quick Rise Adv, 57(60) Back Rise Adv.
Strike and Projectile invincible on frames 3-17
Fully projectile invincible until landing
Airborne on frames 17-56
Puts opponents into a limited juggle state on hit (airborne opponents are put into a free juggle state)
Can control the forward/back trajectory
Can hit cross-up
KDA varies depending on how high / low it hits the opponent (KDA is higher the lower to the ground it hits the opponent)
Consumes 750 V-Meter (25% V-Timer)
46HK
HK Back Step Rolling
46HK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
31 32 11 8(12)
Damage Stun Attack Block
80 150 H 3(7)
Takes 40 frames to charge
Airborne on frames 25-62
Projectile invincible on frames 25 and until landing
Puts airborne opponents into a limited juggle state on hit
Knocks down on the initial few active frames while traveling upwards (only connects if cornered or the opponent moves into it during startup)
Cannot cross-up (but V-Trigger 1 version can)
Variable frame advantage depending on how high / low it connects on the opponent (might have a little less advantage against taller characters)
FATonline.png
VT1 Startup Active Recovery Hit
21 36 11 KD
Damage Stun Attack Block
50x2 (100) 100x2 (200) H 5(8)
  • Knockdown: 111(114) KD Adv, 52(55) Quick Rise Adv, 57(60) Back Rise Adv.
Strike and Projectile invincible on frames 3-17
Fully projectile invincible until landing
Airborne on frames 17-56
Puts opponents into a limited juggle state on hit (airborne opponents are put into a free juggle state)
Can control the forward/back trajectory
Can hit cross-up
KDA varies depending on how high / low it hits the opponent (KDA is higher the lower to the ground it hits the opponent)
Consumes 750 V-Meter (25% V-Timer)
46KK
EX Back Step Rolling
46KK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
27 34 5 16(20)
Damage Stun Attack Block
50*50 (100) 75*75 (150) H 11(15)
  • Knockdown: 109 KD Adv, 50 Quick Rise Adv, 55 Back Rise Adv.
Takes 40 frames to charge
Strike and Projectile invincible on frames 3-21
Fully projectile invincible until landing
Airborne on frames 22-60
Puts airborne opponents into a limited juggle state on hit
Can control the forward/back trajectory
Cannot cross-up (but V-Trigger 1 version can)
Variable frame advantage depending on how high / low it connects on the opponent (might have a little less advantage against taller characters)
Will launch into a juggle state and hit up to twice on grounded opponents during first 7 active frames
FATonline.png
VT1 Startup Active Recovery Hit
21 36 11 KD
Damage Stun Attack Block
50x2 (100) 100x2 (200) H 5(8)
  • Knockdown: 111(114) KD Adv, 52(55) Quick Rise Adv, 57(60) Back Rise Adv.
Strike and Projectile invincible on frames 3-17
Fully projectile invincible until landing
Airborne on frames 17-56
Puts opponents into a limited juggle state on hit (airborne opponents are put into a free juggle state)
Can control the forward/back trajectory
Can hit cross-up
KDA varies depending on how high / low it hits the opponent (KDA is higher the lower to the ground it hits the opponent)
Consumes 750 V-Meter (25% V-Timer)
Does not cost EX Meter
28LK
LK Vertical Rolling
28LK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
8 21 25+17 KD
Damage Stun Attack Block
120 150 H -36
  • Knockdown: 84 KD Adv, 34 Quick Rise Adv, 39 Back Rise Adv.
  • Cancel options: su
Takes 45 frames to charge
Airborne on frames 6-53
Cannot hit crossup
Cancelable into super on first 5 active frames
Recovery frames listed refers to the whiffed version (34+16 recovery frames on hit ** 34+22 recovery frames on block)
FATonline.png
VT1 Startup Active Recovery Hit
5 16 33+36 KD
Damage Stun Attack Block
50*35x2 (120) 60x3 (180) H -36
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 19 Back Rise Adv.
  • Cancel options: su
Fully invincible on frames 1-16
Cancelable into super on first 4 active frames
Airborne on frames 5-53
Blanka is in counterhit state during move duration, and takes 20% additional damage from the first hit (total of 144%)
Recovery frames listed refers to the whiffed version (31+21 recovery frames on hit ** 34+21 recovery frames on block)
Consumes 600 V-Meter (30% V-Timer)
Can hit cross-up
28MK
MK Vertical Rolling
28MK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
7 16 32+20 KD
Damage Stun Attack Block
120 150 H -36
  • Knockdown: 87 KD Adv, 28 Quick Rise Adv, 33 Back Rise Adv.
  • Cancel options: su
Takes 45 frames to charge
Airborne on frames 5-54
Cannot hit crossup
Cancelable into super on first 5 active frames
Recovery frames listed refers to the whiffed version (31+16 recovery frames on hit ** 31+22 recovery frames on block)
FATonline.png
VT1 Startup Active Recovery Hit
5 16 33+36 KD
Damage Stun Attack Block
50*35x2 (120) 60x3 (180) H -36
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 19 Back Rise Adv.
  • Cancel options: su
Fully invincible on frames 1-16
Cancelable into super on first 4 active frames
Airborne on frames 5-53
Blanka is in counterhit state during move duration, and takes 20% additional damage from the first hit (total of 144%)
Recovery frames listed refers to the whiffed version (31+21 recovery frames on hit ** 34+21 recovery frames on block)
Consumes 600 V-Meter (30% V-Timer)
Can hit cross-up
28HK
HK Vertical Rolling
28HK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
5 16 30+29 KD
Damage Stun Attack Block
120 150 H -34
  • Knockdown: 87 KD Adv, 28 Quick Rise Adv, 33 Back Rise Adv.
  • Cancel options: su
Takes 45 frames to charge
Airborne on frames 5-50
Cannot hit crossup
Cancelable into super on first 5 active frames
Recovery frames listed refers to the whiffed version (31+16 recovery frames on hit ** 2822 recovery frames on block)
FATonline.png
VT1 Startup Active Recovery Hit
5 16 33+36 KD
Damage Stun Attack Block
50*35x2 (120) 60x3 (180) H -36
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 19 Back Rise Adv.
  • Cancel options: su
Fully invincible on frames 1-16
Cancelable into super on first 4 active frames
Airborne on frames 5-53
Blanka is in counterhit state during move duration, and takes 20% additional damage from the first hit (total of 144%)
Recovery frames listed refers to the whiffed version (31+21 recovery frames on hit ** 34+21 recovery frames on block)
Consumes 600 V-Meter (30% V-Timer)
Can hit cross-up
28KK
EX Vertical Rolling
28KK
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
5 16 33+36 KD
Damage Stun Attack Block
50x3 (150) 100*50x2 (200) H -30
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 19 Back Rise Adv.
Fully invincible on frames 1-16
Takes 45 frames to charge
Airborne on frames 5-53
Cannot hit crossup except after EX Rolling Attack as a juggle
Blanka is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
Recovery frames listed refers to the whiffed version (31+21 recovery frames on hit ** 27+21 recovery frames on block)
FATonline.png
VT1 Startup Active Recovery Hit
5 16 33+36 KD
Damage Stun Attack Block
50*35x2 (120) 60x3 (180) H -36
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 19 Back Rise Adv.
  • Cancel options: su
Fully invincible on frames 1-16
Cancelable into super on first 4 active frames
Airborne on frames 5-53
Blanka is in counterhit state during move duration, and takes 20% additional damage from the first hit (total of 144%)
Recovery frames listed refers to the whiffed version (31+21 recovery frames on hit ** 34+21 recovery frames on block)
Consumes 600 V-Meter (30% V-Timer)
Does NOT cost EX meter
Can hit cross-up
63214LP
LP Wild Hunt
63214LP
Startup Active Recovery Hit
40 2 30 KD
Damage Stun Attack Block
170 200 T -
  • Knockdown: 63 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
Crouching hurtbox on frames 12-15
Airborne on frames 16-37
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63214MP
MP Wild Hunt
63214MP
Startup Active Recovery Hit
43 2 30 KD
Damage Stun Attack Block
170 200 T -
  • Knockdown: 63 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
Crouching hurtbox on frames 16-20
Airborne on frames 21-40
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63214HP
HP Wild Hunt
63214HP
Startup Active Recovery Hit
46 2 30 KD
Damage Stun Attack Block
170 200 T -
  • Knockdown: 63 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
Crouching hurtbox on frames 14-20
Airborne on frames 21-43
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63214PP
EX Wild Hunt
63214PP
Startup Active Recovery Hit
36 2 30 KD
Damage Stun Attack Block
190 200 T -
  • Knockdown: 63 KD Adv, 14 Quick Rise Adv, 14 Back Rise Adv.
Projectile invincible on frames 3-36
Crouching hurtbox on frames 1-2
Airborne on frames 14-33
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P (mash)
Electric Thunder
P (mash)
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
10 2(3)2(3)2(3)2(3)2 17 KD
Damage Stun Attack Block
80 150 H 4
  • Knockdown: 97 KD Adv, 38 Quick Rise Adv, 43 Back Rise Adv.
  • Cancel options: su
Strike hitbox
Hitbox fully surrounds Blanka (but he hurtboxes extend past it, so it's easily punishable)
Can extend the duration of the active frames part by mashing punch more (extensions use the same pattern on active frames and gaps)
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VT1 Startup Active Recovery Hit
12 2(3)2(3)2(3)2(3)2(3)2 12 KD
Damage Stun Attack Block
100 200 H -2
  • Knockdown: 102 KD Adv, 43 Quick Rise Adv, 48 Back Rise Adv.
  • Cancel options: su
Strike hitbox
Hitbox fully surrounds Blanka (even past the hurtbox, so this is hard to whiff punish)
Cannot extend the duration of the active frames part by mashing punch more (like you can normally outside V-Trigger 1)
Launches opponent on hit into a limited juggle state
Blanka steps forward during the startup frames
Can hit cross-up
Consumes 600 V-Meter (30% V-Timer)
PP (mash)
EX Electric Thunder
PP (mash)
Normal
V-Trigger 1
Normal Startup Active Recovery Hit
10 2(3)2(3)2(3)2(3)2 14 KD
Damage Stun Attack Block
120 200 H 6
  • Knockdown: 108 KD Adv, 49 Quick Rise Adv, 54 Back Rise Adv.
  • Cancel options: vt1 vt2
Strike hitbox
Hitbox fully surrounds Blanka (first hit has much bigger hitboxes and range than the non-EX version)
After the first hit (2 active frames), all the subsequent hits have a much smaller hitbox horizontally forward (the hurtbox becomes easily punishable on the front-side of Blanka)
Can extend the duration of the active frames part by mashing punch more (extensions use the same pattern on active frames and gaps)
Launches opponents on hit into a limited juggle state
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VT1 Startup Active Recovery Hit
12 2(3)2(3)2(3)2(3)2(3)2 12 KD
Damage Stun Attack Block
100 200 H -2
  • Knockdown: 102 KD Adv, 43 Quick Rise Adv, 48 Back Rise Adv.
  • Cancel options: su
Strike hitbox
Hitbox fully surrounds Blanka (even past the hurtbox, so this is hard to whiff punish)
Cannot extend the duration of the active frames part by mashing punch more (like you can normally outside V-Trigger 1)
Launches opponent on hit into a limited juggle state
Blanka steps forward during the startup frames
Can hit cross-up
Consumes 600 V-Meter (30% V-Timer)
Does not cost EX Meter

Critical Art

236236P
Dynamic Rolling
236236P
Startup Active Recovery Hit
8 3(20)2 60 KD
Damage Stun Attack Block
80*40x3*140 (340) 0 H -37
  • Knockdown: 5 KD Adv, 5 Quick Rise Adv, 5 Back Rise Adv.
Fully invincible on frames 1-10
Hard Knockdown
If the first hit whiffs Blanka goes for a second swing which does 120 damage and does not cancel into the super cutscene
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Taunts

5PPPKKK
Taunt
5PPPKKK
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
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V-System

V-Skill 1

MPMK (VS1)
Coward Crouch
MPMK (VS1)
Startup Active Recovery Hit
10 - 46(94) -
Damage Stun Attack Block
- - - -
Low profile on frames 6-49 (frames 6-96 if you stay down as long as possible)
Upper body projectile invincible on frames 6-37 (frames 6-84 if you stay down as long as possible)
In a crouching and counter-hit state on frames 6-37 (frames 10-82 if you stay down as long as possible)
Cancels into V-Skill follow-ups (P/K) on frames 10-37 (frames 10-82 if you stay down as long as possible)
Susceptible to counter-hit on frames 1-37 (frames 1-82 if you stay down as long as possible)
Crouching state and hurtbox after low profile frames are over until recovery is finished
Can hold down to extend the duration of Coward Crouch
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MPMK (VS1) > P
Wild Lift
MPMK (VS1) > P
Startup Active Recovery Hit
10+13 4 24 KD
Damage Stun Attack Block
60 100 H -8
  • Knockdown: 110 KD Adv, 51 Quick Rise Adv, 56 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: *18
    • V-Trigger: 18
    • Notes: *Specials on hit only
  • Cancel options: sp vt1 vt2
Launches the opponent into a free juggle state on hit
Low profile on frames 1-5 (frames 6-15 if you factor in the initial Coward Crouch)
Canceling into this follow-up makes Blanka immediately lose his upper-body projectile invincibility (so don't cancel into this while a fireball is still hovering above Blanka)
Builds 100/50 V-Gauge on Hit / Block
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MPMK (VS1) > K
Raid Jump
MPMK (VS1) > K
Startup Active Recovery Hit
10+19 - 4 -
Damage Stun Attack Block
- - - -
Low profile on frames 1-6 (frames 6-16 if you factor in the initial Coward Crouch)
Airborne on frame 7 (frame 17 if you factor in the initial Coward Crouch)
Air normal follow-ups possible on frames 19 and onward (frames 29 and onward if you factor in the initial Coward Crouch)
Startup framedata refers to the amount of frames before Blanka can perform an attack in air
The air normal used from this jump will build 50/25 V-Gauge on Hit / Block
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V-Skill 2

MPMK (VS2)
Shout of Earth lvl 1
MPMK (VS2)
Startup Active Recovery Hit
36 7 27 KD
Damage Stun Attack Block
80 100 H -4
  • Knockdown: 99 KD Adv, 40 Quick Rise Adv, 45 Back Rise Adv.
1 hit of projectile durability
Allows limited juggles afterwards
Builds 60 / 30 V-Gauge on Hit / Block
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MPMK (VS2) (hold)
Shout of Earth lvl 2 (hold)
MPMK (VS2) (hold)
Startup Active Recovery Hit
96 7 27 KD
Damage Stun Attack Block
100 150 H 4
  • Knockdown: 126 KD Adv, 67 Quick Rise Adv, 72 Back Rise Adv.
Can be canceled into dash after 21 frames of startup
The level 2 version requires charging V-Skill for a minimum of 51 frames
After charging for a minimum of 51 frames, Blanka can cancel the animation with a forward or back dash to store the level 2 V-Skill for later use
Holding V-Skill for the full duration automatically starts up the level 2 version of V-Skill
1 hit of projectile durability
Allows limited juggles afterwards
Builds 80 / 40 V-Gauge on Hit / Block
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MPMK (VS2) (release)
Shout of Earth lvl 2 (release)
MPMK (VS2) (release)
Startup Active Recovery Hit
23 7 27 KD
Damage Stun Attack Block
100 150 H 4
  • Knockdown: 126 KD Adv, 67 Quick Rise Adv, 72 Back Rise Adv.
This level 2 version of V-Skill requires charging V-Skill for a minimum of 51 frames
1 hit of projectile durability
Allows limited juggles afterwards
Builds 80 / 40 V-Gauge on Hit / Block
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MPMK (VS2) (charge)
Shout of Earth (charge)
MPMK (VS2) (charge)
Startup Active Recovery Hit
51 - 16(24) -
Damage Stun Attack Block
- - - -
  • Cancel options: dash
The startup frames refer to the amount of frames required to charge in order for Blanka to store up a level 2 V-Skill
The recovery frames refer to Blanka's forward and back dashes that he needs to use to charge and store up level 2 V-Skill for later use
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V-Trigger 1

HPHK (VT1)
Jungle Dynamo
HPHK (VT1)
Startup Active Recovery Hit
1 - 6 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 2000 frames
Improves the properties of all the Blanka Ball specials (Rolling / Vertical / Rainbow) as well as his Electric Thunder special while V-Trigger is active
All versions of special moves become identical regardless of button strength and cost no EX meter
Also gives Blanka access to a new special move (Ground Shave Rolling) while V-Trigger is active
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HPHK
Ground Shave Rolling
HPHK
Startup Active Recovery Hit
6*33 7(20)5*6*6*7 25 KD
Damage Stun Attack Block
30*25x4 (130) 40x5 (200) H -8
  • Cancel options: su
Projectile invincible on frames 5 and onward until active frames are over
Air strike invincible from frames 1-31
Airborne on frames 5-29
30 less damage and 50 less stun if the initial launching hit does not connect
30 more damage and 50 more stun (total: 180 damage / 300 stun) if juggled in the corner (opponents gets hit by the tiny hitbox around Blanka while he is charging up the spin before release)
KDA varies greatly depending how the move hits and how late / early the follow-up spinning attack is juggled into and various other factors
Cannot hit cross-up
Consumes 750V-Meter (25% V-Timer)
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HPHK (hold)
Ground Shave Rolling (hold)
HPHK (hold)
Startup Active Recovery Hit
6*32*92 7(19)60*12*5*5*5*5*5 10 KD
Damage Stun Attack Block
30*25*30x4*50 (225) 40x2*30*50x5 (360) H 22(GB)
  • Cancel options: su
Last hit guard breaks when fully charged for +22 advantage
Projectile invincible on frames 5 and onward until active frames are over
Airborne on frames 5-29
The damage / stun numbers do not include the initial launching hit (since this hold version cannot combo from that)
There is a tiny active hitbox on Blanka while he is charging up the roll on frames 32-91 (60 active frames) and then another hitbox on frames 92-103 (12 active frames)
Doesn't start rolling forward until on frame 107 (there are 2 hits with tiny hitboxes that play out before Blanka starts rolling forward which is why this move usually only does 170 damage and 250 stun)
The damage and stun numbers listed is the theoretical damage if all hits after the first launching one are to connect (highly unlikely to ever happen)
KDA varies greatly depending how the move hits and how late / early the follow-up spinning attack is juggled into and various other factors
Cannot hit cross-up
Consumes 750 V-Meter (25% V-Timer)
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HPHK (release)
Ground Shave Rolling (release)
HPHK (release)
Startup Active Recovery Hit
3 5*6*6*7 25 KD
Damage Stun Attack Block
25x4 (100) 40x4 (160) H -8
  • Cancel options: su
This framedata refers to to the framedata of the rolling forward attack when released half-way while Blanka is still charging up for the 'Hold' version
Projectile invincible on frames 1-26
KDA varies greatly depending how the move hits and how late / early the follow-up spinning attack is juggled into and various other factors
Cannot hit cross-up
Consumes 750 V-Meter (25% V-Timer)
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V-Trigger 2

HPHK (VT2)
Lightning Beast
HPHK (VT2)
Startup Active Recovery Hit
1 - 6 -
Damage Stun Attack Block
- - - -
3 bar V-Trigger
Duration of 3000 frames (50 seconds)
Can cancel into a new move (Rolling Cannon) from any Blanka Ball specials (Rolling / Vertical / Rainbow) on hit or block while V-Trigger is active
FATonline.png
HPHK
Rolling Cannon
HPHK
Startup Active Recovery Hit
3(13) 20 9(14) KD
Damage Stun Attack Block
50 80 H -
8-way directional airborne rolling attack
Not an Overhead
Can be performed from any Blanka Ball special (Rolling / Vertical / Rainbow) on hit or block
Can performed a maximum of 3 times in a row before landing (landing resets the 3x limit)
Frame advantage on hit or block and KDA varies greatly depending on which version is used / after what move it's canceled into / height / angle / etc
Startup frames in the parentheses (13) refers to the version used when canceling into this after any Vertical Rolling (Otherwise it's only 3-frame startup when canceling from the other Blanka Ball specials)
Recovery frames in the parentheses (14) refers to the landing recovery frames when using any version of his move that travels backwards (up-back / back / down-back)
Can hit cross-up
The first roll spends 1000 V-Timer (50% of V-Timer) and subsequent ones (2nd and 3rd) spend 150 V-Timer (7.5% of V-Timer)
FATonline.png
46LP > 3HPHK
Rolling Cannon from LP Roll
46LP > 3HPHK
Startup Active Recovery Hit
9+3 20 9(14) KD
Damage Stun Attack Block
50 80 H 1(2)
Usually +1 on block (but 0 on block if done point blank)
Read the notes on the Rolling Cannon move itself for more information
FATonline.png
46HP > 3HPHK
Rolling Cannon from MP Roll
46HP > 3HPHK
Startup Active Recovery Hit
9+3 20 9(14) KD
Damage Stun Attack Block
50 80 H -2
Read the notes on the Rolling Cannon move itself for more information
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46PP > 3HPHK
Rolling Cannon from EX Roll
46PP > 3HPHK
Startup Active Recovery Hit
8+3 20 9(14) KD
Damage Stun Attack Block
50 80 H 1(2)
Usually +2 on block (but +1 on block if done point blank)
Read the notes on the Rolling Cannon move itself for more information
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V-Shift

5MKHP
V-Shift
5MKHP
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 1.21 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
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V-Shift Break

5MKHP
Anaconda's Maw
5MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 19 KD Adv, Quick Rise Adv, Back Rise Adv.
Fully invincible during startup and active frames
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V-Reversal

6PPP
Quick Rolling
6PPP
Startup Active Recovery Hit
17 3 23 KD
Damage Stun Attack Block
60 - H -2
  • Knockdown: 65 KD Adv, 6 Quick Rise Adv, 11 Back Rise Adv.
Strike and projectile invincible on frames 1-30
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