Ultra Street Fighter IV/Blanka/Omega

From SuperCombo Wiki
Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Blanka

SSFIV-Blanka Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version

Notable Changes from USF4 to Omega

Bafcord Omega Doc - Blanka
Detailed Frame Data with USF4 Comparisons - Blanka

  • General/Movement Changes:
    • Forward Dash: 2f faster (20f > 18f), longer distance
    • Backdash: shorter distance
    • Throw: slightly shorter range
    • Charge Time: special moves require 50f charge time (was 55f); Supers/Ultras unaffected


  • Normal Move Changes:
    • cl.5LP has 4f better advantage (+6/+3) and 20 more damage, making it a good combo starter
    • cl.5MP is 1f faster (5f), can be input with 4MP for charge combos
    • cl.5MK damage is shifted more toward the first hit, making it better when cancelled
    • cl.5HK is 1f faster (6f), 20 more damage
    • far.5HP is now 2 hits, 1st hit cancellable; +2/-4 (from -2/-7) but 10 less damage overall
      • 1st hit causes air KD, giving it some utility as an AA even though it's likely to trade

    • 2LP is 1f better on hit (+4) and 20 more damage, making it more useful in confirms
    • 2HP is 2f faster (6f), 1f safer (-3/-9)
      • 1st active frame has very short range, so as a ranged poke it is functionally only 1f faster
    • 2LK has 1f worse advantage (+3/0) and 15 more damage; must link into far.5LP now
    • 2MK is 1f worse on hit (+4), 1f less active; cannot link into itself or Ultra 1 anymore
    • 2HK is 1f faster (5f) and combos from cl.5MP; 3f worse on block (-10), 20 more damage, 50 more stun

    • Amazon River Run - 3HP - 7f less active, 2f more recovery, 20 more damage
      • This makes it harder to space safely and a bit worse against fireballs
    • Rock Crusher - 6MP - 10 more damage, 50 more stun; no longer comes out with 4MP input, which makes cl.5MP more useful in combos
      • Uncharged 6MP is 2f slower (9f)


  • Special Move Changes:
    • Electric Thunder (P~P~P~P) - All versions worse on block, -4/0/-3 (from +5/+8/+10); no more extended mashed version, and only requires 4 inputs
      • LP version pops opponent up for a juggle state, but has short range making combo routes character-specific
    • Lightning Grenade (P~P~P~PP) - New 2-bar version of EX Electricity; fast with startup invincibility, 310 damage + 300 stun
      • -13 on block but can FADC for safety with 4 bars; good horizontal range, useful since EX Vertical Roll can whiff easily
    • Rolling Attack / Blanka Ball ([4]6P) - All versions 2f worse on block (-24) with slightly more landing recovery; all knock down on hit for safety
      • EX now has followup animation on hit for more damage/stun; the entire animation is projectile invincible, so he won't bounce back into slow projectiles
    • Backstep Roll / Rainbow Ball ([4]6K) - Meterless version is now plus on block, no longer bounces off opponent
      • Allows a followup juggle (e.g. Vertical Roll)
      • EX version still bounces off, making it unsafe; does 90 more damage
    • Vertical Roll / Upball ([2]8K) - KD on grounded hit, making it safer; now hits twice; 1st hit can FADC (+4/-6)
      • EX version goes straight up; 90 more damage and slams opponent for a knockdown; much more unsafe at -51 (from -26)
    • Lightning Mole (623P) - New move; disappears underground, then reappears for a lightning attack; strength determines horizontal distance
      • Can crossup, but all versions are very unsafe on block; too slow to be useful against projectiles
      • EX version auto-tracks opponent, meaning it won't crossup unless opponent moves after startup
    • Coward Crouch (2PPP meterless / 2HP+HK EX) - Now has 2 followups; cannot cancel recovery early unless using followups. Earliest followup timing is 16f meterless, 5f for EX. EX version can be cancelled into like a special move.
      • + Wild Lift (+P) - Upward arm swing, launches into limited juggle state (free juggle is 1 hit connects). Meterless is -10, EX is -3.
      • + Raid Jump (+K) - Short, low jump that allows diagonal air normals. EX version is faster but the air normals do not hit overhead.
    • Surprise Forward/Back (6KKK / 4KKK) - unchanged


  • Super/Ultra Changes:
    • P Super - 1f faster (4f), 50 more damage; unheld version is 5f safer (-27) but has more grounded recovery at the end
    • K Super - New move - Doesn't bounce at the start; safe on block at -1, but slower at 9f startup
    • Ultra 1 - 2f slower (6f), making it a worse punish and reversal; cl.5LP is the only practical combo into U1 now
      • Does 30 more damage (40 if the first hit doesn't connect), but has very few ambiguous left/right setups now
    • Ultra 2 - AA version can hit grounded opponents at close range; Ground version unchanged


  • Moves with ending Input Buffer:
    • Close 5LP, 5MP, 5MK; Far 5LP, 5HP; 2LP, 2LK, 2MK; Rock Crusher (Held/Unheld)
    • LP Electric Thunder, EX Wild Lift, Focus Attack + Forward Dash

Character Specific Data

Blanka

VITALS
Health: 1000 Stun: 950
WALKING
Forward Walk Speed: 0.050 Back Walk Speed: 0.045
JUMPING
Jump Total Frames: 4+34+4 Jump Distance: 1.65 Forward, 1.49 Back
DASHING
Forward Dash Frames: 18 Forward Dash Distance: 1.66
Back Dash Frames: 26 Back Dash Distance: 1.34
FA + Forward Dash Frames: 20 FA + Back Dash Frames: 22
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-19 FA + Back Dash Airborne: 7-16
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -5 Lv1 FA + Back Dash (Block): -7
Lv2 FA + Forward Dash (Block): +1 Lv2 FA + Back Dash (Block): -1

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png 4 2 9 3 6 50 50 M Sp Su -
5MP (Close) cl. Mp.png 5 2 10 2 5 85 100 M Su -
5HP (Close) cl. Hp.png 7 4 22 -7 -1 120(100) 200 M Su Hitbox moves with Blanka's hands, starting near the ground; (Damage on later active frames)
5LK (Close) cl. Lk.png 4 3 10 -2 1 50 50 M Sp Su -
5MK (Close) cl. Mk.png 5 2(3)2 12 0 3 50*30 50*50 M Su / - 2 hits, only 1st is cancellable
5HK (Close) cl. Hk.png 6 6 19 -6 -1 120(100) 200 M Su Has juggle potential; hitbox moves with Blanka's foot, starting near the ground; (Damage on later active frames)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png 3 2 9 0 3 50 50 M Sp Su -
5MP (Far) far. Mp.png 7 4 9 1 4 100 100 M Su -
5HP (Far) far. Hp.png 7 3*3 19 -4 2 70*40 150*50 M Sp Su / - 2 hits, only 1st is cancellable; 1st hit can AA, puts airborne opponents into free juggle state
5LK (Far) far. Lk.png 5 2 12 -3 0 60 50 M Su -
5MK (Far) far. Mk.png 5 2 19 -7 -4 100 100 M Su Has a somewhat useful AA hitbox, but hard to use due to few active frames
5HK (Far) far. Hk.png 3 6 23 -9 -4 120(100) 200 M - Has juggle potential; hitbox moves with Blanka's foot, starting near the ground; (Damage on later active frames)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png 4 2 8 0 4 50 50 M Sp Su -
2MP Down.gifMp.png 7 4 15 -5 -2 90 100 M Su -
2HP Down.gifHp.png 6 4 22 -9 -3 100 200 M Su 1st active frame has very short range
2LK Down.gifLk.png 4 3 8 0 3 45 50 L Sp Su -
2MK Down.gifMk.png 5 1 12 1 4 75 100 L Sp Su -
2HK Down.gifHk.png 5 2 25 -10 KD 110 200 L Su KD Adv: +17
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Rock Crusher cl. Right.gifMp.png 9 2(1)5 11 -2 3(1) 60*40 100*50 M*M Sp Su / - (worse hit adv. vs. crouching); only 1st hit is cancellable
Rock Crusher
(Overhead)
cl. Right.gifMp.png
(hold)
25 2(1)4 11 -1 5 60*40 100*50 H*H - 2 hit overhead, close proximity only
Amazon River Run
(Slide)
Downright.gifHp.png 10 9 18 -11(-3) KD 120 200 L - 8-17f low profile, advantage depends on spacing; KD Adv: +17~25; Hitstop on hit makes it easier to dodge slow projectiles
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png 5 7 - - - 60 50 H - -
j.MP (angled) Upright.gifMp.png 6 5 - - - 80 100 H - -
j.HP (angled) Upright.gifHp.png 6 3 - - - 120 200 H - -
j.LK (angled) Upright.gifLk.png 5 5 - - - 60 50 H - -
j.MK (angled) Upright.gifMk.png 5 5 - - - 75 100 H - Crossup
j.HK (angled) Upright.gifHk.png 7 6 - - - 120 200 H - -
j.LP (neutral) Up.gifLp.png 5 7 - - - 60 50 H - -
j.MP (neutral) Up.gifMp.png 6 3 - - - 100 100 H - -
j.HP (neutral) Up.gifHp.png 4 3 - - - 130 200 H - -
j.LK (neutral) Up.gifLk.png 4 3 - - - 60 50 H - -
j.MK (neutral) Up.gifMk.png 5 5 - - - 95 100 H - -
j.HK (neutral) Up.gifHk.png 7 7 - - - 120 200 H - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+10 2 38 -24 KD 110 150 M Dash KD Adv: +5; +24 after Forward Dash, +22 after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+10 2 38 -18 crumple 90 100 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 63 2 39 crumple crumple 170 250 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Wild Fang
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +31
Jungle Wheel
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +12
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Electric Thunder Mash Lp.pngx4
P~P~P~LP
5 [4(4)]x3*4 11 -4 KD 100 200 M Su Launches opponent for a juggle; no longer has extended version; KD Adv: +42
MP Electric Thunder Mash Mp.pngx4
P~P~P~MP
7 [2(2)]x7*2 15 0 KD 80*60 150*100 M Su No longer has extended version; has juggle potential; KD Adv: +18
HP Electric Thunder Mash Hp.pngx4
P~P~P~HP
10 [2(2)]x7*2 18 -3 KD 80*50*30 150*50x2 M Su No longer has extended version; has juggle potential; KD Adv: +15
Lightning Grenade
Ex.pngEx.png
Mash 2p.pngx4
P~P~P~PP
6 4(23)3
(16)32
23 -13 KD 30*50*230 0*300 M FA 1-14f full invuln; Costs 2 bars, has high juggle potential; Attack has 3 parts, can interrupt between them on block; 2nd/3rd parts are FA cancellable; all stun occurs on final hit; KD Adv: +34
LP Rolling Attack
(Blanka Ball)
Cb.png,F.pngLp.png
[4]6+LP
6 18 4+2 land
[34+7 land]
-24 KD 130 200 M Su* 8f~ airborne; Armor Break; can only cancel early active frames; active frames end upon reaching the corner; [Recovery when bouncing off opponent on hit/block]; charge time 50f; KD Adv: +7
MP Rolling Attack
(Blanka Ball)
Cb.png,F.pngMp.png
[4]6+MP
6 33 4+2 land
[34+7 land]
-24 KD 140 200 M Su* 8f~ airborne; Armor Break; can only cancel early active frames; active frames end upon reaching the corner; [Recovery when bouncing off opponent on hit/block]; charge time 50f; KD Adv: +7
HP Rolling Attack
(Blanka Ball)
Cb.png,F.pngHp.png
[4]6+HP
6 33 4+3 land
[34+7 land]
-24 KD 150(130) 200 M Su* 7f~ airborne; Armor Break; can only cancel early active frames; active frames end upon reaching the corner; [Recovery when bouncing off opponent on hit/block]; charge time 50f; KD Adv: +7
Ex.png Rolling Attack
(Blanka Ball)
Cb.pngF.png2p.png
[4]6+PP
6 33 4+3 land
[34+7 land]
-24 KD 60*130 100*150 M FA* 1-38f projectile invuln (hit followup also invuln), 7f~ airborne; Armor Break; can only cancel early active frames; active frames end upon reaching the corner; [Recovery when bouncing off opponent on hit/block]; charge time 50f; KD Adv: +34
LK Backstep Roll
(Rainbow Ball)
Cb.png,F.pngLk.png
[4]6+LK
42 8 9 land 1(7) KD 110 200 M - 1f~ airborne; can juggle afterward on hit; charge time 50f; KD Adv: +47
MK Backstep Roll
(Rainbow Ball)
Cb.png,F.pngMk.png
[4]6+MK
42 9 7 land 2(8) KD 120 200 M - 1f~ airborne; can juggle afterward on hit; charge time 50f; KD Adv: +48
HK Backstep Roll
(Rainbow Ball)
Cb.png,F.pngHk.png
[4]6+HK
38 8(3)6 6 land -5 / 6(9) KD 130 200 M - 1f~ airborne; can juggle afterward on hit; 2 sets of active frames (worse advantage if the 1st hit connects); charge time 50f; KD Adv: +41/53
Ex.png Backstep Roll
(Rainbow Ball)
Cb.pngF.png2k.png
[4]6+KK
28 31 6 land
[44+7 land]
-34
(-28)
KD 50x2*
30*80
50x4 M - 1-22f full invuln, 1f~ airborne; [refers to recovery when bouncing off opponent on hit/block]; charge time 50f; KD Adv: +12/16
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Vertical Roll
(Upball)
Cd.png,U.pngLk.png
[2]8+LK
4 1(2)18 40+5 land -21 KD 40*100 150x2 M Su 7f~ airborne; 1st hit cancellable, 2nd hit knocks down; +4/-6 after FADC Forward, can combo to Lv. 2 Focus; charge time 50f; KD Adv: +37
MK Vertical Roll
(Upball)
Cd.png,U.pngMk.png
[2]8+MK
4 1(2)18 42+10 land -21 KD 40*110 150x2 M Su 7f~ airborne; 1st hit cancellable, 2nd hit knocks down; +4/-6 after FADC Forward, can combo to Lv. 2 Focus; charge time 50f; KD Adv: +37
HK Vertical Roll
(Upball)
Cd.png,U.pngHk.png
[2]8+HK
4 1(2)18 46+4 land -21 KD 40*120 150x2 M Su 9f~ airborne; 1st hit cancellable, 2nd hit knocks down; +4/-6 after FADC Forward, can combo to Lv. 2 Focus; charge time 50f; KD Adv: +37
Ex.png Vertical Roll
(Upball)
Cd.pngU.png2k.png
[2]8+KK
4 2(1)2(1)2 57+10 land -51 KD 210 200 M - 1-5f full invuln, 6f~ airborne; charge time 50f; KD Adv: +22
Lightning Mole
(Teleport Strike)
Dp.pngP.png
623+P
52 11 49 -40 KD 100*80 100x2 M - 29-60f full invuln; Button strength determines distance (LP short, MP midscreen, HP fullscreen); can crossup; KD Adv: +24
Ex.png Lightning Mole
(Teleport Strike)
Dp.png2p.png
623+PP
46 11(6)1
(7)2
40 -44 KD 200 200 M - 1-53f projectile invuln, 29-53f full invuln; auto-tracks to opponent's location; KD Adv: +16
Surprise Forward
(Hop)
F.png3k.png
6+KKK
- - 22 - - - - - - 5-18f Airborne; can pass through opponent
Surprise Back
(Hop)
B.png3k.png
4+KKK
- - 29 - - - - - - 4-21f Airborne
Coward Crouch D.png3p.png
2+PPP
- - 81 - - - - - Sp* 7-64f low profile; can input followup starting frame 16; cannot be special cancelled into; full recovery animation plays out unless cancelled into P or K followup
+ Wild Lift + P.png 5 5 25 -10 KD 80*50 100x2 M Su Both hits Su/FA cancellable; puts grounded opponents into limited juggle state (free juggle if only 1 hit connects); KD Adv: +49
+ Raid Jump + K.png - - 33+4 land - - - - - - Can use diagonal jump normals that hit overhead
Ex.png Coward Crouch D.pngHp.pngHk.png
2+HP+HK
- - 48 - - - - - Sp* 4-35f low profile; can input followup starting frame 5; can be special cancelled into
+ Ex.png Wild Lift + P.png 4 5 18 -3 KD 80*50 100x2 M FA Both hits FA cancellable; puts grounded opponents into limited juggle state (free juggle if only 1 hit connects); KD Adv: +56
+ Ex.png Raid Jump + K.png - - 23+4 land - - - - - - Much lower and faster than meterless version; diagonal jump normals do not hit overhead, but juggle airborne opponents
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Ground Shave Roll
(Unheld P Super)
Cb.png,F.pngBf.pngP.png
[4]646+P
1+3 3(2)
20*31
6
[37+7 land]
-27 KD 40*410 - M - 1-18f full invuln; active frames end upon reaching the corner; [refers to bouncing recovery on hit/block]; charge time 55f; KD Adv: +69
Ground Shave Roll
(Held P Super)
Cb.png,F.pngBf.pngP.png
[4]646+P (hold)
1+3 3(2)20*
80*14
12
[37+7 land]
-32 KD 100x5 - M - 1-18f full invuln; Can hold P up to 80f before release; active frames end upon reaching the corner; only 4 hits can connect in combo; [refers to bouncing recovery on hit/block]; charge time 55f; KD Adv: +93
Ground Shave Roll
(K Super)
Cb.png,F.pngBf.pngK.png
[4]646+K
1+8 25 14 -1 KD 60x3*180 - M - 1-15f full invuln; no hop animation; active frames end upon reaching the corner; early active frames have very short range, making it weaker for punishes; charge time 55f; KD Adv: +69
Lightning Cannonball
(Ultra 1)
Cb.png,F.pngBf.png3p.png
[4]646+PPP
0+6 2(18)
26*20
17
[37+7 land]
-39 KD 120*405 - L*H*M - 1-27f full invuln; [refers to bouncing recovery on hit/block]; After bounce, can hold PPP up to 80f (stays active the entire time); charge time 55f; KD Adv: +91 (+79 if 2nd hit whiffs)
Shout of Earth
(AA Ultra 2)
Cdb.png,Delta.png3p.png
[1]319+PPP
0+7 55(10)6 80 -67 KD 500
(195)
- M - 1-7f full invuln, 8-61f projectile invuln; can hit grounded opponents at point blank; can hold PPP to delay 2nd hit; (refers to damage on late non-cinematic hit); Cinematic damage distribution: 30*38x7*204; charge time 42f; KD Adv: +40 (+33 grounded)
Shout of Earth
(Ground Ultra 2)
Cdb.png,Delta.png3k.png
[1]319+KKK
0+12 2(7)2
(33)90
31 -57 KD 120x2*
90x2
- M - 1-11f full invuln, 12-146f projectile invuln; 420 damage total; about -31 oB if only last part is blocked; charge time 42f; KD Adv: +25 (+48 vs. airborne)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

Punishes:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


Game Navigation

General
FAQ
Controls & Notation
HUD
Basic Elements
Game Systems
Universal Abilities
Movement
Advanced Techniques
Glossary
Change List
Characters
Abel
Adon
Akuma
Balrog
Blanka
C. Viper
Cammy
Chun-Li
Cody
Dan
Decapre
Deejay
Dhalsim
Dudley
E. Honda
El Fuerte
Elena
Evil Ryu
Fei Long
Gen
Gouken
Guile
Guy
Hakan
Hugo
Ibuki
Juri
Ken
M. Bison
Makoto
Oni
Poison
Rolento
Rose
Rufus
Ryu
Sagat
Sakura
Seth
T. Hawk
Vega
Yang
Yun
Zangief