Street Fighter 2: Hyper Fighting/Blanka

From Shoryuken Wiki!
(Redirected from Blanka (HF))
Jump to: navigation, search
Street Fighter 2: Hyper FightingSf2hf-logo.png
Street Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#CharactersStreet Fighter 2: Hyper Fighting#System InfoStreet Fighter 2: Hyper Fighting#MiscellaneousStreet Fighter 2: Hyper Fighting#Basic StrategyMvC3HeaderButtons.png

Blanka

Sf2hf-blanka-portrait.gif

One day long ago, a young boy named Jimmy was aboard a plane, on his way to visit his uncle. Unfortunately some government officials who were also on the plane were the targets of an assassination attempt by Shadaloo, and the plane crashed into the Brazilian Jungle. However, Jimmy survived the crash and began to live amongst the animals in the jungle. One day, he unwittingly hitched a ride on a poacher's car. Curious and excited, Blanka began to venture into the outside world. It was probably during this time that he met Dan as well as Dan's 'student', Sakura, before he went back to the jungle. He later resurfaced again to compete in the World Warrior tounament, where his mother happened to be a spectator. There is a tearful reunion as mother and son were finally reunited. Blanka probably now lives a happy (ab)normal life with his mother.

In a nutshell

Blanka is a powerful character with excellent jumping attacks, useful special moves and some great normals. Able to keep offensive pressure on as well as play a defensive role,gains a Vertical Roll useful fro crossup games. A very solid character in Hyper Fighting.


Character Specific Information

Character Data
Damage Scaling Factor:
25/32
Pre-Jump Frames:
4f
Jump duration:
40f


Color Options

Default Start
Sf2hf-blankaa-1p.png Sf2hf-blankaa-2p.png

Moves List

Note: All frame data gathered by using the method described at http://code.google.com/p/macrolua/wiki/FrameDataExamples. Some differs from TAkiba's, and is noted by a *.

Normal Moves

  • Standing Normal Moves (st.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Standing Light Punch
Lp.png
14
-
4
40
6
3
11*
+0/+1
Standing Medium Punch
Mp.png
18
8
60
7
2
7*
+10/+11
Standing Hard Punch
Hp.png
22
14
80
7
10
18*
-5/-4
Standing Light Kick
Lk.png
14
-
4
40
8
4
7*
+3/+4
Standing Medium Kick
Mk.png
18
8
60
8
4
7*
+1/+2
Standing Hard Kick
Hk.png
22
14
80
8
11
21*
-9/-8
  • Close Standing Normal Moves (cl.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Close Light Punch
(near opponent) Lp.png
16
-
4
40
6
2
9*
+3/+4
Close Medium Punch
(near opponent) Mp.png
16
8
60
4
4
3*
+12/+13
Specialcancel.png
Close Light Kick
(near opponent) Lk.png
16
-
4
40
15
4
13*
-3/-2
Close Medium Kick
(near opponent) Mk.png
20,20
8,8
60,60
13
6
13*
+8/+9
  • Crouching Normal Moves (cr.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Crouching Light Punch
D.png + Lp.png
14
-
4
40
10
3
7*
+4/+5
Low.png
Crouching Medium Punch
D.png + Mp.png
18
8
60
8
3
17*
-1/+0
Crouching Hard Punch
D.png + Hp.png
22
14
80
9
6
18*
-1/+0
Crouching Light Kick
D.png + Lk.png
14
-
4
40
6
4
7*
+3/+4
Low.png
Crouching Medium Kick
D.png + Mk.png
18
8
60
6
4
7*
+8/+9
Low.png
Crouching Hard Kick
D.png + Hk.png
22
8
130
9
4
18*
+1/+2
Low.png Knockdown.png
  • Jumping Normal Moves (nj.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Neutral Jump Light Punch
U.png + Lp.png
16
4
40
6
20
-
High.png
Neutral Jump Medium Punch
U.png + Mp.png
20
8
50
6
12
-
High.png
Neutral Jump Hard Punch
U.png + Hp.png
24
14
60
1*
3*
-
High.png
Neutral Jump Light Kick
U.png + Lk.png
16
4
40
6
20
-
High.png
Neutral Jump Medium Kick
U.png + Mk.png
20
8
50
6
12
-
High.png
Neutral Jump Hard Kick
U.png + Hk.png
24
14
60
6
6
-
High.png
  • Diagonal Jumping Normal Moves (j.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Diagonal Jump Light Punch
Ub.png / Uf.png + Lp.png
16
4
40
6
20
-
High.png
Diagonal Jump Medium Punch
Ub.png / Uf.png + Mp.png
20
8
50
6
12
-
High.png
Diagonal Jump Hard Punch
Ub.png / Uf.png + Hp.png
22
14
60
6
6
-
High.png
Diagonal Jump Light Kick
Ub.png / Uf.png + Lk.png
14
4
40
6
20
-
High.png
Diagonal Jump Medium Kick
Ub.png / Uf.png + Mk.png
18
8
50
6
12
-
High.png
Diagonal Jump Hard Kick
Ub.png / Uf.png + Hk.png
22
14
60
6
6
-
High.png

Unique Moves

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Rock Crush a.k.a. Headbutt
B.png / F.png + Mp.png
18,18
8,8
60,60
10
7,2
13
+3/+4
Low.png (2nd hit)

Throws

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Wild Fang a.k.a. Bite
B.png / F.png + Hp.png
20+(4*n)
-
8
60
-
-
-
-
Throw.png

Special Moves

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Electric Thunder
press Lp.png repeatedly
28
16
120
3
52+
0
KD/-23
Hardknockdown.png
Requires 5 button presses
Electric Thunder
press Mp.png repeatedly
32
16
120
5
34+
0
KD/-4
Hardknockdown.png
Requires 5 button presses
Electric Thunder
press Hp.png repeatedly
36
16
120
7
25+
0
KD/+9
Hardknockdown.png
Requires 5 button presses
Rolling Attack
B.png (charge), F.png + Lp.png
22
16
120
0
25
0/40
-17/-16
Requires 60f of charge. 0f recovery if whiffed, 40f of hitting bounceback if blocked/hit.
Rolling Attack
B.png (charge), F.png + Mp.png
24
16
120
0
25
0/40
-17/-16
Requires 60f of charge. 0f recovery if whiffed, 40f of hitting bounceback if blocked/hit.
Rolling Attack
B.png (charge), F.png + Hp.png
26
16
120
0
0/40
-17/-16
Requires 60f of charge. 0f recovery if whiffed, 40f of hitting bounceback if blocked/hit.
Vertical Rolling
D.png (charge), U.png + Lk.png
16
16
120
0
35
7
-27
Requires 60f of charge.
Vertical Rolling
D.png (charge), U.png + Mk.png
18
16
120
0
50
7
-32
Requires 60f of charge.
Vertical Rolling
D.png (charge), U.png + Hk.png
20
16
120
0
56
7
-38
Requires 60f of charge.

The Basics

He is a rushdown and/or turtle character with throw mix ups,had the best low attacks in the game.

Electricity Attack is effective for corner traps and now with Vertical Roll he can cross up opponents easily.

Advanced Strategy

From Jeff Schaefer:

Blanka is real tough primarily because of the confusion and speed.

Take this for example....

His j.LK LOOKS the same as j.MK.

you jump on somebodies head or straight up with j.LK, you can bite them SUPER fast. You push j.MK sometimes, then bite a split second later, it looks the same but it throws off their "counter" timing and distance perception.

Its complicated, but trust me, it works real good.


The Blanka train is a mixup of the following that I used back in 1992ish.

It is preceded by a BITE (HP throw). Then:

  • Roll
  • s.MP or cr.MK...
  • BITE

---

You can repeat that or you can do these variations...

  • Roll
  • j.HP right away. It hits every character if they are standing and push anything, like if they are trying to counter, etc, and some characters it hits them if they are crouching...
  • Then you land and BITE.

OR when you land on other side, you jump OVER them AGAIN with HP right away, stunning them.


  • Roll
  • cr.MK
  • nj.LK
  • Vertical ball behind head
  • cr.MK

then either bite, ball again, or nj.LK, bite, repeat.


  • Roll
  • Electricity for split second....
  • Vertical ball behind their neck out of electricity then you can do what I listed.

You can mix up a variety of about 6 things from the bite, to throw them off badly, keep them guessing, and just dominate people.

Against some characters, just roll, s.MP, bite was UNCOUNTERABLE game over.


From Decoy:

"Spacers" are blocked moves that position Blanka perfectly for a ball into throw attempt. They work best when setup with a c.HP or a c.HK at the end of a blocked attack string.

For example:

I jump-in with a standard j.HP, s.MP, c.HK. If you're like me, you charge at every opportunity. I have a charge ready after the c.HK and I go into an LP horizontal ball into throw. It's almost free every time.

And let's not forget about the double-charge method. You can do horizontal ball attacks right into vertical ball attacks seamlessly (by ending the horizontal ball motion in down-forward you maintain down charge for the vertical ball). This is great for closing the gap on someone who is across the screen and jumping in the corner. Or a surprise cross-up with the ball hitting on the way down on the opposite side. Then the fun begins.

http://www.youtube.com/watch?feature=player_embedded&v=A0wCzcs32lw

http://www.youtube.com/watch?feature=player_embedded&v=DAXCxVF2EjE

Combos

-j.HK,s.MP,c.MK/c.HK

-j.HP,s.MP,s.MP,c.HK

-V.Roll (falling),c.MP,R.Attack

Match-ups

Vs. Balrog (boxer):

From Decoy: Blanka's options if Balrog does any rush punch:

1. A well timed c.HK for a knockdown into an early LP horizontal ball for a cross-up meaty electricity.

2. Trade hits with a well timed surprise electricity then do the follow-up moves as above because Blanka's get-up speed is faster than anyone else in the game.

Blanka can also sneak in horizontal ball into throw. If there is one thing that Rog players like to do, it's counter attack after a horizontal ball. You can pretty much pencil this to work at least once per round against Rog.


Vs. Blanka (self):

The Best Blanka its the one who its a good jumper and mixer with Electricity or hold, or at least can Vertical Roll wisely.


Vs. Chun-Li:

One of his best match ups in close combat with throw mixups,anyway Chun Li standing attacks are better than Blanka.

Kikoken can be answered easily with Vertical Rolling Attack, because she doesn't have a decent anti air, you can punish Spinning Bird Kick with Electricty easily.

Air Spinnig Bird Kick is easier to punish, try to answer with a Horizontal Roll or Electricity, avoid to jump in for a Kikoken answer due to her air throw.

Vs. Dhalsim:

Dhalsim pokes are so effectives against Blanka,jump on him and use your Electricty for a meaty Teleport.

It's a better match up than Champion Edition, you have an equality because Vertical Roll is useful against Yoga Fire and Flame...

Vs. E. Honda:

Blanka's crouching hitbox is low enough that Honda's standing lp and mp will whiff over Blanka's head.

This is a decent match up, because both have an anti air to overhead special, a rush one and mash button one....You have better anti air and jumping moves, try it.

Blanka's objective will be keepaway E.Honda with ground pokes and jumping mind games...use Electricity only if E.Honda jumps for trade hits or anti air strategies.

Try to knock down E.Honda with sweeps to Vertical Roll mind games but beware if you fall near to him instead of crossup or receive a Sumo Headbutt/Torpedo.

Vs. Guile:

Its still a problematic matchup, Blanka air game can still punished with Sommersaul Kick, but Sonic Boom can be punished with Crouching Roundhouse and Vertical Roll, try to be more offensive than Champion Edition.

Vs. Ken:

Be careful of his Shoryuken, use your sweep against his weak Hadoken.

Vs. M. Bison (dictator):

Its still a good matchup now approach to use Vertical roll to punish Headstomp,beware with Psycho Crusher,punish it with standing Short,Dictador can poke Blanka easily as Dhalsim.

Vs. Ryu:

Its still a fair matchup in favour of Ryu but there is a bit of changes for Blanka, you can use a Short or Forward Vertical Roll in mid distance to punish an Hadouken but in the downfall will be the hit or miss, still punish his Shoryuken with crouch Roundhouse to Horizontal Roll mixups, Huricane Kick it still punishable with crouching attack or Electrity.

Vs. Sagat:

Blanka has an advantage against Sagat that most characters don't: he can dizzy him with a full range jump-in against a low tiger shot. The combo is simply j.HK, c.HP. Massive range. Jump straight up, HK on the way down can beat tiger uppercut clean, or make it whiff. And j.MP can beat it clean once the uppercut is in the air. Keep up the normal ground pressure, trade c.HP/c.HK with low tiger shots, crouch under high tiger shots, and then (if you're close enough) whack his outstretched hands with s.MP.

From Decoy: I walk Sagat down till I'm just outside of his extended HP range. Then I like to do c.HP on the ground or jump straight up into HP. This beats his Tiger uppercut clean.

I also do LK vertical ball all over low tiger shots to bait him into taking a step forward to counter, then I land and do c.HK for a knockdown. After that, I use Blanka's getup speed to get-in on Sagat and finish him off.



Vs. Vega (claw):

A great fair jumping matchup, Claw had better pokes but you can use Electricity for Barcelona Punish, also at close distance you had better mixups and resets with your hold, Rolling Attack its a bad idea because he can punish you easily with claw standing attacks or crouching Roundhouse, Backdash its punishable with a hold.

Vs. Zangief:

One of the most easiset matchups, stay grounded and just within reach of a crouching fierce punch, but if he is using Lariat mixups try to trade hits with your Roll, and also mixups Electricity after a Knockdown, Vertical Roll its a great idea for Lariat escape , anyway, don't stay close too much.

Hitboxes

Standing Normals

  • Standing LP:
Damage 14 Sf2hf-blankaa-lp-sup1.png Sf2hf-blankaa-lp-a.png Sf2hf-blankaa-lp-r1.png Sf2hf-blankaa-lp-r2.png Sf2hf-blankaa-lp-sup1.png Sf2hf-blankaa-cllp-r3.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage +0
Frame Count 2 3 4 3 3 1
Simplified 3+2 3 11*
  • Standing MP:
Damage 18 Sf2hf-blankaa-mp-s1.png Sf2hf-blankaa-mp-a.png Sf2hf-blankaa-mp-r1.png Sf2hf-blankaa-mp-r2.png Sf2hf-blankaa-cllp-r3.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +10
Frame Count 2 2 3 3 1
Simplified 4+2 2 7*
  • Standing HP:
Damage 22 Sf2hf-blankaa-hp-s1.png Sf2hf-blankaa-hp-a1.png Sf2hf-blankaa-hp-a2.png Sf2hf-blankaa-hp-r1.png Sf2hf-blankaa-hp-s1.png Sf2hf-blankaa-cllp-r3.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -5
Frame Count 3 4 6 10 7 1
Frame Count 3+3 10 18*
  • Standing LK:
Damage 14 Sf2hf-blankaa-lk-s1.png Sf2hf-blankaa-lk-s2.png Sf2hf-blankaa-lk-a.png Sf2hf-blankaa-lk-s2.png Sf2hf-blankaa-lk-s1.png Sf2hf-blankaa-cllp-r3.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage +3
Frame Count 2 2 4 3 3 1
Simplified 3+4 4 7*
  • Standing MK:
Damage 18 Sf2hf-blankaa-mk-s1.png Sf2hf-blankaa-mk-s2.png Sf2hf-blankaa-mk-a.png Sf2hf-blankaa-mk-s2.png Sf2hf-blankaa-mk-s1.png Sf2hf-blankaa-cllp-r3.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +1
Frame Count 2 2 4 3 3 1
Simplified 3+4 4 7*
  • Standing HK:
Damage 22 Sf2hf-blankaa-hk-s1.png Sf2hf-blankaa-hk-a.png Sf2hf-blankaa-hk-a2.png Sf2hf-blankaa-hk-r1.png Sf2hf-blankaa-hk-r2.png Sf2hf-blankaa-hk-r3.png Sf2hf-blankaa-cllk-s1.png Sf2hf-blankaa-cllp-r3.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -9
Frame Count 3 6 5 5 5 5 5 1
Simplified 4+3 11 21*

Close Standing Normals

  • Close Standing LP:
Damage 16 Sf2hf-blankaa-cllp-r3.png Sf2hf-blankaa-cllp-s.png Sf2hf-blankaa-cllp-a.png Sf2hf-blankaa-cllp-r1.png Sf2hf-blankaa-cllp-r2.png Sf2hf-blankaa-cllp-s.png Sf2hf-blankaa-cllp-r3.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage +6
Frame Count 3 2 2 2 4 2 1
Simplified 1+5 2 9*
  • Close Standing MP:
Damage 16 Sf2hf-blankaa-clmp-s.png Sf2hf-blankaa-clmp-a.png Sf2hf-blankaa-clmp-s.png Sf2hf-blankaa-cllp-r3.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +6
Frame Count 2 4 2 1
Simplified 1+2 4 3*
  • Close Standing LK:
Damage 16 Sf2hf-blankaa-cllk-s0.png Sf2hf-blankaa-cllk-s2.png Sf2hf-blankaa-cllk-s3.png Sf2hf-blankaa-cllk-s4.png Sf2hf-blankaa-cllk-s5.png Sf2hf-blankaa-cllk-a.png Sf2hf-blankaa-cllk-s5.png Sf2hf-blankaa-cllk-s4.png Sf2hf-blankaa-cllk-s3.png Sf2hf-blankaa-cllk-s1.png Sf2hf-blankaa-cllp-r3.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage +6
Frame Count 3 3 3 2 2 4 3 3 3 3 1
Simplified 1+13 4 13*
  • Close Standing MK:
Damage 20,20 Sf2hf-blankaa-cllk-s0.png Sf2hf-blankaa-cllk-s2.png Sf2hf-blankaa-cllk-s3.png Sf2hf-blankaa-cllk-s4.png Sf2hf-blankaa-clmk-a1.png Sf2hf-blankaa-clmk-a2.png Sf2hf-blankaa-cllk-s5.png Sf2hf-blankaa-cllk-s4.png Sf2hf-blankaa-cllk-s3.png Sf2hf-blankaa-cllk-s1.png Sf2hf-blankaa-cllp-r3.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage +8
Frame Count 3 3 3 2 2 4 3 3 3 3 1
Simplified 1+11 6 13*

Crouching Normals

  • Crouching LP:
Damage 14 Sf2hf-blankaa-crlp-s1.png Sf2hf-blankaa-crlp-s2.png Sf2hf-blankaa-crlp-a.png Sf2hf-blankaa-crlp-s2.png Sf2hf-blankaa-crlp-s1.png Sf2hf-blankaa-crlp-r3.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +4
Frame Count 2 4 3 3 3 1
Simplified 3+6 3 7*


  • Crouching MP:
Damage 18 Sf2hf-blankaa-crmp-s1.png Sf2hf-blankaa-crmp-s2.png Sf2hf-blankaa-crmp-a.png Sf2hf-blankaa-crmp-r1.png Sf2hf-blankaa-crmp-r2.png Sf2hf-blankaa-crmp-s2.png Sf2hf-blankaa-crmp-s1.png Sf2hf-blankaa-crlp-r3.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage -1
Frame Count 3 3 3 7 3 3 3 1
Simplified 1+6 3 17*
  • Crouching HP:
Damage 22 Sf2hf-blankaa-crhp-s1.png Sf2hf-blankaa-crhp-s2.png Sf2hf-blankaa-crhp-a.png Sf2hf-blankaa-crhp-s2.png Sf2hf-blankaa-crhp-s1.png Sf2hf-blankaa-crlp-r3.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -1
Frame Count 3 4 6 10 7 1
Simplified 1+7 6 18*
  • Crouching LK:
Damage 14 Sf2hf-blankaa-crlk-s1.png Sf2hf-blankaa-crlk-s2.png Sf2hf-blankaa-crlk-a.png Sf2hf-blankaa-crlk-s2.png Sf2hf-blankaa-crlk-s1.png Sf2hf-blankaa-crlp-r3.png
Stun 1~7
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage +3
Frame Count 2 2 4 3 3 1
Simplified 1+4 4 7*
  • Crouching MK:
Damage 18 Sf2hf-blankaa-crlk-s1.png Sf2hf-blankaa-crlk-s2.png Sf2hf-blankaa-crmk-a.png Sf2hf-blankaa-crlk-s2.png Sf2hf-blankaa-crlk-s1.png Sf2hf-blankaa-crlp-r3.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +8
Frame Count 2 2 4 3 3 1
Simplified 1+4 4 7*
  • Crouching HK:
Damage 22 Sf2hf-blankaa-crhk-s1.png Sf2hf-blankaa-crhk-s2.png Sf2hf-blankaa-crhk-a.png Sf2hf-blankaa-crhk-s2.png Sf2hf-blankaa-crhk-s1.png Sf2hf-blankaa-crlp-r3.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +1
Frame Count 2 3 4 10 7 1
Simplified 1+7 4 18*

Aerial Normals

  • Neutral/Diagonal Jumping LP:
Damage 16 Sf2hf-blanka-njlp-s1.png Sf2hf-blanka-njlp-s2.png Sf2hf-blanka-njlp-a.png Sf2hf-blanka-njlp-s2.png Sf2hf-blanka-njlp-s1.png
Stun 1~7
Stun Timer 40
Frame Count 2 3 20 3
Simplified 5 20


  • Neutral/Diagonal Jumping MP:
Damage 20 Sf2hf-blanka-njlp-s1.png Sf2hf-blanka-njlp-s2.png Sf2hf-blanka-njmp-a.png Sf2hf-blanka-njlp-s2.png Sf2hf-blanka-njlp-s1.png
Stun 5~11
Stun Timer 50
Frame Count 2 3 12 3
Simplified 5 12


  • Neutral Jumping HP:
Damage 24 Sf2hf-blanka-njhp-s1.png Sf2hf-blanka-njhp-a.png Sf2hf-blanka-njhp-r1.png Sf2hf-blanka-njhp-r2.png Sf2hf-blanka-njhp-r1.png Sf2hf-blanka-njhp-r4.png Sf2hf-blanka-njhp-f.png
Stun 11~17
Stun Timer 60
Frame Count 1 3 3 6 3 3
Simplified 1* 3*
  • Diagonal Jumping HP:
Damage 22 Sf2hf-blanka-djhp-s1.png Sf2hf-blanka-djhp-s2.png Sf2hf-blanka-djhp-a.png Sf2hf-blanka-djhp-r.png
Stun 11~17
Stun Timer 60
Frame Count 2 3 6
Simplified 5 6


  • Neutral Jumping LK:
Damage 16 Sf2hf-blanka-jk-s1.png Sf2hf-blanka-jk-s2.png Sf2hf-blanka-njlk-a.png Sf2hf-blanka-jk-s2.png Sf2hf-blanka-jk-s1.png
Stun 1~7
Stun Timer 40
Frame Count 2 3 20 3
Simplified 5 20
  • Diagonal Jumping LK:
Damage 14 Sf2hf-blanka-jk-s1.png Sf2hf-blanka-jk-s2.png Sf2hf-blanka-djlk-a.png Sf2hf-blanka-jk-s2.png Sf2hf-blanka-jk-s1.png
Stun 1~7
Stun Timer 40
Frame Count 2 3 20 3
Simplified 5 20


  • Neutral Jumping MK:
Damage 20 Sf2hf-blanka-jk-s1.png Sf2hf-blanka-jk-s2.png Sf2hf-blanka-njmk-a.png Sf2hf-blanka-jk-s2.png Sf2hf-blanka-jk-s1.png
Stun 5~11
Stun Timer 50
Frame Count 2 3 12 3
Simplified 5 12
  • Diagonal Jumping MK:
Damage 18 Sf2hf-blanka-jk-s1.png Sf2hf-blanka-jk-s2.png Sf2hf-blanka-djmk-a.png Sf2hf-blanka-jk-s2.png Sf2hf-blanka-jk-s1.png
Stun 5~11
Stun Timer 50
Frame Count 2 3 12 3
Simplified 5 12
  • Neutral Jumping HK:
Damage 24 Sf2hf-blanka-njhk-s1.png Sf2hf-blanka-njhk-s2.png Sf2hf-blanka-njhk-a.png Sf2hf-blanka-njhk-s2.png Sf2hf-blanka-njhk-s1.png
Stun 11~17
Stun Timer 60
Frame Count 2 3 6 3
Simplified 5 6
  • Diagonal Jumping HK:
Damage 22 Sf2hf-blanka-njhk-s1.png Sf2hf-blanka-njhk-s2.png Sf2hf-blanka-djhk-a.png Sf2hf-blanka-njhk-s2.png Sf2hf-blanka-njhk-s1.png
Stun 11~17
Stun Timer 60
Frame Count 2 3 6 3
Simplified 5 6


Unique Moves

  • Rock Crush a.k.a. Headbutt: (On ground and close, ←/→ + MP)
Damage 18,18 Sf2hf-blankaa-cllp-r3.png Sf2hf-blankaa-fmp-s1.png Sf2hf-blankaa-fmp-a1.png Sf2hf-blankaa-fmp-a2.png Sf2hf-blankaa-fmp-a3.png Sf2hf-blankaa-fmp-r1.png Sf2hf-blankaa-fmp-r2.png Sf2hf-blankaa-fmp-s1.png Sf2hf-blankaa-cllp-r3.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +3/+4
Frame Count 5 4 4 3 2 5 4 3 1
Simplified 9 7 2 13

Throws

  • Wild Fang a.k.a. Bite: (←/→ + HP)
Damage 20+(4*n) Sf2hf-blankaa-throw.png
Duration 130
Stun -
Stun Timer -
Range (from axis) 64
Range advantage 35

Special Moves

  • Electric Thunder: press any single Punch repeatedly

LP version:

Damage 28 Sf2hf-blanka-cllp-r3.png Sf2hf-blanka-elec-lp-a.png
Stun 13~19
Stun Timer 120
Frame Advantage -23
Frame Count 3 52+

MP version:

Damage 32 Sf2hf-blanka-cllp-r3.png Sf2hf-blanka-elec-mp-a.png
Stun 13~19
Stun Timer 120
Frame Advantage KD/-4
Frame Count 5 34+

HP version:

Damage 36 Sf2hf-blanka-cllp-r3.png Sf2hf-blanka-elec-hp-a.png
Stun 13~19
Stun Timer 120
Frame Advantage +9
Frame Count 7 25+

+9 on block if is blocked 3 times (point blank). +4 for 2 blocks.

Not changed so much about Champion Edition,but beware with some new special moves like yourself with Vertical Roll or Sumo Splash or Kikoken...can destroy your basic game plan in damage trade or medium distance

  • Rolling Attack: charge ←, → + Punch (charge 60f)

LP/MP versions (whiff):

Damage 22/24 Sf2hf-blanka-roll-lp-a1.png
Stun 13~19
Stun Timer 120
Frame Advantage -17
Frame Count 25

HP version (whiff):

Damage 26 Sf2hf-blanka-roll-lp-a1.png
Stun 13~19
Stun Timer 120
Frame Advantage -17
Frame Count

Same properties at Champion Edition and still useful against non projectile characters.

  • Vertical Rolling Attack: charge ↓, ↑ + Kick (charge 60f)

LK version (whiff):

Damage 16 Sf2hf-blanka-roll-lp-a1.png Sf2hf-blanka-uproll-lk-r1.png Sf2hf-blanka-roll-lp-r.png
Stun 13~19
Stun Timer 120
Frame Advantage -27
Frame Count 45 6 1
Simplified 45 7

Recovery is unthrowable except for the final frame.

MK version (whiff):

Damage 18 Sf2hf-blanka-roll-lp-a1.png Sf2hf-blanka-uproll-lk-r1.png Sf2hf-blanka-roll-lp-r.png
Stun 13~19
Stun Timer 120
Frame Advantage -32
Frame Count 50 6 1
Simplified 50 7

Recovery is unthrowable except for the final frame.

HK version (whiff):

Damage 20 Sf2hf-blanka-roll-lp-a1.png Sf2hf-blanka-uproll-lk-r1.png Sf2hf-blanka-roll-lp-r.png
Stun 13~19
Stun Timer 120
Frame Advantage -38
Frame Count 56 6 1
Simplified 56 7

Recovery is unthrowable except for the final frame.


This wil be your special against projectile spamming characters, use it at medium or short distance and also a decent crouch character cross up one, but the main disadvantage can be the recovery because is worse than Horizontal Roll and lead you to a punish with throws or 2-in-1.

Misc Animations

Walk back Neutral Walk Fwd Crouch
Sf2hf-blanka-bwd.png Sf2hf-blanka-cllp-r3.png Sf2hf-blanka-fwd.png Sf2hf-blanka-crlp-r3.png
  • Standing reel:
Sf2hf-blanka-reel1.png Sf2hf-blanka-reel2.png Sf2hf-blanka-reel3.png Sf2hf-blanka-reel4.png
  • Standing gut reel:
Sf2hf-blanka-gutreel1.png Sf2hf-blanka-gutreel2.png Sf2hf-blanka-gutreel3.png Sf2hf-blanka-gutreel4.png
  • Crouching reel:
Sf2hf-blanka-creel1.png Sf2hf-blanka-creel2.png Sf2hf-blanka-creel3.png
  • Dizzy:
Sf2hf-blanka-dizzy1.png Sf2hf-blanka-dizzy2.png Sf2hf-blanka-dizzy3.png Sf2hf-blanka-dizzy4.png Sf2hf-blanka-dizzy5.png