Blanka (SFIV)

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Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

Optional jump-in

[ JUMP_IN, ] STANDING | CROUCHING

JUMP_IN   = j.LP | j.MP | j.HP | j.LK | j.MK | j.HK
STANDING  = LP | Rock Crusher, Electric Thunder | ROLL
CROUCHING = cr.LP | cr.LK | cr.MK, Electric Thunder | Vertical Roll | ROLL
ROLL      = Rolling Attack, Ground Shave Roll

There is one untested scenario; is it possible to combo from a kick to Electric Thunder?

Ground Shave Roll

LP | MP | HP | LK | MK | HK | cr.LP | cr.MP | cr.HP | cr.LK | cr.MK | Rock Crusher, Ground Shave Roll

Strategy

Matchups

Matchup Videos

Find a great collection of matchup specific videos from top players at streetfighterdojo.com
Contributor: zaspacer

Frame Data

Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes
Close LP 30 50 4 2 10 15 -1 +2 10 13 20 HL X O O -
Close MP 80 100 6 2 10 17 +2 +5 13 16 40 HL X X O -
Close HP 110[90] 200[150] 7 4 22 32 -7 -1 18 24 60 HL X X O Forces stand
Close LK 40 50 4 3 10 16 -2 +1 10 13 20 HL X O O -
Close MK 40*40 50*50 5 2(3)2 12 23 0 +3 13 16 40*20 HL X X O 1st hit cancellable
Close HK 100[80] 200[150] 7 6 19 31 -6 -1 18 2. 60 HL X X O -
Far LP 30 50 3 2 9 13 0 +3 10 13 20 HL X O O -
Far MP 80 100 7 4 9 19 +1 +4 13 16 40 HL X X O -
Far HP 120 200 7 6 20 32 -7 -2 18 23 60 HL X X X -
Far LK 30 50 5 2 12 18 -3 0 10 13 20 HL X X O -
Far MK 90 100 5 2 19 25 -7 -4 13 16 40 HL X X O -
Far HK 100[80] 200[150] 3 6 23 31 -10 -5 18 23 60 HL X X X -
crouch LP 30 50 4 2 9 14 0 +3 10 13 20 HL X O O -
crouchMP 90 100 7 4 15 25 -5 -2 13 16 40 HL X X O -
crouch HP 100 200 8 4 25 36 -10 -4 18 24 60 HL X X O -
crouch LK 30 50 4 3 7 13 +1 +4 10 13 20 L X O O Low attack
crouch MK 70 100 5 2 11 17 +1 +4 13 16 40 L X O O Low attack
crouch HK 90 150 6 5 21 31 -7 D 18 - 60 L X X O Low attack, cannot fast recover
Jump up LP 40 50 5 7 - - - - 8 11 20 H - - - -
Jump up MP 70 100 6 3 - - - - 11 15 40 H - - - -
Jump up HP 120 200 4 3 - - - - 17 20 60 H - - - -
Jump up LK 40 50 4 3 - - - - 8 11 20 H - - - -
Jump up MK 60 100 5 5 - - - - 11 15 40 H - - - -
Jump up HK 120 200 7 7 - - - - 17 20 60 H - - - -
Jump forward LP 40 50 5 7 - - - - 8 11 20 H - - - -
Jump forward MP 70 100 6 5 - - - - 11 15 40 H - - - -
Jump forward HP 110 200 5 4 - - - - 17 20 60 H - - - -
Jump forward LK 40 50 5 5 - - - - 8 11 20 H - - - -
Jump forward MK 60 100 5 5 - - - - 11 15 40 H - - - -
Jump forward HK 110 200 7 6 - - - - 17 20 60 H - - - -
B or F+MP(close) 50*40 50*50 8 2(1)5 12 27 -3 +2 13 18 40*20 HL X O O 1st hit cancellable
Overhead 50*40 50*50 25 2(1)4 12 43 -2 +3 13 18 40*20 H X X X Mid attack
DF+HP 100 200 10 19 16 44 -14 D - - 60 L X X X Low attack, cannot fast recover
F+KKK - - - - 25 25 - - - - - - X X X (translate)
B+KKK - - - - 29 29 - - - - - - X X X -
D+PPP - - - - 53~90 53 - - - - - - X X X 1~64 (translate)
Focus Attack LVL 1 60 100 20 2 38 59 -24 -24 15 15 20 HL - - - -
Focus attack LVL 2 90 150 18+10 2 38 67 -18 D 21 - 40 HL - - - -
Focus attack LVL 3 150 200 63 2 39 103 D D - - 60 - - - - -
Forward Throw 130 140 3 2 20 24 - D - - 40 0.9 - - - Throw range 0.9
Back throw 120 120 3 2 20 24 - D - - 40 0.9 - - - Throw range 0.9
Rolling Attack LP 100 100 6 18 4+2 29 -24 -15 17 26 30/30 HL X X O Armor break, charge 55f
Rolling Attack MP 110 150 6 33 4+2 44 -24 -15 17 26 30/30 HL X X O Armor break, charge 55f
Rolling Attack HP 120 200 6 33 4+3 45 -24 -15 17 26 30/30 HL X X O Armor break, charge 55f
Rolling Attack EX 110 150 6 33 4+3 45 -24 -15 17 26 0/0 HL X X O 1~38 translate, Armor break, charge 55f
Backstep Rolling LK 110 200 28 25 6 58 - D 17 - 30/40 HL X X X charge 55f
Backstep Rolling MK 120 200 28 29 6 62 - D 17 - 30/40 HL X X X charge 55f
Backstep Rolling HK 130 200 28 33 6 66 - D 17 - 30/40 HL X X X charge 55f
Backstep Rolling EX 120 200 28 33 6 66 - D 17 - 0/0 HL X X X 1~22f invincible, 23~27f cannot be thrown, charge 55f
Anti Air Rolling LK 100 200 4 18 43+2 66 -21 -17 20 24 30/30 HL X X X charge 55f
Anti Air Rolling MK 110 200 4 15 45+7 70 -21 -17 20 24 30/30 HL X X X charge 55f
Anti Air Rolling HK 120 200 4 12 46+4 65 -21 -17 20 24 30/30 HL X X X charge 55f
Anti Air Rolling EX 120 200 4 18 50+7 78 -21 -17 20 24 0/0 HL X X X 1~5f invincible, charge 55f
Electricity LP 120 200 5 4x4 9 41 +5 D 20 - 20/20 HL X X O -
Electricity MP 130 200 7 2x8 9 45 +8 D 20 - 20/20 HL X X O -
Electricity HP 140 200 10 1x16*2 9 52 +10 D 20 - 20/20 HL X X O -
Electricity EX 150 200 10 1x16*2 11 54 +8 D 20 - 0/0 HL X X O -
Super Combo LP 100x5 0 1+4 16*1x14 12 46 -34 D 22 - 0/0 HL X X X 1~5f invincible, Pursuit property, charge 55f
Super Combo MP 100x5 0 1+4 22*1x14 12 52 -34 D  ??? - 0/0 HL X X X 1~5f invincible, Pursuit property, charge 55f
Super Combo HP 100x5 0 1+4 22*1x14 19 59 -34 D  ??? - 0/0 HL X X X 1~5f invincible, Pursuit property, charge 55f
Ultra Combo 0*100x5 0 1+3 2*26*1x20 17 88 -41 D 22 - 0/0 L*H*H*HLx4 X X X 1~27f invincible, 2nd hit (translate), 1st hit low attack, 2nd hit mid attack, Pursuit property, charge 55f
Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes



The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.