Street Fighter V/Blanka

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Blanka

SFV-Blanka Portrait.jpg
VITALS
Health: 1000 Stun: 1000
WALKING THROWS
Forward Walk Speed: 4.3 Throw Range: 0.8
Back Walk Speed: 3.2 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 16 Jump Height Apex: -
Back Dash Total Frames: 24 Jump Total Frames: 46 (4+38+4)
Forward Dash Distance: 123.9 Forward Jump Distance: 212.8
Back Dash Distance: 111.7 Back Jump Distance 182.4
NOTABLE MOVE CLASSES
Overheads: f+MK Hard Knockdowns: CA
Low Attacks: crLK, crMK, crHK, df+HP Crush Counters: HP, HK, crHP, crHK

Summary

Bio

Bio


Why Pick Blanka?

Why Play

Players To Watch
Wolfgang

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Electric Thunder (mash P)
    • Regular version advantage on block increased from +2 to +3, recovery reduced from 18f to 17f
    • EX version damage increased from 100 to 120, stun increased from 180 to 200, now V-Trigger cancelable
  • Backstep Rolling (b,f+K)
    • Regular version landing recovery reduced from 14f to 11f, eased combo count, increased blowback on air-to-air hit
    • EX recovery reduced from 13f to 5f, advantage on hit/block changed because of this
  • Quick Rolling (f+PPP) pushback on block increased, blowback on hit increased, forward distance on whiff increased
  • VT1
    • Electric Thunder stun increased from 180 to 230
    • Backstep Rolling recovery reduced from 14f to 11f
    • GroundShave roll first two hits now hit successively, disadvantage on block changed from -14 to -8
      • Max Charged version damage reduced from 250 to 220, now causes guard break
  • VT1/2
    • Added 2f of recovery when canceled into


Season 3 (Arcade Edition)

Added as part of Season 3 DLC (February 2018)


Move List

Unique Attacks

SFV-Blanka-Unique.jpg

Special Moves

SFV-Blanka-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Blanka-Vsystem.jpg

Critical Art

SFV-Blanka-Critical.jpg

Blanka Discussions

Discussions regarding Blanka

Blanka Shoryuken Forum

Blanka Discord Link

Blanka Discord

Video Guides

Capcom Fighter's Character Introduction

Shoryuken's Rising Up Series

Other Useful Guides

Wallach's Post on punishing LP Blanka Ball with each character

Frame Data

- Season 1 Data courtesy of @gilley3d, Season 3.5 onward courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, and BananaCyclone. - Huge thanks for their efforts! - Season 4 data coming soon!

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
stand LP LP 5 2 8 2 5 FILL_ME_IN_COUNTER_HIT 30 70 H sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MP MP 7 2 15 0 3 FILL_ME_IN_COUNTER_HIT 60 100 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HP HP 11 2 24 -6 0 FILL_ME_IN_COUNTER_HIT 80 150 H sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand LK LK 4 4 8 3 4 FILL_ME_IN_COUNTER_HIT 30 70 H sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand MK MK 7 2(7)2 13 2 3 FILL_ME_IN_COUNTER_HIT 30*30 50*50 H vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
stand HK HK 10 5 22 -5 3 FILL_ME_IN_COUNTER_HIT 80 150 H vt1/vt2 103 44 49 CHIP CH_DAMAGE CH_STUN
crouch LP d+LP 4 3 7 2 4 FILL_ME_IN_COUNTER_HIT 30 70 H sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MP d+MP 6 4 18 -3 0 FILL_ME_IN_COUNTER_HIT 60 100 H sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HP d+HP 13 3 20 -3 1 FILL_ME_IN_COUNTER_HIT 90 150 H su/vt1/vt2 94 35 40 CHIP CH_DAMAGE CH_STUN
crouch LK d+LK 4 3 8 1 4 FILL_ME_IN_COUNTER_HIT 20 70 L vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch MK d+MK 6 2 16 -1 5 FILL_ME_IN_COUNTER_HIT 50 100 L sp/su/vs/vt1/vt2 - - - CHIP CH_DAMAGE CH_STUN
crouch HK d+HK 8 3 27 -12 KD FILL_ME_IN_COUNTER_HIT 100 150 L vt1/vt2 69 20 25 CHIP CH_DAMAGE CH_STUN
jump LP u+LP 4 4 - - - FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MP u+MP 6 3 - - - FILL_ME_IN_COUNTER_HIT 70 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HP ub or uf+HP 7 5 - - - FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
neutral jump HP u+HP 8 4 - - - FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
jump LK u+LK 3 5 - - - FILL_ME_IN_COUNTER_HIT 40 70 M - - - - CHIP CH_DAMAGE CH_STUN
jump MK u+MK 7 5 - - - FILL_ME_IN_COUNTER_HIT 70 100 M - - - - CHIP CH_DAMAGE CH_STUN
jump HK u+HK 9 4 - - - FILL_ME_IN_COUNTER_HIT 90 150 M - - - - CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Rock Crusher f+MP 21 1*2 17 -6 2 FILL_ME_IN_COUNTER_HIT 35*35 50*50 M*M - - - - CHIP CH_DAMAGE CH_STUN
Amazon River Run df+HP 11 10 27 -16 KD FILL_ME_IN_COUNTER_HIT 80 150 L vt1/vt2 60 11 16 CHIP CH_DAMAGE CH_STUN
Raging Bash 1st MK>HK 7+7 5 36 -19 KD FILL_ME_IN_COUNTER_HIT 30*30*54 (114) 50*50*63 (163) H vt1/vt2 98 39 44 CHIP CH_DAMAGE CH_STUN
Raging Bash 2nd MK>HK>HP 7+7+26 2 21+7 - KD FILL_ME_IN_COUNTER_HIT 30*30*54*56 (170) 50*50*63*80 (243) H - 67 8 13 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Wild Fang N or f+LP+LK 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 130 150 T - 62 13 13 CHIP CH_DAMAGE CH_STUN
Jungle Wheel b+LP+LK 5 3 17 - KD FILL_ME_IN_COUNTER_HIT 130 200 T - 59 10 10 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Jungle Dynamo HP+HK (VT1) 1 - 6 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Lightning Beast HP+HK (VT2) 1 - 6 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Coward Crouch MP+MK 10 - 46(94) - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Wild Lift MP+MK > P 10+13 4 24 -8 KD FILL_ME_IN_COUNTER_HIT 60 100 H vt1/vt2 110 51 56 CHIP CH_DAMAGE CH_STUN
Raid Jump MP+MK > K 10+19 - 4 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Quick Rolling f+PPP 16 3 23 -2 KD FILL_ME_IN_COUNTER_HIT 60 - H - 65 6 11 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Surprise Forward f or df+KKK - - 30 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Surprise Back b or db+KKK - - 34 - - FILL_ME_IN_COUNTER_HIT - - - - - - - CHIP CH_DAMAGE CH_STUN
Rolling Attack LP b,f+LP 9 22 6+6 -21 KD FILL_ME_IN_COUNTER_HIT 100 200 H su 72 13 18 CHIP CH_DAMAGE CH_STUN
Rolling Attack MP b,f+MP 9 30 8+7 -21 KD FILL_ME_IN_COUNTER_HIT 100 200 H su 67 8 13 CHIP CH_DAMAGE CH_STUN
Rolling Attack HP b,f+HP 9 29 4+23 -21 KD FILL_ME_IN_COUNTER_HIT 100 200 H su 64 5 10 CHIP CH_DAMAGE CH_STUN
Rolling Attack EX b,f+PP 8 30 6+4 -21 KD FILL_ME_IN_COUNTER_HIT 100 150 H - 100 41 46 CHIP CH_DAMAGE CH_STUN
Back Step Rolling LK b,f+LK 27 21 11 3(7) 8(12) FILL_ME_IN_COUNTER_HIT 80 150 H - - - - CHIP CH_DAMAGE CH_STUN
Back Step Rolling MK b,f+MK 29 30 11 3(7) 8(12) FILL_ME_IN_COUNTER_HIT 80 150 H - - - - CHIP CH_DAMAGE CH_STUN
Back Step Rolling HK b,f+HK 31 32 11 3(7) 8(12) FILL_ME_IN_COUNTER_HIT 80 150 H - - - - CHIP CH_DAMAGE CH_STUN
Back Step Rolling EX b,f+KK 27 34 5 11(15) 16(20) FILL_ME_IN_COUNTER_HIT 65*65 100*100 H - - - - CHIP CH_DAMAGE CH_STUN
Vertical Rolling LK d,u+LK 8 21 25+17 -36 KD FILL_ME_IN_COUNTER_HIT 120 150 H su 84 25 30 CHIP CH_DAMAGE CH_STUN
Vertical Rolling MK d,u+MK 7 16 32+20 -36 KD FILL_ME_IN_COUNTER_HIT 120 150 H su 87 28 33 CHIP CH_DAMAGE CH_STUN
Vertical Rolling HK d,u+HK 5 16 30+29 -34 KD FILL_ME_IN_COUNTER_HIT 120 150 H su 87 28 33 CHIP CH_DAMAGE CH_STUN
Vertical Rolling EX d,u+KK 5 16 33+36 -30 KD FILL_ME_IN_COUNTER_HIT 50x3 (150) 100*50x2 (200) H - 73 14 19 CHIP CH_DAMAGE CH_STUN
Wild Hunt LP hcb+LP 40 2 30 - KD FILL_ME_IN_COUNTER_HIT 170 200 T - 63 14 14 CHIP CH_DAMAGE CH_STUN
Wild Hunt MP hcb+MP 43 2 30 - KD FILL_ME_IN_COUNTER_HIT 170 200 T - 63 14 14 CHIP CH_DAMAGE CH_STUN
Wild Hunt HP hcb+HP 46 2 30 - KD FILL_ME_IN_COUNTER_HIT 170 200 T - 63 14 14 CHIP CH_DAMAGE CH_STUN
Wild Hunt EX hcb+PP 36 2 30 - KD FILL_ME_IN_COUNTER_HIT 190 200 T - 63 14 14 CHIP CH_DAMAGE CH_STUN
Electric Thunder P (mash) 10 2(3)2(3)2(3)2(3)2 17 3 KD FILL_ME_IN_COUNTER_HIT 80 150 H su 97 38 43 CHIP CH_DAMAGE CH_STUN
Electric Thunder EX PP (mash) 10 2(3)2(3)2(3)2(3)2 14 6 KD FILL_ME_IN_COUNTER_HIT 120 200 H vt/vt2 108 49 54 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Dynamic Rolling qcf,qcf+P 8 3(20)2 60 -37 KD FILL_ME_IN_COUNTER_HIT 340 0 H - 5 5 5 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Rolling Attack LP b,f+LP 7 32 10 -36 KD FILL_ME_IN_COUNTER_HIT 120 180 H su 103(134) 44(75) 49(80) CHIP CH_DAMAGE CH_STUN
Rolling Attack MP b,f+MP 7 32 10 -36 KD FILL_ME_IN_COUNTER_HIT 120 180 H su 103(134) 44(75) 49(80) CHIP CH_DAMAGE CH_STUN
Rolling Attack HP b,f+HP 7 32 10 -36 KD FILL_ME_IN_COUNTER_HIT 120 180 H su 103(134) 44(75) 49(80) CHIP CH_DAMAGE CH_STUN
Rolling Attack EX b,f+PP 7 32 10 -36 KD FILL_ME_IN_COUNTER_HIT 120 180 H su 103(134) 44(75) 49(80) CHIP CH_DAMAGE CH_STUN
Back Step Rolling LK b,f+LK 21 36 11 5(8) KD FILL_ME_IN_COUNTER_HIT 65x2 (130) 100x2 (200) H - 111(114) 52(55) 57(60) CHIP CH_DAMAGE CH_STUN
Back Step Rolling MK b,f+MK 21 36 11 5(8) KD FILL_ME_IN_COUNTER_HIT 65x2 (130) 100x2 (200) H - 111(114) 52(55) 57(60) CHIP CH_DAMAGE CH_STUN
Back Step Rolling HK b,f+HK 21 36 11 5(8) KD FILL_ME_IN_COUNTER_HIT 65x2 (130) 100x2 (200) H - 111(114) 52(55) 57(60) CHIP CH_DAMAGE CH_STUN
Back Step Rolling EX b,f+KK 21 36 11 5(8) KD FILL_ME_IN_COUNTER_HIT 65x2 (130) 100x2 (200) H - 111(114) 52(55) 57(60) CHIP CH_DAMAGE CH_STUN
Vertical Rolling LK d,u+LK 5 16 33+36 -36 KD FILL_ME_IN_COUNTER_HIT 50*45x2 (140) 60x3 (180) H su 73 14 19 CHIP CH_DAMAGE CH_STUN
Vertical Rolling MK d,u+MK 5 16 33+36 -36 KD FILL_ME_IN_COUNTER_HIT 50*45x2 (140) 60x3 (180) H su 73 14 19 CHIP CH_DAMAGE CH_STUN
Vertical Rolling HK d,u+HK 5 16 33+36 -36 KD FILL_ME_IN_COUNTER_HIT 50*45x2 (140) 60x3 (180) H su 73 14 19 CHIP CH_DAMAGE CH_STUN
Vertical Rolling EX d,u+KK 5 16 33+36 -36 KD FILL_ME_IN_COUNTER_HIT 50*45x2 (140) 60x3 (180) H su 73 14 19 CHIP CH_DAMAGE CH_STUN
Electric Thunder P (mash) 13 2(3)2(3)2(3)2(3)2(3)2 12 2 KD FILL_ME_IN_COUNTER_HIT 100 230 H su 102 43 48 CHIP CH_DAMAGE CH_STUN
Electric Thunder EX PP (mash) 13 2(3)2(3)2(3)2(3)2(3)2 12 2 KD FILL_ME_IN_COUNTER_HIT 100 230 H su 102 43 48 CHIP CH_DAMAGE CH_STUN
Ground Shave Rolling HP+HK 6*33 7(20)5*6*6*7 25 -8 KD FILL_ME_IN_COUNTER_HIT 30x5 (150) 50x5 (250) H su ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Ground Shave Rolling (hold) HP+HK (hold) 6*32*92 7(19)60*12*5*5*5*5*5 10 22 KD FILL_ME_IN_COUNTER_HIT 30*40x5*90 (320) 50*60x6 (410) H su ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Ground Shave Rolling (release) HP+HK 3 5*6*6*7 25 -8 KD FILL_ME_IN_COUNTER_HIT 30x4 (120) 50x4 (200) H su ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Rolling Cannon HP+HK 3(13) 20 9(14) ~ KD FILL_ME_IN_COUNTER_HIT 50 80 H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Rolling Cannon from LP Roll b,f+LP xx c,f+HP+HK 3(13) 20 9(14) 1(2) KD FILL_ME_IN_COUNTER_HIT 50 80 H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Rolling Cannon from MP Roll b,f+HP xx c,f+HP+HK 3(13) 20 9(14) -2 KD FILL_ME_IN_COUNTER_HIT 50 80 H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Rolling Cannon from EX Roll b,f+PP xx c,f+HP+HK 3(13) 20 9(14) 1(2) KD FILL_ME_IN_COUNTER_HIT 50 80 H - ~ ~ ~ CHIP CH_DAMAGE CH_STUN
Notes:

Combos

BnB

  • crMK
    • crLP xx LK Up Ball
    • sLP xx MP Blanka Ball
  • LK
    • LK, crLP xx Up Ball (do not hold back during first LK, need to be nearly touching opponent)
  • HP
    • xx V-Skill xx Wild Lift, MK Up Ball

With Meter

Corner

Crush Counter

  • HP
    • xx Forward Hop, crMK, crLP xx LK Up Ball
    • Micro Step, HP xx V-Skill xx Wild Lift, MK Up Ball

V-Trigger Cancels

V System

V Reversal

Standard 17f strike reversal. Blanka rolls forward knocking the opponent away on hit.

V Skill

Blanka's V-Skill has him enter his Coward's Crouch, where he ducks low to the ground. While in this stance he can low profile many moves, including projectiles and some attacks such as Mika's HK. By holding down, he can stay in it longer. Coward's Crouch can be canceled into 4 options: his forward or back hops, Wild Lift by pressing P which is an attack that knocks the opponent into the air allowing juggles or reset opportunities, and Raid Jump by pressing K which has Blanka jump into the air. Raid Jump's jump arc is much lower than his normal jump. Blanka builds V-Meter by hitting with Wild Lift, or landing an air attack after Raid Jump. As of Season 4, Wild Lift is now special cancelable giving him access to new combo routes especially in VT1.

V Trigger 1

Jungle Dynamo is a 2 bar V-Trigger that greatly powers up most of Blanka's special attacks. His Blanka Ball now goes through projectiles and knocks the opponent into the air for a juggle in addition to having a higher juggle potential, Up Ball is now fully invincible like his EX Version and has a similar angle, Rainbow Ball can now cross up and steered like the EX version. and his Electricity now causes him to take a step forward allowing it to connect from further out, though it is now -2. He also gains access to a new special, Ground Shave Roll, which has him leap into the air as a ball and then charge forward. This can be held, and at max charge it will guard break. It can also be canceled into from any V-Trigger cancelable move, such as crHP. In total can use any 3. Note that while in this V-Trigger you cannot use variations of the specials such as light, medium and heavy versions; there is only one. This means Blanka Ball is equivalent to the heavy version where it bounces near the opponent, and Up Ball is equivalent to the EX/MK versions meaning crMK, crLP xx LK Up Ball does not work anymore.

V Trigger 2

Lighting Beast is a 3 bar V-Trigger that gives Blanka access to Rolling Cannon. By pressing a direction and HP+HK after any of Blanka's rolling attacks (Blanka Ball, Up Ball, Rainbow Ball and EX Versions), Blanka will shoot forward with an electric attack. This lets him make moves such as HP Blanka Ball and EX Blanka Ball safe by canceling into the d or df versions, and + when canceling from the light versions. After the initial hit, he can cancel into it up to 3 times before hitting the air, allowing some neat juggles. The first one takes about 1/3 of your V-Gauge, the second and third in the air take about 10% meaning you can get 2 full combos from it, or about 3 uses to make Blanka Balls safe or +.

Strategy

Playing as Blanka

Fighting Against Blanka