Super Street Fighter IV AE/Blanka

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Super Street Fighter IV AE
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game Systems


Contents

Blanka

Image:SSFIV-Blanka_Face.jpg

Stranded in the Brazilian rain forests when his plane went down, Jimmy was forced to survive alone in the jungles and that's how he became the beast known as Blanka. After finally deciding to see the world, he entered in the Street Fighting tournament and was thus reunited with his mother. He also managed to meet and befriend Dan Hibiki and, despite Blanka being the one who saved Dan's life, now Dan treats Blanka as his #1 pupil. Blanka doesn't mind as he feels happy to finally have a close friend in Dan.


In a nutshell

Blanka is a tricky character who, despite being a charge character, has deadly mixup potential. His playstyle is wild and unpredictable, from sneaky cross-up Rolling Attacks to constantly switching sides on the enemy with the Beast Hop. Even his Ultras are unpredictable, with the first having to be blocked high and then low, to the other being able to hit either airborne or grounded foes. Blanka, however, has a very luck-based wakeup game which, should he guess incorrectly, can he furiously punished for. In addition, he is very charge reliant and the second he loses his charge the only thing he can hope to save him is his Electricity. If you prefer to annoy your opponents with mindgames, mixups, and unpredictability, Blanka might be for you.


Moves

Unique Attacks

Name
Command
Notes
Rock Crusher
(near opponent) File:f.png or File:b.png + File:mp.png
Rock Crusher Overhead
(near opponent) File:f.png or File:b.png + File:mp.png (hold down button)
File:high.png
Amazon River Run
File:df.png + File:hp.png
File:low.png
Coward Crouch
File:d.png + File:3p.png
Continue holding File:d.png to crouch longer

Throws

Name
Command
Notes
Wild Fang
File:f.png or File:n.png + File:lp.png + File:lk.png
File:throw.png
Jungle Wheel
File:b.png + File:lp.png + File:lk.png
File:throw.png

Special Moves

Name
Command
Notes
Rolling Attack
File:b.png (charge) File:f.png + File:p.png
File:ex.png File:armorbreak.png
Backstep Ball
File:b.png (charge) File:f.png + File:k.png
File:ex.png version can be controlled with File:b.png or File:f.png ; File:ex.png
Vertical Roll
File:d.png (charge) File:u.png + File:k.png
File:ex.png
Electric Thunder
press File:p.png repeatedly
Requires 5 punch button presses; File:ex.png
Surprise Forward
File:f.png + File:3k.png
Can pass through opponent; Cannot be used as a Reversal
Surprise Back
File:b.png + File:3k.png
Cannot be used as a Reversal

Super Combo

Name
Command
Notes
Ground Shave Roll
File:b.png (charge) File:f.png File:b.png File:f.png + File:p.png
Hold File:p.png to change timing of dash

Ultra Combos

Name
Command
Notes
Lightning Cannonball
File:b.png (charge) File:f.png File:b.png File:f.png + File:3p.png
Hold File:3p.png to change timing of dash
Shout of Earth (anti-air)
File:db.png (charge) File:df.png File:db.png File:u.png + File:3p.png
If first hit misses, hold File:3p.png to delay final hit
Should of Earth (anti-ground)
File:db.png (charge) File:df.png File:db.png File:u.png + File:3k.png


AE ver. 2012 Changes

Rolling Attack

Changed damage from 100 to 110 for light, 110 to 120 for medium, 120 to 130 for heavy, and 110 to 120 for EX version. Made opponent get knocked down when hit connects within 2F of heavy or EX version’s active period. Made follow-up possible when hit connects within 2F of EX version’s active period.


Rock Crusher

Lengthened hit stun by 3F on a max. focus hit, giving the attacker a possible +5F advantage on a hit. Shortened hitback distance on a hit and on a block.


Jungle Wheel

Extended total frame count of Blanka’s move by 1F on a hit.


EX Vertical Roll

Made opponent get knocked down on a hit, and made landing point closer to opponent when blocked. Lengthened landing stun on a block by 5F from 7F to 12F.


AE Changes

  • Rock Crusher has less recovery.
  • Beast Slide has less active frames, as a result the whole animation time is shorter. Also, his hittable box during the recovery of this move has been increased.
  • His Forward Hop has more grounded frames of animation during start up, making him easier to grab out of it.
  • The hittable box of his Beast Roll has been widened in size while rolling around, and the distance traveled after having it blocked has been altered.
    Medium Punch and Hard Punch distances were reduced.
  • EX Backstep Ball forward distance has been reduced a little, so it's harder to escape from the corner.
  • EX Electricity has much faster start up now.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close File:Jab.gif HL 30 50 20 sp/su 4 2 10 -1 +2
Close File:Strong.gif HL 80 100 40 su 6 2 10 +2 +5
Close File:Fierce.gif HL 110[90] 200[150] 60 su 7 4 22 -7 -1 Forces stand, [] refers to active frames 3~4
Close File:Short.gif HL 40 50 20 sp/su 4 3 10 -2 +1 3~12f feet strike and projectile invincible
Close File:Forward.gif HL 40*40 50*50 40*20 su*- 5 2(3)2 12 0 +3 4~18f feet strike and projectile invincible
Close File:Roundhouse.gif HL 100[80] 200[150] 60 su 7 6 19 -6 -1 6~8f feet strike and projectile invincible, [] refers to active frames 3~6
Far File:Jab.gif HL 30 50 20 sp/su 3 2 9 0 +3
Far File:Strong.gif HL 80 100 40 su 7 4 9 +1 +4
Far File:Fierce.gif HL 120 200 60 - 7 6 20 -6 -1 Hit advantage is based on 2nd active frame
Far File:Short.gif HL 30 50 20 su 5 2 12 -3 0
Far File:Forward.gif HL 90 100 40 su 5 2 19 -7 -4
Far File:Roundhouse.gif HL 100[80] 200[150] 60 - 3 6 23 -10 -5 4~8f feet strike and projectile invincible, [] refers to active frames 3~6
crouch File:Jab.gif HL 30 50 20 sp/su 4 2 9 0 +3
crouch File:Strong.gif HL 90 100 40 su 7 4 15 -5 -2
crouch File:Fierce.gif HL 100 200 60 su 8 4 25 -10 -4 Forces stand
crouch File:Short.gif L 30 50 20 sp/su 4 3 7 +1 +4
crouch File:Forward.gif L 70 100 40 sp/su 5 2 11 +1 +4
crouch File:Roundhouse.gif L 90 150 60 su 6 5 21 -7 - cannot fast recover (Hard knockdown), opponent gets up 48F after recovery if hit on first active frame
Jump up File:Jab.gif H 40 50 20 - 5 7 - - -
Jump up File:Strong.gif H 70 100 40 - 6 3 - - -
Jump up File:Fierce.gif H 120 200 60 - 4 3 - - -
Jump up File:Short.gif H 40 50 20 - 4 3 - - -
Jump up File:Forward.gif H 60 100 40 - 5 5 - - -
Jump up File:Roundhouse.gif H 120 200 60 - 7 7 - - -
Jump forward File:Jab.gif H 40 50 20 - 5 7 - - -
Jump forward File:Strong.gif H 70 100 40 - 6 5 - - -
Jump forward File:Fierce.gif H 90 200 60 - 5 4 - - -
Jump forward File:Short.gif H 40 50 20 - 5 5 - - -
Jump forward File:Forward.gif H 60 100 40 - 5 5 - - -
Jump forward File:Roundhouse.gif H 110 200 60 - 7 6 - - -
File:Left.gif or File:Right.gif+File:Strong.gif(close) HL 50*40 50*50 40*20 sp/su*- 7 2(1)5 11 -2 +3 Only +1 on hit vs crouching opponents
Overhead H 50*40 50*50 40*20 - 25 2(1)4 11 -1 +5 Hold button 15f
File:Downright.gif+File:Fierce.gif L 100 200 60 - 10 16 16 -11 - cannot fast recover (Hard knockdown)
File:Right.gif+File:Kick.gif File:Kick.gif File:Kick.gif - - - - - - - Total 22 - - 5~18f airborne & can pass through opponent, treated as a special move
File:Left.gif+File:Kick.gif File:Kick.gif File:Kick.gif - - - - - - - Total 29 - - 4~21f airborne, treated as a special move
File:Down.gif+File:Punch.gif File:Punch.gif File:Punch.gif - - - - sp/su - - Total 53 - - 1~31f [4] everything except feet strike and projectile invincible, 32~40[5~13f] airborne, 29~32f [3] cancellable, duration can be extended, [] refers to extension
File:Down.gif+ File:Punch.gif File:Punch.gif File:Punch.gif (Max duration) - - - - sp/su - - Total 90 - - 1~64f everything except feet strike and projectile invincible, 69~77f airborne, 29~65f cancellable
Focus Attack LVL 1 HL 60 100 20 - 20 2 38 -24 -24
Focus attack LVL 2 HL 90 150 40 - 17+11 2 38 -18 -
Focus attack LVL 3 - 150 200 60 - 63 2 39 - -
Forward Throw 0.93 130 140 40 - 3 2 20 - - Cannot fast recover (Hard knockdown). Opponent gets up 81f after throw recovers
Back throw 0.93 120 120 40 - 3 2 20 - - Cannot fast recover (Hard knockdown). Opponent gets up 54f after throw recovers
Rolling Attack File:Jab.gif HL 110 100 30/30 su 6 18 4 + After landing 2 [36+5] -24 -15 8f~ airborne, Armor break, charge 55f, [] refers to on hit/block
Rolling Attack File:Strong.gif HL 120 150 30/30 su 6 33 4+2 [36+5] -24 -15 8f~ airborne, Armor break, charge 55f, [] refers to on hit/block
Rolling Attack File:Fierce.gif HL 130 200 30/30 su 6 33 4+3 [36+5] -24 -15 7f~ airborne, [Hit, active frames 1~2] Limited juggle knockdown, Armor break, charge 55f, [] refers to on hit/block
Rolling Attack File:EX.gif HL 120 150 -250/0 su 6 33 4+3[36+5] -24 -15 Projectile invincible until end of active frames, 7f~ airborne, [Hit, active frames 1~2] Limited juggle knockdown, Armor break, charge 55f, [] refers to on hit/block
Backstep Rolling File:Short.gif HL 110 200 30/40 - 28 25 After landing 6 - - 1f~ airborne, charge 55f
Backstep Rolling File:Forward.gif HL 120 200 30/40 - 28 29 After landing 6 - - 1f~ airborne, charge 55f
Backstep Rolling File:Roundhouse.gif HL 130 200 30/40 - 28 33 After landing 6 - - 1f~ airborne, charge 55f
Backstep Rolling File:EX.gif HL 120 200 -250/0 - 28 33 After landing 6 - - 1~22f invincible, 23~27f cannot be thrown, 1f~ airborne, charge 55f, direction can be controlled
Anti Air Rolling File:Short.gif HL 100 200 30/30 - 4 18 40+5 [36+5] -21 -17 3f~ airborne, charge 55f, [] refers to on hit/block
Anti Air Rolling File:Forward.gif HL 110 200 30/30 - 4 15 42+10 [36+5] -21 -17 3f~ airborne, charge 55f, [] refers to on hit/block
Anti Air Rolling File:Roundhouse.gif HL 120 200 30/30 - 4 12 46+4 [36+5] -21 -17 3f~ airborne, charge 55f, [] refers to on hit/block
Anti Air Rolling File:EX.gif HL 120 200 -250/0 - 4 18 47+10 [36+10] -26 -17 1~5f invincible, 3f~ airborne, charge 55f, [] refers to on hit/block
Electricity File:Jab.gif HL 120 200 20/20 su 5 {4(4)}x3*4 9 +5 - 1st hit on block does not stop immediately, can be extended
Electricity File:Strong.gif HL 130 200 20/20 su 7 {2(2)}x7*2 9 +8 - 1st hit on block does not stop immediately, can be extended
Electricity File:Fierce.gif HL 140 200 20/20 su 10 {1(1)}x16*2 9 +10 - 1st hit on block does not stop immediately, can be extended
Electricity File:EX.gif HL 150 200 -250/0 su 5 {1(1)}x16*2 11 +8 - 1st hit on block does not stop immediately
Super Combo HL 100x5 0 -1000/0 - 1+4 16*1x14 12 [38+5] -32 - 1~5f invincible, Pursuit property, Untechable limited juggle knockdown, charge 55f, [] refers to on hit/block
Ultra Combo 1 L*H*HLx4 0*120*125x4 0 0/0 - 0+4 2(20)26*1x20 17 [39+5] -41 - 1~27f invincible, 26~51f airborne, 1st hit cannot hit airborne opponents & cannot be countered, Pursuit property, charge 55f, can be held in place
Ultra Combo 2

File:Kick.gif File:Kick.gif File:Kick.gif

L 120x2*90x3 0 0/0 - 0+12 2(7)2(33)90 31 -57 - 1~11f invincible, charge 42f, 12~145f projectile invincible, armor break, pursuit property, (translate)
Ultra Combo 2

File:Punch.gif File:Punch.gif File:Punch.gif

- 30*195[470] 0 0/0 - 0+7 55(10)6 80 - - 1~7f Invincible, 1st hit active from 8f~, 1st hit projectile invincible, armor break, pursuit property, 2nd hit cannot hit crouching opponents, can delay 1st hit for a maximum of 30 frames, 1st hit goes into animation, [] refers to animation, charge 42f
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes:
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