Super Street Fighter IV AE/Blanka

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Super Street Fighter IV AESSFIVAE.png
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 SystemsSSFIVAEHeaderButtons.png


Blanka

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) F.png or B.png + Mp.png
Rock Crusher Overhead
(near opponent) F.png or B.png + Mp.png (hold down button)
High.png
Amazon River Run
Df.png + Hp.png
Low.png
Coward Crouch
D.png + 3p.png
Continue holding D.png to crouch longer

Throws

Name
Command
Notes
Wild Fang
F.png or N.png + Lp.png + Lk.png
Throw.png
Jungle Wheel
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Rolling Attack
B.png (charge) F.png + P.png
Ex.png Armorbreak.png
Backstep Ball
B.png (charge) F.png + K.png
Ex.png version can be controlled with B.png or F.png ; Ex.png
Vertical Roll
D.png (charge) U.png + K.png
Ex.png
Electric Thunder
press P.png repeatedly
Requires 5 punch button presses; Ex.png
Surprise Forward
F.png + 3k.png
Can pass through opponent
Surprise Back
B.png + 3k.png

Super Combo

Name
Command
Notes
Ground Shave Roll
B.png (charge) F.png B.png F.png + P.png
Hold P.png to change timing of dash

Ultra Combos

Name
Command
Notes
Lightning Cannonball
B.png (charge) F.png B.png F.png + 3p.png
Hold 3p.png to change timing of dash
Shout of Earth (anti-air)
Db.png (charge) Df.png Db.png U.png + 3p.png
If first hit misses, hold 3p.png to delay final hit
Shout of Earth (anti-ground)
Db.png (charge) Df.png Db.png U.png + 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 Jab.gif HL 30 50 20 sp/su 4 2 10 -1 +2
Close Strong.gif HL 80 100 40 su 6 2 10 +2 +5
Close Fierce.gif HL 110[90] 200[150] 60 su 7 4 22 -7 -1 Forces stand, [] refers to active frames 3~4
Close Short.gif HL 40 50 20 sp/su 4 3 10 -2 +1 3~12f feet strike and projectile invincible
Close 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 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 Jab.gif HL 30 50 20 sp/su 3 2 9 0 +3
Far Strong.gif HL 80 100 40 su 7 4 9 +1 +4
Far Fierce.gif HL 120 200 60 - 7 6 20 -6 -1 Hit advantage is based on 2nd active frame
Far Short.gif HL 30 50 20 su 5 2 12 -3 0
Far Forward.gif HL 90 100 40 su 5 2 19 -7 -4
Far 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 Jab.gif HL 30 50 20 sp/su 4 2 9 0 +3
Crouch Strong.gif HL 90 100 40 su 7 4 15 -5 -2
Crouch Fierce.gif HL 100 200 60 su 8 4 25 -10 -4 Forces stand
Crouch Short.gif L 30 50 20 sp/su 4 3 7 +1 +4
Crouch Forward.gif L 70 100 40 sp/su 5 2 11 +1 +4
Crouch 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 Jab.gif H 40 50 20 - 5 7 - - -
Jump Up Strong.gif H 70 100 40 - 6 3 - - -
Jump Up Fierce.gif H 120 200 60 - 4 3 - - -
Jump Up Short.gif H 40 50 20 - 4 3 - - -
Jump Up Forward.gif H 60 100 40 - 5 5 - - -
Jump Up Roundhouse.gif H 120 200 60 - 7 7 - - -
Jump Forward Jab.gif H 40 50 20 - 5 7 - - -
Jump Forward Strong.gif H 70 100 40 - 6 5 - - -
Jump Forward Fierce.gif H 90 200 60 - 5 4 - - -
Jump Forward Short.gif H 40 50 20 - 5 5 - - -
Jump Forward Forward.gif H 60 100 40 - 5 5 - - -
Jump Forward Roundhouse.gif H 110 200 60 - 7 6 - - -
Left.gif or Right.gif+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
Downright.gif+Fierce.gif L 100 200 60 - 10 16 16 -11 - cannot fast recover (Hard knockdown)
Right.gif+Kick.gif Kick.gif Kick.gif - - - - - - - Total 22 - - 5~18f airborne & can pass through opponent
Left.gif+Kick.gif Kick.gif Kick.gif - - - - - - - Total 29 - - 4~21f airborne
Down.gif+Punch.gif Punch.gif 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
Down.gif+ Punch.gif Punch.gif 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 - 10+10 2 38 -24 -24
Focus Attack LVL 2 HL 90 150 40 - 18+10 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 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 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 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 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 Short.gif HL 110 200 30/40 - 28 25 After landing 6 - - 1f~ airborne, charge 55f
Backstep Rolling Forward.gif HL 120 200 30/40 - 28 29 After landing 6 - - 1f~ airborne, charge 55f
Backstep Rolling Roundhouse.gif HL 130 200 30/40 - 28 33 After landing 6 - - 1f~ airborne, charge 55f
Backstep Rolling 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 Short.gif HL 100 200 30/30 - 4 18 43+2 [36+5] -21 -17 3f~ airborne, charge 55f, [] refers to on hit/block
Anti Air Rolling Forward.gif HL 110 200 30/30 - 4 15 45+7 [36+5] -21 -17 3f~ airborne, charge 55f, [] refers to on hit/block
Anti Air Rolling Roundhouse.gif HL 120 200 30/30 - 4 12 46+L [36+5] -21 -17 3f~ airborne, charge 55f, [] refers to on hit/block
Anti Air Rolling EX.gif HL 120 200 -250/0 - 4 18 50+7 [36+5] {36+10} -26 - 1~5f invincible, 3f~ airborne, charge 55f, [] refers to on hit, {} refers to on block
Electricity 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 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 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 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

Kick.gif Kick.gif 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

Punch.gif Punch.gif 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:
*: "L" in the recovery column stands for 4 standard landing frames, which function the same as if Blanka performed a normal in the air.