Difference between revisions of "Super Street Fighter IV AE/Blanka"

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{{SSFIVMoveListRow | Should of Earth (anti-ground) | db (charge) df db u + 3k |  }}
 
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== 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.
  
  

Revision as of 02:09, 16 December 2011

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; Cannot be used as a Reversal
Surprise Back
B.png + 3k.png
Cannot be used as a Reversal

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
Should 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
Close Short.gif HL 40 50 20 sp/su 4 3 10 -2 +1
Close Forward.gif HL 40*40 50*50 40*20 su 5 2(3)2 12 0 +3
Close Roundhouse.gif HL 100[80] 200[150] 60 su 7 6 19 -6 -1
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
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
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
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 - 6 5 21 -7 - cannot fast recover, 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
Overhead H 50*40 50*50 40*20 - 25 2(1)4 11 -1 +4 +2 on hit vs. crouching characters
Downright.gif+Fierce.gif L 100 200 60 - 10 16 16 -11 - cannot fast recover
Right.gif+Kick.gif Kick.gif Kick.gif - - - - - - - 22 - -
Left.gif+Kick.gif Kick.gif Kick.gif - - - - - - - 29 - -
Down.gif+Punch.gif Punch.gif Punch.gif - - - - sp/su - - - 53 -
Down.gif+ Punch.gif Punch.gif Punch.gif (???) - - - - sp/su - - 90 - -
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. Opponent gets up 81f after throw recovers
Back throw 0.93 120 120 40 - 3 2 20 - - Cannot fast recover. Opponent gets up 54f after throw recovers
Rolling Attack Jab.gif HL 100 100 30/30 su 6 18 4+2 -24 -15 Armor break, charge 55f
Rolling Attack Strong.gif HL 110 150 30/30 su 6 33 4+2 -24 -15 Armor break, charge 55f
Rolling Attack Fierce.gif HL 120 200 30/30 su 6 33 4+3 -24 -15 Armor break, charge 55f
Rolling Attack EX.gif HL 110 150 -250/0 su 6 33 4+3 -24 -15 Projectile invincible until end of active frames, Armor break, charge 55f
Backstep Rolling Short.gif HL 110 200 30/40 - 28 25 6 - - charge 55f
Backstep Rolling Forward.gif HL 120 200 30/40 - 28 29 6 - - charge 55f
Backstep Rolling Roundhouse.gif HL 130 200 30/40 - 28 33 6 - - charge 55f
Backstep Rolling EX.gif HL 120 200 -250/0 - 28 33 6 - - 1~22f invincible, 23~27f cannot be thrown, charge 55f
Anti Air Rolling Short.gif HL 100 200 30/30 - 4 18 40+5 -21 -17 charge 55f
Anti Air Rolling Forward.gif HL 110 200 30/30 - 4 15 42+10 -21 -17 charge 55f
Anti Air Rolling Roundhouse.gif HL 120 200 30/30 - 4 12 46+4 -21 -17 charge 55f
Anti Air Rolling EX.gif HL 120 200 -250/0 - 4 18 47+10 -21 -17 1~5f invincible, charge 55f
Electricity Jab.gif HL 120 200 20/20 su 5 {4(4)}x3*4 9 +5 -
Electricity Strong.gif HL 130 200 20/20 su 7 {2(2)}x7*2 9 +8 -
Electricity Fierce.gif HL 140 200 20/20 su 10 {1(1)}x16*2 9 +10 -
Electricity EX.gif HL 150 200 -250/0 su 5 {1(1)}x16*2 11 +8 -
Super Combo HL 100x5 0 -1000/0 - 1+4 16*1x14 12 -32 - 1~5f invincible, Pursuit property, charge 55f
Ultra Combo 1 L*H*H*HLx4 0*120*125x3 0 0/0 - 0+4 2(20)26*1x20 17 -41 - 1~27f invincible, Pursuit property, charge 55f
Ultra Combo 2 Kick.gif Kick.gif Kick.gif L 120x2*90x3 0 0/0 - 0+12 2(7)2(33)90 31 -57 - 1~10f invincible
Ultra Combo 2 Punch.gif Punch.gif Punch.gif - 30*195[470] 0 0/0 - 0+7 55(10)6 80 - -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes: