Blanka's Frame Data

I am going to post Blanka?s frame data and all that good stuff. I will translate the strategy from the Master Guide as soon as I get done posting all of the frame stuffs. I will start off with Notation first then in the following post I will give his data.

LEGEND

data:
strtup / hit / rec / grd adv / hit adv / grd recov / hit recov / dmg / stun / gauge / grd (H, L, U) / *cancel

*this will be added in either in the frame info or in a separate section that will have all cancelable moves. I will figure this out later depending on requests and what is easier to read.

move notation:



L == light
M == medium
H == hard

P == punch
K == kick

@ == 
$ == 
# == invisibility frames

x == no info
* == denotes the damage for each hit in the move
/ == 
() ==
[] ==

H == high guard
L == low guard
U == unblockable

C1 ==
C2 ==
C3 ==

close == close range
far == outside of close range
crouching == ducking (not standing or jumping or walking)


If you don’t like my move set notation (especially for you weird people who say round house, fierce, forward, etc) you can go to hell ahead of time. The way I do notations is the same way they do in Japanese and the Master Guide (which is also in Japanese), hence a better translation and simplex context.

MOVE LIST

Close:



  LP 4  2  10  -1  +2  10  13  30  50  20
  MP 6  2  10  +2  +5  13  16  80  100  40
  HP 7  4  22  -7  -1  18  24  110[90]  200[150]  60
  LK 4  3  10  -2  +1  10  13  40  50  20
  MK  5  2(3)2  12  0  +3  13  16  40-40  50-50  40-20
  HK  7  6  19  -6  -1  18  23  100[80]  200[150]  60
  

Far:



  LP   3  2  9  0  +3  10  13  30  50  20
  MP  7  4  9  +1  +4  13  16  80  100  40
  HP  7  6  20  -7  -2  18  23  120  200  60
  LK  5  2  12  -3  0  10  13  30  50  20
  MK  5  2  19  -7  -4  13  16  90  100  40
  HK  3  6  23  -10  -5  18  23  100[80]  200[150]  60
  

Crouching:



  LP  4  2  9  0  +3  10  13  30  50  20
  MP  7  4  15  -5  -2  13  16  90  100  40
  HP  8  4  25  -10  -4  18  24  100  200  60
  LK  4  3  7  +1  +4  10  13  30  50  20
  MK  5  2  11  +1  +4  13  16  70  100  40
  HK  6  5  21  -7  x  18  x  90  150  60
  

Straight Jump:



  LP  5  7  x  x  x  8  11  50  50  20   H
  MP  6  3  x  x  x  11  15  70  100  40   H
  HP  4  3  x  x  x  17  20  120  200  60   H
  LK  4  3  x  x  x  8  11  40  50  20   H
  MK  5  5  x  x  x  11  15  60  100  40   H
  HK  7  7  x  x  x  17  20  120  200  60   H
  

Diagonal Jump:



  LP  5  7  x  x  x  8  11  40  50  20   H
  MP  6  5  x  x  x  11  15  70  100  40   H
  HP  5  4  x  x  x  17  20  110  200  60   H
  LK  5  5  x  x  x  8  11  40  50  20   H
  MK  5  5  x  x  x  11  15  60  100  40   H
  HK  7  6  x  x  x  17  20  110  200  60   H
  

Rolling Rush (b/f+MP):



  8  2(1)5  12  -3  +2  13  18  50+40  50+50  40+20
  

Rolling Rush (f+MP ? charged):



  25  2(1)4  12  -2  +3  13  18  50+40  50+50  40+20
  

Amazon River Run (df+hp):



10  19  16  -14  x  20  x  100  200  60  L


Surpise Forward (f+KKK):



x  x  $25  x  x  x  x  x  x  x


Surprise Back (b+KKK):



x  x  $29  x  x  x  x  x  x  x


Fall Down (d+PPP):



x  x  $53~90  x  x  x  x  x  x  x


Save Attack:



Level 1:  20  2  38  -24  -24  15  15  60  100  20  H/L
Level 2:  17+11  2  38  -18  x  21  x  90  140  40  H/L
Level 3:  63  2  39  x  x  x  x  150  200  40  U


Wild Fang (natural grab/f+grab ? biting grab):



3  2  20  x  x x  x  130 140 40 0.9


Jungle Wheel (b+grab):



3  2  20  x  x x  x  120 120 40 0.9


Rolling Attack (Blanka Ball):



LP:  6  18  4+$2  -24  -15  17  26  100  100  30/30 
MP:  6  33  4+$2  -24  -15  17  26  110  150  30/30 
HP:  6  33  4+$3  -24  -15  17  26  120  200  30/30 
EX:  6  18  4+$3  -24  -15  17  26  100  100  30/30 


Back Step Rolling (Bouncing Aerial Blanka Ball):



LK:  28  25  &6  x  x  17  x  110  200  0/0  H
MK:  28  29  &6  x  x  17  x  120  200  0/0  H
HK:  28  33  &6  x  x  17  x  130  200  0/0  H
EX:  28  33  &6  x  x  17  x  120  200  0/0  H


Bachikaru Rolling (Aerial Blanka Ball):



LK:  4  18  43+$2  -21  -17  20  24  100  200  30/30  H
MK:  4  15  45+$7  -21  -17  20  24  110  200  30/30  H
HK:  4  12  46+$4  -21  -17  20  24  120  200  30/30  H
EX:  4  18  50+$7  -21  -17  20  24  120  200  0/0  H


Electric Thunder (Blanka Shocker):



LP:  5  {4(4)}x3*4  9  +5  x  20  x  120  200  20/20
MP:  7  {2(2)}x7*4  9  +8  x  20  x  130  200  20/20
HP:  10  {1(1)}x16*2  9  +10  x  20  x  140  200  20/20
EX:  10  {1(1)}x16*2  11  +8  x  20  x  150  200  0/0


SUPER Grand syeibu Rolling:



1+#4  16*1X14  12  -34  x  22  x  100X5  0  0/0  


ULTRA Lightning Canon Ball:



1+#3  2(20)26*1X20  17  -41  x  22  x  0*100X5  0  0/0  L*H*H*L*L*L*L


UPDATE

Everything added in. i still have to declare some notations, but that will come in due time, don’t forget to tell me if i made some dumb mistakes or stuff like that. have fun.

can anyone explain how i can link anything but far standing lp after a cr.mk. It was confirmed in the blanka thread that you can link another mk, and i have linked a cr.mp , so are they actually only linkable on counter hit?

We appreciate your hard work!

There is missing data in “Amazon River Run (df+hp):”

Also, what does the 6 stand for below the save attack box?

that 6… i dunno, i wil find out when i get home… thanks for pointing that out.

and yes there is one piece of data missing there, thanks for pointing that one out too.

i will fix when i get home.

**ok thanks ****to **AdverseSolutions, we got scans of all the frame data and i dont have to type this shit in anymore, i will post the tranlation shit after im done fixing all my other pages. THANK GOD!

****http://www.sendspace.com/file/dzgsra

NOTE:
the random ‘6’ under saving attack and the missing data from amazon river run fixed.

Because it made me laugh:

Normal electricty: Electricity covers Blanka’s upperbody.

So go low right?

EX electricity: Electricity covers Blank’as entire body. If mashed so electricity lasts more than 46F, only Blanka’s upper body has a hitbox.

I don’t understand you listing sir.

Ninja edit Never mind! READING IS THE KEY! :looney::looney::rofl: i GOT IT NOW sir!:wink: Nice list sir!:woot:

oi!!!

Counter hit or meaty

Thanks man, that’s what i suspected, meaning his punishment options are more limited than before. Some people in the bison thread are suggesting hit frames start on the last frame of startup, if that’s the case you could link cr.lk/lp afterwards, range permitting.

I have this frame data redone in tables.

hxxp://www.megaupload.com/?d=8BBTNK1O

Can Blanka connect crouch MK or crouch LK after a close headbutt connects? I notice it is +5 on hit, so surely it links…?

what is blankas close hk? i can’t think of anything other than the backflip coming out…

Also, is the st.hk good for normal jump in anti air? Good vs cross up as anti air?

HK is a great anti-air. I didn’t try it on cross ups, but I found that you need to hit up ball very early for it not to get stuffed by jump ins- in these cases HK is prefereed.

close HK is one to avoid I think, -1 even on hit.

what is close HK? what does he do? i don’t think i’ve ever seen it

what is Rolling Rush (f+MP ? charged)?

He does his little backflip and kicks them in the face with both of his feet. It’s been in every game.

So Blanka Balls no long have instant start up? Are they still reliable reversals?

Is it me or does Blanka’s super do about as much damage as Gief’s if all hits connect O_o