STREET FIGHTER 6
MAX DATABASE
ブランカ
75 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Medium Punch
5MP5M
Cancel SA
Notes Solid neutral poke; SA2 cancel: +10/+3
Standing Heavy Punch
5HP5H
Cancel Sp SA
Notes Combo tool with enough hitstun to follow up with Coward Crouch + Wild Lift; forces stand; 5f extra recovery on whiff; final 2 active frames only hit airborne opponents above Blanka; SA2 cancel: +16/+10; Forward Hop cancel: -1/-7; Coward Crouch cancel: +8/+2
Standing Light Kick
5LK5L
Cancel Chn Sp SA
Notes Chains into 5LK/2LP/2LK; Blanka's fastest light normal; SA2 cancel: +5/-2; Forward Hop cancel: -12/-19; Coward Crouch cancel: -3/-10
Standing Medium Kick
5MK5M
Notes 3f extra recovery on whiff; forward movement makes it more consistent in cancels like OD Backstep Roll; SA2 cancel: +14/+7; Forward Hop cancel: -3/-10; Coward Crouch cancel: +6/-1
Standing Heavy Kick
5HK5H
Cancel -
Notes Forces stand; great anti-air that can hit cross-up on active frames 7-9 unlike most AAs; Counter-hit/Punish Counter launches airborne opponents into a limited juggle state (very high float state); high active frame count makes it useful as a meaty tool, and the fast startup + hit advantage makes it useful in combos; 3f less recovery on block; extends a hurtbox 1f before active that is vulnerable to projectiles
Crouching Light Punch
2LP2L
Notes Chains into 5LK/2LP/2LK; longest range of Blanka's light normals; SA2 cancel: +5/-2; Forward Hop cancel: -12/-19; Coward Crouch cancel: -3/-10
Crouching Medium Punch
2MP2M
Notes Long range cancelable poke with a lenient hitconfirm window; can be spaced to hit up to 3rd active frame (2f better advantage, 2f harder hitconfirm window); situational anti-air on active frames 4-5 but cannot hit cross-up; SA2 cancel: +9/+5; Forward Hop cancel: -8/-12; Coward Crouch cancel: +1/-3
Crouching Heavy Punch
2HP2H
Notes Knocks down on Counter-hit (KD +40) and Punish Counter (HKD +80) with follow-up juggles possible on airborne opponents (limited juggle state); 1f extra recovery on block; forces stand; long range poke that can anti-air near its max range (but is likely to lose or trade due to poor hitbox priority); extends a hurtbox 1f before active that is vulnerable to projectiles
Crouching Light Kick
2LK2L
Cancel Chn
Notes Chains into 5LK/2LP/2LK; leaves a 4f blockstring gap when chained into 2LP (opponent can trade with their own 4f normal)
Crouching Medium Kick
2MK2M
Notes 2f extra recovery on block/whiff; cancelable low poke with good frame advantage on hit (can link after Drive Rush into 2MK without spending extra meter); SA2 cancel: +13/+5; Forward Hop cancel: -4/-12; Coward Crouch cancel: +5/-3; Range: 1.48 (this is Absolute Range; Blanka's wide hurtbox gives him worse Relative Range, so characters with less 2MK range may still be able to outpoke Blanka in neutral)
Crouching Heavy Kick
2HK2H
Notes Has juggle potential even without Drive Rush
Vertical Rolling Attack
[2]8HK[2]8H
Notes Trajectory: straight vertical; 40f charge time (charge lasts 12f after releasing down direction); cannot hit cross-up
[2]8KK
Notes Trajectory: up and slightly forward (less horizontal distance than MK version); 40f charge time (charge lasts 12f after releasing down direction); cannot hit cross-up
[2]8LK[2]8L
Notes Trajectory: ~45 degrees; 40f charge time (charge lasts 12f after releasing down direction); cannot hit cross-up; most useful version in grounded combos due to consistency (but can only chain 2 lights vs. standard height crouching opponents)
[2]8MK[2]8M
Notes Trajectory: up and slightly forward; 40f charge time (charge lasts 12f after releasing down direction); cannot hit cross-up
Coward Crouch
2PP
Notes 9-29(130)f low profile (lasts until final 18f of recovery); can input Surprise Hop or P/K follow-ups beginning on frame 19, and can tap Up to exit stance beginning on frame 20; if no input is made, Blanka stays crouching for 52f (98f total animation); can hold down to extend crouch by an extra 50f (148f total animation); counter-hit state during entire animation; the variable follow-up timing allows Blanka to react to opponent's movements and mix up timing
Raid Jump
2PP~K
Notes Short hop with a lower trajectory than a regular jump; 12f landing recovery on empty jump (standard 3f landing recovery after inputting air normal); counter-hit state during entire animation (but no Forced Knockdown while airborne)
Wild Lift
2PP~P
Notes Puts opponents into limited juggle state on hit; can combo from 5HP; the final 3 active frames have a great disjointed vertical hitbox for anti-air purposes
Amazon River Run
3HP3H
Notes Long range slide; low profile 10-29f (avoids most projectiles); very useful when used out of Drive Rush
Rolling Attack
[4]6LP[4]6L
Cancel SA3
Notes 40f charge time (charge lasts 10f after releasing back direction); useful for baiting a block/parry by whiffing attack into an immediate throw; all active frames are cancelable into SA3; on hit, Blanka's recovery is in a crouching state
[4]6MP[4]6M
Notes 40f charge time (charge lasts 10f after releasing back direction); Punish Counter sends opponent tumbling into a limited juggle OTG state (can follow up with SA1 in the corner); only the first 11 active frames are cancelable into SA3; on hit, Blanka's recovery is in a crouching state
[4]6HP[4]6H
Notes 40f charge time (charge lasts 10f after releasing back direction); safe against most characters unless Perfect Parried; Punish Counter sends opponent tumbling into a limited juggle OTG state (can follow up with Drive Rush 3HP anywhere on screen); only the first 6 active frames are cancelable into SA3; on hit, Blanka's recovery is in a crouching state
Backstep Rolling Attack
63214HK63214H
Notes Farthest trajectory; can steer forward/backward (forward momentum is faster than backward); can hit cross-up
Wild Edge
4MK4M
Notes Important tool for combos, frame traps, and anti-airs; high active frame count makes it a great meaty option; very lenient cancel window for hitconfirms; good horizontal anti-air; most of the leg hitbox whiffs on crouching opponents unless they extend a vertical hurtbox (only hits crouchers at point blank); SA2 cancel: +15/+9; Forward Hop cancel: -2/-8; Coward Crouch cancel: +7/+1
[4]6PP
Cancel SA2 SA3
Notes 40f charge time (charge lasts 10f after releasing back direction); side switch on hit unless too close to the corner; puts opponent into limited juggle state; only the first 2 active frames are cancelable into SA2/SA3; completely safe unless Perfect Parried; SA2 cancel: KD +74/+9
Rock Crusher
6MP6M
Notes 2nd hit is no longer an overhead if the first hit connects; Counter-hit/Punish Counter bonus advantage carries through both hits
Wild Nail
6HP6H
Cancel 2PP*
Notes 3f extra recovery on whiff/block; Low Crush 10-20f (not airborne); causes spike knockdown vs. airborne opponents (or OTG bounce on Punish Counter vs. airborne); recovery is in a crouching state on frames 21-43; cancelable into Coward Crouch until frame 34 on hit/block (this version of Coward Crouch can input P/K follow-up after only 11f, or Up to exit stance after 10f); Coward Crouch cancel: KD+23(Crumple+81)/-7; after Punish Counter 6HP > Coward Crouch > Hold Up for fastest recovery, Blanka can juggle any attack 6f or faster as a free juggle; extends a hurtbox 1f before active that is vulnerable to projectiles; active frames 3-4 cannot hit airborne opponents; can get point blank +2 oki on hit by canceling into Coward Crouch ~ Forward Hop
63214LK63214L
Notes Shortest trajectory; can steer forward/backward (forward momentum is faster than backward); can hit cross-up
63214MK63214M
Notes Medium trajectory; can steer forward/backward (forward momentum is faster than backward); can hit cross-up
Double Knee Bombs
6MK6M
Notes Low Crush 9-23f (not airborne); forward moving attack that can easily confirm into a combo on hit; Forces stand (ensuring that Vertical Roll can be comboed into); Counter-hit/Punish Counter bonus advantage carries through both hits; cannot hit behind Blanka; 1st hit puts airborne opponents into limited juggle state, allowing both hits to connect safely
63214KK
Cancel SA2 SA3 (1st)
Notes Can steer forward/backward (forward momentum is faster than backward); can hit cross-up on the way down; 1st hit is SA2/SA3 cancelable, works in juggles, and only connects at very close range; () startup refers to the downward hit; downward hit connects twice vs. standing opponents or once vs. crouching opponents; SA2 cancel: KD +68/+6
Jumping Light Punch
j.LPj.L
Notes Decent air-to-air
Jumping Medium Punch
j.MPj.M
Cancel Sp
Notes Puts airborne opponents into limited juggle state; cancelable into Aerial Rolling Attack; lower body projectile invuln 7-22f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Notes Causes spike knockdown vs. airborne opponents; lower body projectile invuln 9-23f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Light Kick
j.LKj.L
Jumping Medium Kick
j.MKj.M
Notes Cross-up; lower body projectile invuln 7-17f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
j.HKj.H
Notes Blanka's main horizontal jump-in tool; lower body projectile invuln 11-19f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Neutral Jumping Heavy Punch
8HP8H
Notes Puts airborne opponents into limited juggle state; lower body projectile invuln 7-23f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Wild Hunt
236HK236H
Notes Slow hopping command grab; Range: 4.24 (longest)
236KK
Notes Slow hopping command grab; hurtbox is pulled much higher up than meterless versions, making it better at avoiding attacks; can hold forward/back to control distance (forward momentum is faster than backwards momentum); can be comboed into on grounded or airborne opponents (allows Blanka-chan setups with its high KD Advantage); Range: 2.68~3.58
236LK236L
Notes Slow hopping command grab; Range: 2.49 (shortest)
236MK236M
Notes Slow hopping command grab; Range: 3.41 (mid-range)
Electric Thunder
214P
Notes Strike hitbox; 2f extra recovery on whiff; can hold button to extend active frame duration on whiff only (later hits have shorter range); activates Blanka-chan doll with electricity (meterless 1-hit version); [] refers to SA2 install version with slightly more damage
214PP
Notes Strike hitbox with forward movement during startup; 2f extra recovery on whiff; on block, connects only once for good frame advantage (recovers slightly out of throw range); on hit, transitions to a follow-up attack that puts opponent into limited juggle state (also extends hitconfirm window); can hold button to extend active frame duration on whiff only (later hits have shorter range); activates Blanka-chan doll with electricity (3-hit OD version); [] refers to SA2 install version with slightly more damage; SA2 cancel: KD +54(+60)/+9
Blanka-chan Bomb
22P
Notes Doll is consumed on frame 25, and spawns on frame 39 (if Blanka is hit between frames 25-38, loses the doll completely); after spawning, takes 35f to reach the ground and become active; doll despawns after 1000f or if completely off-screen; Blanka is in a counter-hit state for entire move duration; starts each round with 3 dolls (only 1 can be active at a time); Back Taunt is the only way to restore dolls mid-round; button strength determines throw distance (LP close, MP mid, HP far); doll can be activated with any source of electricity, with different effects depending on meterless/OD/SA1 electricity type (SA2 install specials count as meterless or OD moves for this purpose); once activated, doll is considered a projectile; doll disappears if Blanka is hit after activating (does not apply to un-activated doll)
Aerial Rolling Attack
j.[4]6P
Notes 40f charge time (charge lasts 10f after releasing back direction); can be done from any jump direction or after Coward Crouch > Raid Jump; button strength determines trajectory (LP close, MP mid, HP far); can be canceled into from j.MP; can hit cross-up; puts grounded opponents into limited juggle state; spike knockdown vs. airborne opponents
Shout of Earth
236236P
Notes Projectile hitbox that hits on both sides of Blanka; hitbox is low to the ground (opponent can safely empty jump safely vs. anti-air SA1); [] refers to SA2 install; during install, range is extended to full screen and deals 200 extra damage; significantly better KD Advantage when juggled into; activates Blanka-chan doll on contact (rapidly shoots forward for 5 hits); Blanka-chan doll activation makes it safe on block (minimum +8 oB)
Lightning Beast
214214P
Notes Improves properties/damage special moves (except 236K) and SA1; gains access to Rolling Cannon after ball-type specials ([4]6P, j.[4]6P, [2]8K, 63214K); all ball-type specials gain electricity to activate Blanka-Chan bomb; while active, Blanka no longer requires charge when canceling into charge specials; using any ball-type special depletes install time by 100f (6.7%), and Rolling Cannon depletes timer by 200f (13.3%)
Ground Shave Cannonball
236236K
Notes Reaches ~60% screen length; cannot hit cross-up; cinematic time regenerates ~1.8 Drive bars for Blanka