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Blanka's Frame Data: Street Fighter 4

Last updated on April 25, 2009

6 Comments

Blanka Frame Data: Street Fighter 4


If you have trouble understanding this data, please check out the how to read frame data guide here on EventHubs.com.

Move Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel Ability
Close Light Punch 4 2 10 -1 +2 10 13 30 50 20 HL Sp*Su
Close Medium Punch 6 2 10 +2 +5 13 16 80 100 40 HL Su
Close Hard Punch 7 4 22 -7 -1 18 24 110[90] 200[150] 60 HL Su
Close Light Kick 4 3 10 -2 +1 10 13 40 50 20 HL Sp*Su
Close Medium Kick 5 2(3)2 12 0 +3 13 16 40*40 50*50 40*20 HL Su
Close Hard Kick 7 6 19 -6 -1 18 23 100[80] 200[150] 60 HL Su
Far Light Punch 3 2 9 0 +3 10 13 30 50 20 HL Sp*Su
Far Medium Punch 7 4 9 +1 +4 13 16 80 100 40 HL Su
Far Hard Punch 7 6 20 -7 -2 18 23 120 200 60 HL -
Far Light Kick 5 2 12 -3 0 10 13 30 50 20 HL Su
Far Medium Kick 5 2 19 -7 -4 13 16 90 100 40 HL Su
Far Hard Kick 3 6 23 -10 -5 18 23 100[80] 200[150] 60 HL -
Crouch Light Punch 4 2 9 0 +3 10 13 30 50 20 HL Sp*Su
Crouch Medium Punch 7 4 15 -5 -2 13 16 60 100 40 HL Su
Crouch Hard Punch 8 4 25 -10 -4 18 24 100 200 60 HL Su
Crouch Light Kick 4 3 7 +1 +4 10 13 30 50 20 L Sp*Su
Crouch Medium Kick 5 2 11 +1 +4 13 16 70 100 40 L Sp*Su
Crouch Hard Kick 6 5 21 -7 - 18 - 90 150 60 L Su
Jump Up Light Punch 5 7 - - - 8 11 40 50 20 H -
Jump Up Medium Punch 6 3 - - - 11 15 70 100 40 H -
Jump Up Hard Punch 4 3 - - - 17 20 120 200 60 H -
Jump Up Light Kick 4 3 - - - 8 11 40 50 20 H -
Jump Up Medium Kick 5 5 - - - 11 15 60 100 40 H -
Jump Up Hard Kick 7 7 - - - 17 20 120 200 60 H -
Jump Forward Light Punch 5 7 - - - 8 11 40 50 20 H -
Jump Forward Medium Punch 6 5 - - - 11 15 70 100 40 H -
Jump Forward Hard Punch 5 4 - - - 17 20 110 200 60 H -
Jump Forward Light Kick 5 5 - - - 8 11 40 50 20 H -
Jump Forward Medium Kick 5 5 - - - 11 15 60 100 40 H -
Jump Forward Hard Kick 7 6 - - - 17 20 110 200 60 H -
Back or Forward + Medium Punch (Close) 8 2(1)5 12 -3 +2 13 18 50*40 50*50 40*20 HL Sp*Su
Back or Forward + Medium Punch (Far) 25 2(1)4 12 -2 +3 13 18 50*40 50*50 40*20 H -
Beast Slide 10 19 16 -14 - 20 - 100 200 60 L -
Forward Hop - - 25 - - - - - - - - -
Back Hop - - 29 - - - - - - - - -
Duck - - 53~90 - - - - - - - - -
Level 1 Focus Attack 20 2 38 -24 -24 15 15 60 100 20 HL -
Level 2 Focus Attack 17+11 2 38 -18 - 21 - 90 150 40 HL -
Level 3 Focus Attack 63 2 39 - - - - 150 200 60 - -
Forward + Throw 3 2 20 - - - - 130 140 40 0.9 -
Back + Throw 3 2 20 - - - - 120 120 40 0.9 -
Beast Roll Light Punch 6 18 4+2 -24 -15 17 26 100 100 30/30 HL Su
Beast Roll Medium Punch 6 33 4+2 -24 -15 17 26 110 150 30/30 HL Su
Beast Roll Hard Punch 6 33 4+3 -24 -15 17 26 120 200 30/30 HL Su
Beast Roll EX 6 33 4+3 -24 -15 17 26 110 150 0/0 HL Su
Backstep Rolling Light Kick 28 25 6 - - 17 - 110 200 30/40 HL -
Backstep Rolling Medium Kick 28 29 6 - - 17 - 120 200 30/40 HL -
Backstep Rolling Hard Kick 28 33 6 - - 17 - 130 200 30/40 HL -
Backstep Rolling EX 28 33 6 - - 17 - 120 200 0/0 HL -
Vertical Rolling Light Kick 4 18 43+2 -21 -17 20 24 100 200 30/30 HL -
Vertical Rolling Medium Kick 4 15 45+7 -21 -17 20 24 110 200 30/30 HL -
Vertical Rolling Hard Kick 4 12 46+4 -21 -17 20 24 120 200 30/30 HL -
Vertical Rolling EX 4 18 50+7 -21 -17 20 24 120 200 0/0 HL -
Electricity Light Punch 5 {4(4)}x3*4 9 +5 - 20 - 120 200 20/20 HL Su
Electricity Medium Punch 7 {2(2)}x7*2 9 +8 - 20 - 130 200 20/20 HL Su
Electricity Hard Punch 10 {1(1)}x16*2 9 +10 - 20 - 140 200 20/20 HL Su
Electricity EX 10 {1(1)}x16*2 11 +8 - 20 - 150 200 0/0 HL Su
Super 1+4 16*1x14 12 -34 - 22 - 100x4 0 0/0 HL -
Ultra 1+3 2(20) 26 *1x20 17 -41 - 22 - 412-600 0 0/0 L*H*H*Lx4 -
Move Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel

Thanks to Gilley and DannyCat for providing this frame data.

Posted by bull on April 2, 2009 at 2:04 p.m. #1

4 frames for recovery after beast roll? Thats too low. What can stop it besides projectiles? characters without projectiles will get torn to shreds by this =/

 

Posted by WNxKlutch on May 27, 2009 at 1:39 p.m. #2

A shoryuken will stop it. Even a light punch will if properly timed.

 

Posted by ANON on June 9, 2009 at 1:32 p.m. #3

For certain characters you don't even have to time the light punch... If you spam crouch light punch with Ryu, Ken, Akuma, Bison, or Balrog you he can't do a beast ball at you. Well, he can, but he'll get hit.

Not sure but I believe it works with against his Ultra too. I just know that it isn't hard to hit Blanka out of his Ultra.

 

Posted by blanka rules (david) on September 24, 2009 at 3:27 p.m. #4

thanx to all the ppl who have made the data on this site possible it is so helpfull and unless awesome players share info like this no noobs can get a head haha like me that is

 

Posted by Smexy Millz on September 29, 2009 at 5:44 a.m. #5

wow the mullah was right blanka's best moves are his far medium punch. medium kick, hard punch elec the other versions just dont have enough block stun.. hmmm reading frame data allows character abuse if you understand it

 

Posted by chickenwings on December 27, 2009 at 3:59 a.m. #6

I mean u know his normals suck, but seeing it on paper is just really disappoints. I hope they fix this for the next game.

 

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