Last updated on Aug. 12, 2011

If you have trouble understanding this data, please check out the how to read frame data guide here on EventHubs.com.
| Move | Block | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Notes |
| Close Light Punch | HL | 30 | 50 | 20 | Sp*Su | 4 | 2 | 10 | -1 | 2 | |
| Close Medium Punch | HL | 80 | 100 | 40 | Su | 6 | 2 | 10 | 2 | 5 | |
| Close Hard Punch | HL | 110[90] | 200[150] | 60 | Su | 7 | 4 | 22 | -7 | -1 | Forces stand |
| Close Light Kick | HL | 40 | 50 | 20 | Sp*Su | 4 | 3 | 10 | -2 | 1 | |
| Close Medium Kick | HL | 40*40 | 50*50 | 40*20 | Su- | 5 | 2(3)2 | 12 | 0 | 3 | 1st hit cancellable |
| Close Hard Kick | HL | 100[80] | 200[150] | 60 | Su | 7 | 6 | 19 | -6 | -1 | |
| Far Light Punch | HL | 30 | 50 | 20 | Sp*Su | 3 | 2 | 9 | 0 | 3 | |
| Far Medium Punch | HL | 80 | 100 | 40 | Su | 7 | 4 | 9 | 1 | 4 | |
| Far Hard Punch | HL | 120 | 200 | 60 | - | 7 | 6 | 20 | -6 | -1 | |
| Far Light Kick | HL | 30 | 50 | 20 | Su | 5 | 2 | 12 | -3 | 0 | |
| Far Medium Kick | HL | 90 | 100 | 40 | Su | 5 | 2 | 19 | -7 | -4 | |
| Far Hard Kick | HL | 100[80] | 200[150] | 60 | - | 3 | 6 | 23 | -10 | -5 | |
| Crouch Light Punch | HL | 30 | 50 | 20 | Sp*Su | 4 | 2 | 9 | 0 | 3 | |
| Crouch Medium Punch | HL | 90 | 100 | 40 | Su | 7 | 4 | 15 | -5 | -2 | |
| Crouch Hard Punch | HL | 100 | 200 | 60 | Su | 8 | 4 | 25 | -10 | -4 | |
| Crouch Light Kick | L | 30 | 50 | 20 | Sp*Su | 4 | 3 | 7 | 1 | 4 | Low attack |
| Crouch Medium Kick | L | 70 | 100 | 40 | Sp*Su | 5 | 2 | 11 | 1 | 4 | Low attack |
| Crouch Hard Kick | L | 90 | 150 | 60 | Su | 6 | 5 | 21 | -7 | D | Low attack, cannot fast recover |
| Jump Up Light Punch | H | 40 | 50 | 20 | - | 5 | 7 | - | - | - | |
| Jump Up Medium Punch | H | 70 | 100 | 40 | - | 6 | 3 | - | - | - | |
| Jump Up Hard Punch | H | 120 | 200 | 60 | - | 4 | 3 | - | - | - | |
| Jump Up Light Kick | H | 40 | 50 | 20 | - | 4 | 3 | - | - | - | |
| Jump Up Medium Kick | H | 60 | 100 | 40 | - | 5 | 5 | - | - | - | |
| Jump Up Hard Kick | H | 120 | 200 | 60 | - | 7 | 7 | - | - | - | |
| Jump Toward Light Punch | H | 40 | 50 | 20 | - | 5 | 7 | - | - | - | |
| Jump Toward Medium Punch | H | 70 | 100 | 40 | - | 6 | 5 | - | - | - | |
| Jump Toward Hard Punch | H | 90 | 200 | 60 | - | 5 | 4 | - | - | - | |
| Jump Toward Light Kick | H | 40 | 50 | 20 | - | 5 | 5 | - | - | - | |
| Jump Toward Medium Kick | H | 60 | 100 | 40 | - | 5 | 5 | - | - | - | |
| Jump Toward Hard Kick | H | 110 | 200 | 60 | - | 7 | 6 | - | - | - | |
| Move | Block | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Notes |
| Move | Block | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Notes |
| Back or Forward + Medium Punch (Close) | HL | 50*40 | 50*50 | 40*20 | Sp*Su- | 7 | 2(1)5 | 11 | -2 | 3 | 1st hit cancellable |
| Overhead | H | 50*40 | 50*50 | 40*20 | - | 25 | 2(1)4 | 11 | -1 | 4 | Mid attack |
| Down Forward + Hard Punch | L | 100 | 200 | 60 | - | 10 | 16 | 16 | -11 | D | Low attack, cannot fast recover |
| Forward Hop | - | - | - | - | - | - | - | 22 | - | - | |
| Back Hop | - | - | - | - | - | - | - | 29 | - | - | |
| Coward Crouch | - | - | - | - | Sp*Su | - | - | 53 | - | - | |
| Coward Crouch | Sp*Su | 90 | |||||||||
| Focus Attack Level 1 | HL | 60 | 100 | 20 | - | 20 | 2 | 38 | -24 | -24 | |
| Focus Attack Level 2 | HL | 90 | 150 | 40 | - | 17+11 | 2 | 38 | -18 | D | |
| Focus Attack Level 3 | - | 150 | 200 | 60 | - | 63 | 2 | 39 | D | D | |
| Forward Throw | 0.93 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | D | Throw range 0.9 |
| Back Throw | 0.93 | 120 | 120 | 40 | - | 3 | 2 | 20 | - | D | Throw range 0.9 |
| Rolling Attack Light Punch | HL | 100 | 100 | 30/30 | Su | 6 | 18 | 4+2 | -24 | -15 | Armor Break, charge 55f |
| Rolling Attack Medium Punch | HL | 110 | 150 | 30/30 | Su | 6 | 33 | 4+2 | -24 | -15 | Armor Break, charge 55f |
| Rolling Attack Hard Punch | HL | 120 | 200 | 30/30 | Su | 6 | 33 | 4+3 | -24 | -15 | Armor Break, charge 55f |
| Rolling Attack EX | HL | 110 | 150 | -250/0 | Su | 6 | 33 | 4+3 | -24 | -15 | 1~38 , Armor Break, charge 55f |
| Backstep Rolling Light Kick | HL | 110 | 200 | 30/40 | - | 28 | 25 | 6 | - | D | charge 55f |
| Backstep Rolling Medium Kick | HL | 120 | 200 | 30/40 | - | 28 | 29 | 6 | - | D | charge 55f |
| Backstep Rolling Hard Kick | HL | 130 | 200 | 30/40 | - | 28 | 33 | 6 | - | D | charge 55f |
| Backstep Rolling EX | HL | 120 | 200 | -250/0 | - | 28 | 33 | 6 | - | D | 1~22f invincible, 23~27f cannot be thrown, charge 55f |
| Anti Air Rolling Light Kick | HL | 100 | 200 | 30/30 | - | 4 | 18 | 40+5 | -21 | -17 | charge 55f |
| Anti Air Rolling Medium Kick | HL | 110 | 200 | 30/30 | - | 4 | 15 | 42+10 | -21 | -17 | charge 55f |
| Anti Air Rolling Hard Kick | HL | 120 | 200 | 30/30 | - | 4 | 12 | 46+4 | -21 | -17 | charge 55f |
| Anti Air Rolling EX | HL | 120 | 200 | -250/0 | - | 4 | 18 | 47+10 | -21 | -17 | 1~5f invincible, charge 55f |
| Electricity Light Punch | HL | 120 | 200 | 20/20 | Su | 5 | {4(4)}x3*4 | 9 | 5 | D | |
| Electricity Medium Punch | HL | 130 | 200 | 20/20 | Su | 7 | {2(2)}x7*2 | 9 | 8 | D | |
| Electricity Hard Punch | HL | 140 | 200 | 20/20 | Su | 10 | {1(1)}x16*2 | 9 | 10 | D | |
| Electricity EX | HL | 150 | 200 | -250/0 | Su | 5 | {1(1)}x16*2 | 11 | 8 | D | |
| Super Light Punch | HL | 100x5 | 0 | -1000/0 | - | 1+4 | 16*1x14 | 12 | -34 | D | 1~5f invincible, Pursuit Property, charge 55f |
| Super Medium Punch | HL | 100x5 | 0 | -1000/0 | - | 1+4 | 22*1x14 | 12 | -34 | D | 1~5f invincible, Pursuit Property, charge 55f |
| Super Hard Punch | HL | 100x5 | 0 | -1000/0 | - | 1+4 | 22*1x14 | 19 | -34 | D | 1~5f invincible, Pursuit Property, charge 55f |
| Ultra 1 | L * H * H * HLx4 | 0*120*125x3 | 0 | 0/0 | - | 0+4 | 2(20) 26 * 1x20 | 17 | -41 | D | 1~27f invincible, 2nd hit , 1st hit low attack, 2nd hit mid attack, Pursuit Property, charge 55f |
| Ultra 2 Kick | L | 120x2 * 90x3 | 0 | 0/0 | - | 0+12 | 2(7) 2(33) 90 | 31 | -57 | - | 1~10f invincible, |
| Ultra 2 Punch | 30 * 195 [470] | 0 | 0/0 | - | 0+7 | 55(10)6 | 80 | - | - | 1-6f invincible, | |
| Move | Block | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recover | Frame Adv. Block | Frame Adv. Hit | Notes |
Frame data translated and compiled by SFilp. Previous contributions by Gilley.
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.
Posted by MuT3SiL3Nc3 on May 10, 2010 at 1:30 p.m. #7
Crouch Hard Punch HL 100 200 60 Sp*Su 8 4 25 -10 -4
Far Hard Kick HL 100[80] 200[150] 60 Sp*Su 3 6 23 -8 -5
I couldn't get this to cancel into special... Please show an example or correct this. would have been interesting changes, but i think this guide is flawed. i ohpe they got their numbers right at least. because i dont believe these moves are sp cancels. boo.
Posted by MuT3SiL3Nc3 on May 10, 2010 at 3:20 p.m. #8
I guess they mean the fadc cancel. sorry. my bad guys, just a little confused.
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