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Blanka's Frame Data Super Street Fighter 4 Arcade Edition

Last updated on Aug. 12, 2011

8 Comments

Blanka Frame Data Super Street Fighter 4 Arcade Edition


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

Normal Moves
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
Other, Special Moves, Supers & Ultras
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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