Blanka's Frame Data Super Street Fighter 4 Arcade Edition

Guide last updated on
August 12, 2011 at 9:34 p.m. PDT


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.


Comments

MuT3SiL3Nc3 said on May 10, 2010 at 1:30 p.m.

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.

#1
MuT3SiL3Nc3 said on May 10, 2010 at 3:20 p.m.

I guess they mean the fadc cancel. sorry. my bad guys, just a little confused.

#2


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