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Capcom vs. SNK 2

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Learn Blanka's movelist in Capcom vs. SNK 2, including special moves like Electric Thunder and Rolling Attack, and Super Specials.

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Learn Blanka's movelist in Capcom vs. SNK 2, including special moves like Electric Thunder and Rolling Attack, and Super Specials.

Movelist:

Specials

  • Electric Thunder: Tap P rapidly
  • Rolling Attack: Charge B, F + P
  • Back Step Rolling: Charge B, F + K
  • Vertical Rolling: Charge D, U + K
  • Surprise Forward: Kx3
  • Surprise Back: B + Kx3

Super Specials

  • Direct Lightning: Charge B, F, B, F + P
  • Ground Shave Rolling: Charge B, F, B, F + K (Chargeable)
  • Shout of Baron: Charge D-B, D-F, D-B, U-F + P (Level 3 & MAX only)

Movelist Breakdown:

Normal Attacks

Standing

  • LP (Slap): Basic attack, not useful for combos.
  • MP (Palm Jab): More reach than LP, but slower and not very useful.
  • SP (Dual Jaw Smack): Nice reach and poke range, but slow and easy to block.
  • LK (Low Kick): Quick but has poor range and limited use.
  • MK (Slow Low Kick): Slower than LK with slightly more damage.
  • SK (Flip Kick): Good poke range, can be blocked and countered, good as an anti-air attack.

Crouching

  • LP (Claw Swipe): Decent range, but not fast or great. Can be substituted by Crouching MK, Crouching SK, and Crouching MP.
  • MP (Upper Torso Swipe): Good reach, but slow recovery. Useful at the right moment against some attacks.
  • SP (Upper Torso Fist): Great reach, good for countering attacks like Spinning Bird Kick, and as an anti-air. Unsafe on block.
  • LK (Foot Kick): Limited range and use.
  • MK (Forefoot Kick): Slight extra range over LK, otherwise useless.
  • SK (Backfoot Trip): Good reach potential, but unsafe on block and slow startup. Requires precise timing.

Jumping

  • LP (Falling Claw): Useless unless knocking an opponent out of an aerial attack. Too fast with poor range.
  • MP (Diagonal Punch): Hits aerial and grounded opponents. Moves quickly, requires timing.
  • SP (Double Swipe): Best used to counter opponent moves. Slower startup, limited use.
  • Straight-Up SP (Claw Swipe): Good for annoying opponents who jump at Blanka. Good reach, great for knocking opponents out of moves. Unsafe on block.
  • LK (Aerial Heel): Not useful, avoid in favor of SK or MP.
  • MK (Aerial Foot): More range than LK, otherwise useless.
  • SK (Double Aerial Kick): Excellent poke range, can hit grounded and aerial opponents when timed right.

Throws

  • F or B + SP (Vicious Bites): Blanka bites the opponent 7 times. Not very strong.
  • F or B + SK (Rolling Throw): Blanka leaps, rolls with the opponent, then throws them.

Special Moves

Electric Thunder

  • Strong vs.: Rush attacks, Anti-Air attacks, Other attacks, Close attacks.
  • Weak vs.: Air attacks (Zanku Hadoken, Tenma Gou Zanku only), Projectile attacks.

A devastating move that can keep opponents away. If used in a corner, it's hard to counter. Blanka is vulnerable to non-direct hits (Hadoken, Kikouken, Kacho San, etc.). Great defensive move.

Rolling Attack

  • Strong vs.: Dash attacks, Other attacks (when not timed correctly), Air attacks (except for Zanku Hadoken and Tenma Gou Zanku).
  • Weak vs.: Anti-Air attacks, Projectile attacks.

Great for defense, especially against opponents who attack relentlessly. Comes out fast but is unsafe on block and only goes forward. Distance depends on the P button used. Vulnerable to many attacks.

Back Step Rolling

  • Strong vs.: Same as Rolling Attack.
  • Weak vs.: Same as Rolling Attack.

Blanka jumps back before attacking. Otherwise, the properties are the same as Rolling Attack.

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