Street Fighter II/Blanka

Click here for more information about Blanka's other fighting game appearances.

Blanka has green skin and long orange hair, resembling a monster more than a human. He is one of the original eight characters featured in the first version of the Street Fighter II series. Blanka's most apparent characteristic is his green color. His in-game storyline states that he was once extremely pale and was known locally as the hombre blanco (white man) and adapted the blanco into his name Blanka. His green skin color in the games is attributed to his constant use of chlorophyll from plants to better blend in with the jungle environment, a color change that eventually became permanent. His coloring changed in later games, making him bright green with vivid orange hair as opposed to the yellowish green skin he had in Street Fighter II. Blanka's style of fighting in the games is a self-taught savage fighting style (however, Capcom's USA division depicted it as a capoeira technique)

Background
Blanka's background story is expanded/rewritten in the Street Fighter Alpha series. In his Street Fighter II ending, he reunites with his mother who recognizes him from the anklets he wears. She reveals that Blanka was once known as Jimmy, before he was in a plane crash as a little boy. This crash caused him to grow up in the wild, although he has connections to a local village. Ever since the crash, Blanka/Jimmy had been separated from his mother.

HD Remix Alterations

 * Horizontal ball has safer recovery.
 * Horizontal ball with and  have same sound effect and same spinning speed as  version.
 * Horizontal ball with and  travel slightly shorter distance so whiffed roll into bite is a little more effective.
 * Backstep Rolling has faster startup and safer recovery.
 * Hop move has new command: hold stick or  then  OR  OR . (Old motion of  still works).
 * Hop back builds much less super meter.
 * Forward version of hop has 9 frames of foot-invulnerably at startup (but seems to hardly help).
 * Electricity easier to execute (now requires 3 presses of a given punch button rather than 5 presses).
 * Super move has faster startup, faster recovery (safe on block), and always knocks down if it hits.
 * Super input window is larger and is a fixed size, rather than random size.