Street Fighter 6/Blanka/Combos: Difference between revisions

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! Combo !! Position !! Damage !! Difficulty !! Notes  
! Combo !! Position !! Damage !! Difficulty !! Notes  
|-
|-
| {{clr|4|Drive Impact}},{{clr|9|5HP}}>{{clr|10|22P~P}},{{clr|8|[2]8MK}}/{{clr|9|236236P}}<br><br>{{clr|4|Drive Impact}},{{clr|9|5HP}}>{{clr|10|22P~P}},{{clr|10|214P}}>{{clr|9|236236K}} || Anywhere || 2800/3220/4500 || {{clr|7|Easy}} || Drive Impact Starter examples. Can tack on whatever ender you'd like w/ the right amount of meter, including SA2 if you choose to OD ''Electric''.  
| {{clr|4|Drive Impact}},{{clr|9|5HP}}>{{clr|10|22PP~P}},{{clr|8|[2]8MK}}/{{clr|9|236236P}}<br><br>{{clr|4|Drive Impact}},{{clr|9|5HP}}>{{clr|10|22PP~P}},{{clr|10|214P}}>{{clr|9|236236K}} || Anywhere || 2800/3220/4500 || {{clr|7|Easy}} || Drive Impact Starter examples. Can tack on whatever ender you'd like w/ the right amount of meter, including SA2 if you choose to OD ''Electric''.  


Wild Lift has numerous follow-up options and setups, so experiment.
Wild Lift has numerous follow-up options and setups, so experiment.
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! Combo !! Position !! Damage !! Difficulty !! Notes  
! Combo !! Position !! Damage !! Difficulty !! Notes  
|-
|-
|{{clr|8|2MP}}/{{clr|8|5MK}}>{{clr|4|Drive Rush Cancel}}>{{clr|9|5HK}},{{clr|9|5HP}}>{{clr|10|22P~P}},Etc. || Anywhere || 2900 Minimum || {{clr|8|Medium}} || 3-Drive for a reliable, on-demand whiff punish route with numerous options left open for you after Wild Lift. Worth learning. <br>+3-4k damage can be easily tacked on with SA1-3 use.
|{{clr|8|2MP}}/{{clr|8|5MK}}>{{clr|4|Drive Rush Cancel}}>{{clr|9|5HK}},{{clr|9|5HP}}>{{clr|10|22PP~P}},Etc. || Anywhere || 2900 Minimum || {{clr|8|Medium}} || 3-Drive for a reliable, on-demand whiff punish route with numerous options left open for you after Wild Lift. Worth learning. <br>+3-4k damage can be easily tacked on with SA1-3 use.
|-
|-
|{{clr|7|5LP}}/{{clr|7|2LP}}>{{clr|4|Drive Rush Cancel}}>{{clr|9|5HK}},{{clr|9|5HP}}>{{clr|10|22P~P}},Etc. || Anywhere || 2500 Minimum || {{clr|8|Medium}}|| Similar to the above, but from {{clr|7|5LP}}/{{clr|7|2LP}} which have above average range for Light Attacks.<br>Good for possible spacing traps such as after a blocked Electric.
|{{clr|7|5LP}}/{{clr|7|2LP}}>{{clr|4|Drive Rush Cancel}}>{{clr|9|5HK}},{{clr|9|5HP}}>{{clr|10|22PP~P}},Etc. || Anywhere || 2500 Minimum || {{clr|8|Medium}}|| Similar to the above, but from {{clr|7|5LP}}/{{clr|7|2LP}} which have above average range for Light Attacks.<br>Good for possible spacing traps such as after a blocked Electric.
|-
|-
|{{clr|7|5LP}}/{{clr|7|2LP}}>{{clr|4|Drive Rush Cancel}}>{{clr|7|5LK}},{{clr|8|4MK}},{{clr|8|2MK}}>{{clr|8|[4]6MP}}/{{clr|9|236236P}}  || Anywhere || 1903/2311 || {{clr|8|Medium}} || An easier alternative from {{clr|7|5LP}}/{{clr|7|2LP}} that doesn't confirm the Punish Counter but still leads to pressure/damage.
|{{clr|7|5LP}}/{{clr|7|2LP}}>{{clr|4|Drive Rush Cancel}}>{{clr|7|5LK}},{{clr|8|4MK}},{{clr|8|2MK}}>{{clr|8|[4]6MP}}/{{clr|9|236236P}}  || Anywhere || 1903/2311 || {{clr|8|Medium}} || An easier alternative from {{clr|7|5LP}}/{{clr|7|2LP}} that doesn't confirm the Punish Counter but still leads to pressure/damage.

Revision as of 16:05, 12 July 2023


Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

SF6 Combo Notation Guide
Notation Meaning
> Cancel the previous move to the following move.
e.g. Normal into Special (2MK > 236P) or Special into Super (623P > 236236K)
~ Chain/Cancel the previous move into a followup.
e.g. Luke's target combo (LP~MP~HP) or Rising Uppercut into Slam Dunk (623PP~PP)
, Link the previous move to the following move.
e.g. 5MP, 2MP (requires manual timing)
An example with Ken that uses all three "connecting" symbols:
2LP, 5MP~HP > 623P > 236236P
2LP links into 5MP; 5MP chains into HP Target Combo; HP cancels into Shoryuken which cancels into Lv.3 Super
j.X Jumping action; for Neutral Jump, use 8j.X
e.g. Kimberly j.2MP (Elbow Drop) or Ryu j.214K (Aerial Tatsumaki Senpukyaku)
P or K Any Punch or Any Kick (when button strength does not matter)
PP or KK represents any two punches/kicks.
X/Y Do either X move or Y move.
e.g. end a combo with 214K/623P
[X] Hold the button input
e.g. Luke 214[LP] = charged LP Flash Knuckle
dl.X Briefly delay the action
e.g. Ken 236HK~dl.6LK (Jinrai Loop starter)
AA Anti-air; hit the opponent while they're mid-air.
May cause a different juggle state compared to a grounded opponent.
Y xN
{Y} xN
Repeat 'Y' input 'N' number of times.
A sequence of multiple inputs will be bundled into "{}".
e.g. 5LP x3 (5LP, 5LP, 5LP) or {2HP > Drive Rush} x3
Y > DR Button Y cancelled into Drive Rush (3-bar version)
e.g. 5HP > DR
DR~Y Drive Rush into Button Y (cancel the dash frames early into a followup attack)
This can be done from the 1-bar or 3-bar versions of Drive Rush
e.g. 236HP Launch, DR~5LP
An example for Ryu using both Drive Rush notations:
2MK > DR~5HP (cancel 2MK into Drive Rush, then immediately use 5HP during dash animation)


Combo Theory

Your primary goal for combo extensions will be linking into either EX Ball or Coward Crouch~Wild Lift. 5HP is Blanka's most powerful combo-filler normal; routing into it often leads to Blanka's strongest combos without SA2 Installed. 4MK and 6MK are both good and safe combo starters that are safe and easy to confirm from, with 4MK having the added benefit of being advantageous.

  • Blanka's EX Ball connects after any M/H Special Cancellable Button. It is only possible to connect EX Ball after Light attacks with a Punish Counter.
  • SA3 can be substituted in any combo that uses SA1. It can easily be used after an EX Electric in any combo which uses Electric (214P) as well.


Normal Hit Starters

Light Confirms
Combo Position Damage Difficulty Notes
2LK~2LP>214P/[4]6MP Anywhere 1110/1430 Easy/Medium Standard Light BNB route. Electric keeps the opponent close enough to begin pressure if it lands and is safe if blocked. Medium Ball is more damaging and resets to neutral, but extremely unsafe if blocked; Hit confirming required.
5LK~5LP>214P/[4]6MP Anywhere 1210/1530 Easy/Medium Alternative Light BNB route. Similar to the first but 1-frame faster and 100 more damage to boot.
2LK~2LP~2LP>[4]6MP Anywhere 1550 Easy Must be done point blank or the 2nd 2LP will whiff, but gives extra time to buffer Blanka Ball and slightly more damage.
2LK~2LP>Drive Rush Cancel>5LK,4MK,2MK>[4]6MK/236236P Anywhere 1787/2123 Medium 3-Drive combo and optional 1 super to tack on a little extra damage.
As with the 2nd combo, starting with 5LK~5LP gives either route an extra 100 damage.


Medium Confirms
Combo Position Damage Difficulty Notes
4MK,2MK>214P/[4]6MP Anywhere 1740/2060 Easy Standard BNB route from 4MK. More than enough time to confirm the ball; Utilize Electric to stay close or possible routing to SA2/3.
4MK,5LP>214P Anywhere 1540 Easy Moreso a string than a route, as it has 2 frame traps and is safe on block. Utilize this to catch mashing after 4MK in case it's blocked. Be aware of parries, however.
6MK,5LP>[4]6MP Anywhere 1860 Easy 6MK route.
4MK,2MK>[4]6PP,j.MP>j.[4]6HP Anywhere 2830 Hard 2-Drive Route from 4MK BNB. To land j.[4]6HP, begin holding the charge immediately after [4]6PP and jump in the respective charge direction. You can very slightly delay the cancel after j.MP connects.
  • You can opt for [2]8K after [4]6PP instead if you're not comfortable with timing the aerial portion of the combo at the cost of some damage and position. Alternatively, you can also use SA1 for +3k damage!
Combo Here Anywhere 000 Medium Insert description here


Heavy Confirms
Combo Position Damage Difficulty Notes

Punish Combos (TBC)

Counter Hit Punishes
Combo Position Damage Difficulty Notes
Drive Impact,5HP>22PP~P,[2]8MK/236236P

Drive Impact,5HP>22PP~P,214P>236236K
Anywhere 2800/3220/4500 Easy Drive Impact Starter examples. Can tack on whatever ender you'd like w/ the right amount of meter, including SA2 if you choose to OD Electric.

Wild Lift has numerous follow-up options and setups, so experiment.

[4]6HP,Drive Rush>3HP Anywhere 2240 Easy Punish combo extension from your standard Blanka Ball. 1-Drive for an extra 700 damage is great value, so get used to using this on reaction to a punish counter.


Whiff Punishes
Combo Position Damage Difficulty Notes
2MP/5MK>Drive Rush Cancel>5HK,5HP>22PP~P,Etc. Anywhere 2900 Minimum Medium 3-Drive for a reliable, on-demand whiff punish route with numerous options left open for you after Wild Lift. Worth learning.
+3-4k damage can be easily tacked on with SA1-3 use.
5LP/2LP>Drive Rush Cancel>5HK,5HP>22PP~P,Etc. Anywhere 2500 Minimum Medium Similar to the above, but from 5LP/2LP which have above average range for Light Attacks.
Good for possible spacing traps such as after a blocked Electric.
5LP/2LP>Drive Rush Cancel>5LK,4MK,2MK>[4]6MP/236236P Anywhere 1903/2311 Medium An easier alternative from 5LP/2LP that doesn't confirm the Punish Counter but still leads to pressure/damage.

Drive Rush Starters (TBC)

Combo Position Damage Difficulty Notes

SA2 Routes (TBC)


SF6 Navigation

General
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Characters
A.K.I.
Akuma
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Cammy
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Ed
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M. Bison
Mai
Manon
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Terry
Zangief
Data
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Ed
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Jamie
JP
Juri
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Terry