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| {{clr|8|4MK}},{{clr|8|5MK}}>{{clr|4|63214KK}},{{clr|9|3HP}} || Corner || 2700 || {{clr|8|Medium}} || Corner combo from {{clr|8|4MK}} with easy {{clr|9|3HP}} ending || 2 || 0 | | {{clr|8|4MK}},{{clr|8|5MK}}>{{clr|4|63214KK}},{{clr|9|3HP}} || Corner || 2700 || {{clr|8|Medium}} || Corner combo from {{clr|8|4MK}} with easy {{clr|9|3HP}} ending || 2 || 0 | ||
|- | |- | ||
| {{clr|8|4MK}},{{clr|8|5MK}}>{{clr|4|63214KK}},{{clr|10|236236P}} || Corner || 3400 || {{clr|8|Medium}} || | | {{clr|8|4MK}},{{clr|8|5MK}}>{{clr|4|63214KK}},{{clr|10|dl.236236P}} || Corner || 3400 || {{clr|8|Medium}} || If you link {{clr|10|SA1}} directly after {{clr|4|63214KK}} it whiffs || 2 || 1 | ||
|- | |- | ||
! 2MK Combos !! !! !! !! {{clr|8|2MK}} is not very frame-friendly, also it pushes back so it won't convert to combo at poke range !! !! | ! 2MK Combos !! !! !! !! {{clr|8|2MK}} is not very frame-friendly, also it pushes back so it won't convert to combo at poke range !! !! |
Revision as of 02:34, 5 December 2024
Combo Notation Guide
Click "Expand" for information about combo notation in SF6:
- ATTENTION
- For Blanka, 4LP/4LK and 1LP/1LK will appear instead of 5LP/5LK and 2LP/2LK to help visualize the charge for a Rolling Attack
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 Docs/Vids
- Combo Doc by Sneaky_Urkel. A handy guide that covers numerous routes and concepts which may not be covered here: https://docs.google.com/document/d/1Mcw-_Y9rh4ibsMWi6TNMZVMcYk3HExoIzdLr0PKHhIA/edit?usp=sharing
Combo Theory
Your primary goal for combo extensions will be linking into either Coward Crouch~Wild Lift (2PP~P) or OD Ball ([4]6PP). Situationally and in the corner, Rainbow Ball (63214KK) is another great combo extender. All 3 of these options lead to a variety of enders, including guaranteed SA1/3. If your back is to the corner, OD Ball side-swaps making it the preferred combo tool should an opportunity present itself (Reversal DI being a likely one).
5HP is Blanka's most powerful combo-filler normal; routing into it leaves you numerous options to choose from and often leads to Blanka's strongest combos without a Blanka Doll or SA2. 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 on block.
Using Blanka Chan Bomb (22P) immediately after hitting Coward Crouch~Wild Lift is the most common method to safely deploying a Blanka Doll onto the field at the cost of cutting a combo short. At the cost of 2 drive, you can accomplish the same effect after [4]6PP, or 63214KK as well. Once deployed, mid-screen, enemies can backroll and remain safe. However if they are in the corner or if Blanka has SA2 active they're forced to block or utilize reversal options to escape pressure. If you are in the corner or have SA2 active, sacrificing damage to set up Blanka Chan is often worth it.
- Blanka's OD Ball connects after any M/H Special Cancelable Button. It is only possible to connect OD Ball after Light attacks with a Punish Counter.
- 3HP is an alternative combo ender in many routes that use [2]8MK, and will give you much better oki options over it at the cost of damage.
- SA3 can be substituted in any combo that uses SA1 for a much higher damage payout. It can easily be used after an OD Electric in any combo which uses Electric (214P); You can opt in OD Electric instead of M Blanka Ball (Vertical version included) in numerous routes as well.
- As a general rule, if Drive Meter has been used to launch the enemy once in the combo (OD Ball, OD Rainbow Ball, Drive Impact Wall Slump), then OD Electrics will whiff.
- Blanka Chan Bomb can be set-up safely in any combo which utilizes: 2PP~P/[4]6PP/63214KK. Blanka must input 22P immediately after landing any of the 3.
Normal Hit Starters
All combos listed should work off Counter Hits and Punish Counters as well.
Furthermore, check the Punish Counter section below for information on combos that can only be performed from Normal Hit Starters from a Punish Counter state.
Light Confirms
Overview
There is no sugar coating, Blanka's Light moves will not convert into big damage.
Not only that, their damage output also has been nerfed by ~15% compared to launch day.
Unlike more popular characters, Blanka's Light moves do not connect into Medium or Heavy moves by default, which greatly reduces their effectiveness and rob them of any potential to follow into the most BnB options that you should be learning and will be using most of the time.
Drive Rush
Blanka's Light moves only Drive Rush Cancel (DRC) into other Light moves.
Despite that giving you enough Frame Advantage to follow up with Medium hits and connect a Medium Confirm Combo, the aggressive damage scaling is going to make you wish you had those 3 Drive Gauge bars instead. See this Example:
- 4MK,2MK>[4]6MP = 2060 damage
- 2LK~2LP>DRC>5LK,4MK,2MK>[4]6MP = 1541 damage
- Amazing! An entire chunk worth of 519 damage less, at the low low cost of ONLY 3 bars! Grab them while they are hot!!!
So... that means I should never use Blanka's Light moves, right?
Well... Not really, let's do a DOs and DON'Ts
Do | Don't |
---|---|
Chain Combo! The only chain combo you have is 5LK/2LK/2LP~2LK/2LP and sometimes it is nice all the extra time it provides for a hit confirm. |
Default to starting your combos off these, you are not Mr. Ken Masters anymore. |
Get those frames! 5LK is your startup king (4F) and your despair mashing companion. |
Rush to empty your Drive Gauge just because your chain connected, take it slow, enjoy your 1000 damage and move on. |
Charge! Get used to 4LP/4LK instead of 5LP/5LK and 1LP/1LK instead of 2LP/2LK so you are ready to end your Chain combos with Rolling Attack instead of Electric Thunder. |
Miss the combo opportunity. Be ready to finish off your chain if it connects, don't let the desperation mashing rob you out of extra ~500 damage. |
Drive Rush! What???? You can't be serious... Picture this... Round 3... SA3 already spent... Mr. Ken Masters at <15% HP is desperately pressuring you. Time to convert that 5LK mashing punish into a Full Combo! K.O. |
Take life too seriously! If your play style is winning by using 10 Light confirm combos, you go ahead and have fun! |
Combo Data
Columns D and S refer to Drive Gauge and Super Art Gauge expenditure for that combo
4LP/4LK and 1LP/1LK will be used to help identify when to charge
Combo | Position | Damage | Difficulty | Notes | D | S |
---|---|---|---|---|---|---|
Basic Combos | Starting with 5LK instead of 2LK is 1 frame faster and adds 100 damage Starting with 2LP instead of 2LK is 1 frame slower and adds 100 damage |
|||||
2LK~2LP>214P | Anywhere | 1000 | Beginner | Standard Light BNB. On hit Electric Thunder gives +39F to keep pressure and is kind of safe with -3F on block | 0 | 0 |
2LK~2LP>214PP | Anywhere | 1140 | Beginner | Extra benefits from OD: +140 damage, +40F on hit, +4F on block, SA2/SA3 cancelable | 2 | 0 |
1LK~1LP>[4]6MP | Anywhere | 1280 | Easy | Rolling Attack is more damaging and resets to neutral, but extremely unsafe if blocked | 0 | 0 |
2LK~2LP>236236P | Anywhere | 1840 | Easy | 2LP can be canceled into Shout of Earth | 0 | 1 |
2LK~2LP>236236K | Anywhere | 3240 | Easy | 2LP can be canceled into Ground Shave Cannonball for massive damage | 0 | 3 |
3-hit Starters | Must be done point blank or the 3rd hit will whiff! | |||||
2LP~2LP~2LP>214P | Anywhere | 1130 +100 | Beginner | Cannot start with 2LK -- Extra +100 damage from starting with 2LP can also be applied to other combos | 0 | 0 |
2LK~2LP~2LP>214PP | Anywhere | 1250 | Beginner | Similar benefits as before | 2 | 0 |
1LK~1LP~1LP>[4]6MP | Anywhere | 1370 | Easy | Slightly more damage than the 2-hit version and gives extra time to buffer Rolling Attack. | 0 | 0 |
2LK~2LP~2LP>236236P | Anywhere | 1850 | Easy | Only +10 extra damage. Very sad damage scaling | 0 | 1 |
2LK~2LP~2LP>236236K | Anywhere | 3050 | Easy | Actually -190 damage. Damage scaling punishes Super Arts hard | 0 | 3 |
Drive Rush Cancel (DRC) | Only use these if you are going for a killing blow | |||||
2LK~2LP>DRC>5LK,4MK,1MK>[4]6MP | Anywhere | 1541 | Hard | 3-Drive expenditure for little benefits Only use this if you have no SA and this would be the killing blow |
3 | 0 |
2LK~2LP>DRC>5LK,4MK,2MK>236236P | Anywhere | 1813 | Expert | Just don't even try this. Go for a Basic Combo with SA1 | 3 | 1 |
2LK~2LP>DRC>5LK,4MK,2MK>236236K | Anywhere | ? | ? | If I have to present any data to convince you to not execute this combo, this guide has failed you | 3 | 3 |
Medium Confirms
Overview
Welcome to where things take a weird turn after the Light confirm disappointment.
Blanka has access to a lot from his Medium move set, take some time getting used to them as Range and Frame Advantage greatly varies from move to move and they play an interesting factor in picking which move you are going for depending on your end goal. Go back and read the overview page for more details.
Drive Rush
Welcome (yes, again) to your full set of combos!
With the power of Drive Rush we can achieve anything your mind can wish for from a single Medium confirm, maybe even end world hunger if we figure the correct button presses for that.
Jokes aside, Blanka's Medium>DRC can always go into 5HK, which in turn gives you just enough frames to 5HP and now we are in familiar territory. 5HP is the move that you should strive for with Blanka, as it gives you so many options including safe Blanka Doll setups, also can be routed into any SA.
Do | Don't |
---|---|
Learn what are the correct options based on the range and frame pressure you are trying to exert | Fall for the frame traps, these moves have minimum 8F of startup time. You may find yourself getting 5LP checked because you fired a 5MK after blocking a string |
Be ready to convert, landing a Medium is your ticket to meterless 2000+ damage or even 4000+ at the cost of some bars | Default on going for the Drive Rush Cancel combos, they are cool and all, tons of damage, but do not burn yourself out for no reason |
Practice your AA, Overhead, Mix-up, Cross-up, Pokes... they are all here! | |
Create frame traps |
Combo Data
Columns D and S refer to Drive Gauge and Super Art Gauge expenditure for that combo
Combo | Position | Damage | Difficulty | Notes | D | S |
---|---|---|---|---|---|---|
4MK Combos | 4MK is your short-range, plus-frame friend | |||||
4MK,5LP>214P | Anywhere | 1540 | Beginner | More so a string, has 2 frame traps and is safe on block. Punishes mashing in case it's blocked. Be aware of parries | 0 | 0 |
4MK,5LP>214PP | Anywhere | 1700 | Beginner | 214PP is cancelable into SA2/3 | 2 | 0 |
4MK,4LP>[4]6MP | Anywhere | 1860 | Easy | If you hit confirm 4LP, re-route into this for extra damage, for FREE! | 0 | 0 |
4MK,5LP>214PP>236236K | Anywhere | 4100 | Medium | 2 Cancels in a row might be tricky at first | 2 | 3 |
If you are cool confirming 4MK | ||||||
4MK,2MK>214P | Anywhere | 1740 | Easy | BNB route from 4MK. Electric is less damage but better to keep pressure | 0 | 0 |
4MK,2MK>214PP | Anywhere | 1900 | Easy | 214PP is cancelable into SA2 for extended combo | 2 | 0 |
4MK,1MK>[4]6MP | Anywhere | 2060 | Easy | More than enough time to confirm for ball | 0 | 0 |
4MK,2MK>236236P | Anywhere | 2700 | Easy | 0 | 1 | |
4MK,2MK>236236K | Anywhere | 4300 | Easy | 0 | 3 | |
4MK,2MK>214PP>236236K | Anywhere | 4300 | DON'T | Not worth it! Just go for the previous line and save 2 bars | 2 | 3 |
Spending some bars for extra bang! | ||||||
4MK,2MK>[4]6PP,[2]8HK | Anywhere | 2720 | Medium | 2-Drive Route. To land [2]8HK, begin holding the charge immediately after [4]6PP input. | 2 | 0 |
4MK,2MK>[4]6PP,j.4MP>j.[4]6HP | Anywhere | 2830 | Hard | After [4]6PP, jump in the charge direction to keep it charged. | 2 | 0 |
4MK,2MK>[4]6PP,236236P | Anywhere | 3140 | Medium | Note that 236236P has to be done on the opposite direction. | 2 | 1 |
Corner (Point blank only) | ||||||
4MK,5MK>63214KK,3HP | Corner | 2700 | Medium | Corner combo from 4MK with easy 3HP ending | 2 | 0 |
4MK,5MK>63214KK,dl.236236P | Corner | 3400 | Medium | If you link SA1 directly after 63214KK it whiffs | 2 | 1 |
2MK Combos | 2MK is not very frame-friendly, also it pushes back so it won't convert to combo at poke range | |||||
1MK>[4]6MP | Anywhere | 1460 | Easy | Only if your hit connects after after a low block. What are the odds that your charge is ready for this to work? | 0 | 0 |
6MK Combos | 6MK is easy to predict, not cancelable, DI gonna eat you alive... but anyways | |||||
6MK,4LP>[4]6MP | Anywhere | 1860 | Easy | 6MK route. | 0 | 0 |
Drive Rush Cancel | Remember, Cancelable Medium>DRC>5HK always connects | |||||
4MK,5MK>DRC>5HK,5HP>2PP~P,[2]8MK | Anywhere | 3068 | Medium | Drive Rush Cancel combo example. Many other possible routes, but damage proration make further meter use very costly. | 3 | 0 |
Heavy Confirms
Overview
Drive Rush
Do | Don't |
---|---|
This | That |
Combo Data
Columns D and S refer to Drive Gauge and Super Art Gauge expenditure for that combo
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
5HP>2PP~P,214P/3HP/[2]8MK | Anywhere | 2040/2200/2440 | Easy | THE standard Heavy BNB. This sequence is used often in longer combos where 5HP can be confirmed. 2PP~P has numerous potential follow-ups that can be utilized, including Blanka Doll setups, so become comfortable this route. |
5HP>2PP~P,236236P/236236K | Anywhere | 3000/4600 | Easy | Same as before, but with SA1/3 |
5HP>Drive Rush Cancel>5HK,5HP>2PP~P,3HP/[2]8MK | Anywhere | 2888/3041 | Medium | 2nd example of a standard route which you may utilize from a 5HP. Drive Rush Cancel is somewhat more worth in heavy combos spite of damage proration. |
5HP>Drive Rush Cancel>5HK,5HP>2PP~P,236236P/236236K | Anywhere | 3398/4418 | Medium | Same as before, but with SA1/3 |
5HP>[4]6PP,j.MP>j.[4]6HP | Anywhere | 2860 | Hard | A Side-Swap combo that leaves you extremely close to the opponent. A strong combo in routes where you can buffer the charge, such as after a DI Punish Counter. |
(Corner Guard Crush) Drive Impact5HP>2PP~P,[2]8HK Drive Impact5HP>2PP~P,63214KK,3HP/236236P |
Corner | 2013 2320/2880 |
Easy | Example of corner routes after guard crush. |
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
63214K,5HK,5LP>[4]6MP/236236P | Anywhere | 2880/3440 | Easy | Meterless/SA1 conversion from a Rainbow Ball cross-up. |
63214K,5MK>Drive Rush Cancel>5HK,5HP>2PP~P,[2]8MK/236236P | Anywhere | 3468/3762 | Medium | 3-Drive conversion from a Rainbow Ball cross-up. |
j.MK,5HK,5LP>[4]6MP/236236P | Anywhere | 2380/2940 | Easy | Standard cross-up confirm for when hitting the opponent as high/early as possible. |
j.MK,5HP>2PP~P,[2]8MK j.MK,5HP>Drive Rush Cancel>5HK,5HP>2PP~P,[2]8MK |
Anywhere | 2690/3168 | Medium | Cross-up confirm when hitting close to the ground or on crouching opponents, allowing standard HP routing. |
Punish Combos
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
Drive Impact,5HP>2PP~P,[2]8MK/236236P Drive Impact,5HP>2PP~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. |
5LK,5MK>214P 5LP/5LK>Drive Rush Cancel>5HK,5HP>2PP~P,[2]8MK 5LP/5LK>[4]6PP,j.MP>j.[4]6HP |
Anywhere | 1540/2529/2340 | Easy/Medium/Hard | Light punish combo examples. 1st is consistent at all ranges, the other two utilize drive for consistency and juiced damage, great for many attacks which are -4/-6. Application will require matchup knowledge. |
5HK,5HP>2PP~P,[2]8MK | Anywhere | 3150 | Easy | -7 punish that happens to be your standard drive rush extension. As HK is only -2 and has a large animation for hit-confirming, having this as a hit-confirm alongside 5HK,5LP is pretty useful should you occasionally toss out 5HK in your pressure. |
5HK,3HP 5HK,236236P/236236K 5HK,[4]6PP,[2]8K 5HK,Dash,63214KK,3HP 5HK,Drive Rush>5HP>2PP~P,etc. |
Anywhere | 2-5k | Medium | Anti-Air counter-hit combo routes. Enemy is propelled upward after counter-hit, allowing some follow-ups even after a trade. Just a few examples of what's possible. |
6MP,5LP>214P 6MP,5HK,5LP>[4]6MP |
Anywhere | 1660-2600 | Easy | Overhead combo from Counter-hit and Punish Counter respectively. |
6HP,Dash,5HP>2PP~P,[2]8LK/236236P 6HP,5HP>[4]6PP,j.MP>j.[4]6HP |
Anywhere | 3100/3580/3440 | Hard | Punishes for blocked reversals. Drive Rush can be used to guarantee the 5HP extension, but this will prorate the combo and cost drive meter which you may rather avoid. [4]6PP route is easier and more flexible (Numerous capable routings after [4]6PP leaves them airborne) at the cost of 2-drive but forces side-swap. |
6HP,Dash,5HP>2PP~P,63214KK,3HP/236236P | Corner | 3480/3980 | Easy/Hard | Punish for blocked reversals near the corner. If the opponent is close to the corner, the dash is unnecessary, making the route much easier. |
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
2MP/5MK>Drive Rush Cancel>5HK,5HP>2PP~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>2PP~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 | Easy | An easier alternative from 5LP/2LP utilizing the standard light drive rush combo. Use if you cannot confirm the Punish Counter as this still leads to pressure/damage. |
2/5MP>236236P/K | Anywhere | 2700/4700 | Easy | Buffer super behind either MP for a quick and easy whiff punish requiring no Drive. Can also be used as a basic poke/counter-poke, but be careful as SA 1 and 3 are very punishable if blocked. |
2MP>[4]6PP,j.MP>j.[4]6HP | Anywhere | 2660 | Hard | On the odd chance you have a charge ready when you whiff punish and really want to save 1 drive meter. |
Drive Rush Starters
Drive Rush combos divided by category. We changed some inputs from their standard notation to help in-training players to memorize when to start charging for a Rolling Attack:
- 1MK and 2MK are the same move but 1MK allows you to keep your charge and cancel into [4]6MP.
- Also true for 4HK and 4LP instead of 5HK and 5LP
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
Basics | ||||
DriveRush>6MK,5HP Routes | Anywhere | 2790+ | Medium | Your BNB. DR>6MK is an easy to confirm button due to its length and can be used as a meaty in some situations. If it lands, opt for any 5HP routing you want. Alternatively DR>4MK gives enormous frame advantage, making it a decent/safer option for extending pressure by simply looping into itself as shown in the combo below. |
Safer Options | ||||
(No Hit-Confirm) DriveRush>4MK,4MK,5LK>214P (Hit Confirm) DriveRush>4MK,4MK,1MK>[4]6MP |
Anywhere | 2000 2440+ |
Easy | Must be point-blank to the opponent: Easier to confirm due to repetition, HAS TO be reversed or parried. Can frame trap. No Hit-Confirm: Use drive to 214PP for +4F and continue pressure if blocked. Hit Confirm: Use drive to extend a combo with a [4]6PP Route. |
Overheads | ||||
Drive Rush>6MP,2LP,2LP>214P | Anywhere | 1700 | Easy | The easier route to learn and less input heavy option, can still chain after a block if opponent still holding high block. |
Drive Rush>6MP,5LK>214P | Anywhere | 1540 | Easy | Route with 5LK frame trap to utilize if you have a hard time confirming the overhead hit and suspect the opponent will mash after blocking. |
Drive Rush>6MP,4HK,4LP>[4]6MP | Anywhere | 2480 | Medium | Overhead Drive Rush BNB. |
Mixup | ||||
Drive Rush>2MK,4MK,1MK>[4]6MP | Anywhere | 2050 | Medium | Low Drive Rush BNB to mix in with your overhead. You'll want to be fairly close when landing the initial hit; |
Blanka Chan Setups/Routes
Blanka Chan set-ups enable powerful setplay and are worth learning once you are comfortable with most aspects of Blanka's kit. Combined with SA2, Blanka's corner pressure becomes best-in-class in the game.
Combo | Position | Damage | Difficulty | Notes |
---|---|---|---|---|
(Blanka Doll On Field) 4MK,2MK>214P,63214LK,63214KK,3HP/236236P 4MK,2MK>214PP,63214LK,63214KK,3HP/236236P |
Corner | 3420/3720 4200/4600 |
Medium | A Blanka Doll confirm similar to the first, with increased damage and extra time to confirm or extend pressure if blocked. |
214PP xx 214214PP, [4]6HP xx 6P xx dl.4P xx dl.6P, 22P
(Corner) 214PP xx 214214PP, [2]8MK xx 8P xx 8P, 22P
HP xx 2PP.P, 22P
HP xx 2PP.P, DR LK xx 214214P, [4]6MP xx 6P xx 3P, 22P
(Corner) HP xx 2PP.P, 63214KK, 22P
[4]6PP, 22P
214PP xx 214214P, DR HP xx 2PP.P, jf, j.MP xx [4]6HP xx 9P xx 2P, land, 22P
5HP, Cancel into SA2, 5HP, [2]8 Ball, 3P, 8P, 3P, doll
(L Doll) j. HK, 5HP xx Lift, DR 5LK, 8MP xx H Airball > 2P, Hop, [first doll explodes] L Doll, OD Electric, 5HK
SA2 Install Routes (TBC)
Combo | Position | Damage | Difficulty | Notes |
---|
214PP xx 214214P, DR HP xx 22P.P, jf, j.MP xx [4]6HP xx 9P xx 2P, land, 22P
Beginner Easy Medium Hard Expert