Street Fighter 6/Blanka/Combos: Difference between revisions

From SuperCombo Wiki
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! @ Grab Range ({{clr|8|2MK}})
! @ Grab Range ({{clr|8|2MK}})
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| {{clr|8|2MK}},{{clr|7|5LP}}>{{clr|10|214P}} || Anywhere || 1300 || {{clr|4|Beginner}} || Not much to say about these, {{clr|8|2MK}} gives you a {{clr|3|20%}} penalty on anything that follows || 0 || 0
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| {{clr|8|2MK}},{{clr|7|5LP}}>{{clr|4|214PP}} || Anywhere || 1440 || {{clr|4|Beginner}} || Cancelable into {{clr|5|SA2}} Routes || 2 || 0
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| {{clr|8|1MK}},{{clr|7|4LP}}>{{clr|8|[4]6MP}} || Anywhere || 1580 || {{clr|1|Easy}} ||  || 0 || 0
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| {{clr|8|2MK}},{{clr|7|5LP}}>{{clr|4|214PP}}>{{clr|5|236236K}} || Anywhere || 3440 || {{clr|2|Medium}} ||  || 2 || 3
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! 6MK Combos !! !! !! !! {{clr|8|6MK}} is easy to predict, not cancelable, DI gonna eat you alive... but anyways !! !!  
! 6MK Combos !! !! !! !! {{clr|8|6MK}} is easy to predict, not cancelable, DI gonna eat you alive... but anyways !! !!  

Revision as of 05:45, 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 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 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>DR~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

To Do or Not To Do
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.

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 Only use these if you are going for a killing blow
2LK~2LP>DR~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>DR~5LK,4MK,2MK>236236P Anywhere 1813 DON'T Just don't even try this. Go for a Basic Combo with SA1 3 1
2LK~2LP>DR~5LK,4MK,2MK>236236K DON'T DON'T DON'T 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.

To Do or Not To Do
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 j.[4]6HP 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 Easy Corner combo from 4MK with easy 3HP ending 2 0
4MK,5MK>63214KK,[2]8HK Corner 2980 Medium Change ending to [2]8HK for free extra damage, remember to charge 2 0
4MK,5MK>63214KK,dl.236236P Corner 3400 Medium Needs a 4F delay gap between 63214KK and SA1 to not whiff 2 1
4MK,5MK>63214KK,236236K Corner 4800 Medium No delay needed 2 3
Low Route 2MP has extra range, recovery on block and damage, but -1F on hit. Ideal for Poke range!
2MK is +5F on hit, so it expands your combo options at Grab range!
@ Poke Range (2MP)
1MP>[4]6MP Anywhere 1800 Medium Requires at least 30F pre-charging 0 0
2MP>214PP Anywhere 1600 Easy Normal Electric whiff at max. range. Use only if routing into SA2, otherwise go for Drive Rush Cancel instead 2 0
2MP>214PP>236236K Anywhere 4400 Medium Amazing conversion value from a far away poke. Not worth it if poking with 2MK 2 3
@ Grab Range (2MK)
2MK,5LP>214P Anywhere 1300 Beginner Not much to say about these, 2MK gives you a 20% penalty on anything that follows 0 0
2MK,5LP>214PP Anywhere 1440 Beginner Cancelable into SA2 Routes 2 0
1MK,4LP>[4]6MP Anywhere 1580 Easy 0 0
2MK,5LP>214PP>236236K Anywhere 3440 Medium 2 3
6MK Combos 6MK is easy to predict, not cancelable, DI gonna eat you alive... but anyways
6MK,4LP>[4]6MP Anywhere 1860 Medium Difficulty is Medium because unsafe on block and even if hits requires pre-charging before 4LP 0 0
Drive Rush Cancel Remember, Cancelable Medium>DR~5HK always connects
4MK,5MK>DR~5HK,5HP>2PP~P,[2]8MK Anywhere 3068 Medium Good cost-effective Drive Rush Cancel combo example 3 0
2MP>DR~5HK,5HP>2PP~P,[2]8MK Anywhere 2841 Medium Low hit route, your best damage for a 2MP/2MK combo 3 0
2MK>DR~5HK,5HP>2PP~P,[2]8MK Anywhere 2368 Medium 2MK really eats away on your potential damage 3 0
4MK,5MK>DR~5HK,5HP>2PP~P,dl.236236K Anywhere 4522 Medium SA3 version, great finisher 3 3
2MP>DR~5HK,5HP>2PP~P,dl.236236K Anywhere 4218 Medium SA3 animation gives you 1,5 Drive bars back if not on burnout 3 3
2MK>DR~5HK,5HP>2PP~P,dl.236236K Anywhere 3822 Medium 3 3


Heavy Confirms

Overview

Drive Rush



To Do or Not To Do
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.


Cross-Up Confirms
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

Counter Hit Punishes
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.


Whiff Punishes
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)

SA2 allows for a large variety of new routes for combos and pressure. It also pairs well with Blanka Chan, providing new methods to activate the bomb. Experiment and see what works best for you.
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


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