Street Fighter X Tekken/Blanka

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< Street Fighter X Tekken
Revision as of 12:51, 2 June 2019 by Aneesh Roy (talk | contribs) (Combo update)
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Street Fighter X Tekken#CharactersStreet Fighter X Tekken/Character HealthStreet Fighter X Tekken/Basic ElementsStreet Fighter X Tekken/MovementStreet Fighter X Tekken/Solo OffenseStreet Fighter X Tekken/Capcom Juggle SystemSFxTHeaderButtons.png

Blanka

Sfxt Blanka face.jpg

Ideal Team Position: TBW


TBW

Strengths Weaknesses

{{{5}}}

{{{6}}}


Moves

Normal Attacks

Name
Command
Notes
Standing Light Punch
lp
speccancel
Standing Medium Punch
mp
Standing Hard Punch
hp
Standing Light Kick
lk
Standing Medium Kick
mk
Standing Hard Kick
hk
causes float
Standing (close) Light Punch
lp
speccancel
Standing (close) Medium Punch
mp
Standing (close) Hard Punch
hp
speccancel
forces standing
Standing (close) Light Kick
lk
speccancel
Standing (close) Medium Kick
mk
airborne frames
Standing (close) Hard Kick
hk
causes float
Crouching Light Punch
d + lp
speccancel
Crouching Medium Punch
d + mp
Crouching Hard Punch
d + hp
forces standing
Crouching Light Kick
d + lk
low speccancel
Crouching Medium Kick
d + mk
low speccancel
Crouching Hard Kick
d + hk
low hardknockdown
Neutral Jump Light Punch
u + lp
Neutral Jump Medium Punch
u + mp
Neutral Jump Hard Punch
uf / u / ub + hp
Neutral Jump Light Kick
u + lk
Neutral Jump Medium Kick
u + mk
Neutral Jump Hard Kick
u + hk
Angled Jump Light Punch
ub / uf + lp
Angled Jump Medium Punch
ub / uf + mp
Angled Jump Hard Punch
uf / u / ub + hp
groundbounce on airborne counterhit
Angled Jump Light Kick
ub / uf + lk
Angled Jump Medium Kick
ub / uf + mk
Angled Jump Hard Kick
ub / uf + hk

Unique Attacks

Name
Command
Notes
Amazon River Run
df + hp
low hardknockdown
Surprise Forward
f + 3k
Surprise Back
b + 3k
Coward Crouch
d + 3p
speccancel after 27f
Upper body invulnerable until the end of active frames

Throws

Name
Command
Notes
Wild Fang
f or n + lp + lk
throw
Jungle Wheel
b + lp + lk
throw

Special Moves

Name
Command
Notes
Electric Thunder
p p p p p
kncokdown
ex Strike Invul. until end of active frames
Vertical Roll
d (charge) u + k
kncokdown
ex Invul. 1-6f
Backstep Rolling
b (charge) f + k
kncokdown
ex Invul. 1-23f, Can alter distance with left/right input
Rolling Attack
b (charge) f + p
kncokdown
ex chrg
wallbounce on ex version

Super Combo

Name
Command
Notes
Ground Shave Roll
b (charge) f + 3p
Invul. 1-7f


Move Analysis

Normal Moves

N/A


Unique Attacks

N/A

Normal Throws

N/A


Special Moves

N/A


Super Combos

N/A

The Basics

When playing the neutral game, make use of Blanka's Far Standing LP and Far Standing MP to poke the opponent as much as possible. Far Standing LP in particular has incredible speed and range, rivaled only by Elena's Standing LK. However, beware of your opponent's jumps because Blanka lacks a strong anti-air move. Blanka's best tool against jumps is his Diagonal Jumping HP, which is quite fast and can start a combo on counterhit. Blanka's own jump is also a useful neutral and offensive tool, as it is quite fast and has a short arc, which can easily catch opponents off-guard if used unpredictably.

When going on the offense with Blanka, Far Standing LP can be an excellent tool for applying pressure. It is -1 on block, but because of its exceptional speed and range, the only characters who can challenge the frame disadvantage with their own buttons are Blanka and Elena. Diagonal Jumping MK is a very strong attack for cross-ups, as it can hit very deep and generate frame advantage for further offense. Electric Thunder (P,P,P,P,P~) can also be a fantastic tool for applying pressure, with the HP version being +11 on block. (However, beginners may find it difficult to input this move because it can accidentally turn into a boost combo if not done fast enough.) EX Electric Thunder is a great low-risk tool to use to bait reversals, as it has strike invulnerability and is +8 on block.

Advanced Strategy

N/A

Combos

Hit Confirm Combos

  • cr.LP, st.LP~cl.MP~cl.HP~HP_HK
  • cl.MK, st.LP~st.MP~cl.HP~HP_HK
  • cl.MK, st.LP~cr.MK xx [b],f+PP, cr.MK xx [d],u+HK (309)

Punish Combos

  • cl.HK, cr.MK xx [d],u+HK (254)
  • (corner) cl.MP, st.HK, cr.MK, cr.MK xx [d],u+HK (318)

Tag-in Combos

  • cr.MK, cr.MK xx [d],u+HK
  • cl.HP xx f+KKK, cr.LK, cr.MK xx [d],u+HK
  • cl.HP xx f+KKK, cr.MK, cr.MK xx [d],u+HK
  • (behind opponent) P,P,P,P,HP~, cr.MK, cr.MK xx [d],u+HK

Air-to-Air Combos

  • CH j.HP, cr.MK, cr.MK xx [d],u+HK (324)

Advanced Combos

  • st.LP, st.LP~st.MP~st.HP~HP_HK
  • cr.LP, cr.LP, st.LP~cl.MP~cl.HP~HP_HK
  • cr.MK, cr.LP, st.LP xx [b],f+HP (198)
  • cr.MK, cr.LP, st.LP xx [b],f+PP, cr.MK xx [d],u+HK (297)
  • cl.b_f+MP, cr.MK~st.HP~HP_HK
  • cl.b+MP, cr.MK xx [b],f+PP, cr.MK xx [d],u+HK (366)

Combos Into Supers

  • N/A

Frame Data

zUkUu's Frame Data Guide for Blanka