

Blanka
Ideal Team Position: TBW
TBW
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
Moves
Normal Attacks
forces standing
Unique Attacks
Upper body invulnerable until the end of active frames
Throws
Special Moves
ex Strike Invul. until end of active frames
ex Invul. 1-6f
ex Invul. 1-23f, Can alter distance with left/right input
ex chrg
wallbounce on ex version
Super Combo
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