Street Fighter 6/Blanka/Combos

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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 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 (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 = 1740 damage
  • 2LK~2LP>DRC>5LK,4MK,2MK>[4]6MP = 1787 damage
    • Amazing! An entire chunk worth of 47 extra damage, 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 gives to confirm a hit.
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 <20% 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!
Light Confirms
Combo Position Damage Difficulty Notes
2LK~2LP>214P/[4]6MP Anywhere 1000/1280 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 1100/1380 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 1370 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]6MP/236236P Anywhere 1787/2123 Hard 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.
(Blanka Doll On Field)
5LK>214P,63214LK,63214KK,3HP/236236P
5LK>214PP,63214LK,63214KK,3HP/236236P
Corner 3080/3480
3920/4380
Medium The basis for Blanka Doll corner setups/combos. Blanka Doll will connect right before the 1st Rainbow Ball, allowing for the OD follow-up.
You can OD the Electric to keep a blocking opponent locked down longer or add 900 damage to either route. Expensive at 4 drive bars but monstrous damage for a light starter and keeps you in the opponent's face.


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!
4MK,5MK>Drive Rush Cancel>5HK,5HP>2PP~P,[2]8MK Anywhere 3068 Medium Drive Rush Cancel combo example. Blanka can link into a DR5HK from any Medium button that can be special canceled.

Many possible routes, but damage proration make further meter use very costly.
4MK,5MK>63214KK,3HP/236236P Corner 2700/3400 Medium Corner exclusive combo from 4MK. Must be done point blank.
(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.


Heavy Confirms
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

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


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