Street Fighter 6/Blanka/Combos

From SuperCombo Wiki


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

Combo D S Damage Difficulty Notes
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 - - 1000 Beginner Standard Light BNB:
  • Electric Thunder gives +39F on hit to keep pressure and is kind of safe with -3F on block
    • OD: +140 damage, +40F on hit, +4F on block, SA2/SA3 cancelable
  • Rolling Attack is more damaging and resets to neutral, but extremely unsafe if blocked
2LK~2LP>214PP 2 - 1140 Beginner
1LK~1LP>[4]6MP - - 1280 Easy
2LK~2LP>236236P - 1 1840 Easy
2LK~2LP>236236K - 3 3240 Easy
3-hit Starters Must be done point blank or the 3rd hit will whiff!
2LP~2LP~2LP>214P - - 1130 +100 Beginner Cannot start with 2LK -- Extra +100 damage from starting with 2LP can also be applied to other combos
2LK~2LP~2LP>214PP 2 - 1250 Beginner
1LK~1LP~1LP>[4]6MP - - 1370 Easy Slightly more damage than the 2-hit version and gives extra time to buffer Rolling Attack.
2LK~2LP~2LP>236236P - 1 1850 Easy Only +10 extra damage. Very sad damage scaling
2LK~2LP~2LP>236236K - 3 3050 Easy Actually -190 damage. Damage scaling punishes Super Arts hard
Drive Rush Cancel Only use these if you are going for a killing blow
2LK~2LP>DR~5LK,4MK,1MK>[4]6MP 3 - 1541 Hard 3-Drive expenditure for little benefits
Only use this if you have no SA and this would be the killing blow
2LK~2LP>DR~5LK,4MK,2MK>236236P 3 1 1813 DON'T Just don't even try this. Go for a Basic Combo with SA1
2LK~2LP>DR~5LK,4MK,2MK>236236K 3 3 DON'T DON'T If I have to present any data to convince you to not execute this combo, this guide has failed you

1. Columns D and S refer to Drive Gauge and Super Art Gauge expenditure for that combo
2. 4LP/4LK and 1LP/1LK will be used to help identify when to charge
3. All combos can be done Anywhere on screen, unless stated otherwise



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

Combo D S Damage Difficulty Notes
4MK Combos 4MK is your short-range, plus-frame friend
4MK,5LP>214P - - 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
  • 214PP cancels into SA2/3
4MK,5LP>214PP 2 - 1700 Beginner
4MK,4LP>[4]6MP - - 1860 Easy If you hit confirm 4LP, re-route into this for extra damage, but less Oki
4MK,5LP>214PP>236236K 2 3 4100 Easy 214PP has a very generous early cancel for 236236K, no need to time it
If you are cool confirming 4MK
4MK,5MK>214P - - 1840 Easy BNB route from 4MK. Electric is less damage but better to keep pressure
  • 214PP is cancelable into SA2 for extended combo
  • These all can be done with 2MK instead of 5MK, but less damage
  • Never go for Rolling Attack without confirm, it is -23F on block
    • Rolling Attack has to be done off 1MK because of charge
4MK,5MK>214PP 2 - 2000 Easy
4MK,1MK>[4]6MP - - 2060 Easy
4MK,5MK>236236P - 1 2800 Easy
4MK,5MK>236236K - 3 4400 Easy
4MK,5MK>214PP>236236K 2 3 4400 DON'T Not worth it! Just go for the previous line and save 2 bars
Spending some bars for extra bang! (1MK)
4MK,1MK>[4]6PP,[2]8HK 2 - 2720 Medium 2-Drive Route:
  • To land [2]8HK, begin holding the charge immediately after [4]6PP input.
  • If you opt to jump, do it in the charge direction to keep j.[4]6HP charged.
4MK,1MK>[4]6PP,j.4MP>j.[4]6HP 2 - 2830 Hard
4MK,1MK>[4]6PP,236236P 2 1 3140 Easy
Corner (Point blank only)
4MK,5MK>63214KK,3HP 2 - 2700 Easy Corner combo from 4MK with some options for ending:
  • 3HP for a easy hit
  • If you remembered to charge during 63214KK... [2]8HK does free extra damage
  • SA1 requires a 4F delay after 63214KK to not whiff
4MK,5MK>63214KK,[2]8HK 2 - 2980 Medium
4MK,5MK>63214KK,dl.236236P 2 1 3400 Medium
4MK,5MK>63214KK,236236K 2 3 4800 Medium
Low Route 2MP has extra range, recovery on block and damage, but -1F on hit. Ideal for Poke range!
2MK is -5F on block, but +5F on hit, expanding your combo options at Grab range!
@ Poke Range (2MP)
1MP>[4]6MP - - 1800 Medium Requires at least 30F pre-charging
2MP>214PP 2 - 1600 Easy Normal Electric whiff at max. range. Use only if routing into SA2, otherwise go for Drive Rush Cancel instead
2MP>214PP>236236K 2 3 4400 Medium Amazing conversion value from a far away poke. Not worth it if poking with 2MK (3700 damage)
@ Grab Range (2MK)
2MK,5LP>214P - - 1300 Beginner Not much to say about these, 2MK gives you a 20% penalty on anything that follows compared to 2MP
2MK,5LP>214PP 2 - 1440 Beginner
1MK,4LP>[4]6MP - - 1580 Easy
2MK,5LP>214PP>236236K 2 3 3440 Medium
6MK Combos 6MK is easy to react to, not cancelable, not safe, DI magnet... but anyways
6MK,5LP>214P - - 1540 Hard Difficulty has been bumped for all of these because of low effectiveness and unsafe on block
  • For [4]6MP you gotta start charging even before confirming 6MK hits
6MK,5LP>214PP 2 - 1700 Hard
6MK,4LP>[4]6MP - - 1860 Hard
6MK,5LP>214PP>236236K 2 3 4100 Hard
Drive Rush Cancel Remember, Cancelable Medium>DR~5HK always connects
4MK,5MK>DR~5HK,5HP>2PP~P,[2]8MK 3 - 3068 Medium Good cost-effective Drive Rush Cancel combo examples
  • Low hit route, your best damage for a 2MP/2MK combo
    • 2MK really eats away on your potential damage
2MP>DR~5HK,5HP>2PP~P,[2]8MK 3 - 2841 Medium
2MK>DR~5HK,5HP>2PP~P,[2]8MK 3 - 2368 Medium
4MK,5MK>DR~5HK,5HP>2PP~P,dl.236236K 3 3 4522 Medium SA3 animation gives you 1,5 Drive bars back if not on burnout
  • This makes DR + SA3 options not as costly as they look when compared to OD combos
2MP>DR~5HK,5HP>2PP~P,dl.236236K 3 3 4218 Medium
2MK>DR~5HK,5HP>2PP~P,dl.236236K 3 3 3822 Medium

1. Columns D and S refer to Drive Gauge and Super Art Gauge expenditure for that combo
2. 4P/4K and 1P/1K will be used to help identify when to charge
3. All combos can be done Anywhere on screen, unless stated otherwise





Heavy Confirms

Overview

The duality of mankind...
As never seen before...
HK and HP could not be any more different from each other...
Yet, one cannot live without the other...
Coming up, this Holiday season...
I Drive, You Rise, We Bite!

Let's start with HP... the perfection, the dream, everything a SF character ever asked for, such damage, much versatile... just a little too slow, a little too stubby...
As a Blanka player, watching as HP connects is just pure bliss, anything that follows next is just peace and joy in it's purest form.

And then, we have HK... ~sighs~... it somehow manages to be even more stubbier than HP... ~sighs~ any possible use for that swipe gets overshadowed by 3HP... ~sighs~ not cancelable... ~sighs~ only +6F on hit, 5LP only connects at point blank... ~sighs~ -4F on block... ~sighs~
(For poetry purposes I'll choose to ignore how amazing of an AA it is)

But then... one day... they meet each other by the power of the Green Magic...
And EVERYTHING changes!

Green Magic

If you haven't figured by now, We are talking about Drive Rush.

Remember how you can ever Drive Rush Cancel any cancelable Medium into 5HK. By chance, fate or divine act, it so happens that 5HK is exactly +10F out of that, and guess who has 2 thumbs and takes exactly 10 frames of startup?... Yeah, 5HP

Once 5HP hits, a lot of options open up, so keep in mind that all the combos listed below will also work after a DR>5HK

Combo Data

Combo D S Damage Difficulty Notes
Basic Combos
5HP>2PP~P,214P - - 2040 Easy THE standard Heavy BNB. 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.
  • Just keep holding 2 on Coward Crouch to charge [2]8MK
    • If 5HP hit at max. range, [2]8MK is probably going to whiff, do [2]8LK instead (-80 damage)
5HP>2PP~P,3HP - - 2200 Easy
5HP>2PP~P,[2]8MK - - 2440 Medium
5HP>2PP~P,236236P - 1 3000 Easy
5HP>2PP~P,236236K - 3 4600 Easy
Cancelables Do not forget 5HP is cancelable, you can do a lot similar to Medium cancels
5HP>214P - - 1600 Easy These are not actually realistic to see use in a match, it is so hard to charge
  • Coming out of DR gives you enough charging time, but then Coward Crouch route just deals more damage
  • Also coming out of DR, you might not wanna spend 2 extra bars for the OD Ball route
4HP>[4]6MK - - 2000 Medium
4HP>[4]6PP,j.MP>j.[4]6HP 2 - 2860 Hard
Drive Rush Cancel
5HP>DR~5HK,5HP>2PP~P,214P 3 - 2786 Medium Drive Rush Cancel is somewhat more worth in heavy combos spite of damage proration.
That said, it is hard to randomly hit a 5HP out of the blue.

5HP>DR~5HK,5HP>2PP~P,3HP 3 - 2888 Medium
5HP>DR~5HK,5HP>2PP~P,[2]8MK 3 - 3041 Medium
5HP>DR~5HK,5HP>2PP~P,236236P 3 1 3398 Medium
5HP>DR~5HK,5HP>2PP~P,236236K 3 3 4418 Medium
Burnout Speedrun You can Drive Rush Cancel into itself for an instant burnout
5HP>DR~5HK,5HP>DR~5HK,5HP>2PP~P,236236K 6 3 5156 Medium The only moment that is going to be worth instantly burning yourself out like this is going for a K.O.
DR~5HK,5HP>DR~5HK,5HP>DR~5HK,5HP>2PP~P,236236K 7 3 5564 Hard This. Maximum damage without any extra shenanigans.
Corner Guard Crush
DI,5HP>2PP~P,[2]8HK 1 - 2016 Medium Example of corner routes after guard crush.
  • In this case, Vertical Rolling Attack won't hit after 63214KK
DI,5HP>2PP~P,63214KK,3HP 3 - 2320 Medium
DI,5HP>2PP~P,63214KK,236236P 3 1 2880 Medium
DI,5HP>2PP~P,63214KK,236236K 3 3 4000 Medium

1. Columns D and S refer to Drive Gauge and Super Art Gauge expenditure for that combo
2. 4LP/4LK and 1LP/1LK will be used to help identify when to charge
3. All combos can be done Anywhere on screen, unless stated otherwise



Jumping Normal Starters


Aerial Hit Confirms

Overview

Coming Soon

Combo Data

Coming Soon

Cross-Up Confirms

Overview

Coming Soon

Combo Data

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

Overview

Coming Soon

Combo Data

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

Overview

Coming Soon

Combo Data

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

Overview

Drive Rush combos divided by category.

Combo Data

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

Overview


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 Data

Coming Soon

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)

Overview


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 Data

Coming Soon

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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Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry