Street Fighter X Tekken/Blanka

From SuperCombo Wiki
Street Fighter X TekkenSFxTLogo.png
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: Point


The ruler of the jungle, who survived the harsh conditions of his environment since he was a child. The jungle has tempered his body so that he can move around quickly and with unpredictability. He uses unusual techniques to chase down his opponents.

Blanka is one of the harder characters to master in the game thanks to the execution barriers involved in his charge and mash inputs, but in the right hands, he can be a terror. His strengths include a strong neutral presence, annoying mobility, and oppressive offense. However, he has a few shortcomings, including a lack of combo options, limited access to damage, and lack of an easy anti-air.


Strengths Weaknesses
  • Strong neutral with fast, long-range pokes that can be converted into launcher to get your teammate tagged in.
  • Great mobility, letting him get in on opponents, punish / avoid projectiles, or escape pressure.
  • Multiple strong reversal options with EX Electric Thunder being strike invulnerable and PLUS on block, EX Vertical Roll having full invulnerability, and EX Backstep Roll having enough invulnerability to potentially escape a full screen away if they don't interrupt it after the invulnerability ends.
  • Electric Thunder has multiple great uses as either a pressure tool, a safe tag cancel option, or can be used to infinitely chip damage your opponent with specific set ups.
  • Unreliable anti-air options outside of EX Vertical Roll, forcing him to air-to-air to stop jumps.
  • Very low damage output, among the bottom 5 lowest in the game.
  • Reliance on meter for reversals or for converting normals into damage that is still below average.
  • Limited mixup potential outside of oki situations, overhead can be reacted to and requires you to be very close to opponent.

Moves

Normal Attacks

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Far LP
SFXT BLANKA ST.LP.png
H 30 3 2 12 +3 -1 SM,EX,SA,CA 1 1 1 -
This button has incredible range for its 3f startup. Use this a lot. It's -1 on block, but due to its range, other characters can't challenge it easily, except for Blanka and Elena. It links into itself, which makes it possible to hit-confirm into cross rush. It is also special-cancelable, so at the right range you can Cancel.png into HP Electric Thunder (P,P,P,P,HP~) for additional pressure.
Far MP
SFXT BLANKA ST.MP.png
H 60 7 4 12 +5 +1 - 2 1 1 -
Slower poke at 7f startup, but has enough advantage on hit to combo into other normals, and can frame trap into far lp for a 2 frame gap on block.
Far HP
SFXT BLANKA ST.HP.png
H 90 7 6 25 -6 -11 - 3 1 1 **LC
Far LK
SFXT BLANKA ST.LK.png
H 30 5 2 16 -1 -5 - 1 1 1 -
Far MK
SFXT BLANKA ST MK.png
H 60 5 3 21 -3 -7 - 2 1 1 -
Far HK
SFXT BLANKA ST.HK.png
H 90 4 6 26 float -12 - 3 1 1(for 3 frames),0 -
Similar to close HK, but too far away and has too much recovery to combo into much other than Cross Art. The startup of only 4f allows it to be linked into from a few other normals.
Close LP
SFXT BLANKA CL LP.png
H 30 4 2 13 +2 -2 SM,EX,SA,CA 1 1 1 -
Can be cancelled into Electric Thunder for a 4 frame option to start pressure with, or boost combo from if you are looking to punish something -4.
Close MP
SFXT BLANKA CL MP.png
H 60 6 2 13 +6 +2 - 2 1 1 -
One of Blanka's better pressure tools as it is +2 on block, giving him a few options to frame trap with, as well as being +6 on hit allowing him to combo into various normals.
Close HP
SFXT BLANKA CL HP.png
H 90 8 4 22 0 -6 SM,EX,SA,CA 3 1 1 Forces standing
Used for his difficult, but optimal, post-tag combo.
Close LK
SFXT BLANKA CL LK.png
H 30 4 3 14 0 -4 SM,EX,SA,CA 1 1 1 -
Close MK
SFXT BLANKA CL MK.png
H 60 5 2(2)2 15 +4 0 1st hit BC 2,2 1,1 1,1 -
2-hitting normal which can be used for hit-confirming up close.
Close HK
SFXT BLANKA CL HK.png
H 90 7 6 22 float -8 - 3 1 1(for 2 frames),0 -
Puts the opponent in a float state, allowing Blanka to combo into several different options.
Crouch LP
SFXT BLANKA CR LP.png
H 30 4 2 11 +4 0 SM,EX,SA,CA 1 1 1 -
Links into itself and Standing LP. Can be special-canceled.
Crouch MP
SFXT BLANKA CR MP.png
H 60 7 4 20 -3 -7 - 2 1 1 **LC
Works as an anti-air in rare cases but loses to many jump-ins.
Crouch HP
SFXT BLANKA CR HP.png
H 90 8 4 27 -5 -11 - 3 1 1 Forces standing
Blanka's farthest range normal excluding Amazon River Run. Can be a good poke, but due to the large frame disadvantage on block, it can be punished by most characters.
Crouch LK
SFXT BLANKA CR LK.png
L 30 4 3 11 +3 -1 SM,EX,SA,CA 1 1 1 -
Low hitting normal that can combo into far LP.
Crouch MK
SFXT BLANKA CR MK.png
L 60 5 2 15 +4 0 SM,EX,SA,CA 2 1 1 -
Low attack which can link into Standing LP or Crouching LP or be special-canceled.
Crouch HK
SFXT BLANKA CR HK.png
L 90 6 5 24 hard Knockdown.png -9 - 3 1 - -
Sweep.
Jump Up LP
SFXT BLANKA NJ LP.png
M 40 5 7 until ground+4 +12 +4 - 1 1 1 -
Jump Up MP
SFXT BLANKA NJ MP.png
M 70 6 3 until ground+4 +16 +5 - 2 1 1 -
Jump Up HP
SFXT BLANKA NJ HP.png
M 100 5 3 until ground+4 +20 +8 - 3 1 1 -
Jump Up LK
SFXT BLANKA NJ LK.png
M 40 4 3 until ground+4 +12 +4 - 1 1 1 -
Jump Up MK
SFXT BLANKA NJ MK.png
M 70 5 5 until ground+4 +16 +5 - 2 1 1 -
Jump Up HK
SFXT BLANKA NJ HK.png
M 100 7 3 until ground+4 +20 +8 - 3 1 1 -
Jump Diagonal LP
SFXT BLANKA J LP.png
M 40 5 7 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MP
SFXT BLANKA J MP.png
M 70 6 5 until ground+4 +16 +5 - 2 1 1 -
Jump Diagonal HP
SFXT BLANKA J HP.png
M 100 5 4 until ground+4 +20 +8 - 3 1 1 Ground bounce on airborne Counter.png hit
Good air-to-air attack. Causes a ground bounce on Counterhit.png which can be followed up into a normal juggle from a forward jump, or HP Rolling Attack from a backward jump.
Jump Diagonal LK
SFXT BLANKA J LK.png
M 40 5 5 until ground+4 +12 +4 - 1 1 1 -
Jump Diagonal MK
SFXT BLANKA J MK.png
M 70 5 5 until ground+4 +16 +5 - 2 1 1 -
Main cross-up attack.
Jump Diagonal HK
SFXT BLANKA J HK.png
M 100 7 6 until ground+4 +20 +8 - 3 1 1 -
Launcher
SFXT BLANKA LAUNCHER.png
H 100 13 2 54 switch -35 - 3 - - **LC
Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Guard Cancel
SFXT BLANKA GUARD CANCEL.png
H 120 14 19 16 hard Knockdown.png - - - - - Invulnerability frames 1-14, Resembles Amazon River Run

Unique Attacks

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Rock Crusher
SFXT BLANKA ROCK CRUSHER.png
H,H 50,40 5 2(1)5 9 +5 +1 1st hit SM,EX,SA,CA 0,0 1,0 0 Forces standing, Can be charged (25F start up) to hit M, loses cancelability, Knockdown on airborne opponent
Hits overhead when fully charged. Links into Crouching MK.
Amazon River Run
SFXT BLANKA AMAZON RIVER RUN.png
L 100 10 19 16 hard Knockdown.png -15 - 0 0 - -
Slide which knocks down on hit. Also a good low-profile move, evading most projectiles, and also most launchers except for those of Dhalsim, Zangief, and Sakura.
Coward Crouch
SFXT BLANKA COWARD CROUCH.png
- - 1 29-65 27 - - 27F+:SM,EX,SA,CA - - - **LC
Upper body invulnerable until the end of active frames
Can be canceled into specials, allowing you to avoid many attacks with the upper body invulnerability then punishing with a Roll attack or Electric, or canceling into a hop forward or back.

Throws

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Wild Fang
SFXT BLANKA WILD FANG.png
Throw.png 140 5 2 20 - - - - - - -
Does slightly more damage than the back throw. Possible to cross up the opponent afterwards with Surprise Forward (f+KKK).
Jungle Wheel
SFXT BLANKA JUNGLE WHEEL.png
Throw.png 130 5 2 20 - - - - - - -
The Knockdown.png makes the opponent rise facing the opposite direction, so a meaty Electric Thunder (P,P,P,P,P~) will cause its suction effect without crossing them up.

Special Moves

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Surprise Forward
SFXT BLANKA SURPRISE FORWARD.png
- - - - 23 - - - - - - -
Slightly slower than a dash, but allows Blanka to hop forward and past the opponent if they are close enough, giving him opportunities like mixing up the opponent on their wakeup, or another option to attempt escaping the corner.
Surprise Back
SFXT BLANKA SURPRISE BACK.png
- - - - 32 - - - - - - -
Blanka hops backward, this can be canceled into which is very helpful when you want to distance yourself from your opponent.
Electric Thunder LP
SFXT BLANKA ELECTRIC THUNDER.png
H 120 6 4(4)4(4)4(4)4 9 Knockdown.png +6 LP Electric Thunder 0 1 4 Immediately goes to recovery on hit or block
Electric Thunder MP


H 130 8 4[(4)4]*7 9 Knockdown.png +9 MP Electric Thunder 0 1 4 Immediately goes to recovery on hit or block
Electric Thunder HP


H 140 11 4[(4)4]*16 9 Knockdown.png +11 HP Electric Thunder 0 1 4 Immediately goes to recovery on hit or block
Very good pressure tool up close thanks to the frame advantage on block. Safe tag with plus frames on block. Does a good chunk of damage on hit but doesn't allow for juggles afterwards. If the opponent blocks it while facing the opposite direction, it causes a suction effect instead of pushing them away, which can be exploited for mix-ups and chip combos, including an infinite chip combo.
Electric Thunder EX
SFXT BLANKA ELECTRIC THUNDER EX.png
H 100 5 4[(4)4]*16 9 Knockdown.png +8 EX Electric Thunder 0 0(1 for extended one) 4 Ex.png **LC
Immediately goes to recovery on hit or block, Strike invulnerable until the end of active frames or mashed
This version is strike invulnerable, making for an amazing tool to stop pressure whether on wakeup or during block strings. Even if they block this move, you will be left at frame advantage.
Rolling Attack LP
SFXT BLANKA ROLLING ATTACK.png
H 90 6 18 4+2 Knockdown.png -23 - 3 3 1 Chrg.png
Chargeable: 51F for EX Version and 100F for Super Art
Rolling Attack MP


H 100 6 33 4+2 Knockdown.png -23 - 3 3 1 Chrg.png
Chargeable: 51F for EX Version and 100F for Super Art
Rolling Attack HP


H 120 6 33 3+4 Knockdown.png -23 - 3 3 1 Chrg.png
Chargeable: 51F for EX Version and 100F for Super Art
Has some uses in punishes and specific combos. Can also be used as a cross up as the opponent gets up off the ground in situations such as after hitting them with Electric Thunder.
Rolling Attack EX
SFXT BLANKA ROLLING ATTACK EX.png
H 120 7 33 3+4 wall bounce -20 - 3 3 1 Chrg.png Ex.png
Chargeable: 51F for Super Art, Projectile invulnerable until the end of active frames
This version is projectile invulnerable and causes a wall bounce which can be followed up.
Backstep Roll LK
SFXT BLANKA BACKSTEP ROLL.png
H 160 29 until ground 7 Knockdown.png -23 - 3 3 0 **LC
Backstep Roll MK


H 160 29 until ground 7 Knockdown.png -23 - 3 3 0 **LC
Backstep Roll HK


H 160 29 until ground 7 Knockdown.png -23 - 3 3 0 **LC
Backstep Roll EX
SFXT BLANKA BACKSTEP ROLL EX.png
H 180 29 until ground 7 Knockdown.png -29 - 3 3 0 Ex.png **LC
Invulnerability frames 1-23, Can alter distance with left/right input
Invulnerability during most of the startup, allowing Blanka to avoid some attacks then escaping a full screen away if the opponent does not interrupt it after invulnerability ends.
Vertical Roll LK
SFXT BLANKA VERTICAL ROLL.png
H 130 5 18 40+11 Knockdown.png -29 - 3 3 1 **LC
Vertical Roll MK


H 130 5 15 42+11 Knockdown.png -29 - 3 3 1 **LC
Vertical Roll HK


H 130 5 12 45+11 Knockdown.png -29 - 3 3 1 **LC
HK Vertical Roll can be used as a situational anti-air if used early (before the opponent attacks). This is also Blanka's standard combo ender.
Vertical Roll EX
SFXT BLANKA VERTICAL ROLL EX.png
H 160 5 18 47+11 Knockdown.png -24 - 3 3 1 **LC
Invulnerability frames 1-6
This version is invulnerable, which makes it useful as a reversal and a situational anti-air.

Super Art

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel JP JC JS Notes
Ground Shave Roll
SFXT BLANKA GROUND SHAVE ROLL.png
H 320 7 16 15+23 hard Knockdown.png -21 - 3 3 - 73 frames cinematic freeze before attack begins, Invulnerability frames 1-7
Cross Art
SFXT BLANKA CROSS ART.png
H 150+ 7 2 71 switch -47 - 3 - - 68 frames cinematic freeze before attack begins, Invulnerability frames 1-8

Boost Chain Frame Data

Move Hit Damage Startup Active Recovery Hit Adv Block Adv Cancel "Notes
"
Far MP H 42 7 4 22 -5 -9 - -
Far HP **LC H 63 7 6 34 -15 -20 - -
Far MK **LC H 42 5 3 28 -10 -14 - -
Far HK H 63 4 6 35 float -21 - -
Close MP H 42 6 2 24 -5 -9 - -
Close HP H 63 8 4 31 -9 -15 EX,SA,CA Forces standing
Close MK H 42 5 2(3)2 24 -5 -9 - Airborne frames
Close HK H 63 7 6 31 float -17 - -
Crouch MP **LC H 42 7 4 25 -8 -12 - -
Crouch HP H 63 8 4 33 -11 -17 - Forces standing
Crouch MK L 42 5 2 25 -6 -10 EX,SA,CA -
Crouch HK **LC L 63 6 5 35 hard knockdown -20 - -

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.

To tag Blanka out of battle, the safest option (if you cannot get a guaranteed combo) is to switch cancel Electric Thunder, which is positive on block for your incoming character. Unlike many other characters, Blanka's Alpha Counter is not a good way to tag out because the knockdown is too short.

Advanced Strategy

Horizontal Ball Cross-up

After a knockdown, it is possible to utilize Blanka's Horizontal Ball (b,f+P) to do left/right mix-ups on the opponent. The timing and which version to use varies depending on the knockdown. You can capitalize off of this mix-up by using a switch cancel and following it up with your other character. When Hori-Ball hits as a cross-up, the switch cancel actually makes your incoming character come in from the opposite side of the screen. This causes some awkwardness in performing the follow-up combo, as all but the largest characters will run under the opponent; however, it also gives more frame advantage and some characters will be able to do better follow-up combos from that side. In the situation where your opponent blocks the mix-up, the cross-up is highly preferred as it gives you frame advantage to keep up pressure, while the non-cross-up leaves you open to being punished.

Chip Combos and Infinite

Blanka's Electric Thunder has an unusual property - the pushback direction of the move's first hit is determined by the direction the opponent is facing, rather than that of Blanka himself. Because of this property, having an opponent block Electric Thunder while they are facing away from Blanka causes a suction effect instead of pushback, which is very powerful due to the high frame advantage of the move. It is even possible to link Electric Thunder into itself on block, creating chip combos which can only be escaped with an Alpha Counter. Each version of Electric Thunder can be linked into the same or a weaker version (EX links into MP or LP). Linking into the same version multiple times is difficult, but it can be repeated infinitely. The easiest version to use for the infinite is MP, which has a 2f link window instead of 1f.

Sample combos:

  • P,P,P,P,HP~, P,P,P,P,MP~, P,P,P,P,LP~, cr.LP xx P,P,P,P,HP~ (132)
  • P,P,P,P,MP~, P,P,P,P,MP~, [...] (32 x N)

Electricity Juggle

Electric Thunder is typically not a very juggle-friendly move outside of the corner, but with the right team composition you can use this move even in mid-screen combos to add a chunk of extra damage. This is possible due to the same property that enables the infinite chip combo. If you can get Blanka behind your opponent before hitting Electric Thunder, they will fall towards him instead of away from him, which allows you to finish the combo. This only works with certain switch cancels where a move either has a very vertical pop up (e.g. JACK-X's dp+HP) or holds an opponent in place for some time (e.g. Jin's f,b,f+HP).

The mid-screen electricity juggle is known to work with these characters:

  • Jin
  • JACK-X
  • Bob
  • Hwoarang
  • Xiaoyu
  • Dudley
  • Chun-li
  • Lars

Okizeme Strategies

HK Up Ball

HK Up Ball is Blanka's standard combo ender, and fortunately, it also sets up the best overall okizeme situation. Immediately following it up with HP Hori-Ball allows you to cross up your opponent if they quick rise. Adding a slight delay before your HP Hori-Ball makes it hit on the same side. If your opponent didn't quick rise and you whiff your HP-Horiball, you can follow up with a microwalk forward or backward into a Forward Hop (f+KKK) to do another left/right mix-up. If you expect your opponent to roll forward, you can wait and punish them with a throw.

Flowchart breakdown:

  • (immediate) HP Hori-Ball + opponent quick rises -> cross-up
  • (delay) HP Hori-Ball + opponent quick rises -> same side
  • HP Hori-Ball + opponent stays down
    • microwalk forward, Forward Hop + opponent rises (cross-up)
    • microwalk back, Forward Hop + opponent rises (non-cross-up)
    • wait + opponent rolls forward, throw (punish)

Electric Thunder

Electric Thunder sets up a decent okizeme situation where you can go for a Hori-Ball cross-up if your opponent quick rises, either by doing MP Hori-Ball immediately or by waiting a moment and doing HP Hori-Ball. You have to pay attention to your charge times here; if you walk up to the opponent and hit them with st.LP xx HP Electric Thunder, you won't be able to complete a charge fast enough for the MP Hori-Ball cross-up and have to wait slightly to use HP Hori-Ball instead. If your opponent didn't quick rise and you whiff your HP Hori-Ball, you will land next to them and can pressure with whatever you want, like cl.b+MP for an overhead, cr.MK for a low, or EX Electric Thunder to bait reversals. You can also get a safe-jump nj.HK here if your timing is good.

Flowchart breakdown:

  • (immediate) MP Hori-Ball + opponent quick rises -> cross-up
  • (immediate) LP Hori-Ball + opponent quick rises -> same side feint
  • (delay) HP Hori-Ball + opponent quick rises -> cross-up
  • (more delay) HP Hori-Ball + opponent quick rises -> same side
  • (delay) HP Hori-Ball + opponent stays down
    • cl.b+MP (overhead)
    • cr.MK (low)
    • EX Electric Thunder (reversal bait)
    • nj.HK (safe jump)

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
  • (corner) P,P,P,P,HP~, cr.MK, cr.MK xx [d],u+HK
  • (behind opponent) P,P,P,P,P~, cr.MK, cr.MK xx [d],u+HK

Air-to-Air Combos

  • CH j.HP, cr.MK, cr.MK xx [d],u+HK (324)
  • CH (back jump) j.HP, [b],f+HP (245)

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

  • cl.hk, cr.mk xx [b],f+PPP
  • cl.f_b+mp, cr.mk xx [b],f+PP, cr.mk xx [b],f+PPP
  • cl.mp, st.hk, qcf+mp+mk

Anti-air / Air-to-Air Combos

  • CH j.HP, cr.MK, cr.MK xx [d],u+HK (324)
  • CH cr.MP, st.LP xx [b],f+HP (201)

Frame Data

zUkUu's Frame Data Guide for Blanka

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Street Fighter Characters
Abel
Akuma
Balrog
Blanka
Cammy
Chun Li
Cody
Dhalsim
Dudley
Elena
Guile
Guy
Hugo
Ibuki
Juri
Ken
M Bison
Poison
Rolento
Rufus
Ryu
Sagat
Sakura
Vega
Zangief
Tekken Characters
Alisa
Asuka
Bob
Bryan
Christie
Heihachi
Hwoarang
Jack X
Jin
Julia
Kazuya
King
Kuma
Lars
Law
Lei
Lili
Marduk
Nina
Ogre
Paul
Raven
Steve
Xiaoyu
Yoshimitsu
Guest Characters
Cole
Kuro
Mega Man
Pac Man
Toro