Super Street Fighter 2 Turbo/Blanka/Combos

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Combos

A variety of Blanka combos, useful in match play. Many of these combos are taken from Silent Scope's great video.

Blanka's combos are easy, but generally somewhat situational. I tried to be as comprehensive as possible, but some options are better than others so I tried to order them by usefulness. To help you make decisions I tried to post damage and stun accounting for each move's random damage table (however the damage formula does have some more steps after that). I also tried to add notes about why you might use each option since sometimes the most optimal option only works if you're close to the opponent, or it requires such difficult execution that you'd be better off settling for a reliable combo that does less damage/dizzy.

cr. means crouching, cl. means close, and j. means jumping

Grounded Starters

cl.MP

  • cl.MP, HK: (Damage: 44 - 54 | Dizzy: 15 - 27) I find this to be the best balance between damage and consistency.
  • cl.MP, j.HP: (Damage: 46 - 56 | Dizzy: 15 - 27) This only works against tall characters, but this is one of the easiest high damage options. The j.HP is neutral jump.
  • cl.MP, cl.MP, cr.MP: (Damage: 54 - 69 | Dizzy: 15 - 33) The second cl.MP is hard to get, but Silent Scope did get multiple cl.MPs following j.LK, so if you can do it this can be something you'll realistically be in position for in a match.
  • cl.MP, cl.MP, cr.HP: (Damage: 60 - 75 | Dizzy: 20 - 38) Large character combo, and it is hard. This is the most damaging option though.
  • cl.MP, Rock Crusher: (Damage: 50 - 65 | Dizzy: 25 - 55) Probably another large character combo, and also very hard.
  • cl.MP, cr.HK (Damage: 42 - 52 | Dizzy: 10 - 22) Ends with a soft knockdown. cr.HK has 10 frames of startup, HK has 7, so this is harder.
  • cl.Mp, LP Electricity (Strength of Electricity is Character Dependent)(Damage: 41 - 53 | Dizzy: 14 - 26) To cancel to electricity, press MP + LP for the first MP input then quickly the rest of the LP. On some characters MP electricity is possible as well. Electricity gives a special hard knockdown, so this can be the best option in many cases (if you can do it consistently)
  • cl.MP, cr.MP: (Damage: 36 - 46 | Dizzy: 10 - 22) If you're bad at combos, you might find this is a good way to get used to comboing, but it's not actually much easier since cr.MP has the same startup as HK. You'll want to eventually transition into HK since it does more damage.
  • cl.MP, cr.MK: (Damage: 36 - 46 | Dizzy: 10 - 22) cr.MK is the fastest follow-up 5 frames of startup compared to HK's 7, so this is another option that's mainly for if you're inconsistent with HK.
  • cl.MP, MP: (Damage: 36 - 46 | Dizzy: 10 - 22) Basically the only reason to use this one would be if you were trying to do two cl.MPs in a row and you weren't as close as you thought you were or you were too slow. Not great, but it's an okay consulation prize for what is really a dropped combo.
  • cl.MP, HP: (Damage: 42 - 52 | Dizzy: 15 - 27) Basically worthless compared to the other options.
  • cl.MP, cr.HP: (Damage: 42 - 52 | Dizzy: 15 - 27) The worst option since it's harder than plent of higher damaging options.


cr.LK

  • cr.LK, Heavy Blanka Ball (either up or horizontal) (Damage: 37 - 53 | Dizzy: 9 - 20) Great for converting pokes into damage. You'll need to have charge for this to work. Be careful hit-confirming this since ball (especially up-ball) is punishable on block or whiff.
  • Suprise Forward, cr.LK, up Blanka Ball: (Damage: 37 - 49| Dizzy: 9 - 20) Just a good setup for the combo. You need to be holding down+forward when you do Suprise Forward


cr.MK

  • cr.MK, cr.MK, Heavy Blanka Ball (Damage: 63 - 84 | Dizzy: 19 - 37) This can be some pretty impressive damage to get out of a small hit! You need to be close at the start to get both kicks, but cr.MK has the same startup as cr.LK, so it's the best option when close. Hold back throughout to get the ball to work.
  • cr.MK, Blanka Ball (either) (Damage: 45 - 61 | Dizzy: 14 - 26) For when you're not pressed right against the opponent.
  • Suprise Forward, cr.MK, up Blanka Ball: (Damage: 45 - 57 | Dizzy: 14 - 26) You need to be holding down+forward when you do Suprise Forward
  • cr.MK, LP, Heavy Blanka Ball (horizontal): (Damage: 57 - 74 | Dizzy: 14 - 31) I can't think of a reason to do this, just trying to be comprehensive. LP does less damage than cr.MK and it's stubbier, so it works from less ranges. The both have the same startup.


Special Cancellable Normals

  • special cancellable normal, Heavy Blanka Ball cl.LP, LP, cl.MP, MP, cr.LK, cr.MK, and Rock Crusher all cancel into Blanka Ball. Make sure you hit confirm because Ball is punishable on block against most characters.


Throw setups

  • Throw, Heavy Blanka Ball, Super (Corner) I'll add more description if I ever get it (here's Silent Scope's explaination). With character just out of corner, throw, hold charge during the throw. When throw is released, use the hp ball to corner as the first db, f of the super, then complete the super when you reach the corner b, f +p. So all together, db, f+p, b, f+p.


Jumping Starters

Just like every other character, the best way to maximize damage is starting with a jump. I think any jumping attack should be able to lead into any of Blanka's grounded combos, however there must be some kind of hitstun decay or something (I can't find any source, but I can't seem to do most of the ground combos following a jumping hit). For the jumping hit to combo into the first grounded hit, the jumping attack needs to come out fairly low. I haven't labbed any air-to-air combos, so the jumping combos are just a jumping attack followed by either a single move or a ground combos (outlined above). When an opponent is dizzy, you'll generally do jumping attack into the cl.MP combos since those are the best damage options.

Here's a quick breakdown of the jumping moves as combo starters:

j.HK(Damage: 28 - 33 | Dizzy: 10 - 16) Tied for the best damaging air starter and has the most dizzy, but it's also his slowest jumping attack with 7 frames of startup, all others have 5. So this is the hardest starter to consistently land. You can't take advantage of the huge hitbox since the second hit will only combo if you land the hit close to the ground.

j.HP(Damage: 28 - 33 | Dizzy: 3 - 9) Same damage as j.HK, but with less stun. Since it has faster startup, this is a good option for if you're not confident in your timing.

j.LK(Damage: 14 - 19 | Dizzy: 1 - 7 (-2)) Great for crossups since the j.LK hitbox is so wide and for a crossup, you'd want to release the hit around the top of where you can still get a combo anyway. As a side note, I don't understand what the -2 means in the dizzy, I just took it from the character page.

othersI haven't found many usecases for jumping medium kick or any jumping punch to start combos. If you can convert air-to-airs to combos, then the punches will be good, but I don't think there are any Blanka juggles.

Jumping Combos

  • j.*, cl.MP, Any of the grounded combos that follow from cl.MP (see what you can do): This should be the highest source of damage since the cl.MP ground combos do the most damage, but they are hard.
  • j.*, Rock Crusher, Blanka Ball: This is my old-reliable, it's easy and does pretty good damage/stun. You need to hold back as soon as you jump. Rock Crusher (back close medium punch) only cancels during it's first hit, so if you want to maximize damage, you need to do the ball right after the cl.4MP starts.
  • j.*, cr.MK, Blanka Ball: Pretty much the same as above, but you may find it easier.


  • j.LP, LP Electric: Electricity gives a special knockdown, which allows great time for setting up shenanigans. His LP Electricity is the easiest input since it takes 1 less punch. Unless you're consistent with the other electricities, this is the only one I'd try in a combo.
  • j.HP, HP Electric: If you can do it, go for it.
  • j.MP, MP Electric:
  • j.HP, cl.Mk, Blanka Ball: (Damage: 95 - 121 | Dizzy: 32 - 68) Possibly only works against a crouching Honda. However, the damage is huge. In Silent Scope's video, this does about 66% damage and dizzys. I'd bet the followup you'd do on the dizzy could TOD, however it's so situational that I don't know if it's worth it (probably more of a combo challenge than viable combo). The reverse stand MK timing is very hard (press mk pretty much as soon as the jump hp hits, earlier than you think). The hp ball is actually a link, make sure to keep holding back during the st mk and do hp ball as soon as possible. Good luck!



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