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Blanka
1 - [SF6] Blanka Frame Data with Video
2 - [SF6] Blanka Countermeasures Guide [Win Just by Reading]
Basic Info
- Sustained Overhead does not lead to combo
- Defensive Options
- 7F Startup OD invincible move: [2]8KK
- 8F Startup anti-air invincible: [2]8LK available
- 236236P has 8F Startup, not Projectile invincible
- 214214P is a self-buff move
- 236236K has 10F Startup
- Moves that are plus on Block
- 4MK
- 214PP
- (Jumping) [4]6PP
Neutral (Awareness Priority)
- Dealing with Rolling Attack
- Use Just Parry and Fuzzy jab as a mixup against Rolling Attack
- Press jab at the timing you would Block Rolling Attack — this counters LP Rolling Attack feint while Blocking HP Rolling Attack
- Forward jump awareness
- Blanka’s normal anti-air leads to combo on Counter Hit
- If Blanka does nothing when you jump, you’ll likely get anti-aired — having the option of not pressing an air attack reduces jump risk
- Dealing with Rush
- Rush > HK
- HK has a strong hitbox so don’t force stopping Rush
- If not sustained on Block, it’s +/-0F, so press 4F
- Rush > 4MK
- +6F on Block
- The follow-up 4MK > LK > 214P is a mash punish
- Rush > HK
- Dealing with Surprise Forward
- Be aware it can be cancelled from normals
- Especially at the corner, he uses it often to escape — develop the habit of Fuzzy 4F at the timing you’d Block Blanka’s 214P
- During grappling pressure
- Forward jumping leads to 4MK > Surprise Forward for side switch + offense continuation
- Use backdash instead of forward jump for a return
- When applying Oki
- Blanka may reversal with OD Aerial Rolling
- This beats throw on Hit and gives frame Advantage on Block against Shimmy
- Counter by placing a delayed upward-hitting normal
214P
A special that knocks down on Hit. Even on Block it’s only -3F with no Punish — very strong.
- 214P
- Blanka is -3F on Block
- 214PP
- Blanka is +4F outside throw range on Block
- If you mash 4F, Blanka’s MK can punish hard, so mashing is not recommended
Recommended Counter
214P is mainly used buffered, so Just Parry is also very effective. Learn the motion and aim for Just Parry.
- LK > LK > 214P
- LK > LK cancel is the standard, so Just Parry is ideal
- If you read it, Drive Impact is also fine
- If it’s Surprise Forward, you lose — combine with Fuzzy as a mixup
- LK > 2LP > 214PP
- Also a standard string
Also, if 214P hits, the midscreen Oki options are as follows:
- Forward step > Rush > 2MK
- Blanka is +1 on Block
- Full combo on Hit
- Forward step > Rush > LK
- LK whiffs, creating -5F for Blanka
- OD invincible dodge
- Forward step > Rush > 6MP
- Not meatied
- If you notice frequent 6MP here, fastest mash is an option
- Forward step > Rush > Forward throw
- Not meatied
- Rush > 6MP
Rush mid/low can be partially identified from forward step:
- Forward step means 6MP won’t meaty
- Without forward step, 2MK becomes reactable and combos will be weaker
Based on this: If you see forward step, crouch Block. If you don’t see forward step, stand Block.
Also for gimmicks like forward step > 6MP, Fuzzy jab at the timing you’d Block 2MK after seeing forward step covers all options.
The video below has these recorded: After 214P Hit:
- Forward step > Rush > 6MP
- Forward step > Rush > 2MK
236K
Blanka’s Command Grab. Unlike Zangief or Manon’s Command Grabs, this can be cancelled from normals, so you’ll get caught if not paying attention.
- 236LK
- Fast Startup, short range
- 236MK
- Performance between 236LK and 236HK
- 236HK
- Slow Startup, long range
Recommended Counter
Usually cancelled from normals. Same counter as Surprise Forward — press an attack button at the timing you’d Block 214P.
If you can’t Fuzzy and end up back jumping, that’s actually high return. It’s a 15-16F Punish, so land a long-range heavy attack Punish.
[4]6P
Blanka’s signature charge move. Startup and distance change based on strength.
- [4]6LP
- On Block: forward step OR Rush for Punish
- [4]6MP
- On Block: forward step OR Rush for Punish
- [4]6HP
- No Punish on Block
- [4]6PP
- OD version has no Punish, -7F
You can anti-air it on awareness, but dedicating resources to [4]6P makes it harder to deal with Wild Hunt and raw Rush. Getting baited by [4]6LP feint is also common, so constant awareness isn’t recommended.
Recommended Counter
- Fuzzy 4F light
- Press LP at the timing you’d Block HP Rolling Attack
- HP is Blocked, and LP feint gets punished
- Punish
- After Blocking HP Rolling Attack
- Blanka is -15F
- Rush to start your offense
- Missed LP/MP Rolling Attack: can Punish from step
- [4]6PP
- No special counter at midscreen, but when Blanka is cornered, he very often buffers it from 2MK
- When you see 2MK, Impact is fine
- After Blocking HP Rolling Attack
(Jumping) [4]6P
Blanka’s air trajectory change. Mainly used as a reversal. Normal version at low height removes Punish against Blanka, but it’s always at least -3F — remember this.
- (Jumping) [4]6LP
- (Jumping) [4]6MP
- (Jumping) [4]6HP
- (Jumping) [4]6PP
Mainly used taking advantage of Block pushback from normals.
- LK > LK > 214P > (Jumping) [4]6HP
- A string where pressing 2MK after 214P gets you hit
- If you read (Jumping) [4]6P, counter with an upward-hitting heavy or neutral jump
(Jumping) [4]6PP is plus on Block for Blanka. Low height increases the plus frames. Mainly used as a wakeup reversal. If you chose Shimmy: Block continues Blanka’s offense. If you chose throw: it gets hit.
- (Jumping) [4]6PP
- Throw and Shimmy on wakeup both lose
- If you read it, meaty with a normal or backdash for a return
Recommended Counter
- (Jumping) [4]6P
- Mainly used after strings end
- After Blocking 214P, occasionally place neutral jumps for high return
- When used in Neutral, do your best to Block
- (Jumping) [4]6PP
- Include backdash as an Oki option
- If backdash input is difficult, just use more strike meaties
- Backdash also dodges Blanka’s [2]8KK, so the return is high
- Include backdash as an Oki option
Surprise Forward
Cancels from any move to cross up. Generally not used raw in Neutral, so Fuzzy jab during string gaps handles it.
Fuzzy timing: press jab at the timing you’d Block 214P.
Recommended Counter
- LK > LK > 214P
- LK can only be chained twice, so from here it’s basically 214P or Surprise Forward
- [4]6HP is also possible — in that case, back jump for return
- Press 4F at 214P timing to punish Surprise Forward
- Must be 4F or the move might come out late after crossing up, making Fuzzy difficult
- LK can only be chained twice, so from here it’s basically 214P or Surprise Forward
- 4MK > LK > 214P
- This is also Fuzzy-able, so try your best
- 2LP > 2LP > 2LP > 214P
- After 3 jabs, Surprise Forward may come out suddenly, so Fuzzy
- Fuzzy punish with HP Rolling Attack is an option
- Counter this with back jump for return
The video below has 2 patterns recorded:
- LK > LK > 214P
- Press 4F at 214P Block timing
- LK > LK > Surprise Forward
- Counter Hit, so punish with a counter combo
4MK
Blanka is +2 on Block.
Strings after Block:
- 4MK > LP > 214P
- Mash punish
- 4MK > 2MK > [4]6MP
- Confirm combo
- 4MK > Walk throw
- Parry-read throw
Recommended Counter
- 4MK > LP > 214P
- Mash punish
- LP into 214P can’t be confirmed, so Drive Impact or Just Parry have high expected value
- 4MK > 2MK > [4]6MP
- The modern combo 4MK > 2MK portion can be interrupted with 4F mash
- 4MK > Walk throw
- Beatable with 4F
Don’t use invincible after Block — you’re outside throw range.
Recommended counter: The only Low that combos after 4MK Block is 2MK. After 4MK Block: one Block > walk back > Fuzzy Block is recommended.
The video below has these recorded:
- 4MK > LP > 214P
- Surprise Forward may also come here, so Fuzzy heavy is also fine
- 4MK > 2MK > 214P
- 4MK > Walk throw
2MP
A long-range normal excellent for pokes and zoning. Blanka cancels into various specials to continue offense.
Cancel Rush from Block gives true Block string into 2LP, but that’s only +2 outside throw range and not very strong. So Blanka uses these non-true Block string options:
- 4MK
- Confirm is possible, but it’s a gimmick option
- +6F at throw range on Block
- Can be interrupted with invincible
- HK
- No confirm possible — Blanka’s committed option
- +/-0F on Block
- Can be interrupted with invincible
Recommended Counter
- Buffer OD invincible
- Non-true Block string options are common, so buffer if you can
- Surprise Forward bait exists, but spending 3 bars for that isn’t something Blanka wants to do. Only watch for it at the corner when he wants to escape
- Non-true Block string options are common, so buffer if you can
- Just Parry
- For those who can’t use invincible
- Drive Reversal
The video below has these recorded:
- 2MP > Cancel Rush > 4MK
- Interrupt with invincible
- 2MP > Cancel Rush > HK
- Interrupt with invincible
- Even if you fail to interrupt, it’s +/-0F on Block so press 4F
3HP
Used as a combo ender or charge move. Maximum -22F on deep Block, so land a heavy Punish.
Recommended Counter
- On Block
- Punish starting from heavy attack
- On Hit
- If used as a combo ender, Back Rise leads to a 6KKK left/right mixup
- On Hit, use Quick Rise — if you see 6KKK, Block cross-up
Oki Awareness
Blanka has very strong reversals — always think about what worsens your situation while applying Oki.
- Invincible moves
- OD Vertical Rolling
- Neutral jump caveman anti-air hits Blanka’s invincible move
- Use forward jump for caveman anti-air
- Backdash and forward jump can dodge it
- Neutral jump caveman anti-air hits Blanka’s invincible move
- Shout of Earth
- 8F Startup SA invincible
- Safe jumps are not very effective against Blanka
- OD Vertical Rolling
- OD Aerial Rolling
- Blanka’s reversal option. +1-3F on Block
- Caveman anti-air and backdash can Punish
- 2MK > [4]6PP
- If you back up too far, you get hit and end up in the corner
- When Shimmying, keep crouch Block in mind
Recommended Counter
- When watching for reversals, use backdash
- Covers both OD Vertical Rolling and OD Aerial Rolling
- Also, Blanka’s 2MK has short range — backdash can whiff delayed 2MK
- You can dedicate awareness to whiff punishing this
Defending Oki Awareness
- Drive Reversal punishment is weak
- After grappling, 4MK meaty is strong so aim for Just Parry
Recommended Counter
- Drive Reversal punishment is weak, so using it more than OD invincible is also viable
- After grappling, 4MK meaty is the main option — aim for Just Parry here
Grappling
Forward step gives +11F. Blanka’s corner grappling is among the strongest. 4MK-based options are powerful.
If 4MK hits on wakeup, it leads to a 3000 damage combo. Using OD invincible is often better than risky reversals.
Blanka’s main grappling options:
- 4MK > 4LP > 214P
- After Blocking up to 214P, counter with an upward-hitting normal (covers Aerial Rolling)
- Characters with 7F 2MK can hit before Blanka goes airborne
- 8F+ will whiff as Blanka transitions to air
- If you read (Jumping) [4]6HP, neutral jump for high return
- 4MK > 4MK
- D Gauge chip using plus frames
- Requires walking, so mash can land
- 4MK > Throw
- Throw using Advantage (can’t mash if Blanka times it right)
- Throw
- Rethrow from Blanka’s point-blank +11F
Recommended Counter
- Don’t forward jump
- 4MK > Surprise Forward denies corner escape
- Keep OD invincible as an option
- A failed reversal into 4MK Hit does damage equivalent to getting OD invincible Blocked
- If the damage is the same, don’t be afraid to press OD invincible
- Build awareness to distribute Drive Impact / Parry / mash and keep the mixup going
Forward Throw
Blanka has +30F Advantage.
After +30F throw, Blanka uses Surprise Forward or Rush for Oki. Here are the counters for these setups:
Rush Oki
- Forward MP / crouch MK / throw / Shimmy mixup available
- Quick Rise
- Walk Shimmy is difficult when Blanka uses Rush
- He needs to emergency stop with standing LK, which is hard
- If Rush Oki is frequent after forward throw, choose Quick Rise more
- Without Rush after forward throw, Shimmy Oki is possible
- Walk Shimmy is difficult when Blanka uses Rush
- Back Rise
- If Rush is not used, no Oki
- If Surprise Forward is used, Oki exists
Surprise Forward Oki
- LK > 214P
- Mash punish
- LK > Surprise Forward
- Side switch gimmick
- LK > Wild Hunt
- Back jump still gets caught by Rush attack
- 2MK > 214P
- Low option
- Fastest 4F mash possible
- Throw
- Not meatied, but micro walk throw is possible
- HK: Max trade on mash read
- 4F Punish on Block (may not reach depending on range)
Recommended Counter
No effective counter exists when Rush is used. However, there are some counters without Rush, so learn them.
Simple counter One Block > Just Parry
- LK confirm is impossible, so he’ll buffer 214P
- Additionally, Back Rise means only one LK hits
- After Blocking 2LK, Parry at 214P Block timing
- If you sense Surprise Forward, press 4F at 214P Block timing
Advanced counter Walk back > Fuzzy crouch Block > Fuzzy heavy attack 5F walk back > crouch Block > press heavy attack at opponent’s 214P Startup timing — this covers most of Blanka’s options with at least a draw. Fuzzy crouch Block at the timing to Block opponent’s 2MK. Fuzzy heavy attack at the timing of opponent’s Electric Thunder.
The video below has these recorded:
- LK > Surprise Forward
- LK > Wild Hunt
- 2MK > 214P
- Walk > Throw
Back Throw
Blanka has +27F Advantage.
- Rush > Forward MK is meatied, +2F on Block for Blanka
- At this distance, cancellable meaty strikes are difficult, so Drive Impact tends to land
Recommended Counter
- Take Back Rise
Rush
- Don’t force stopping it if you’re not watching — Just Parry to stop it
- Rush > HK has a strong hitbox — nearly unstoppable from mid-range
- If you’re reading Rush > HK, Drive Impact and neutral jump are effective
Recommended Counter
- Neutral jump is effective when you see Rush
- From far, fewer cancellable moves means Impact tends to land