[SF6] Blanka Countermeasures Guide [Win Just by Reading]

Comprehensive Blanka countermeasures for SF6 (Street Fighter 6), taught by MR1800+ players. Fuzzy timing breakdown included.

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

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

[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.

(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

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.

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

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

3HP

Used as a combo ender or charge move. Maximum -22F on deep Block, so land a heavy Punish.

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
    • Shout of Earth
      • 8F Startup SA invincible
      • Safe jumps are not very effective against Blanka
  • 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

Defending Oki Awareness

  • Drive Reversal punishment is weak
  • After grappling, 4MK meaty is strong so aim for Just Parry

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

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
  • 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)

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

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

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