Street Fighter 6/Blanka/Combos: Difference between revisions

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== Links and Starters ==
== Combo Theory ==
=== Normal Hit ===
Your primary goal for combo extensions will be linking into either ''EX Ball'' or ''Coward Crouch~Wild Lift''. {{clr|9|5HP}}  is Blanka's most powerful combo-filler normal; routing into it often leads to Blanka's strongest combos without SA2 Installed. {{clr|8|4MK}} and {{clr|8|6MK}}  are both good and safe combo starters that are safe and easy to confirm from, with {{clr|8|4MK}}  having the added benefit of being advantageous.
{{TheoryBox
* Blanka's ''EX Ball'' connects after any M/H Special Cancellable Button. It is only possible to connect ''EX Ball'' after Light attacks with a Punish Counter.
| Title      = Light Confirm
* SA3 can be substituted in any combo that uses SA1. It can easily be used after an EX Electric in any combo which uses Electric (214P) as well.
| Oneliner  =  
 
| Difficulty = {{clr|1|Very Easy}}
 
| Damage     =  
== Normal Hit Starters ==
| Meter      =  
{| class="wikitable" style="margin:auto;width:100%"
| Anchor    =
|+ {{big|Light Confirms}}
| Youtube    =
|-
| Recipe    =  
! Combo !! Position !! Damage !! Difficulty !! Notes
| content    =  
|-
}}
| {{clr|7|2LK}} ~ {{clr|7|2LP}} > {{clr|10|214P}}/{{clr|8|[4]6MP}} || Anywhere || 1110/1430 || {{clr|7|Easy}}/{{clr|4|Medium}} || Standard Light BNB route. ''Electric'' keeps the opponent close enough to begin pressure if it lands and is safe if blocked. Medium Ball is more damaging and resets to neutral, but extremely unsafe if blocked; Hit confirming required.
|-
| {{clr|7|5LK}} ~ {{clr|7|5LP}}, > {{clr|10|214P}}/{{clr|8|[4]6MP}} || Anywhere || 1210/1530 || {{clr|7|Easy}}/{{clr|4|Medium}} || Alternative Light BNB route. Similar to the first but 1-frame faster and 100 more damage to boot.
|-
| {{clr|7|2LK}} ~ {{clr|7|2LP}} ~ {{clr|7|2LP}} > {{clr|8|[4]6MP}} || Anywhere || 1550|| {{clr|7|Easy}}/{{clr|4|Medium}} || Must be done point blank or the 2nd {{clr|7|2LP}} will whiff, but gives extra time to buffer ''Blanka Ball'' and slightly more damage.
|-
| {{clr|7|2LK}} ~ {{clr|7|2LP}} > {{clr|4|Drive Rush Cancel}}, {{clr|7|5LK}}, {{clr|8|4MK}}, {{clr|8|2MK}} > {{clr|8|[4]6MK}}/{{clr|9|236236P}}  || Anywhere || 1787/2123 || {{clr|4|Medium}} || 3-Drive combo and optional 1 super to tack on a little extra damage. As with the 2nd combo, using {{clr|7|5LK}}~{{clr|7|5LP}} gives either route an extra 100 damage.
|-
|}
 
 
{| class="wikitable" style="margin:auto;width:100%"
|+ {{big|Medium Confirms}}
|-
! Combo !! Position !! Damage !! Difficulty !! Notes
|-
| {{clr|8|4MK}}, {{clr|8|2MK}} > {{clr|10|214P}}/{{clr|8|[4]6MP}} || Anywhere || 1740/2060 || {{clr|7|Easy}} || Standard BNB route from {{clr|8|4MK}}. More than enough time to confirm the ball; Utilize Electric to stay close or possible routing to SA2/3.
|-
| {{clr|8|4MK}}, {{clr|7|5LP}} > {{clr|10|214P}} || Anywhere || 1540|| {{clr|7|Easy}} || Moreso a string than a route, as it has 2 frame traps and is safe on block. Utilize this to catch mashing after 4MK in case it's blocked. Be aware of parries, however.
|-
| {{clr|8|6MK}}, {{clr|7|5LP}} > {{clr|8|[4]6MP}} || Anywhere || 1860|| {{clr|7|Easy}} ||  {{clr|8|6MK}} route.
|-
| {{clr|8|4MK}}, {{clr|8|2MK}} > {{clr|4|[4]6PP}}, {{clr|8|j.MP}} > {{clr|9|j.[4]6HP}} || Anywhere || 2830 || {{clr|8|Medium}} || 2-Drive Route from {{clr|8|4MK}} BNB. You can opt for {{clr|10|[2]8K}} after {{clr|8|[2]8MK}} instead if you're not comfortable with timing the aerial part of the combo at the cost of some damage and position. Alternatively, you can also use SA1 for +3k damage!
|-
| Combo Here || Anywhere || 000 || {{clr|8|Medium}} || Insert description here
|-
|}
 
 
{| class="wikitable" style="margin:auto;width:100%"
|+ {{big|Heavy Confirms}}
|-
! Combo !! Position !! Damage !! Difficulty !! Notes
|-
|
|}
 
 
==  Punish Combos (TBC) ==  
{| class="wikitable" style="margin:auto;width:100%"
|+ {{big|Whiff Punishes}
|-
! Combo !! Position !! Damage !! Difficulty !! Notes
|-
|  
|}
 
== Drive Rush Starters (TBC) ==
{| class="wikitable" style="margin:auto;width:100%"
|+ {{big|}}
|-
! Combo !! Position !! Damage !! Difficulty !! Notes
|-
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|}
 
== SA2 Routes (TBC)==





Revision as of 06:18, 12 July 2023


Combo Notation Guide

Click "Expand" for information about combo notation in SF6:

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 Theory

Your primary goal for combo extensions will be linking into either EX Ball or Coward Crouch~Wild Lift. 5HP is Blanka's most powerful combo-filler normal; routing into it often leads to Blanka's strongest combos without SA2 Installed. 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.

  • Blanka's EX Ball connects after any M/H Special Cancellable Button. It is only possible to connect EX Ball after Light attacks with a Punish Counter.
  • SA3 can be substituted in any combo that uses SA1. It can easily be used after an EX Electric in any combo which uses Electric (214P) as well.


Normal Hit Starters

Light Confirms
Combo Position Damage Difficulty Notes
2LK ~ 2LP > 214P/[4]6MP Anywhere 1110/1430 Easy/Medium Standard Light BNB route. Electric keeps the opponent close enough to begin pressure if it lands and is safe if blocked. Medium Ball is more damaging and resets to neutral, but extremely unsafe if blocked; Hit confirming required.
5LK ~ 5LP, > 214P/[4]6MP Anywhere 1210/1530 Easy/Medium Alternative Light BNB route. Similar to the first but 1-frame faster and 100 more damage to boot.
2LK ~ 2LP ~ 2LP > [4]6MP Anywhere 1550 Easy/Medium Must be done point blank or the 2nd 2LP will whiff, but gives extra time to buffer Blanka Ball and slightly more damage.
2LK ~ 2LP > Drive Rush Cancel, 5LK, 4MK, 2MK > [4]6MK/236236P Anywhere 1787/2123 Medium 3-Drive combo and optional 1 super to tack on a little extra damage. As with the 2nd combo, using 5LK~5LP gives either route an extra 100 damage.


Medium Confirms
Combo Position Damage Difficulty Notes
4MK, 2MK > 214P/[4]6MP Anywhere 1740/2060 Easy Standard BNB route from 4MK. More than enough time to confirm the ball; Utilize Electric to stay close or possible routing to SA2/3.
4MK, 5LP > 214P Anywhere 1540 Easy Moreso a string than a route, as it has 2 frame traps and is safe on block. Utilize this to catch mashing after 4MK in case it's blocked. Be aware of parries, however.
6MK, 5LP > [4]6MP Anywhere 1860 Easy 6MK route.
4MK, 2MK > [4]6PP, j.MP > j.[4]6HP Anywhere 2830 Medium 2-Drive Route from 4MK BNB. You can opt for [2]8K after [2]8MK instead if you're not comfortable with timing the aerial part of the combo at the cost of some damage and position. Alternatively, you can also use SA1 for +3k damage!
Combo Here Anywhere 000 Medium Insert description here


Heavy Confirms
Combo Position Damage Difficulty Notes


Punish Combos (TBC)

Whiff Punishes}
Combo Position Damage Difficulty Notes

Drive Rush Starters (TBC)

Combo Position Damage Difficulty Notes

SA2 Routes (TBC)


SF6 Navigation

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