Street Fighter 6/Blanka/Matchups

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Blanka
SF6 Blanka Icon.png Blanka vs. Blanka (Even)

A mirror match. Who's the true King of the Jungle?

Quick Notes

Gameplan

Neutral


Offense


Defense


Punishes

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Cammy
SF6 Cammy Icon.png Blanka vs. Cammy (Slightly Favorable)
Quick Notes

Gameplan

Neutral


Offense


Defense


Punishes

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Chun-Li
SF6 Chun-Li Icon.png Blanka vs. Chun-Li (Even)
Quick Notes

Gameplan

Neutral


Offense


Defense


Punishes

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Dee Jay
SF6 DeeJay Icon.png Blanka vs. DeeJay (Even)
Quick Notes

Gameplan

Neutral


Offense


Defense

Punishes

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Dhalsim
SF6 Dhalsim Icon.png Blanka vs. Dhalsim (Even)
Quick Notes

Gameplan

Neutral


Offense


Defense


Punishes

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E.Honda
SF6 Ehonda Icon.png Blanka vs. E.Honda (Difficult)

A high-damage character who's core special move counteracts many of your tools. Blanka balls and jump-ins are ill-advised; Parrying and patient, grounded play are key to navigating the matchup.

Quick Notes

Gameplan

Neutral


Offense


Defense

Punishes

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Guile
SF6 Guile Icon.png Blanka vs. Guile (Even)

A classic zoner matchup. Blanka's assortment of tools give him more options to navigate Guile's booms than ever before, but patience and good reactions are still key to this matchup.

Quick Notes
  • Avoid reckless jumping unless Guile ever stands, moves or fires booms predictably. Careless aerial approaches, including Blanka Balls, can be blown up by his Flash Kick.
  • Be comfortable at mid-range and be accustomed to Blanka's 3HP range in order to play around booms safer than most characters can.
  • Learn optimal reversal punishes for OD flash kicks. Discourage its use to open Guile up as you would any other character.
  • Guile's only super reversals require charge inputs. This is particularly notable if he's in burnout, as cross-up setups render him incapable of using a reversal.

Gameplan

Neutral

Being around far mid-range, enough to land 3HP at/around tip range, is ideal for Blanka as it gives you enough time to react with it in case Guile ever tosses a non-OD boom and in range to anti-air with numerous options in case he jumps in. Once you land 3HP/anti-air, or manage to get in close enough through other means, you can begin running offense. Being full-screen is not too scary for Blanka as we can parry, jump, coward crouch and 3HP slide under projectiles without issues.

Close-mid range is trickier for Blanka as booms may stuff 3HP's startup and Guile's buttons are generally quicker than Blanka's on top of boasting great range. 6HP becomes a viable (High Risk!) poke around its max range as it leads to great damage if it happens to trade with Guile's booms or pokes and can be difficult to punish if blocked at max range. Otherwise, at this range walk gradually and be cautious while also being mindful of sudden movement/jumps from Guile. Blocking booms do not drastically reduce drive gauge and careless drive impacts/rushes may get stuffed by booms or other callout options, so do not be afraid to block when closing in; You may end up wasting more gauge via other means than you might have if you simply blocked a few booms.

Guile's 5HP/HK are both possible whiff punishes for Blanka if whiffed. His MK buttons, while good, may present an opportunity for you to DR in if whiffed.

Offense

Once Blanka's in, run your gameplan like any other character. Note if a Guile likes to use OD Flash Kicks and bait them where possible; Blanka has many KDs so there shouldn't be too much difficulty in baiting one while remaining at a dangerous range for Guile.

Guile in burnout is particularly susceptible to cross-ups, as he has SA reversals that can be used without charge. Learning a cross-up mix may be worth your time in case a corner burnout situation presents itself.

Defense

Guile's lows do not lead to combos or large damage without a CH; Simply walking back to create space and avoid grab pressure is a fairly low-risk option if Guile's applying pressure.

Guile does not posses many + buttons to reset pressure with on block(6HP, which whiffs when crouching), relying mostly on spaced booms or drive rush to press advantage. Try to walk out of this pressure instead of gambling; Remember that your buttons are slower than Guile's so a stray poke may not be in your favor. Guile's 5MP is 0 on block; if they frequently link into 2MP after it is blocked, you can contest with 5LK/LP.

Punishes

  • OD Flash Kick/Crossfire Somersault - (DI/6HP) Guile's primary reversal. Know your highest damage routes to make Guile's hesitant to gamble on reversals.
  • Sonic Hurricane - (6HP/5HK) A reversal you may occasionally see if Guile's in burnout or doesn't want to use Drive Gauge. Not enough time for a DI but most heavy routes still apply.
  • (Whiff) Sonic Blade - (Walk Back>3HP) Some Guiles opt to use Sonic Blade as trap/pressure reset after normals are blocked. Walking back gives Blanka time to identify and react with a 3HP to punish these attempts.
  • 2MK - (5LP) A quick and efficient low-poke that some Guiles may spam. If this is blocked close to Guile, Blanka's light punch can lead to good punish counter options.
  • 2HK - (5HP/HK Close. 2MP Far) Unless this was blocked at tip range, at -12 Blanka can get a 5HP/HK starter depending on how close Guile was. 2MP is a safe substitute if you doubt your reach.
  • 2MK~6MP - (5LP) A low/overhead TC that Guiles will occassionally toss in for easy chip damage. Though Guile's overhead on its own is safe, if done from this TC, Blanka can punish with his light punch.
  • 2MP~2MP/5MP~4HP/2MK~6MP - (Parry/Reversal) All of Guile's TCs have frame tight windows which can be reversal'd out of, and make Perfect Parries extremely easy to perform when you know they're coming.
Jamie
SF6 Jamie Icon.png Blanka vs. Jamie (Even)
Quick Notes

Gameplan

Neutral


Offense


Defense

Punishes

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JP
SF6 JP Icon.png Blanka vs. JP (Favorable)
Quick Notes

Gameplan

Neutral


Offense


Defense


Punishes

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Juri
SF6 Juri Icon.png Blanka vs. Juri (Even)
Quick Notes

Gameplan

Neutral


Offense


Defense

Punishes

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Ken
SF6 Ken Icon.png Blanka vs. Ken (Even)
Quick Notes

Gameplan

Neutral


Offense


Defense


Punishes

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Kimberly
SF6 Kimberly Icon.png Blanka vs. Kimberly (Even)
Quick Notes

Gameplan

Neutral


Offense


Defense


Punishes

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Lily
SF6 Lily Icon.png Blanka vs. Lily (Even)
Quick Notes

Gameplan

Neutral


Offense


Defense


Punishes

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Luke
SF6 Luke Icon.png Blanka vs. Luke (Even)
Quick Notes

Gameplan

Neutral


Offense


Defense


Punishes

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Manon
SF6 Manon Icon.png Blanka vs. Manon (Even)
Quick Notes

Gameplan

Neutral


Offense


Defense


Punishes

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Marisa
SF6 Marisa Icon.png Blanka vs. Marisa (Slight Disadvantage)
Quick Notes

Gameplan

Neutral


Offense


Defense


Punishes

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Ryu
SF6 Ryu Icon.png Blanka vs. Ryu (Even)
Quick Notes

Gameplan

Neutral


Offense


Defense


Punishes

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Zangief
SF6 Zangief Icon.png Blanka vs. Zangief (Slightly Favorable)
Quick Notes

Gameplan

Neutral


Offense


Defense


Punishes

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