Street Fighter 6/Blanka

From SuperCombo Wiki


Introduction

A kindhearted defender of nature, Blanka has become an adventure tour guide, confident his intimate knowledge of the jungle will serve as a springboard to fame—and a comfortable life for his beloved mother.

Blanka is a character that focuses on aggressive mobility and a variety of confusing mind games, supplemented by setplay in the corner. Many of Blanka's tools either allow him to advance quickly or force the opponent to guess at what he's going to do next, which he can use to his advantage by overwhelming them with options.

One of the biggest tools that Blanka uses for this gameplan is his Horizontal Rolling Attack special move, often called the Blanka Ball. It travels very quickly and very far, with the heavy version traveling full screen and being difficult to punish in many circumstances. He also has a diving aerial variant in the Aerial Rolling Attack, an anti-air version with the Vertical Rolling Attack, and one that travels in a controllable arc from the ground to the air and back down again with the Backstep Rolling Attack. He also has Surprise Hop, a command dash that allows him to quickly advance forward or backward, on top of a very fast forward dash, and can use Wild Hunt to close the gap when an opponent is expecting to block or parry a Blanka Ball and punish them for it.

All of these moves are supplemented by other unorthodox or shocking maneuvers once Blanka has the opponent scared of what he might do next and manages to get in. Electric Thunder is often used to get confirms when Blanka doesn't have the charge for Blanka Ball, but allows him a fair bit of flexibility on hit and is a powerful launcher when the Overdrive version is used. Many of his normals are also fairly strong for pokes and pressure, such as his light punches and kicks, his 5MP, his 2MP, and his 2MK, and if he can land a Punish Counter, then he can use Coward Crouch to set up for a launcher that does a lot of damage. Blanka becomes especially scary in the corner, though, as he can set up a Blanka-chan Bomb and then throw in an Electric Thunder to activate it for some setplay. Even if he's pushed out, he can rely on a little patience and careful use of surprise maneuvers like Blanka Ball fakeouts, Drive Rush 3HP, Surprise Hop, or Wild Hunt to get back in.

Another notable tool in Blanka's kit is his Level 2 Super Art, Lightning Beast. When activated, it allows him to use Rolling Cannon as follow-ups to his Horizontal, Aerial, Vertical, or Backstep Rolling Attacks, in addition to giving them a lightning aura that makes them a little stronger and lets him activate Blanka-chan Bombs by using one of these moves to pass over them. Rolling Cannon ups his pressure game significantly while Lightning Beast is active, and if set up properly with an Overdrive Electric Thunder or a Coward Crouch launch, Lightning Beast can convert a stray hit from Blanka into huge damage.

In return for all of this, Blanka has to weigh his options carefully when going in for the attack, as the high reward for a fair number of his moves is balanced out by how punishable they are if they're evaded, blocked, or otherwise called out. It can also take some doing to get his combos going at midscreen or otherwise, since a lot of his more intricate combos need a launch from Coward Crouch, Overdrive Electric Thunder, and/or meter for Lightning Beast on hand. If you enjoy bewildering your opponents with risky but rewarding offensive plays and a variety of options, heed the call of the wild and howl with Blanka.


Pick if you like: Avoid if you dislike:
  • Similar-looking, highly unpredictable forward movement options that close gaps, follow unusual trajectories, or cross people up
  • A super that gives you both combo and pressure extensions from stray hits and aggressive approaches
  • Corner setplay that enables high/low/throw mixup and baits defensive options
  • Overwhelming opponents with unorthodox command normals, specials, and other moves
  • Conditional damage that requires either good positioning or spending resources to fully capitalize on
  • Needing to make solid reads/reacting quickly to compensate for the risks in your toolset


Classic & Modern Versions Comparison

List of differences with Modern Blanka
Missing Normals
  • Standing Medium Punch (5MP)
  • Crouching Medium Punch (2MP)
  • Crouching Heavy Kick (2HK)
  • Jumping Light Kick (j.LK)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Punch (j.HP)
Missing Command Normals
  • Rock Crusher (6MP)
Shortcut-Only Specials
  • Backstep Rolling Attack (6S)
    • Medium/OD Only
Miscellaneous Changes
  • N/A



Players to Watch

Blanka
SF6 Blanka Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.047
Backward Walk Speed 0.032
Forward Dash Speed 19
Backward Dash Speed 23
Forward Dash Distance 1.578
Backward Dash Distance 1.169
Drive Rush Min. Distance (Throw) 0.476
Drive Rush Min. Distance (Block) 2.082
Drive Rush Max Distance 2.867
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.9
Throw Hurtbox 0.43
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Blanka 5lp.png
SF6 Blanka 5lp hitbox.png
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5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 10 Sp SA 300 LH +3 -3
  • Cancel Hitconfirm Window: 13f
  • Drive Rush cancel advantage: +6 oH / 0 oB
  • SA2 cancel advantage: +5 oH / -1 oB
  • Coward Crouch cancel advantage: -3 oH / -9 oB
  • Forward Hop cancel advantage: -12 oH / -18 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Excellent reach for a 5-frame light attack. Cannot be chained into or linked out of, but it is useful for special cancels.

5MP
Standing Medium Punch
5MP
SF6 Blanka 5mp.png
SF6 Blanka 5mp hitbox.png
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5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 15 SA 700 LH +3 -4
  • Cancel Hitconfirm Window: 15f (Super)
  • SA2 cancel advantage: +10 oH / +3 oB


One of Blanka's longest-reaching pokes. Does not special cancel, limiting its utility and increasing its risk against DI, but can be super canceled.

5HP
Standing Heavy Punch
5HP
SF6 Blanka 5hp.png
SF6 Blanka 5hp hitbox.png
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5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 7 17(22) Sp SA 800 LH +3 -3
  • 5f extra recovery on whiff; 5f worse advantage on Parry than on block
  • Forces stand; active frames 6-7 only hit airborne opponents
  • Cancel Hitconfirm Window: 16f
  • Drive Rush cancel advantage: +17 oH / +11 oB
  • SA2 cancel advantage: +16 oH / +10 oB
  • Coward Crouch cancel advantage: +8 oH / +2 oB
  • Forward Hop cancel advantage: -1 oH / -7 oB


Essential combo tool up close. The high hitstun allows a combo into a 2PP~P launch for optimal punishes. Cancels into SA2 and Drive Rush also give powerful extensions. In neutral, it is too slow and stubby to use consistently as a poke. While Blanka swings his arms upward, the large hurtbox makes it weak as an anti-air against most jump-in attacks.

5LK
Standing Light Kick
5LK
SF6 Blanka 5lk.png
SF6 Blanka 5lk hitbox.png
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5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 4 7 Chn Sp SA 300 LH +5 -2
  • Chains into 5LK/2LP/2LK
  • Cancel Hitconfirm Window: 14f
  • Drive Rush cancel advantage: +6 oH / -1 oB
  • SA2 cancel advantage: +5 oH / -2 oB
  • Coward Crouch cancel advantage: -3 oH / -10 oB
  • Forward Hop cancel advantage: -12 oH / -19 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Blanka's only 4-frame normal, essential for defensive situations. Chains into 2LP and 5LP to hit-confirm into a knockdown. Also a good way to start pressure when using light attacks thanks to its above-average amount of active frames for a light.

5MK
Standing Medium Kick
5MK
SF6 Blanka 5mk.png
SF6 Blanka 5mk hitbox.png
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5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 17(20) Sp SA 600 LH +4 -2
  • 3f extra recovery on whiff
  • Cancel Hitconfirm Window: 15f
  • Drive Rush cancel advantage: +14 oH / +8 oB
  • SA2 cancel advantage: +13 oH / +7 oB
  • Coward Crouch cancel advantage: +5 oH / -1 oB
  • Forward Hop cancel advantage: -4 oH / -10 oB


A solid poke thanks to its longer-than-usual reach. Very minimal pushback on hits makes converting into Electric Thunder (214P) very consistent. Comboing into Blanka Ball or Upball requires an above average layer of execution via charge buffering since you cannot be holding a direction while pressing 5MK.

5HK
Standing Heavy Kick
5HK
SF6 Blanka 5hk.png
SF6 Blanka 5hk hitbox.png
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5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 9 18(15) - 800 LH +6 -4
  • 3f less recovery on block
  • Forces stand
  • Active frames 7-9 can anti-air cross-ups (unlike most AAs)
  • Counter-hit/Punish Counter puts airborne opponents into limited juggle state (high float)


Highly rewarding anti-air tool, especially if it lands as a counter-hit or punish counter (even after an anti-air trade). The high juggle state gives Blanka numerous options for follow-up damage. While the vertical hitbox is excellent, it can be slightly tricky to time against opponents that can alter their air trajectory, leaving Blanka open for a punish as the move recovers.

The high active frame count makes 5HK an excellent meaty option if well-timed. In Punish or Drive Rush routes, it can link directly to 5HP for optimal damage and oki.


Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Blanka 2lp.png
SF6 Blanka 2lp hitbox.png
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2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 8 Chn Sp SA 300 LH +5 -2
  • Chains into 5LK/2LP/2LK
  • Cancel Hitconfirm Window: 13f
  • Drive Rush cancel advantage: +5 oH / -1 oB
  • SA2 cancel advantage: +4 oH / -2 oB
  • Coward Crouch cancel advantage: -4 oH / -10 oB
  • Forward Hop cancel advantage: -13 oH / -19 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Excellent reach for a light attack, and the longest range of Blanka's light normals. Unlike 5LP, it can chain into itself for pressure and hit-confirms. The startup is slow for a light (comparable to many characters' medium buttons) but the fast recovery keeps it safe from whiff punishment.

2MP
Crouching Medium Punch
2MP
SF6 Blanka 2mp.png
SF6 Blanka 2mp hitbox 1 2.png
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2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 5 16 Sp SA 600 LH -1 -5
  • Can anti-air on active frames 4-5 but cannot hit cross-up
  • Cancel Hitconfirm Window: 19f
  • Drive Rush cancel advantage: +10 oH / +6 oB
  • SA2 cancel advantage: +9 oH / +5 oB
  • Coward Crouch cancel advantage: +1 oH / -3 oB
  • Forward Hop cancel advantage: -8 oH / -12 oB


Primary poking tool for Blanka, thanks to its excellent reach, active frames, and consistent conversions into Blanka Ball. When spaced out in neutral, it can connect as late as the 3rd active frame; this increases its hit/block advantage by up to 2f, but also makes the cancel hitconfirm window 2f more difficult. It has limited utility in combo routes, but may occasionally be useful in situations where 5HP won't reach and 5HK is too far to allow a follow-up.

2MP can work situationally as an anti-air, but is rarely the best option at any given range.

2HP
Crouching Heavy Punch
2HP
SF6 Blanka 2hp.png
SF6 Blanka 2hp hitbox.png
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2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 5 20(21) - 800 LH 0 -5
  • Punish Counter: HKD +80 (puts airborne opponents into limited juggle state)
  • 1f extra recovery on block
  • Forces stand


Enormous reach for a normal attack, and one of Blanka's farthest-reaching neutral options. Great for harassing the opponent's Drive gauge, especially when they are on the lookout to Perfect Parry a Blanka Ball. Can be fairly easily counterpoked and whiff punished due to the slow startup and long recovery time, so it should be used sparingly.

On Punish Counter, it knocks the opponent to the other end of the screen; this doesn't allow a follow-up juggle, but gives Blanka great screen position. After a whiff punish, closet the gap with MP Blanka Ball for follow-up oki, or set up a Blanka-chan doll.

2LK
Crouching Light Kick
2LK
SF6 Blanka 2lk.png
SF6 Blanka 2lk hitbox.png
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2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 10 Chn 200 L +3 -3
  • Chains into 5LK/2LP/2LK
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Blanka's fastest low, typically making it good for pressure. Chaining into 2LP unfortunately leaves a large blockstring gap that the opponent can mash out of, so it should be chained into 5LK first to restrict the opponent's options.

2MK
Crouching Medium Kick
2MK
SF6 Blanka 2mk.png
SF6 Blanka 2mk hitbox.png
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2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 16(18) Sp SA 500 L +5 -5
  • Cancel Hitconfirm Window: 13f
  • Drive Rush cancel advantage: +14 oH / +4 oB
  • SA2 cancel advantage: +13 oH / +3 oB
  • Coward Crouch cancel advantage: +5 oH / -5 oB
  • Forward Hop cancel advantage: -4 oH / -14 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


One of Blanka's primary midrange pokes along with 2MP, 5MP, and his light attacks. A safe, low poke thanks to its fairly quick recovery, though a bit stubby compared to his other medium buttons. It has similar range to other 2MKs like Ryu or Chun-Li, but because Blanka has a wider hurtbox he can easily get outpoked near its max range.

Up close, it has enough frame advantage to link directly into 5LP, allowing for meterless combo conversions. When used out of Drive Rush, the +4 frame advantage boost keeps 2MK safe on block while allowing a link to 2MP even at longer ranges. It can also just cancel into specials directly, particularly Blanka Ball or Electric Thunder.

2HK
Crouching Heavy Kick
2HK
SF6 Blanka 2hk.png
SF6 Blanka 2hk hitbox.png
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2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 4 23 - 900 L HKD +25 -12
  • Counter-hit/Punish Counter: HKD +46
  • Has juggle potential (no longer a HKD when juggled into)


Blanka's traditional sweep with fairly long range and a convenient Hard Knockdown on hit. Has a lot of recovery, above-average startup and is unsafe on block, so it should be used either as a whiff punish or against characters with poor ranged punish options.


Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Blanka jlp.png
SF6 Blanka jlp hitbox.png
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j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 5 3 land - 300 H - -


Decent air-to-air on the way up.

j.MP
Jumping Medium Punch
j.MP
SF6 Blanka jmp.png
SF6 Blanka jmp hitbox.png
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j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 7 3 land Sp 700 H - -
  • Puts airborne opponents into a limited juggle state
  • Cancelable into Aerial Rolling Attack (no charge required during SA2)


Rewarding air-to-air if you have back charge, though the downward angle of the hitbox can make it harder to use in some scenarios. Allows a juggle route into Aerial Rolling Attack after OD Blanka Ball.

j.HP
Jumping Heavy Punch
j.HP
SF6 Blanka jhp.png
SF6 Blanka jhp hitbox.png
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j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4 3 land - 800 H - -
  • Spike knockdown vs. airborne opponents


Blanka hits slightly above himself before swinging his arms down. More vulnerable to anti-airs than j.HK since the hurtbox extends well outside the attack hitbox.

8j.HP
Neutral Jumping Heavy Punch
8j.HP
SF6 Blanka 8jhp.png
SF6 Blanka 8jhp hitbox.png
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8HP
Neutral Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 3 land - 800 H - -


Air-to-air with decent horizontal range. Does not cancel into Aerial Rolling Attack like j.MP, but is more rewarding when Blanka does not have charge.

j.LK
Jumping Light Kick
j.LK
SF6 Blanka jlk.png
SF6 Blanka jlk hitbox.png
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j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 6 3 land - 300 H - -


Fast startup and a good angle for an air-to-air.

j.MK
Jumping Medium Kick
j.MK
SF6 Blanka jmk.png
SF6 Blanka jmk hitbox.png
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j.MK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 3 land - 500 H - -
  • Can hit cross-up


Fairly wide cross-up hitbox. Great option after Raid Jump (2PP~K) that can hit very ambiguously.

j.HK
Jumping Heavy Kick
j.HK
SF6 Blanka jhk.png
SF6 Blanka jhk hitbox.png
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j.HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 6 3 land - 800 H - -


Blanka's main jump-in attack with solid horizontal and vertical range. The lower edge of the hitbox lines up with the hurtbox, allowing it to beat or trade with many anti-air moves.


Command Normals

6MP
Rock Crusher
6MP
SF6 Blanka 6mp.png
SF6 Blanka 6mp hitbox.png
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6MP
Rock Crusher
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 2,1 20 - 300x2 H,H +3 -3
  • If 1st hit is blocked, 2nd hit no longer hits overhead
  • Counter-hit/Punish Counter bonus advantage carries through both hits


A short range 2-hit overhead that is safe on block and can lead to combos on Counter-hit/Punish Counter or when used out of Drive Rush. Because the 2nd hit has only 1 active frame, there are no meaty setups that allow a natural follow-up link. Pairs well with Blanka-chan bomb to crack the opponent's defenses.

6MK
Double Knee Bombs
6MK
SF6 Blanka 6mk.png
SF6 Blanka 6mk hitbox.png
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Hitboxes On

6MK
Double Knee Bombs
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 3(7)2 18 - 300x2 LH +6 -2
  • Low Crush: 9-23f (not airborne)
  • Counter-hit/Punish Counter bonus advantage carries through both hits


A hopping 2-hit knee strike that advances forward. Can combo into 5LP or 2LP naturally on hit. Works well out of Drive Rush, giving it extra momentum, plus frames on block, and a combo route into 5HP for great damage.

4MK
Wild Edge
4MK
SF6 Blanka 4mk.png
SF6 Blanka 4mk hitbox.png
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4MK
Wild Edge
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 12 Sp SA 600 LH +8 +2
  • Head hurtbox disappears 1-3f and is anti-air invuln 4-14f
  • Cancel Hitconfirm Window: 20f
  • Drive Rush cancel advantage: +16 oH / +10 oB
  • SA2 cancel advantage: +15 oH / +9 oB
  • Coward Crouch cancel advantage: +7 oH / +1 oB
  • Forward Hop cancel advantage: -2 oH / -8 oB


One of Blanka's best normals with multiple uses. It gives frame advantage on block even without Drive Rush, and the high active frame count makes it easy to time as a meaty for even better advantage. It combos naturally into lights or 2MK, and can get much stronger combo routes on Counter-hit or with Drive Rush. The hitconfirm window is extremely lenient, allowing for follow-ups even at a range where links won't work. The hitbox is completely disjointed, making it a useful anti-air at mid range. The only downside is that whiffs on crouching opponents at farther ranges, requiring Blanka to get close to enact his pressure.

6HP
Wild Nail
6HP
SF6 Blanka 6hp.png
SF6 Blanka 6hp hitbox.png
SF6 Blanka 6hp hitbox2.png
SF6 Blanka 6hp hitbox3.png
Hitboxes Off
Hitboxes On

6HP
Wild Nail
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 4 28(31) 2PP* 1100 LH KD +18(+21) -15(-12)
  • Low Crush: 10-20f (not airborne)
  • 3f extra recovery on whiff/block
  • Spike knockdown vs. airborne opponents
  • Punish Counter: Crumple state (HKD +76~79); OTG bounce vs. airborne
  • Cancel Hitconfirm Window: 31f (into 2PP only)
  • Coward Crouch cancel advantage: KD +23(Crumple +81) oH / -7 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
  • Blanka is in a crouching state during recovery on frames 21-43


A body splash with good horizontal and vertical reach. Quite unsafe on block, but if well-spaced it can be difficult for some characters to punish. A regular hit gives a fairly unremarkable knockdown, but the Punish Counter crumple state makes it useful as a DP punish and as a predictive tool against low pokes.

Canceling into Coward Crouch will not keep Blanka safe on block, but it does allow a juggle into Wild Lift on Punish Counter. By holding up to cancel the Coward Crouch immediately, it's also possible to score a free juggle into any attack 6f or faster.

3HP
Amazon River Run
3HP
SF6 Blanka 3hp.png
SF6 Blanka 3hp hitbox.png
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Hitboxes On

3HP
Amazon River Run
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 10 22 - 1000 L KD +29(+38) -18(-9)
  • Low Profile: 10-29f (avoids most projectiles)
  • Punish Counter: HKD +29~38


A very long range low-hitting slide that knocks down. Excellent tool against fireballs if Blanka is spaced out far enough to reach his low-profile frames without running into the projectile. The slow startup can make it hard to react to faster projectiles like Sonic Boom in this way, so it must be used a bit pre-emptively. It is very unsafe on block and can usually be punished even at max range.

When combined with Drive Rush, 3HP becomes a powerful approach tool. It can be made much safer on block (often unpunishable due to pushback), and the screen freeze can give time to react to a projectile's startup to initiate the slide. The forward momentum of Drive Rush will allow it to reach from a much greater distance than usual.

Has naturally high juggle potential, making it useful as a situational combo ender that leaves Blanka close to the opponent.


Target Combos

Blanka has no target combos.

Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Blanka lplk.png
SF6 Blanka lplk hitbox.png
Hitboxes Off
Hitboxes On

LPLK
Wild Fang
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +30 -
  • Punish Counter: HKD +30
  • Applies 20% damage scaling to 3rd hit of combo after juggling into OD-activated Blanka-chan
    • e.g. Throw (100), Blanka-chan (100), follow-up juggle (60)
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Sets up an excellent corner throw loop with multiple options to alter the timing. Walking forward requires manual timing on the next strike/throw mixup, but allows for precise positioning and is the best option for baiting the opponent's throw tech.

Throw into Forward Dash puts Blanka at +11, requiring some manual timing on the throw loop while allowing for some strong auto-timed meaty normals. This gives just enough time to walk back out of the opponent's throw range for a shimmy (only a reversal throw from Zangief can reach Blanka).

Throw into Forward Hop (6KKK) is +3 for an auto-timed setup, but does not allow Blanka to walk back to bait the opponent's throw tech. Forward Hop also allows for a meaty strike after a midscreen Back Rise, but requires walking an additional ~6f to get back into throw range.

Juggling into a Blanka-chan doll after a forward throw is possible, but requires a fairly precise setup due to the long throw animation. The most common method is to throw a LP Blanka-chan from long range, dash forward into 214PP to activate it, then quickly advance forward and throw the opponent. The opponent can only be juggled if they make contact with Blanka-chan right before they hit the ground. The follow-up juggle will be a bit weaker due to the extra damage scaling from a throw starter, but can still lead to great damage when spending resources.

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Blanka 4lplk.png
SF6 Blanka lplk hitbox.png
Hitboxes Off
Hitboxes On

4LPLK
Jungle Flip
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +27 -
  • Side switch
  • Punish Counter: HKD +27
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


After throwing the opponent back into the corner, Blanka can dash up for strike/throw oki (+8 after dash).

Air Throw (LPLK Air)
Air Throw
LPLK (air)
SF6 Blanka jlplk.png
SF6 Blanka jlplk hitbox.png
Hitboxes Off
Hitboxes On

j.LPLK
Wild Bites
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 3 land - 1200 (2040) T KD +22 -
  • Punish Counter: HKD +22


Solid air-to-air option against close jumps. Can also be used out of Coward Crouch ~ Raid Jump if you read the opponent's jump. Does not allow for throw oki, but Blanka can Drive Rush into a meaty strike to set up a tick throw scenario.


Drive System

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Blanka hphk.png
SF6 Blanka hphk hitbox.png
Hitboxes Off
Hitboxes On

HPHK
Wild Scratch
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact

When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • 5HP: 6[2]
  • 4MK: 7[3]
  • 5MK: 9[5]
  • 2MP: 11[7]
  • 2MK: 13[9]
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Blanka 6hphk.png
SF6 Blanka 6hphk hitbox.png
Hitboxes Off
Hitboxes On

6HPHK
Quick Rolling Attack (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6

See Drive Reversal

  • Full Invuln: 1-22f; Armor Break

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Blanka mpmk.png
SF6 Blanka mpmk hitbox.png
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Hitboxes On

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry

  • Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
  • Perfect Parry vs. projectiles puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
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Lua error in Module:MoveDataParser at line 117: attempt to index field '?' (a nil value).
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                  No results

See Drive Rush. Frame data shown in (parentheses) refers to Parry Drive Rush.

  • Distance:
    • 0.476 (min, cancel into immediate Throw)
    • 2.082 (min, earliest blocking/movement frame)
    • 2.867 (max, final DR frame)
  • See Strategy page for Blockstring Gaps and Combo Routes


Special Moves

Coward Crouch (2PP)
Coward Crouch
2PP
SF6 Blanka 2pp.png

SF6 Blanka 2pp p.png
Wild Lift

SF6 Blanka 2pp k.png
Raid Jump
SF6 Blanka 2pp hitbox.png

SF6 Blanka 2pp p hitbox.png
Wild Lift

SF6 Blanka 2pp k hitbox.png
Raid Jump
Hitboxes Off
Hitboxes On

2PP
Coward Crouch
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 [1~102] 28 - - - - -
2PP~P
Wild Lift
Startup Active Recovery Cancel Damage Guard On Hit On Block
18+8 7 31 - 600 LH KD +55 -21
2PP~K
Raid Jump
Startup Active Recovery Cancel Damage Guard On Hit On Block
18~ - 12(3) land - - - - -

NOTE: Coward Crouch will low profile his hurtbox on frame 9.

A stance cancel that you'll mostly use as a combo extender from 5HP. While it has other uses such as avoiding projectiles and moves with a higher hitbox, such as many Drive Impacts, it is fairly risky to throw out as patient opponents can punish it and many common mashes will stuff this on reaction.

Surprise Hop (6KKK/4KKK)
Surprise Hop
6KKK/4KKK
SF6 Blanka 6kkk.png

SF6 Blanka 4kkk.png
SF6 Blanka 6kkk hitbox.png

SF6 Blanka 4kkk hitbox.png
Hitboxes Off
Hitboxes On

6KKK
Surprise Forward Hop
Startup Active Recovery Cancel Damage Guard On Hit On Block
27(30) total - - - - - - -
  • Throw Invuln: 12-22f; [] refers to 6KKK from Coward Crouch
  • Distance: 230.945
  • Can pass through the opponent
4KKK
Surprise Back Hop
Startup Active Recovery Cancel Damage Guard On Hit On Block
32(35) total - - - - - - -
  • Airborne 11-21f (Forced Knockdown state); [] refers to 4KKK from Coward Crouch
  • Distance: 186.108

Electric Thunder (214P)
Electric Thunder
214P
SF6 Blanka 214p.png

SF6 Blanka 214pp.png
SF6 Blanka 214p hitbox.png
SF6 Blanka 214p hitbox2.png
Button Held

SF6 Blanka 214pp hitbox.png
SF6 Blanka 214pp hitbox2.png
Button Held
Hitboxes Off
Hitboxes On

214P
Electric Thunder
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 2(3)2(3)2~ 15(17) SA3 800 [900] LH KD +39 -3
214PP
Electric Thunder
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 2(3)2(3)2~ 15(17) SA2 SA3 400,600 [500,600] LH KD +40 +4
  • Can hold button for more hits on whiff only
  • Slight damage boost if Blanka is empowered by Lightning Beast

Blanka's primary hit-confirm without charge for Blanka Ball. On a hit, Blanka can use his Forward Hop to close the gap and start his offense. When blocked, Blanka is only -3 and a decent distance away, leaving him completely safe. The main disadvantage of Electric Thunder is its short reach - it is prone to simply whiff if canceled into from the edges of Blanka's pokes. As such, it is best used when attempting to call out dashes and button presses from up close. It is important to note that it is prone to be countered with a Drive Impact, so you should be aware of potential gaps when chained into during blockstrings.

The EX version is much better overall. On a hit, Blanka will follow up with a second hit that adds great damage and knocks them further away. On block, it leaves Blanka at a +4 advantage while closing the distance, making it a staple in his up-close pressure. It can be canceled into Blanka's Lightning Beast super art, allowing him to instantly start oppressive pressure and extend into a full combo on hit. The EX also has more reach, enough to consistently confirm from even the edges of Blanka's main pokes, such as 2MP and 2MK.

Rolling Attack ([4]6P)
Rolling Attack
[4]6P
SF6 Blanka 46p.png

SF6 Blanka 46pp.png
SF6 Blanka 46p hitbox.png
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Hitboxes On

[4]6LP
Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 11 3+8 land
(32+10 land oB)
(41+6 land oH)
SA3 1000 LH KD +13 -23
  • Airborne 10-23f (Forced Knockdown state)
[4]6MP
Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 19 3+8 land
(32+10 land oB)
(41+6 land oH)
SA3 1200 LH KD +14 -23
  • Airborne 12-33f (Forced Knockdown state)
[4]6HP
Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
22 20 2+23 land
(28+6 land oB)
(30+6 land oH)
SA3 1300 LH KD +19 -15
  • Airborne 20-43f (Forced Knockdown state)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
[4]6PP
Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 22 2+15 land
(21+5 land oB)
(12+15 land oH)
SA2 SA3 800 LH KD +57 -7
  • Airborne 18-41f (Forced Knockdown state)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


The infamous horizontal Blanka Ball is a character-defining move. The heavier the version, the faster and longer Blanka travels. In neutral, it is a crucial tool to assert Blanka's screen presence against non-fireball characters, allowing Blanka to play mindgames and quickly close the gap from any distance. The key is to mix up the distances at which you use Blanka Ball and use different versions to bait reactions, such as Drive Parry and Anti Air uppercuts. Medium Blanka Ball is also a fundamental combo ender to get a knockdown from further away (when you are too far to land Electric Thunder). However, this move is not without its flaws, and understanding their implications is crucial. First, the Light and Medium versions are very unsafe on the block, so they can be potentially punished by characters with long-reaching moves or fast Drive Rush movements. Second, Blanka Ball can be interrupted by special moves that are invulnerable to air attacks, such as Ryu's Shoryuken - with good reactions needed. Finally, Blanka Balls lose completely to projectiles, often forcing Blanka to play much more patiently against characters with such tools.

The OD version of Blanka Ball travels full screen faster than the Heavy version, and launches the opponent into the air on hit, allowing for follow-ups such as j.MP into j.[4]6P. This version of the move is also the hardest to punish on block thanks to being the safest and pulling Blanka away very quickly.

Rolling Attack
SA2 Install
[4]6P
SF6 Blanka 46p.png

SF6 Blanka 46pp.png
SF6 Blanka 46p sa2 hitbox.png
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Hitboxes On

[4]6LP
Rolling Attack (SA2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 12 2+8 land
(35+5 land oB)
(41+6 land oH)
Sp* 1100 LH KD +13 -21
  • Airborne 10-23f (Forced Knockdown state)
  • Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into
[4]6MP
Rolling Attack (SA2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 19 3+8 land
(35+5 land oB)
(41+6 land oH)
Sp* 1300 LH KD +14 -21
  • Airborne 12-33f (Forced Knockdown state)
  • Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into
[4]6HP
Rolling Attack (SA2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 22 2+23 land
(35+5 land oB)
(41+6 land oH)
Sp* 1400 LH KD +19 -21
  • Airborne 18-43f (Forced Knockdown state)
  • Applies 20% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into
[4]6PP
Rolling Attack (SA2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 22 7+10 land
(21+5 land oB)
(17+10 land oH)
Sp* 900 LH KD +57 -7
  • Airborne 18-46f (Forced Knockdown state)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


The infamous horizontal Blanka Ball is a character-defining move. The heavier the version, the faster and longer Blanka travels. In neutral, it is a crucial tool to assert Blanka's screen presence against non-fireball characters, allowing Blanka to play mind games and quickly close the gap from any distance. The key is to mix up the distances at which you use Blanka Ball and use different versions to bait reactions, such as Drive Parry and Anti Air uppercuts. Medium Blanka Ball is also a fundamental combo ender to get a knockdown from further away (when you are too far to land Electric Thunder). However, this move is not without its flaws, and understanding their implications is crucial. First, the Light and Medium versions are very unsafe on the block, so they can be potentially punished by characters with long-reaching moves or fast Drive Rush movements. Second, Blanka Ball can be interrupted by special moves that are invulnerable to air attacks, such as Ryu's Shoryuken - with good reactions needed. Finally, Blanka Balls lose completely to projectiles, often forcing Blanka to play much more patiently against characters with such tools.

The OD version of Blanka Ball travels full screen faster than the Heavy version, and launches the opponent into the air on hit, allowing for follow-ups such as j.MP into j.[4]6P. This version of the move is also the hardest to punish on block thanks to being the safest and pulling Blanka away very quickly.

Aerial Rolling Attack (j.[4]6P)
Aerial Rolling Attack
j.[4]6P
SF6 Blanka j46p.png

SF6 Blanka j46pp.png
SF6 Blanka j46p hitbox.png
Hitboxes Off
Hitboxes On

j.[4]6P
Aerial Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 until land 17 land - 1000 LH KD +38(+45) -9(-2)
  • Forced Knockdown state until landing
j.[4]6PP
Aerial Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 until land 15 land - 600x2 LH KD +29(+30) -3(+3)
  • Forced Knockdown state until landing


A degenerate divekick notable for being the only divekick in the game capable of being used from jumping backwards. It can be difficult/impossible to punish if spaced and is + if the OD version is used. Is also a common combo extender in situations where Blanka can land j.MP. Some niche use cases include using as a spacing trap after certain moves are blocked such as Electric Thunder, or to escape/retaliate in the corner.

Aerial Rolling Attack
SA2 Install
j.[4]6P
SF6 Blanka j46p.png

SF6 Blanka j46pp.png
SF6 Blanka j46p sa2 hitbox.png
Hitboxes Off
Hitboxes On

j.[4]6P
Aerial Rolling Attack (SA2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 until land 17 land Sp* 1100 LH KD +38(+45) -9(-2)
  • Forced Knockdown state until landing
  • Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into
j.[4]6PP
Aerial Rolling Attack (SA2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 until land 15 land Sp* 700x2 LH KD +29(+30) -3(+3)
  • Forced Knockdown state until landing
  • Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into


A degenerate divekick notable for being the only divekick in the game capable of being used from jumping backwards. It can be difficult/impossible to punish if spaced and is + if the OD version is used. Is also a common combo extender in situations where Blanka can land j.MP. Some niche use cases include using as a spacing trap after certain moves are blocked such as Electric Thunder, or to escape/retaliate in the corner.

Vertical Rolling Attack ([2]8K)
Vertical Rolling Attack
[2]8K
SF6 Blanka 28k.png

SF6 Blanka 28kk.png
SF6 Blanka 28k hitbox.png

SF6 Blanka 28kk hitbox.png
Hitboxes Off
Hitboxes On

[2]8LK
Vertical Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 19 31+17 land
(34+10 land oB)
(39+7 land oH)
- 1200 LH KD +35 -27
  • Anti-Air Invuln: 8-26f; Airborne 6-57f (Forced Knockdown state)
  • Farthest horizontal range (most useful in grounded combos)
[2]8MK
Vertical Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 19 31+17 land
(34+10 land oB)
(39+7 land oH)
- 1300 LH KD +42 -27
  • Anti-Air Invuln: 8-26f; Airborne 6-57f (Forced Knockdown state)
  • Travels up and slightly forward for standard anti-air purposes
[2]8HK
Vertical Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 19 31+17 land
(34+10 land oB)
(39+7 land oH)
- 1400 LH KD +42 -27
  • Anti-Air Invuln: 8-26f; Airborne 6-57f (Forced Knockdown state)
  • Travels straight up for deep anti-airs and juggles
[2]8KK
Vertical Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 8(2)6 31+17 land
(34+23 land oB)
(44+7 land oH)
- 800x2 LH KD +28 -40
  • Full Invuln: 1-10f; Airborne 4-53f (Forced Knockdown state)
  • Travels up, in between the trajectory of MK and HK versions


All 3 versions direct Blanka at different angles, with the H version shooting Blanka directly upward. OD version is fully invuln.

Most often used as a combo ender. Decent but often unreliable as an anti-air due to wonky hitboxes; You may often find this whiffing an airborne if you do not accommodate their jump arc.

Slight damage boost and frame data change if Blanka is empowered by Lightning Beast.

Vertical Rolling Attack
SA2 Install
[2]8K
SF6 Blanka 28k.png

SF6 Blanka 28kk.png
SF6 Blanka 28k sa2 hitbox.png

SF6 Blanka 28kk sa2 hitbox.png
Hitboxes Off
Hitboxes On

[2]8LK
Vertical Rolling Attack (SA2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 19 31+17 land
(35+1 land oB)
(39+7 land oH)
Sp* 1300 LH KD +35 -18
  • Anti-Air Invuln: 8-26f; Airborne 6-57f (Forced Knockdown state)
  • Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into
  • Farthest horizontal range (most useful in grounded combos)
[2]8MK
Vertical Rolling Attack (SA2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 19 31+17 land
(35+1 land oB)
(39+7 land oH)
Sp* 1400 LH KD +37 -19
  • Anti-Air Invuln: 8-26f; Airborne 6-57f (Forced Knockdown state)
  • Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into
  • Travels up and slightly forward for standard anti-air purposes
[2]8HK
Vertical Rolling Attack (SA2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 19 31+17 land
(35+1 land oB)
(39+7 land oH)
Sp* 1500 LH KD +42 -19
  • Anti-Air Invuln: 8-26f; Airborne 6-57f (Forced Knockdown state)
  • Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into
  • Travels straight up for deep anti-airs and juggles
[2]8KK
Vertical Rolling Attack (SA2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 8(2)6 31+17 land
(34+23 land oB)
(44+7 land oH)
Sp* (oH) 900,850 LH KD +27 -40
  • Full Invuln: 1-10f; Airborne 4-53f (Forced Knockdown state)
  • Applies 40% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into
  • Travels up, in between the trajectory of MK and HK versions


All 3 versions direct Blanka at different angles, with the H version shooting Blanka directly upward. OD version is fully invuln.

Most often used as a combo ender. Decent but often unreliable as an anti-air due to wonky hitboxes; You may often find this whiffing an airborne if you do not accommodate their jump arc.

After OD Vertical Roll on block, Blanka cannot follow up with Rolling Cannon to keep himself safe.

Backstep Rolling Attack (63214K)
Backstep Rolling Attack
63214K
SF6 Blanka 63214k.png

SF6 Blanka 63214kk.png
SF6 Blanka 63214k hitbox.png

SF6 Blanka 63214kk hitbox.png
OD Version 1st Hit
Hitboxes Off
Hitboxes On

63214LK
Backstep Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
41 24 5 land - 1000 LH +8(+14) +2(+8)
  • Airborne 8-12f, 27-64f (Forced Knockdown state); can hit cross-up
63214MK
Backstep Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
41 27 5 land - 1000 LH +7(+14) +1(+8)
  • Airborne 8-12f, 27-67f (Forced Knockdown state); can hit cross-up
63214HK
Backstep Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
41 29 5 land - 1000 LH +7(+13) +3(+9)
  • Airborne 8-12f, 27-69f (Forced Knockdown state); can hit cross-up
63214KK
Backstep Rolling Attack
Startup Active Recovery Cancel Damage Guard On Hit On Block
8(41) 5(28)21(1)4 4 land SA2 SA3 (1st) 300,350x2 LH,LH,LH +10(+13) / KD +55 +6(+9)
  • Airborne 8-12f, 27-66f (Forced Knockdown state); can hit cross-up


Backstep Roll can be steered forward or backwards to create an ambiguous left/right mixup; the forward momentum is faster than backward when steering.

Backstep Rolling Attack
SA2 Install
63214K
SF6 Blanka 63214k.png

SF6 Blanka 63214kk.png
SF6 Blanka 63214k sa2 hitbox.png

SF6 Blanka 63214kk hitbox.png
OD Version 1st hit
Hitboxes Off
Hitboxes On

63214LK
Backstep Rolling Attack (SA2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
41 24 5 land Sp* 1100 LH +8(+14) +2(+8)
  • Airborne 8-12f, 27-64f (Forced Knockdown state); can hit cross-up
  • Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into
63214MK
Backstep Rolling Attack (SA2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
41 27 5 land Sp* 1100 LH +7(+14) +1(+8)
  • Airborne 8-12f, 27-67f (Forced Knockdown state); can hit cross-up
  • Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into
63214HK
Backstep Rolling Attack (SA2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
41 29 5 land Sp* 1100 LH +7(+13) +3(+9)
  • Airborne 8-12f, 27-69f (Forced Knockdown state); can hit cross-up
  • Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into
63214KK
Backstep Rolling Attack (SA2)
Startup Active Recovery Cancel Damage Guard On Hit On Block
8(41) 5(28)21(1)4 4 land Sp* 300,450x2 LH,LH,LH +10(+13) / KD +55 +6(+9)
  • Airborne 8-12f, 27-66f (Forced Knockdown state); can hit cross-up
  • Applies 10% damage scaling to next hit when beginning a combo, or 10% immediate scaling when comboed into


Backstep Roll can be steered forward or backwards to create an ambiguous left/right mixup; the forward momentum is faster than backward when steering.

Wild Hunt (236K)
Wild Hunt
236K
SF6 Blanka 236lk.png

SF6 Blanka 236kk.png
SF6 Blanka 236lk hitbox.png
Hitboxes Off
Hitboxes On

236LK
Wild Hunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
34 3 57 - 1600 (1840) T HKD +35 -
236MK
Wild Hunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
39 3 57 - 1700 (1955) T HKD +35 -
236HK
Wild Hunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
43 3 57 - 1800 (2070) T HKD +35 -
236KK
Wild Hunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
32 3 57 - 2000 (2300) T HKD +64 -

Incredibly slow and punishable command grab. Use to knowledge check opponents and once you've conditioned enemies to block/parry.

Blanka-chan Bomb (22P)
Blanka-chan Bomb
22P
SF6 Blanka 22p.png

SF6 Blanka 22p 214p.png
SF6 Blanka 22p hitbox.png
Idle, waiting to be activated by electricity

SF6 Blanka 22p 214hitbox.png
Hit trajectory depends on type of electricity
Hitboxes Off
Hitboxes On

22P
Blanka-chan Bomb
Startup Active Recovery Cancel Damage Guard On Hit On Block
39+35 [1000] 11 - - - - -
22P~214P
Blanka-chan Bomb (Charge)
Startup Active Recovery Cancel Damage Guard On Hit On Block
36 - - - 800 LH KD -
22P~214PP
Blanka-chan Bomb (OD Charge)
Startup Active Recovery Cancel Damage Guard On Hit On Block
36 - - - 400x3 LH KD -
22P~236236P
Blanka-chan Bomb (SA1 Charge)
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 - - - 200x5 LH KD -


The primary setplay enabler. There are numerous uses for setting up Blanka Doll, but the most notorious use case is forcing an opponent to block in the corner or face devastating damage from small hits. Getting the opponent to the corner and safely setting up a doll is one of your key objectives in a match.

You will primarily be using the LP version as it sets up closest where Blanka will often be to start setplay.


Super Arts

Level 1 Super (236236P)
Shout of Earth
Level 1 Super Art
236236P
SF6 Blanka 236236p.png
SF6 Blanka 236236p hitbox.png

SF6 Blanka 236236p hitbox2.png
Lightning Beast Version Hits fullscreen
Hitboxes Off
Hitboxes On

236236P
Shout of Earth
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 9 62 - 2000 [2200] LH KD +15 -29
  • Full Invuln: 1f; Strike/Throw Invuln: 2-9f; Armor Break
  • Depletes 1/2 Drive bar from opponent on hit
  • 30% minimum damage scaling
  • Significantly higher KD Advantage when juggled into
  • During SA2: deals 200 more damage and reaches full screen


Blanka sends out a projectile hitbox in both directions that hits low to the ground. Works well as a reversal, but can only anti-air if the opponent uses an air attack that incurs landing recovery. SA1 can also activate a Blanka-chan doll, which has a unique 5-hit version that makes the super safe (minimum of +8 on block).

The full screen range during SA2 install makes it a great option for punishing things that are normally safe based on distance. A useful tactic against low-HP projectile characters is to stand at long range and activate SA2 on reaction to a projectile, then immediately SA1 for the punish. It's an expensive option to bait projectiles, so ideally this should be used to secure a game win.

Level 2 Super (214214P)
Lightning Beast
Level 2 Super Art
214214P
SF6 Blanka 214214p.png

214214P
Lightning Beast
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 [1500 total] 9 - - - - -
  • Install lasts 1500f (25 seconds); gives access to Rolling Cannon after any "Ball-type" special move
  • Install timer is depleted by 100f (6.7%) when using Ball-type special, or 200f (13.3%) when using Rolling Cannon
  • Improves the damage and properties of Ball-type specials and SA1, including:
    • Can cancel into [4]6P, j.[4]6P, and [2]8K without charge
    • Electrical property is applied, allowing for Blanka-chan doll activation
    • SA1 reaches full screen in both directions


One of the best install supers in the game, and one of the few Level 2 Supers that sees more competitive use than a Level 3 Super. Nearly every aspect of Blanka's game changes immensely while the install is active. Combo routes all deal more damage and corner carry, anti-airs become much more deadly, and ambiguous cross-up blockstrings are abundant. Even punishing unsafe specials on block becomes a chore for the opponent, as Blanka remains airborne during the recovery of many of his specials. Learning to fully utilize this Super will elevate your Blanka from annoying to horrifying.

Rolling Cannon (Direction+P)
Rolling Cannon
Any Direction + P
SF6 Blanka xp.png
SF6 Blanka xp hitbox.png
Hitboxes Off
Hitboxes On

Any Direction + P (during SA2)
Rolling Cannon
Startup Active Recovery Cancel Damage Guard On Hit On Block
3 25 7(9) land Sp* 400 LH KD~ -
  • Available during SA2 only; drains 200f (13.3%) of total install timer
  • Can be input in any direction after [4]6P, j.[4]6P, [2]8K, or 63214K
    • Cannot use after [4]6PP on hit, or [2]8KK on block
  • Has electricity to activate Blanka-chan (1-hit meterless version)
  • Can chain into itself on hit/block (up to 3 per sequence; this limit resets after landing mid-combo)
  • Puts opponent into limited juggle state on hit
  • Total recovery varies; 7f landing recovery on 8P/7P/4P/1P, 9f landing recovery on 2P/3P/6P/9P
  • Depletes 0.2 Drive bars from the opponent per hit
  • Cancel Hitconfirm Window: 41f (self-chain; cancel window ends if Blanka lands)


Rolling Cannon lets you extend combos and create tricky pressure sequences for as long as the install is active. It can also make it difficult or impossible to punish some moves that are usually unsafe (though it cannot save you after a blocked OD Vertical Roll). The exact frame advantage of any hit varies tremendously based on the angle and height, but in general Blanka can get massive block advantage on any downward-angled ball. It's important to note that Rolling Cannon cannot chain into itself on whiff, so choosing the wrong timing or angle can lead to big punishment.

The window to input each successive Rolling Cannon is extremely long, allowing for delays to create gaps in the blockstring. This is important for setting up ambiguous cross-ups, as a true blockstring will not require the opponent to change their block direction. If the opponent tries to hold Parry to avoid all mixups, landing with a 2P version can allow Blanka to walk up for a throw punish instead.

After Aerial Rolling Attack connects at the lowest possible height, inputting the 2P version gives Blanka great frame advantage without spending any of his install timer; this may be an unintended bug, as he usually has to spend time to take advantage of any SA2 benefits.

Level 3 Super (236236K)
Ground Shave Cannonball
Level 3 Super Art
236236K
SF6 Blanka 236236k.png

SF6 Blanka 236236k(ca).png
CA version grants 500 extra damage
SF6 Blanka 236236k hitbox.png
Hitboxes Off
Hitboxes On

236236K
Ground Shave Cannonball
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 61 - 4000 LH HKD +50 -46
  • Full Invuln: 1-12f; Airborne 2-12f; Armor Break
  • Depletes 1.5 Drive bars from opponent on hit
    • Cinematic time regenerates ~1.6 Drive bars for Blanka
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
236236K
Ground Shave Cannonball (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 61 - 4500 LH HKD +14 -46
  • Full Invuln: 1-12f; Airborne 2-12f; Armor Break
  • Depletes 2 Drive bars from opponent on hit
    • Cinematic time regenerates ~1.3 Drive bars for Blanka
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves; available at 25% HP or below


An easy-to-use Super that reaches about 60% of the screen length. Works well in many combo and juggle route, but the high utility of SA2 makes it hard to justify saving 3 bars of meter. This is compounded by the fact that regenerates less Drive gauge during the cinematic than most characters; this is because he is technically considered airborne during most of the cinematic, which slows the rate of Drive regeneration.


Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Blanka 5pppkkk.png
"Peekaboo!"

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
145 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Blanka 6pppkkk.png
"Ha ha... uhuhuhuhuh"

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
150 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Blanka 4pppkkk.png
*Starts juggling*

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
188 - 45 - - - - -
  • Startup refers to time until 1 Blanka-chan is replenished
  • 233f total animation
  • Fun fact: he is humming his SF2 theme while juggling!



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