Street Fighter 6/Blanka/Combos

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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 Docs/Vids


Combo Theory

Your primary goal for combo extensions will be linking into either Coward Crouch~Wild Lift (2PP~P) or OD Ball ([4]6PP). Situationally and in the corner, Rainbow Ball (63214KK) is another great combo extender. All 3 of these options lead to a variety of enders, including guaranteed SA1/3. If your back is to the corner, OD Ball side-swaps making it the preferred combo tool should an opportunity present itself (Reversal DI being a likely one).

5HP is Blanka's most powerful combo-filler normal; routing into it leaves you numerous options to choose from and often leads to Blanka's strongest combos without a Blanka Doll or SA2. 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 on block.

Using Blanka Chan Bomb (22P) immediately after hitting Coward Crouch~Wild Lift is the most common method to safely deploying a Blanka Doll onto the field at the cost of cutting a combo short. At the cost of 2 drive, you can accomplish the same effect after [4]6PP, or 63214KK as well. Once deployed, mid-screen, enemies can backroll and remain safe. However if they are in the corner or if Blanka has SA2 active they're forced to block or utilize reversal options to escape pressure. If you are in the corner or have SA2 active, sacrificing damage to set up Blanka Chan is often worth it.

  • Blanka's OD Ball connects after any M/H Special Cancelable Button. It is only possible to connect OD Ball after Light attacks with a Punish Counter.
  • 3HP is an alternative combo ender in many routes that use [2]8MK, and will give you much better oki options over it at the cost of damage.
  • SA3 can be substituted in any combo that uses SA1 for a much higher damage payout. It can easily be used after an OD Electric in any combo which uses Electric (214P); You can opt in OD Electric instead of M Blanka Ball (Vertical version included) in numerous routes as well.
    • As a general rule, if Drive Meter has been used to launch the enemy once in the combo (OD Ball, OD Rainbow Ball, Drive Impact Wall Slump), then OD Electrics will whiff.
  • Blanka Chan Bomb can be set-up safely in any combo which utilizes: 2PP~P/[4]6PP/63214KK. Blanka must input 22P immediately after landing any of the 3.

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 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]6MP/236236P Anywhere 1787/2123 Medium 3-Drive combo and optional 1 super to tack on a little extra damage.
As with the 2nd combo, starting with 5LK~5LP gives either route an extra 100 damage.
(Blanka Doll On Field)
5LK>214P,63214LK,63214KK,3HP/236236P
5LK>214PP,63214LK,63214KK,3HP/236236P
Corner 3080/3480
3920/4380
Medium The basis for Blanka Doll corner setups/combos. Blanka Doll will connect right before the 1st Rainbow Ball, allowing for the OD follow-up.
You can OD the Electric to keep a blocking opponent locked down longer or add 900 damage to either route. Expensive at 4 drive bars but monstrous damage for a light starter and keeps you in the opponent's face.


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 Hard 2-Drive Route from 4MK BNB. To land j.[4]6HP, begin holding the charge immediately after [4]6PP and jump in the respective charge direction. You can very slightly delay the cancel after j.MP connects.
  • You can opt for [2]8K after [4]6PP instead if you're not comfortable with timing the aerial portion of the combo at the cost of some damage and position. Alternatively, you can also use SA1 for +3k damage!
4MK,5MK>Drive Rush Cancel>5HK,5HP>2PP~P,[2]8MK Corner 3068 Medium Drive Rush Cancel combo example. Blanka can link into a DR5HK from any Medium button that can be special canceled.

Many possible routes, but damage proration make further meter use very costly.
4MK,5MK>63214KK,3HP/236236P Corner 2700/3400 Medium Corner exclusive combo from 4MK. Must be done point blank.
(Blanka Doll On Field)
4MK,2MK>214P,63214LK,63214KK,3HP/236236P
4MK,2MK>214PP,63214LK,63214KK,3HP/236236P
Corner 3420/3720
4200/4600
Medium A Blanka Doll confirm similar to the first, with increased damage and extra time to confirm or extend pressure if blocked.


Heavy Confirms
Combo Position Damage Difficulty Notes
5HP>2PP~P,214P/3HP/[2]8MK Anywhere 2040/2200/2440 Easy THE standard Heavy BNB. This sequence is used often in longer combos where 5HP can be confirmed. 2PP~P has numerous potential follow-ups that can be utilized, including Blanka Doll setups, so become comfortable this route.
5HP>Drive Rush Cancel>5HK,5HP>2PP~P,3HP/[2]8MK/3HP/236236P Anywhere 2888/3041/3398 Easy 2nd example of a standard route which you may utilize from a 5HP. Drive Rush Cancel is somewhat more worth in heavy combos spite of damage proration.
5HP>[4]6PP,j.MP>j.[4]6HP Anywhere 2860 Hard A Side-Swap combo that leaves you extremely close to the opponent. A strong combo in routes where you can buffer the charge, such as after a DI Punish Counter.
(Corner Guard Crush)
Drive Impact5HP>2PP~P,[2]8HK
Drive Impact5HP>2PP~P,63214KK,3HP/236236P
Corner 2013
2320/2880
Easy Example of corner routes after guard crush.


Cross-Up Confirms
Combo Position Damage Difficulty Notes
63214K,5HK,5LP>[4]6MP/236236P Anywhere 2880/3440 Easy Meterless/SA1 conversion from a Rainbow Ball cross-up.
63214K,5MK>Drive Rush Cancel>5HK,5HP>2PP~P,[2]8MK Anywhere 3468 Easy 3-Drive conversion from a Rainbow Ball cross-up.
j.MK,5HK,5LP>[4]6MP/236236P Anywhere 2380/2940 Easy Standard cross-up confirm for when hitting the opponent as high/early as possible.
j.MK,5HP>2PP~P,[2]8MK
j.MK,5HP>Drive Rush Cancel>5HK,5HP>2PP~P,[2]8MK
Anywhere 2690/3168 Medium Cross-up confirm when hitting close to the ground or on crouching opponents, allowing standard HP routing.

Punish Combos

Counter Hit Punishes
Combo Position Damage Difficulty Notes
Drive Impact,5HP>2PP~P,[2]8MK/236236P

Drive Impact,5HP>2PP~P,214P>236236K
Anywhere 2800/3220/4500 Easy Drive Impact Starter examples. Can tack on whatever ender you'd like w/ the right amount of meter, including SA2 if you choose to OD Electric.

Wild Lift has numerous follow-up options and setups, so experiment.
[4]6HP,Drive Rush>3HP Anywhere 2240 Easy Punish combo extension from your standard Blanka Ball. 1-Drive for an extra 700 damage is great value, so get used to using this on reaction to a punish counter.
5LK,5MK>214P
5LP/5LK>Drive Rush Cancel>5HK,5HP>2PP~P,[2]8MK
5LP/5LK>[4]6PP,j.MP>j.[4]6HP
Anywhere 1540/2529/2340 Easy/Medium/Hard Light punish combo examples. 1st is consistent at all ranges, the other two utilize drive for consistency and juiced damage, great for many attacks which are -4/-6. Application will require matchup knowledge.
5HK,5HP>2PP~P,[2]8MK Anywhere 3150 Easy -7 punish that happens to be your standard drive rush extension. As HK is only -2 and has a large animation for hit-confirming, having this as a hit-confirm alongside 5HK,5LP is pretty useful should you occasionally toss out 5HK in your pressure.
5HK,3HP

5HK,236236P/236236K

5HK,[4]6PP,[2]8K

5HK,Dash,63214KK,3HP

5HK,Drive Rush>5HP>2PP~P,etc.
Anywhere 2-5k Medium Anti-Air counter-hit combo routes. Enemy is propelled upward after counter-hit, allowing some follow-ups even after a trade. Just a few examples of what's possible.
6MP,5LP>214P
6MP,5HK,5LP>[4]6MP
Anywhere 1660-2600 Easy Overhead combo from Counter-hit and Punish Counter respectively.
6HP,Dash,5HP>2PP~P,[2]8LK/236236P

6HP,5HP>[4]6PP,j.MP>j.[4]6HP
Anywhere 3100/3580/3440 Hard Punishes for blocked reversals. Drive Rush can be used to guarantee the 5HP extension, but this will prorate the combo and cost drive meter which you may rather avoid.
[4]6PP route is easier and more flexible (Numerous capable routings after [4]6PP leaves them airborne) at the cost of 2-drive but forces side-swap.
6HP,Dash,5HP>2PP~P,63214KK,3HP/236236P Corner 3480/3980 Easy/Hard Punish for blocked reversals near the corner. If the opponent is close to the corner, the dash is unnecessary, making the route much easier.


Whiff Punishes
Combo Position Damage Difficulty Notes
2MP/5MK>Drive Rush Cancel>5HK,5HP>2PP~P,Etc. Anywhere 2900 Minimum Medium 3-Drive for a reliable, on-demand whiff punish route with numerous options left open for you after Wild Lift. Worth learning.
+3-4k damage can be easily tacked on with SA1-3 use.
5LP/2LP>Drive Rush Cancel>5HK,5HP>2PP~P,Etc. Anywhere 2500 Minimum Medium Similar to the above, but from 5LP/2LP which have above average range for Light Attacks.
Good for possible spacing traps such as after a blocked Electric.
5LP/2LP>Drive Rush Cancel>5LK,4MK,2MK>[4]6MP/236236P Anywhere 1903/2311 Easy An easier alternative from 5LP/2LP utilizing the standard light drive rush combo.
Use if you cannot confirm the Punish Counter as this still leads to pressure/damage.
2/5MP>236236P/K Anywhere 2700/4700 Easy Buffer super behind either MP for a quick and easy whiff punish requiring no Drive. Can also be used as a basic poke/counter-poke, but be careful as SA 1 and 3 are very punishable if blocked.
2MP>[4]6PP,j.MP>j.[4]6HP Anywhere 2660 Hard On the odd chance you have a charge ready when you whiff punish and really want to save 1 drive meter.

Drive Rush Starters

Combo Position Damage Difficulty Notes
DriveRush>4/6MK,5HP>2PP~P,Etc. Anywhere 2790 Minimum Medium DR 6MK is an easy to confirm button due to its length and can be used as a meaty in some situations. Alternatively DR combined with 4MK gives enormous frame advantage, making it a decent option for extending pressure by simply looping into itself as shown in the combo below.

In the case that the initial 4/6MK lands, opt for any 5HP routing you want.
(No Hit-Confirm)
DriveRush>4MK,4MK,5LK>214P
(Hit Confirm)
DriveRush>4MK,4MK,2MK>[4]6MP> Etc.
Anywhere 2000/2440 Minimum Easy Must be point-blank to the opponent: An easy to confirm combo route that doubles as a tight block-string which must be reversaled or parried. Use drive to easily extend a combo with [4]6PP on the hit-confirm route, or 214PP for the same purpose/to continue pressure on the non-confirmed route.
Drive Rush>6MP,5HK,5LP>[4]6MP Anywhere 2480 Easy Overhead Drive Rush BNB
Drive Rush>6MP,5LK,214P Anywhere 1540 Easy An much easier (But less rewarding) overhead Drive Rush route with frame traps to utilize if you have a hard time confirming the overhead hit and suspect the opponent will mash after a block.
Drive Rush>2MK,4MK,2MK>[4]6MP Anywhere 2050 Easy Low Drive Rush BNB to mix in with your overhead. You'll want to be fairly close when landing the initial hit; Further hits are finnicky to confirm.

Blanka Bomb Setups/Routes (TBC)

Blanka Chan Bombs enable powerful setplay and are worth learning once you are comfortable with most aspects of Blanka's kit, as Bomb Setups lets you control and steal a match once you're able to land a setup. Combined with SA2, Blanka's corner pressure becomes best-in-class in the game.
Combo Position Damage Difficulty Notes

SA2 Install Routes (TBC)

SA2 allows for a large variety of new routes for combos and pressure. It also pairs well with Blanka Bombs, providing new methods to activate the bomb. Experiment and see what works best for you.
Combo Position Damage Difficulty Notes



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