Street Fighter 6/Blanka/Matchups

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For routes/combos on marked Punishes, refer to this list of Punish Combos.

A.K.I.
SF6 A.K.I. Icon.png Blanka vs. A.K.I.
No Data
Blanka
SF6 Blanka Icon.png Blanka vs. Blanka (Even)

“If you know the enemy and know yourself, you need not fear the result of a hundred battles."

Quick Notes
  • Know the appropriate responses to your blockstrings and movelist, Blanka Ball being your most obvious.
    • 4MK is your safest bet to stuffing any Blanka Ball approach while remaining safe from feints, and leads to damaging Counter-Hit combos.


Gameplan
Neutral


Offense


Defense


Punishes
  • Rolling Attack (Ball) - (Preemptive 4MK>[4]6MP/PP) Great hitbox and active frames make this a great response to Blanka Ball on reaction. Leads to rare air punish routes from 4MK as it leaves Blanka airborne for punishment.
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Cammy
SF6 Cammy Icon.png Blanka vs. Cammy (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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Serenity Stream stance will low-profile the following moves:

  • 4MK
Dee Jay
SF6 DeeJay Icon.png Blanka vs. DeeJay (Even)

Similar to Guile, but opts trades versatile projectiles for more oppressive rush-down that will test your patience.

Quick Notes
  • Know when to respect DeeJay's pressure and when are some opportunities to challenge. Many DeeJays will attempt to reset with j.2LK/214K~MK. Both can be stuffed.
    • In particular, be ready to anti-air DeeJay's j.2LK more often than not, or he will be able to reset his pressure near indefinitely.
    • Options that are + if blocked: 5MP/6MK/Spaced 5HP/j.2LK/214K~MK
  • DeeJay has one of the best Drive Rushes in the game. Toss out quick poke buttons (5LP/2LP/2MP) in neutral on occasion to check opponents who DR frequently.
Gameplan
Neutral


Offense


Defense

DeeJay's pressure relies on his + buttons combined with resets, be prepared to interrupt attempts to reset on occassion. DeeJay's only grounded overhead is after Jus Cool, don't be too scared stick to crouch blocking and await a reset/throw attempt.


Punishes
  • 5HP - (5LK) If you ever block this crouching, 5LK is guaranteed if they do not cancel, while also leaving you enough time to block or punish a possible Jus Cool reset.
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Dhalsim
SF6 Dhalsim Icon.png Blanka vs. Dhalsim (Even)
Quick Notes
Gameplan
Neutral


Offense


Defense


Punishes
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Ed
SF6 Ed Icon.png Blanka vs. Ed
No Data
E.Honda
SF6 Ehonda Icon.png Blanka vs. E.Honda (Difficult)

A high-damage character who's core 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
  • Sumo Headbutt renders Blanka Balls of all types unusable as it is fully air-invulnerable. Aerial-approach in general is inherently risky.
    • While H Headbutt can be DI'd, it is important to learn how to parry headbutts as a more consistent and safe option.
  • Sumo Slam's 2nd airborne hit is interruptible. Punishing it and Headbutts are key to controlling reckless Honda approaches.
  • Honda's higher damage and HP do not incentivize trades or abare. Maintain momentum once you can mount an offense.
  • Honda is susceptible to throw loops without SA1, so abuse throws when possible.
Gameplan
Neutral

Avoid jumping/aerial attacks for approach in general as Honda's Slam/Headbutt will stuff most of your options. Blanka wants to remain grounded often in this match-up and play reactively around those two specials. Blanka has superior range and all-around speed on his pokes to Honda, so getting into range for them (2MP/MK, etc.) is ideal for Blanka.

Honda's approach options at long-mid range are extremely linear: Sumo Slam and Sumo Headbutt. Though his walk speed isn't bad, Honda's stubbier buttons make his specials more lucrative options to approach especially as they chip your drive and leave him close to you. You'll want to learn to interrupt and play around these two specials effectively. Luckily our 5HK is well suited to stuffing both of these moves, especially at longer ranges; Get used to reacting to both moves with 5HK for your highest damage punishes. Blanka fortunately has some less commital options too, as well as the universal parry to potentially get some damage while keeping his meter intact.


Offense

Honda has no throw invulnerable options until he has SA1, so throw loops are a safer bet to go for until then. Once he has SAs available, treat his wakeup options as you would most other characters.

OD Sumo Headbutt is his primary reversal without SA. Utilizing armor, Honda will be K.O'd if he uses this at low HP. Being a charge move also gives it the added drawback of being cancelled out if you cross-up Honda.


Defense

Sumo Spirit does not change the block properties of Honda's Hundred Hands/Sumo Dash follow-ups. Do not hesitate to contest them as you normally would when blocked even if Honda has Sumo Spirit.

Parrying a Headbutt gives 1-Drive Bar, while blocking it chips 1-Drive. It's always better to parry headbutts/slams wherever possible. If sumo headbutt is blocked/parried, despite being -4, Honda is spaced well for spacing traps; Be careful trying to toss out a poke. Our 5HK is a decent catch-all option but Blanka is usually too far for any follow-up after. Blanka's 4MK will stuff Honda if he uses LP after Headbutt is blocked, while his other Medium pokes (2MP/5MK) can stuff most of Honda's other options. Keep in mind Honda can also just opt to do nothing or a reversal. Walking back after blocking a headbutt can let us space out where Honda's options become limited to trying another headbutt or using sumo slam.

Sumo Slam is a powerful option Hondas will use to test your patience on defense to start/reset their pressure. Since Hondas will usually opt to run pressure after it's blocked, it is also a good window for Blanka to use a reversal; Since Slam is an overhead, we can only utilize reversal after blocking it with Parry or using SA1.

Honda's stance/rekka series are an easy DI point if they utilize it for pressure.

Punishes
  • Sumo Headbutt - (Preemptive 5HK/Perfect Parry>5HK (Punish Counter Route)) Your two main options for stopping Sumo Headbutt spamming. Parrying is your safest and best bet defensive option, 5HK is a disjoint to stuff headbutt attempts from full-screen. Both lead to Punish Counters. Routes will differ: Perfect Parry will leave Honda grounded while hitting Honda while headbutt is active with 5HK will knock them airborne. Know grounded and airborne Punish routes.
  • OD Sumo Headbutt - (6HP) Honda's primary reversal. Not enough time to DI but 6HP will still lead into big damage and possible setups.
  • SA1-3 - (6HP/DI) All of Honda's Supers have huge punish windows.
  • Sumo Smash - (5HK/[2]8K/AirThrow Before 2nd hit connects) An important move to contest. 5HK is your strongest punish and works even if the first hit is blocked. [2]8K (MK/HK versions) is your safest bet, especially as Sumo Smash's 1st hit whiffs on crouch while you're charging.
  • 6HK - (5LP) A low poke Honda may toss occasionally in neutral. Not punishable if it was used near tip range.
  • M/H Hundred Hand Slap - (5HK/2MK/5LP) Tight but worthwhile punish options. Important to utilize and limit Honda's ability to chip you down for free.
    • L Hundred Hand Slap - (5LK) Hondas will usually be too spaced out for this to punish, so attempt this with caution only if they're close when using it.
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 big 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 possess 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)

A plus frame distributor decked in armor. Despite spotty neutral, huge damage coupled with numerous options to deal with Blanka Balls give Blanka a much stricter margin for error.

Quick Notes
  • Marisa's armored options makes Blanka Balls difficult to commit to. Feint them and space safely.
    • Her reliance on armor makes her more susceptible to throws on wakeup than other characters.
  • Play reactively over proactively. Marisa has numerous ways to gamble, but her common neutral skips/counters can be reacted to if you see them coming.
    • Do not commit to punishable options often as Marisa vastly outdamages you and has more HP than you.
  • Be ready and comfortable in playing around Gladius.
  • Utilize universal defensive options such as Parry and Drive Reversal in a pinch.
Gameplan
Neutral

Neutral is not terrible for Blanka in this match-up in spite of his Blanka Ball being somewhat null, as Marisa's approach options usually come with some risks attached. Her drive rush is not particularly fast, and her scariest/cancellable buttons are fairly stubby. VS opponents who utilize Gladius as a counter-poke, get used to its range and attempt whiff punishes against it. Otherwise, remain just out/around the range of Marisa's 5MP/2MP if you can help it. Her longest range buttons from there are single hit or fairly committal options that can be potentially DI/Whiff punished or lead to openings for you. Watch for Phalanx/jump-ins and counter-them with AAs. With some patience, Blanka can keep Marisa at bay or annoy her into a mistake wherein he can get his own offense started.

Jump-ins can catch poorly placed buttons from Marisa as many are quite slow; Marisa has slow anti-airs with limited range making jump-ins somewhat hard to manage for her, just don't overdo it especially if she has SA2. Avoid using big buttons of your own such as DI, 2HP, 6HP, 2HK, or 3HP preemptively, as Marisa can punish your own mistakes far more severely than you can to her should she manage to get a stray hit.

Although DI can be blown up by Marisa, it is nonetheless important to react to certain moves, primarily Phalanx and Quadriga, with DI. DI can also beat Marisas using DR5HP to approach, or charged heavies in general.

Blanka balls are not entirely useless in this matchup. Feint Blanka balls on occasion and test an opposing Marisa's reactions. Ones who use scutum pre-emptively may be susceptible to punishment, and some may opt to just block/attempt parries instead.


Offense

Marisa lacks conventional reversals until she has SA2: Scutum and SA1, her reversals before then, do not protect her from throws. Take advantage of this and get used to timing throw loops. If you are ever hit by scutum, the damage is extremely low and Marisa only has two guaranteed follow-ups: her command grab and a 2LK/2LP starter. It is often worth simply jumping after a scutum hit to avoid the much more rewarding throw option and possibly punish it.

Marisa's anti-air options are slow and can sometimes mess with her positioning barring 2HP, which is still slow. Utilizing jump-ins, especially up close where Marisa has some difficulty addressing cross-ups, can be a good option against her to reset your pressure.

Marisa's armored specials mean she still has some good defensive options even in burnout, so do not commit heavily to Blanka Ball harassment just because she's burned out.


Defense

Parrying is very important vs Marisa as she's capable of shaving chunks of drive gauge from you for simply blocking. Parrying some of her obvious meaties, special cancels, some TCs and charged heavies come with the possibility of a perfect parry and will leave you with drive to spare, which will be important in case you ever find yourself cornered. Remember that you're capable of movement after a successful parry, so you're never locked into place and forced to take her command grab or fake pressure provided you've parried successfully.

Avoid using drive for [2]8KK reversal if you can help it: Not only does Marisa's Gladius blow it up in her most common string, if blocked it leads to Marisa's highest damage combos particularly in the corner. Utilize it with caution and rely on SA1 more often against Marisa if you can help it.

If cornered, Drive Reversal is a strong option after blocking any the following: 5LP~LP, 5MP~MP, Gladius/Phalanx/Quadriga, 5HP/5HK. It's worth utilizing Drive Reversal to escape the corner, as Marisa's pressure can easily chunk away at your Drive Meter in little time, and her command grab poses a bigger threat vs grab due to her close proximity.

Walking back during Marisa's offense is lower risk than other characters due to her mostly weak low confirms outside of 2LK range. It can help move you out of range of her target combos, force her to use her riskier single approach tools/pokes, and cause attempted command grabs to whiff due to it's speed and short range. Mind that you do not back yourself into a corner; ideally you want to hold/maintain space in neutral. Walk back only in the case her offense is started.

Marisa's 5MP~MP>Special can force a scary RPS where DI/Reckless Mashing can get blown up by Gladius, especially if charged. Unlike other characters Blanka's reversal is a poor option to deal with a charged Gladius as it only hits once, letting Gladius absorb the hit and leaving you wide open for a huge damage punish; Utilize SA1 if you want to interrupt Gladius instead. This catches her doing nothing after 5MP~MP as well since its 8f and Marisa is -8, meaning she will have to consider using phalanx once you have SA1 available.


Punishes
  • 5MP~MP>[Charge Gladius] - (2LK/2LP/2MK During wind-up) Get used to reacting to this string: look for Marisa's fist to pull back slightly and glow, then react accordingly. 2LK is your most stable option due to its speed.
  • [H]eavy Charge Normals - (DI) With the exception of [4]HP (Which is very close range) and a very late [6]HK, all of Marisa's charged heavy attacks are not cancellable and are high enough on recovery that DIing them on reaction to a charge is a possible counter to an enemy opting to reset pressure with them often.
  • Phalanx/Quadriga - (DI) These two specials lose to DI barring their OD versions and L Phalanx. It's worth learning to react to these with DI to limit Marisa's meterless approach, annoying impatient players into jumping or spending drive. Phalanx also loses to Blanka's anti-air normals, 5HK ideally.
  • Dimachaerus - (6HP/5HK/5HP/2MP) Marisa's combo extension special is -16 if blocked, -12 if OD'd. If they do not confirm into this special, punish them severely for it.
  • (Whiff) Gladius - (3HP. 2MP/5HP Whiff Punish) Whiff Gladius is a common poke option that Marisa will rely on occasionally in Neutral. Blanka's 3HP will low-profile this move entirely making it a stable low-reward option that can be used on reaction to Gladius' Startup. Alternatively, 2MP/5HP are solid high-reward whiff punish buttons on a whiffed gladius.
    • Always mind that a charged gladius will travel further than the normal one.
  • Enfold - (Back Walk/Back Dash/Neutral Jump Punish) Marisa's command grab is her primary tool to opening up most on defense when frame traps/Gladius RPS won't work, but worse than most grapplers as it is stubby and slow. Expect it after a successful scutum, a charge heavy normal, or after a drive rush cancel.
  • SA1-3 - (6HP/DI) All of Marisa's SA reversals are easily punished. Make sure to block the 2nd hit of her SA2. Her SA1 has an added weakness of being vulnerable to throws.
  • Scutum - (2LP/2LK/2MP/2MK/3HP/2HK/Grab) Marisa's primary "reversal" is scutum, an armor stance. Players opt for this to deal with Blanka Ball. Feint ball and any low can lead into a punish. Throws, including Blanka's command grab, will beat the OD version which is active frame 1 and beats lows.
  • 214K~P~P/214K~K - (6HP) Marisa's follow-ups from Scutum are immensely punishable, and likewise rare. Do not allow her to get away with either in the off chance you block either.
Rashid
SF6 Rashid Icon.png Blanka vs. Rashid (???)
Quick Notes
Gameplan
Neutral


Offense


Defense
Punishes
  • Eagle Spike - (Drive Rush 6HP) Eagle Spike is immensely punishable if blocked no matter which version Rashid utilizes; Use Drive Rush to reach in time for optimal punishment routes.
  • Spinning Mixer (M/H/OD Versions) - (6HP) Rashid may opt for this to anti-air or for tight combos. All versions of spinning mixer that leave Rashid airborne are very punishable.
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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A.K.I.
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Cammy
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JP
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Ken
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Lily
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Manon
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