Street Fighter 6/Blanka/Strategy

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Neutral

TO-DO


Offense

Frame Traps

Light Chains -



Okizeme and Mixups

TO-DO


Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated

Knockdown KD Adv. Oki/Notes
Forward Throw +30
  • Walk for a manually timed throw loop that also allows shimmy
  • Forward Dash leaves Blanka +11; can auto-time some meaty normals and still walk back out of opponent's reversal throw tech (except vs. Zangief)
  • 6KKK Hop leaves Blanka +3 for an auto-timed strike/throw mixup, but cannot walk back out of throw range to bait reversal
    • Also allows a meaty strike vs. midscreen Back Rise (but no throw oki)
Back Throw +27
  • After throwing opponent into corner, Blanka can dash to become +8 and manually time a strike/throw mixup
Air Throw +22
  • Too far for throw oki, but can Drive Rush and use the momentum for a tick throw
Drive Impact
(No Crumple)
+35 ?
Drive Reversal +23 ?
2HK HKD +25
HKD +46 (CH/PC)
+? (Juggle)
?
3HP +29~38
HKD +29~38 (PC)
?
SA1 - 236236P
(Shout of Earth)
+15 ?
SA3 - 236236K
(Ground Shave Cannonball)
HKD +50 ?
CA - 236236K
(Ground Shave Cannonball)
HKD +14 ?


vs. Burnout


Drive Rush

When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.

Gap Value Meaning
0 True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal
1 to 4 Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack
5+ Large blockstring gap; opponent can interrupt without an invincible attack
Drive Rush Cancel - Blockstring Gaps
5LK 5LP/2LK 2LP 5HK 5MK/2MK 2MP/6MK/4MK 5MP/5HP 2HK 3HP 2HP 6HP 6MP
5LP~DR 4 5 6 7 8 9 10 11 14 15 18 20
5HP~DR 0 0 0 0 0 0 0 0 3 4 7 9
5LK~DR 5 6 7 8 9 10 11 12 15 16 19 21
5MK~DR 0 0 0 0 0 1 2 3 6 7 10 12
2LP~DR 5 6 7 8 9 10 11 12 15 16 19 21
2MP~DR 0 0 0 1 2 3 4 5 8 9 12 14
2MK~DR 0 1 2 3 4 5 6 7 10 11 14 16
4MK~DR 0 0 0 0 0 0 0 1 4 5 8 10


The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
2LP~DR +5 5LK, 4MK, 2MK > [2]8LK/[4]6MP
  • [2]8LK gives better oki, but whiffs on crouching opponents; no damage difference

5LK, 6MK, 2LP > [2]8LK

  • Slightly less damage, but gives good oki even vs. crouching
5LP~DR +6
5LK~DR
2MP~DR +10 5HK, 5HP > 2PP~P, [2]8MK
  • [2]8HK works in the corner for slightly more damage
  • Can also end juggle with SA1/SA3
5MK~DR +14
2MK~DR
4MK~DR +16
5HP~DR +17


Defense

Reversals


Anti-Airs


Anti-Projectile


Fighting vs. Blanka


SF6 Navigation

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