Street Fighter V/Blanka/Combos

From SuperCombo Wiki
General legend
Abbreviation Meaning
A,B Link X into Y. This is done by pressing X, then Y after the recovery frames of X.
A xx B Cancel A into B. During A's animation, press B to cancel.
A > B Alternate notation indicating chains or target combos, cancelling A into B.
(N) Multi-hit move hits only N times. Omitted if all hits are used.
xN Normal that chains into itself pressed N times
[X] Hold down X
]X[ Release X
X~Y X then Y done in quick succession
X/Y X or Y
Fastfall Cancelling an air normal into another move to change momentum and land early. The 2nd move is land cancelled during startup.
Kara Quickly cancelling a move into another move before it becomes active. This is done for positioning or to access airborne specials from grounded attacks.
OTG Following move hits off the ground
CH Counter hit
CC Crush Counter
CA Critical Art
GB Guard Break
VS(1/2) V-Skill 1 or 2. Input with MP+MK
VT(1/2) V-Trigger 1 or 2. Input with HP+HK. Combos may either activate V-Trigger or use attack on the same input when Trigger is active.
j. Prefix an attack command with j. to indicate it must be performed in the air. "nj." means neutral jump only.
jc Jump cancel
dl Delay
jf Just Frame (special move with precise button timing, e.g. Karin's Tenko)
TK Tiger knee (doing an air move the moment a jump sends you airborne, typically by inputting a special move motion followed by jump+button.)
whiff / (w) Indicates that the move must not hit the opponent.
(move) Indicates that the move is optional in a sequence.
236 Qcf.png
214 Qcb.png
623 Dp.png
421 Rdp.png
41236 Hcf.png
63214 Hcb.png
[4]6 Cb.png (hold), F.png
[2]8 Cd.png (hold), U.png
360 360.png
720 360.png 360.png
7.gif 8.gif 9.gif
4.gif 6.gif
1.gif 2.gif 3.gif
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
Character legend
Full move name Abbreviated name Input
Rolling Attack Ball [4]6P
Vertical Rolling Upball [2]8K
Back Step Rolling Rainbow Ball [4]6K
Electric Thunder Electricity Mash P

Light Confirms

Notation Damage Stun Meter Cost Notes

2LK, 2LP xx LK upball

143

253

0

Can also be hp ball, but lk upball provides better damage and oki. Can cancel into CA

Confirms

Notation Damage Stun Meter Cost Notes

2MK, 2LK xx LK upball

173

283

0

Can also be hp ball, but lk upball provides better damage and oki. Can cancel into CA

5HK, 2MK xx electricity

189

360

0

5HK, 2MK xx LK upball

221

360

0

Can also be hp ball, but lk upball provides better damage and oki.

5HP xx VS1 xx P, LK upball

230

360

0

Most definitely not safe on block, perform post jump-in

2MK, 2LP xx EX electricity

141

283

1

5HK, 2MK xx EX upball

245

400

1

5HP xx VS1 xx P, EX upball

254

400

1

Most definitely not safe on block. Perform post jump-in

5HP xx VS1 xx P xx EX rainbow 2 hits, HP ball

284

465

1

Most definitely not safe on block. Perform post jump-in

2MK, 2LP xx EX ball, EX upball

262

423

2

5HK, 2MK xx EX ball, EX upball

310

500

2

Punishes

Notation Damage Stun Meter Cost Notes

2LP xx LK upball

138

205

0

4f punish

2MP xx LK upball

168

235

0

6f punish

nj.HK, 5HK, 2MK xx LK upball

304

500

0

Neutral jump punish. Use against Kage/Akuma/Ken/Sakura EX DP

CC Punishes

Notation Damage Stun Meter Cost Notes

5HP CC xx 6KKK, 5HK, 2MK xx LK upball

267

460

0

CC punish

5HP CC xx 6KKK, 5HP xx VS1 xx P xx EX rainbow ball 2 hits, HP ball

312

535

1

CC punish

Frametrap

Notation Damage Stun Meter Cost Notes

5LK CH, 5LP, 5LP xx HP ball

157

308

0

st. lk is blanka's plus-frame tick throw button. This frametrap beats 3fs, combos on CH or natively from st. lp

VT1 Activation Combo

Notation Damage Stun Meter Cost Notes

5HP xx VT1, 5HP xx VS1 xx P xx rainbow two hits, ball, upball

299

541

0

VT Combo

Notation Damage Stun Meter Cost Notes

2MK, 5LP xx ball, upball

242

433

0

External Sources

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