ブランカ
Blanka — 대책
Key Info
- Sustained overhead but no combo follow-up
- Defense options
- OD invincible from frame 7: [2]8KK (OD Beast Roll)
- Anti-air invincible from frame 8: [2]8LK (Beast Roll)
- SA1 (236236P) startup 8F, no projectile invincibility
- SA2 (214214P): self-buff super
- SA3 (236236K) startup 10F
- Moves that are plus on block
- 4MK (Wild Edge)
- 214PP (OD Electric Thunder)
- (ジャンプ中に)[4]6PP (OD Aerial Rolling Attack)
Neutral Game (Focus Points)
- Dealing with [4]6P (Rolling Attack)
- Mix between Just Parry and fuzzy c.LP against [4]6P
- Pressing c.LP at the timing you'd block [4]6P punishes [4]6LP on hit while blocking [4]6HP
- Confirming on forward jump
- Blanka's anti-air normals can start combos on counter hit
- If Blanka does nothing when you jump, there's a high chance you'll get anti-aired — having the option to withhold your jump attack reduces forward jump risk
- Dealing with Rush
- Rush → HK: HK has strong priority — don't force yourself to stop the Rush
- On block, if not a late hit, it's ±0F — press a 4F button
- Rush → 4MK (Wild Edge): +6F on block
- The follow-up 4MK → LK → 214P is a mash punish sequence
- Rush → HK: HK has strong priority — don't force yourself to stop the Rush
- Dealing with 6KKK (Surprise Forward)
- Remember that it cancels from normals
- Blanka players use it frequently to escape the corner — always be ready to fuzzy a 4F button at the timing you'd block 214P
- When you're in the throw loop (judo)
- Forward jumping lets Blanka continue pressure with 4MK → 6KKK to swap sides
- Backdash gives better return than forward jumping in this situation
- When running okizeme
- Blanka may use (ジャンプ中に)[4]6PP as a reversal mixup option
- It hits throws and gives Blanka frame advantage on block against shimmy
- A delayed heavy normal with strong upper-body priority beats it
- Drive Reversal punish is weak
- Since punishing Drive Reversal is not very rewarding, using Drive Reversal over OD invincible is often a valid approach
214P (Electric Thunder)
Blanka's special that causes knockdown on hit. Only -3F on block — no direct punish — extremely strong.
- 214P
- Blanka -3F on block
- 214PP (OD Electric Thunder)
- Blanka +4F on block, outside throw range
- Mashing a 4F button risks eating a painful punish if Blanka pressed MK — not recommended
Recommended Counter
Blanka typically cancels into 214P — Just Parry is very effective. Learn the animation and go for Just Parry.
- LK → LK → 214P
- Cancelling from LK → LK into 214P is the standard sequence — Just Parry here
- Drive Impact is also an option if you read it
- If it's 6KKK instead, DI loses — combine with fuzzy to cover both
- LK → 2LP → 214PP
- Another standard block string to watch for
After eating 214P, Blanka's midscreen oki options include:
- Forward step → Rush → 2MK
- Blanka +1F on block
- Full combo on hit
- Forward step → Rush → LK
- LK whiffs, putting Blanka at -5F — can whiff-punish OD invincible
- Forward step → Rush → 6MP
- Not a true block string
- If you notice 6MP often, fastest mash is a valid option
- Forward step → Rush → forward throw
- Not a true block string
- Rush → 6MP
You can partially read the low vs. overhead from the forward step:
- If Blanka forward steps, 6MP won't be meaty
- Without the step, 2MK becomes a reaction-based call and follow-up combo damage drops
Based on this: If you see a forward step → crouch block No forward step → stand block
The following video has these recorded after 214P hit:
- Rush → 6MP
- Forward step → Rush → 2MK
(近距離で)236K (Coward Crouch Command Grab)
Blanka's command grab. Unlike Zangief or Manon's command grabs, it can cancel from normals — if you're not aware, you'll eat it without realizing.
- (近距離で)236LK
- Fast startup, short range
- (近距離で)236MK
- Between light and heavy in performance
- (近距離で)236HK
- Slow startup, long range
Recommended Counter
He usually cancels into it from normals. Same counter as 6KKK — press an attack button at the timing you'd block 214P.
If you can't fuzzy and end up back jumping instead, that's actually high return. It's a 15-16F punish — use a long-range heavy to confirm.
[4]6P (Rolling Attack)
Blanka's signature charge attack. Startup and travel distance vary by strength.
- [4]6LP
- On block: punish with forward step or Rush
- [4]6MP
- On block: punish with forward step or Rush
- [4]6HP
- No punish on block
- [4]6PP (OD Rolling Attack)
- No punish, -7F on block
It's not difficult to react to if you're watching, but spending mental resources on [4]6P makes it harder to respond to command grabs and Raw Rush. The [4]6LP feint can also bait reactions — don't overcommit to this matchup element.
Recommended Counter
- Fuzzy 4F light
- Press LP at the timing you'd block [4]6HP
- Heavy version becomes block; light version you can punish the feint
- Punish on block
- After [4]6HP on block: Blanka is -15F — use Rush to go on offense
- [4]6LP/[4]6MP that come out as combo errors can be punished even with a forward step
- [4]6PP (OD): no specific midscreen counter, but Blanka often cancels from 2MK when cornered
- If you see 2MK, pressing Drive Impact is a valid option
(ジャンプ中に)[4]6P (Aerial Rolling Attack)
Blanka's air mobility change. Primarily used as a reversal option. Normal version hit low enough allows Blanka to avoid a direct punish — but it's always -3F regardless.
- (ジャンプ中に)[4]6LP
- (ジャンプ中に)[4]6MP
- (ジャンプ中に)[4]6HP
- (ジャンプ中に)[4]6PP
Typically used off the pushback from blocking normals.
- LK → LK → 214P → (ジャンプ中に)[4]6HP
- A sequence where pressing c.MK after 214P gets you hit
- If you read the aerial rolling attack, return with a heavy that has strong upper-body priority, or place a neutral jump
(ジャンプ中に)[4]6PP is plus on block for Blanka, with more advantage at lower hits. Used primarily as a wakeup reversal option. Shimmy → it lands on block giving Blanka frame advantage. Throw → it hits you.
- (ジャンプ中に)[4]6PP
- Throwing or shimmy-ing on wakeup both lose
- If you read it, meaty a normal or backdash for return
Recommended Counter
- (ジャンプ中に)[4]6P (normal versions)
- Typically used at the end of block strings
- Neutral jump after blocking 214P gives decent return
- In neutral, just guard it
- (ジャンプ中に)[4]6PP
- Include backdash in your wakeup options
- If backdash input is difficult, lean toward meaty strikes instead
- Backdashing also evades Blanka's [2]8KK simultaneously — high overall return
- Include backdash in your wakeup options
6KKK (Surprise Forward)
Cancellable from any special-cancellable move to cross behind the opponent. Blanka won't use it randomly in neutral — pressing fuzzy c.LP between block strings handles it.
Fuzzy timing: press c.LP at the moment you'd block 214P.
Recommended Counter
- LK → LK → 214P
- LK can only chain twice, so follow-ups are basically 214P or 6KKK
- [4]6HP is also possible — back jump for return in that case
- Press a 4F button at 214P timing to punish 6KKK on counter hit
- Slower than 4F and the move triggers after she's already behind you — fuzzy becomes harder
- LK can only chain twice, so follow-ups are basically 214P or 6KKK
- 4MK → LK → 214P
- Fuzzying this is also possible — go for it
- 2LP → 2LP → 2LP → 214P
- He can do 6KKK after three rapid lights — fuzzy here too
- Big Rolling Attack is used as a fuzzy punish counter
- Back jump to get return against it
The following video has two patterns recorded:
- LK → LK → 214P: press 4F at 214P guard timing
- LK → LK → 6KKK: counter hit — punish with a counter hit combo
4MK (Wild Edge)
Blanka is +2F on block.
Follow-up options after blocking:
- 4MK → LP → 214P: mash punish
- 4MK → 2MK → [4]6MP: confirm into combo
- 4MK → walk throw: throw after Parry read
Recommended Counter
- 4MK → LP → 214P
- Mash punish sequence
- 214P from LP cannot be confirmed — Drive Impact or Just Parry have high expected value
- 4MK → 2MK → [4]6MP
- Also a Modern combo sequence — fastest mash is possible at the 4MK→2MK transition
- 4MK → walk throw
- A 4F button beats it
After blocking, you're outside throw range — don't use an invincible reversal.
Recommended approach: Only 2MK can start a low combo after 4MK on block. After blocking 4MK: one-guard → walk back → fuzzy guard is recommended.
The following video has these recorded:
- 4MK → LP → 214P (he may do 6KKK here — fuzzy heavy is also valid)
- 4MK → 2MK → 214P
- 4MK → walk throw
2MP
Blanka's long-range poke — excellent for space control and whiff punishing. He cancels from here into various specials to continue pressure.
On Cancel Rush, 2LP becomes a block string, but it's only +2F outside throw range — not very threatening. So Blanka uses options that aren't true block strings:
- 4MK (Wild Edge)
- Can confirm on hit, but it's a steal opportunity setup
- +6F throw range on block
- Invincible reversal can interrupt
- HK
- Cannot confirm on hit
- ±0F on block
- Invincible reversal can interrupt
Recommended Counter
- Buffer OD invincible
- He often uses non-true block strings — buffer when you have gauge
- 6KKK bait exists, but Blanka doesn't want to spend 3 bars for it. Be aware mainly when he's cornered
- He often uses non-true block strings — buffer when you have gauge
- Just Parry
- Counter for those who can't consistently execute invincible reversals
- Drive Reversal
The following video has these recorded:
- 2MP → Cancel Rush → 4MK: interrupt with invincible reversal
- 2MP → Cancel Rush → HK: interrupt with invincible reversal (even if late, ±0F on block so press a 4F button)
3HP
Used as a combo ender or advancing strike. Maximum -22F on block at point-blank — get a heavy punish.
Recommended Counter
- On block
- Punish starting from a heavy attack
- On hit
- If used as a combo ender, taking back wakeup leads into a front/back crossup from 6KKK
- Take in-place wakeup and side-switch guard when you see 6KKK
Offense Mindset (Your Okizeme on Blanka)
Blanka has extremely strong reversal options — always think about what will hurt you before applying oki.
- Invincible reversals
- [2]8KK (OD Beast Roll)
- Blanka's OD invincible — the Blanka Doll (原人狩り) on neutral jump hits here
- Use forward jump when activating the Blanka Doll trap
- Backdash and forward jump both evade it
- Blanka's OD invincible — the Blanka Doll (原人狩り) on neutral jump hits here
- 236236P (SA1)
- SA invincible with startup 8F
- Meaty jump-ins are not very effective against Blanka
- 236236K (SA3)
- If not a Critical Art, the situation after hit is favorable for Blanka — eating this often leads directly to losing the round
- Personally feels second-strongest after Marisa
- [2]8KK (OD Beast Roll)
- Reversal options
- (ジャンプ中に)[4]6PP
- Blanka's main reversal mixup. Blanka +1 to +3F on block
- Forward jump (Blanka Doll) and backdash can punish
- 2MK → [4]6PP
- Backing away too far makes this hit you and reverses your corner position
- When shimmy-ing, consciously crouch block
- (ジャンプ中に)[4]6PP
Recommended Counter
- Backdash when expecting a reversal
- Covers both [2]8KK and (ジャンプ中に)[4]6PP simultaneously
- Also, 2MK (the other reversal option) has short range — backdashing causes it to whiff if Blanka uses a delayed 2MK
- Worth dedicating mental resources to punish whiffed 2MK
Defense Mindset (Blanka's Okizeme on You)
- Drive Reversal punish is weak
- 4MK meaty after throw loop is his primary threat — aim for Just Parry
Recommended Counter
- Since Drive Reversal punish is weak, using Drive Reversal over OD invincible is a valid choice
- After the throw loop, 4MK meaty is his primary option — Just Parry here
Blanka-chan Doll Oki
The moment it detonates, overhead/low/front/back mixups activate. After a strike hits, 2000-3000 immediate damage and the doll reset cycle begins.
Recommended Counter
Even just blocking burns through Drive Gauge rapidly — fully surviving often means you're right on the edge of Burnout anyway.The recommended approach is to hold Parry with the acceptance that you may eat a Punish Counter throw.
After a Punish Counter throw he cannot reset the doll — just accept the throw and transition to the more manageable throw loop situation.
However, (ジャンプ中に)[4]6PP into doll detonation into throw becomes a combo that allows doll reset. If you confirm that detonation, use Drive Reversal or OD invincible to keep the mixup cycle going.
Throw Loop (Judo — Corner)
+11F with forward step. Blanka's corner throw loop is one of the strongest in the game. The 4MK-based mixup is brutal.
If 4MK connects on your wakeup, it leads to 3000+ damage combo. Using OD invincible is often better than gambling on an unsafe reversal.
Blanka's main judo options:
- 4MK → 4LP → 214P
- After blocking through 214P, return with a normal that has strong upper-body priority (to cover the aerial rolling attack follow-up)
- Characters with 2MK startup 7F or faster can hit Blanka before she goes airborne — 2MK works
- 8F or slower and Blanka is already airborne — it whiffs
- If you read (ジャンプ中に)[4]6HP, neutral jump gives high return
- 4MK → 4MK
- Drains Drive Gauge using frame advantage
- Requires Blanka to walk — there's a window to mash between the walks
- 4MK → throw
- Throw using frame advantage (if Blanka times it well, mash is impossible)
- Throw
- Rethrow from Blanka's +11F close-range position
Recommended Counter
- Do not forward jump
- 4MK → 6KKK blocks corner escape
- Keep OD invincible as an option
- If your reversal attempt fails and 4MK connects, it does similar damage to a blocked OD invincible
- Same damage — don't be afraid to use OD invincible
- At some point go for a reversal — mix between Drive Impact, Parry, and mash to cycle the reads
LPLK (Forward Throw — Wild Fang)
Blanka is +30F after forward throw.
After this +30F, Blanka uses 6KKK or Rush oki. Counter-strategies for both:
Rush oki
- Blanka's options: 6MP / 2MK / throw / shimmy
- In-place wakeup
- During Rush, Blanka has difficulty walking shimmy
- She'd need to confirm in-place wakeup and stop with LK immediately
- If Blanka often uses Rush oki after forward throw, lean toward in-place wakeup
- If Blanka doesn't Rush after forward throw, shimmy is possible
- During Rush, Blanka has difficulty walking shimmy
- Back wakeup
- No oki if Blanka didn't use Rush
- Oki still applies if she used 6KKK
6KKK oki
- LK → 214P: mash punish
- LK → 6KKK: setup crossing behind
- LK → (近距離で)236K: even back jump gets caught by Rush
- 2MK → 214P: low option — fastest 4F mash beats it
- Throw: not meaty but micro-walk throw is possible
- HK: max punish on mash read — 4F punish on block (may not reach depending on spacing)
Recommended Counter
If Rush was used, there is no reliable counter. But without Rush, there are options — learn them.
Easy approach One-guard → Just Parry
- LK is unconfirmable so Blanka cancels into 214P
- Back wakeup also means LK only hits once
- After blocking 2LK, Parry at 214P guard timing
- If 6KKK is coming, press a 4F button at 214P guard timing
Advanced approach Walk back → fuzzy crouch guard → fuzzy heavy attack Walk back 5F → crouch guard → press heavy at 214P startup timing — this gives you a draw or better against Blanka's main options. Fuzzy crouch guard: at 2MK guard timing. Fuzzy heavy: at 214P timing.
The following video has these recorded:
- LK → 6KKK
- LK → (近距離で)236K
- 2MK → 214P
- Walk → throw
4LPLK (Back Throw — Jungle Flip)
Blanka is +27F.
- Rush → 4MK (Wild Edge) is meaty, Blanka +2F on block
- At this distance, cancel-eligible meaty moves are limited — Drive Impact lands easily
Recommended Counter
- Take back wakeup
Rush
- Don't force yourself to stop it — if you're not focused on it, use Just Parry instead
- Rush → HK has a strong hitbox — nearly impossible to stop at midrange
- If reading Rush → HK, Drive Impact and neutral jump are effective
Recommended Counter
- Neutral jump on Rush read is effective
- Distant Rush has fewer cancellable options — Drive Impact connects more easily
