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Blanka

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
  • 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

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
  • 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
  • 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
    • 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
  • 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

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
  • 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