
ブランカ
Blanka — Counter-Guide
Key Info
- Overhead with no combo on hit
- Defense
- OD invincible available, startup 7F: [2]8KK
- Anti-air invincible available, startup 8F: [2]8LK
- 236236P: startup 8F, no projectile invincibility
- 214214P: self-enhancement move
- 236236K: startup 10F
- Moves that are advantageous on block
- 4MK
- 214PP
- (ジャンプ中に)[4]6PP
Neutral Play (Mindset)
- Dealing with [4]6P
- Perfect parry and fuzzy jab make [4]6P a 50/50 for Blanka
- Pressing jab at the timing you'd block [4]6HP allows you to punish [4]6LP while blocking [4]6HP
- Confirming forward jumps
- Blanka's anti-air normals can combo on counter hit
- If Blanka does nothing after your forward jump, she's likely going for an anti-air — you can choose not to attack and reduce the risk of jumping in
- Dealing with rush
- Rush → HK
- HK has a strong hitbox — don't force the stop
- On block, if it wasn't a re-stand, it's ±0F, so press a 4F move
- Rush → 4MK
- On block: +6F
- The follow-up 4MK → LK → 214P is a reversal crusher
- Rush → HK
- Dealing with 6KKK
- Be aware she can cancel from normals
- Especially in the corner where she uses it to escape frequently — keep a constant habit of pressing a fuzzy 4F move at the 214P block timing
- During judo pressure
- Forward jumping gets hit by 4MK → 6KKK for a corner swap continuation
- Back dash is better than forward jump for extracting reward
- During your oki
- As a reversal, Blanka may use (ジャンプ中に)[4]6PP
- This hits on your throw and gives Blanka frame advantage on block against shimmy
- Counter by delaying a normal with upward hitbox coverage
- Drive Reversal has weak punishment
- Since Drive Reversal is hard to punish, using it more than OD invincible is often the right call
Electric Thunder
Blanka's knockdown special — very strong because it's only -3F on block.
- 214P
- Blanka -3F on block
- 214PP
- Blanka +4F outside throw range on block
- Mashing a 4F move is not recommended — if Blanka has MK ready, she has a solid punish
Recommended Counter
214P is typically used as a combo ender, so going for perfect parry is very effective. Learn the animation and aim for perfect parry.
- LK→LK→214P
- Classic combo. Aim for perfect parry on the 214P
- DI is also fine if you read it
- If it turns out to be 6KKK, you lose — fuzzy it together
- LK→2LP→214PP
- Another classic setup
Also, on 214P hit mid-screen, the following oki options exist:
- Forward step → rush → 2MK
- Blanka +1F on block
- Full combo on hit
- Forward step → rush → LK
- LK whiffs, leaving Blanka at -5F
- Baits OD invincible whiff
- Forward step → rush → 6MP
- Not timed to land
- If you notice frequent 6MP, consider an instant mash option
- Forward step → rush → forward throw
- Not timed to land
- Rush → 6MP
Also, rush low/mid can sometimes be pre-read via forward step:
- With forward step: 6MP doesn't land on time
- Without forward step: 2MK becomes a feel-based reaction and follow-up combos get shorter
So: If you see a forward step → crouch-guard If you don't → stand-guard
The video records: After 214P hit:
- Rush → 6MP
- Forward step → rush → 2MK
Wild Hunt — Command Grab
Blanka's command grab. Unlike Zangief or Manon's command grabs, this can be canceled from normals, so it catches you off guard.
- (近距離で)236LK
- Fast startup, short range
- (近距離で)236MK
- Performance between L and H
- (近距離で)236HK
- Slow startup, long range
Recommended Counter
Usually canceled from normals. Same concept as 6KKK — press an attack button at the 214P block timing.
If fuzzy fails and you back jump, that's actually a high-reward situation. It's a 15–16F punish window — land a long-reach heavy attack for the punish combo.
Rolling Attack
Blanka's signature charge attack. Startup and travel distance vary by strength.
- [4]6LP
- On block: forward step or rush for punish combo
- [4]6MP
- On block: forward step or rush for punish combo
- [4]6HP
- On block: no punish combo
- [4]6PP
- OD version: no punish, -7F
Awareness is possible but burning attention on [4]6P makes it harder to react to Wild Hunt and raw rush. Constantly focusing on it is not recommended as you'll also get baited by [4]6LP fakes.
Recommended Counter
- Fuzzy 4F light
- Press LP at the timing you'd block [4]6HP
- H version gets blocked; L version gets punished on the fake
- Punish combo
- After [4]6HP on block
- Blanka -15F
- Rush into your offense
- Whiff [4]6LP/[4]6MP can also be step-punished after block
- [4]6PP
- Nothing specific mid-screen, but when Blanka is cornered she often inputs it after 2MK
- If you see 2MK, DI is an option
- After [4]6HP on block
Aerial Rolling Attack
Blanka's aerial movement change special. Mostly used as a reverse option. Normal version at low altitude eliminates punish window for Blanka, but it's always at least -3F — remember that.
- (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
Mostly used after guard pushback from normals.
- LK→LK→214P→(ジャンプ中に)[4]6HP
- A sequence where retaliating with 2MK gets you hit
- If you read Aerial Rolling Attack, respond with a heavy attack with upward coverage or a neutral jump
OD Aerial Rolling Attack on block gives Blanka frame advantage. At low altitude the frame advantage is larger. Primarily used as a reversal on your oki. Shimmy → Blanka continues offense on block. Throw → Blanka gets a hit.
- (ジャンプ中に)[4]6PP
- Throw and shimmy both lose to this
- If you read it, a normal tech (strike) or back dash earns reward
Recommended Counter
- (ジャンプ中に)[4]6P
- Mostly used after a block string ends
- After 214P on block, occasionally placing a neutral jump gets good reward
- When used in neutral, try your best to block
- (ジャンプ中に)[4]6PP
- Include back dash in your oki options
- If back dash input is uncomfortable, default to more strike oki
- Back dash also simultaneously avoids [2]8KK — high reward
- Include back dash in your oki options
Surprise Forward Hop
Cancelable from any move and crosses up behind the opponent. Not usually done raw in neutral — a fuzzy jab at the right timing in block strings handles it.
The fuzzy timing is: press jab at the moment you block 214P.
Recommended Counter
- LK→LK→214P
- LK can only be repeated twice, so the only next options are 214P or 6KKK
- [4]6HP is also possible — back jump for reward in that case
- Press 4F at the 214P timing to punish 6KKK
- With 4F it's harder for the hop to rotate to the back side, making the fuzzy easier
- LK can only be repeated twice, so the only next options are 214P or 6KKK
- 4MK→LK→214P
- Also fuzzible, so try hard
- 2LP→2LP→2LP→214P
- Blanka can suddenly 6KKK from a triple jab chain — stay fuzzy
- There's an option to bust the fuzzy with H Rolling Attack
- Back jump earns reward against this
The video below records two patterns:
- LK→LK→214P
- Input 4F at the 214P block timing
- LK→LK→6KKK
- Counter hit — punish with a counter-hit combo
Wild Edge
Blanka +2F on block.
Follow-up sequences on block:
- 4MK → LP → 214P
- Reversal crusher
- 4MK → 2MK → [4]6MP
- Confirm into combo
- 4MK → walk throw
- Throw on parry read
Recommended Counter
- 4MK → LP → 214P
- Reversal crusher
- 214P can't be confirmed from LP, so DI or perfect parry has high expected value
- 4MK → 2MK → [4]6MP
- Can mash 4F between 4MK and 2MK
- 4MK → walk throw
- Win with 4F move
After block, Blanka is outside throw range — don't throw out invincible moves.
Recommended: After 4MK, only 2MK can start a combo from low. One-guard after 4MK → walk back → fuzzy guard is the recommended approach.
The video records:
- 4MK → LP → 214P
- 6KKK is possible here too — fuzzy a heavy if so
- 4MK → 2MK → 214P
- 4MK → walk throw
Crouching Medium Punch
A long-range normal excellent for placement and poke. Blanka cancels into various specials to continue offense.
When she uses cancel rush from block, 2LP creates a block string, but it's only +2F outside throw range — not particularly threatening. So Blanka uses the following which are not block strings:
- 4MK
- An option Blanka wants when she can confirm a hit but wants mix-up pressure
- +6F in throw range on block
- Invincible move can interrupt
- HK
- An option Blanka uses without hit-confirm
- ±0F on block
- Invincible move can interrupt
Recommended Counter
- Buffer OD invincible
- She often uses sequences that aren't block strings, so buffer when you have the chance
- 6KKK is a lure option, but spending 3 Drive stocks isn't something Blanka wants to do often. Watch for it mainly when she's in the corner
- She often uses sequences that aren't block strings, so buffer when you have the chance
- Perfect parry
- For players who can't consistently get invincible moves out
- Drive Reversal
The video records:
- 2MP→cancel rush→4MK
- Interrupt with invincible move
- 2MP→cancel rush→HK
- Interrupt with invincible move
- Even if the interrupt fails, it's ±0F on block — press 4F
Amazon River Run
Used as a combo ender or charge attack. On block, at maximum depth it's -22F — land a heavy punish combo.
Recommended Counter
- On block
- Punish with heavy-attack starters
- On hit
- As a combo ender, taking back-roll recovery results in 6KKK cross-up mix-up
- Take in-place recovery and back-guard when you see 6KKK coming
Attacking Blanka
Blanka's reversal options are very strong — always think about what makes your situation worse before going for oki.
- Invincible moves
- [2]8KK
- Blanka's invincible move where neutral jump (anti-air) connects
- Use forward jump as the anti-air
- Back dash and forward jump avoid it
- Blanka's invincible move where neutral jump (anti-air) connects
- 236236P
- SA invincible move, startup 8F
- Safe jumps aren't very effective against Blanka
- 236236K
- Without CA, the post-hit situation is very favorable, and getting hit often leads directly to losing from oki
- Personally feels second only to Marisa in terms of threat level
- [2]8KK
- Reverse options
- (ジャンプ中に)[4]6PP
- Blanka's reversal. +1F to +3F on block for Blanka
- Anti-air and back dash confirm punish
- 2MK→[4]6PP
- Walking back too far gets you hit and pushes you into the corner
- Keep crouch-guard in mind when shimmying
- (ジャンプ中に)[4]6PP
Recommended Counter
- Back dash when wary of reversals
- Covers both [2]8PP and (ジャンプ中に)[4]6PP simultaneously
- Also, the other reversal 2MK has short range — back dash causes it to whiff if Blanka delays
- Be aware and look to counter-hit it
Defending Against Blanka Oki
- Drive Reversal has weak punishment
- After judo, 4MK is the primary oki — aim for perfect parry
Recommended Counter
- Drive Reversal has weak punishment, so using it more than OD invincible is often the right call
- After judo, the main threat is 4MK oki — aim for perfect parry there
Genius at Play / 22P
The moment the bomb activates, overhead / low / cross-up mix is applied, and getting hit deals 2000–3000 damage instantly before another doll is planted.
Recommended Counter
Even if you fully guard, Drive Gauge drains fast, and you're often nearly in burnout even if you survive.
The recommended counter is to hold parry while accepting a punish counter throw.
From punish counter throw, replanting is impossible — just accept the throw and move on to the more manageable judo mix-up.
However, (ジャンプ中に)[4]6PP → bomb detonation → throw can combo, allowing replant. If you confirm that detonation from this setup, use Drive Reversal or OD invincible to rotate the mix-up.
Corner
+11F after forward step. Blanka's corner judo is among the strongest in SF6. The mix-ups involving 4MK are very potent.
If 4MK hits on wakeup, she gets ~3000 damage from a combo. Risky reversals are often worse than OD invincible in this situation.
Blanka's main judo options:
- 4MK → 4LP → 214P
- After blocking 214P, a normal with upward coverage is the safe response (watch for (ジャンプ中に)[4]6P counter-retaliation)
- Characters with 7F or less 2MK can hit Blanka before she goes airborne — 2MK is fine for those
- 8F or more: Blanka is already airborne and will whiff
- Reading (ジャンプ中に)[4]6HP: neutral jump for high reward
- 4MK → 4MK
- Drive Gauge drain using the frame advantage
- A forward walk is required, leaving a small gap where mash can connect
- 4MK → throw
- Throw using post-block advantage (perfectly-timed, can't mash out)
- Throw
- Blanka dense +11F throws again
Recommended Counter
- Don't forward jump
- 4MK → 6KKK denies the corner escape
- Keep OD invincible as an option
- If a reversal fails and 4MK hits, the damage is equivalent to OD invincible getting blocked
- Same damage means don't abandon OD invincible out of fear
- Somewhere commit to a reversal — scatter DI / parry / mash to rotate the mix-up
Wild Fang — Forward Throw
Blanka +30F.
Blanka's post-throw oki uses 6KKK or rush. Summary of counters to these oki setups:
Rush oki
- Options: 6MP / 2MK / throw / shimmy
- In-place recovery
- Walk shimmy is difficult for Blanka on rush — requires confirming your recovery and stopping with LK
- If rush oki is common after forward throw, take in-place recovery often
- Without rush after forward throw, shimmy-possible oki is available
- Back-roll recovery
- Without rush: no oki
- With 6KKK: oki applies
6KKK oki
- LK → 214P
- Reversal crusher
- LK → 6KKK
- Cross-up mix-up pressure
- LK → (近距離で)236K
- Even back jump is covered by rush follow-up
- 2MK → 214P
- Low option
- 4F instant mash works
- Throw
- Not timed to land, but a small walk-up throw is possible
- HK: anti-mash trade combo
- 4F punish on block (may not reach depending on range)
Recommended Counter
With rush there's no reliable counter. Without rush, some options exist:
Easy counter One-guard → perfect parry
- 214P can't be confirmed from LK, so she embeds it in the string
- Back-roll recovery also means LK only hits once
- After blocking 2LK, parry at the 214P block timing
- If 6KKK looks likely, press 4F at the 214P block timing
Harder counter Walk back → fuzzy crouch-guard → fuzzy heavy 5F walk-back → crouch-guard → press heavy at 214P startup timing: achieves at-least-draw against Blanka's options Fuzzy crouch-guard is done at the 2MK block timing; fuzzy heavy is done at the 214P timing.
The video records:
- LK→6KKK
- LK→(近距離で)236K
- 2MK→214P
- Walk → throw
Jungle Flip — Back Throw
Blanka +27F.
- Rush → forward MK lands, Blanka +2F on block.
- Cancel-able follow-ups are hard to execute at this distance, so DI connects frequently.
Recommended Counter
- Take back-roll recovery
Rush
- Don't force the stop — if you're not watching, use perfect parry instead
- Rush → HK has a strong hitbox and is nearly unstoppable at mid-range
- If you're reading Rush → HK: DI and neutral jump are effective.
Recommended Counter
- When you see the rush, neutral jump is effective
- Long-range rush has fewer cancelable normals available, making DI more likely to connect
This article is updated regularly to keep up with SF6 patches.