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Blanka
Blanka

Wild Fang

LPLK
Wild Fang
发生
5
持续
5-7
恢复
23
命中
D
防御
伤害
1200
普通投技

Latch onto your opponent, bite them a few times, and kick off of them. Throws your opponent without switching places with them.

Evaluation

Blanka's forward throw. Leaves Blanka at +30F advantage. Blanka's corner judo off this throw is among the strongest in the game.

How to Use

Blanka is +30F after the throw. Blanka runs wake-up pressure using either 6KKK or Drive Rush.

Drive Rush wake-up pressure

  • 6MP / 2MK / throw / shimmy are all available
  • Neutral rise
    • When using Drive Rush, Blanka finds it difficult to walk shimmy
      • Blanka must confirm the neutral rise and stop with LK
    • If Blanka Drive Rushes frequently after forward throw, opt for neutral rise more often
    • If Blanka does not Drive Rush after forward throw, shimmy wake-up pressure becomes available
  • Back rise
    • If the opponent does not Drive Rush, no meaty pressure lands
    • If Blanka uses 6KKK, wake-up pressure applies

6KKK wake-up pressure

  • LK → 214P — reversal attempt-crusher
  • LK → 6KKK — cross-up mix-up for free damage
  • LK → (close) 236K — even a back-jump leaves enough time for Blanka's rush to connect
  • 2MK → 214P — low option; 4F mash is live
  • Throw — not a true meaty, but walk throw is possible
  • HK — best damage on reversal read; 4F punish on block (may whiff depending on spacing)

Corner judo

Forward step is 11F. Blanka's corner judo is top-tier. Options involving 4MK are especially threatening.

If 4MK hits on your wake-up, a combo dealing 3000 damage follows. Taking an OD invincible reversal is often better than a risky reversal attempt. The main options Blanka takes in corner judo:

  • 4MK → LP → 214P
    • After blocking up to 214P, the safe return is a normal with strong upward priority (to cover the follow-up aerial rolling)
    • Characters with a 7F crouching medium kick can hit Blanka before going airborne — 2MK works for them. 8F or slower will whiff as Blanka is already airborne
    • If you read (in air) [4]6HP, neutral jump gives high reward
  • 4MK → 4MK
    • Drive Gauge drain using the plus frames; Blanka must walk in, giving a window to mash
  • 4MK → walk throw
    • Throw leveraging the advantage; if Blanka times it well, mashing loses
  • Throw
    • Blanka at +11 close up, throw again immediately

Also, jumping when Blanka throws a meaty can be answered by 4MK anti-air into corner-swap denial. Some players still forward jump — if you read the throw, back-dash instead.

How to Counter

Blanka is +30F after the throw. Blanka runs wake-up pressure using either 6KKK or Drive Rush.

Drive Rush wake-up pressure

  • 6MP / 2MK / throw / shimmy are all available
  • Neutral rise
    • When using Drive Rush, Blanka finds it difficult to walk shimmy
      • Blanka must confirm the neutral rise and stop with LK
    • If Blanka Drive Rushes frequently after forward throw, opt for neutral rise more often
    • If Blanka does not Drive Rush after forward throw, shimmy wake-up pressure becomes available
  • Back rise
    • If the opponent does not Drive Rush, no meaty pressure lands
    • If Blanka uses 6KKK, wake-up pressure applies

6KKK wake-up pressure

  • LK → 214P — reversal attempt-crusher
  • LK → 6KKK — cross-up mix-up for free damage
  • LK → (close) 236K — even a back-jump leaves enough time for Blanka's rush to connect
  • 2MK → 214P — low option; 4F mash is live
  • Throw — not a true meaty, but walk throw is possible
  • HK — best damage on reversal read; 4F punish on block (may whiff depending on spacing)

Corner judo

Forward step is 11F. Blanka's corner judo is top-tier. Options involving 4MK are especially threatening.

If 4MK hits on your wake-up, a combo dealing 3000 damage follows. Taking an OD invincible reversal is often better than a risky reversal attempt. The main options Blanka takes in corner judo:

  • 4MK → LP → 214P
    • After blocking up to 214P, the safe return is a normal with strong upward priority (to cover the follow-up aerial rolling)
    • Characters with a 7F crouching medium kick can hit Blanka before going airborne — 2MK works for them. 8F or slower will whiff as Blanka is already airborne
    • If you read (in air) [4]6HP, neutral jump gives high reward
  • 4MK → 4MK
    • Drive Gauge drain using the plus frames; Blanka must walk in, giving a window to mash
  • 4MK → walk throw
    • Throw leveraging the advantage; if Blanka times it well, mashing loses
  • Throw
    • Blanka at +11 close up, throw again immediately

Also, jumping when Blanka throws a meaty can be answered by 4MK anti-air into corner-swap denial. Some players still forward jump — if you read the throw, back-dash instead.

Mid-screen

When Blanka uses Drive Rush, there is no clean answer. However, without Drive Rush there are options — learn them.

Easy option One guard → Just Parry

  • LK cannot be confirmed, so Blanka will buffer into 214P
  • Back-rise also limits LK to one hit
  • After blocking 2LK, try to Just Parry at the timing 214P would come out
  • If 6KKK feels likely, press a 4F button at the timing you'd block 214P

Hard option Walk back → fuzzy crouch-guard → fuzzy heavy attack Walk back 5F → crouch-guard → press a heavy at the timing Blanka's 214P would activate. This covers most of Blanka's options with at least a draw. Fuzzy crouch-guard timing: guard at the moment Blanka's 2MK would hit. Fuzzy heavy timing: press at the timing Blanka's 214P would activate.

The clip below records:

  • LK → 6KKK
  • LK → (close) 236K
  • 2MK → 214P
  • Walk → throw

Corner judo

  • Do not forward jump
    • 4MK → 6KKK will deny your corner escape
  • Keep OD invincible reversal as an option
    • A failed reversal attempt that eats 4MK deals the same damage as having your OD reversal blocked
    • If the damage is equal, never throw away the OD reversal option
  • Commit to landing a reversal somewhere — scatter Drive Impact / Parry / mash to keep the mix-up going