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
- When using Drive Rush, Blanka finds it difficult to walk shimmy
- 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
- When using Drive Rush, Blanka finds it difficult to walk shimmy
- 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

