ブランカ
Blanka — 对策
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
Blanka's aerial mobility tool. Primarily used as a reversal option. Normal versions become unpunishable when hit at low altitude — but remember they are always -3 at best.
- (In air) [4]6LP
- (In air) [4]6MP
- (In air) [4]6HP
- (In air) [4]6PP
Typically used by Blanka after guard pushback from normals.
- LK → LK → 214P → (in air) [4]6HP
- If you try to counter with a mid kick after blocking 214P, you'll get hit
- If you read the aerial rolling, counter with a high-priority heavy normal or place a neutral jump
(In air) [4]6PP leaves Blanka with positive frames on block — advantage increases when hit low. Primarily used as a reversal option on your wake-up. If you chose a shimmy, Blanka maintains pressure on block; if you chose a throw, you'll get hit.
- (In air) [4]6PP
- Throw and shimmy both lose on your wake-up
- If you read it, land a normal meaty or back-dash for a high-reward punish
Recommended counters
- (In air) [4]6P
- Mostly used at the end of a string
- After blocking 214P, placing an occasional neutral jump gives high reward
- When used in neutral, do your best to block
When countering, use a normal with strong upward priority.
- (In air) [4]6PP
- Include back-dash in your wake-up options
- If back-dash input is difficult, just focus on landing meaty attacks
- Choosing back-dash also dodges Blanka's [2]8KK at the same time — high-reward option
- Include back-dash in your wake-up options
Blanka's (in air) [4]6PP reversal is very strong, but in exchange [2]8KK is designed to be weaker — keep that in mind. Back-dash dodges [2]8KK as well.
Rolling Cannon(闪电兽中)(滚动系必杀技中任意方向)

Counter-strategy for Rolling Cannon — punish frames, blocking direction, yomi paths — to be added.
Wild Hunt(近身)




Blanka's command grab. Unlike Zangief's or Manon's command grabs, this one can be cancelled into from normal moves — if you're not actively expecting it, you'll just eat it.
Recommended counters
Watch for cancels from normals
Most of the time it comes out of a normal-move cancel. The counter is the same as for 6KKK: mash a button at the timing you'd block 214P.
Fuzzy fail → back-jump pays off
If you fail the fuzzy and back-jump instead, the reward is huge. The whiff recovery gives you a 15–16F punish window — go for your longest-reach heavy starter.
214P is -3 on block and 214PP leaves Blanka +4 outside throw range — neither has a guaranteed punish, so it stays safe. Because Blanka almost always buffers it into staple strings, the highest-EV answer is to memorize the motion and just-parry it.
Recommended counters
Just-parry the staple strings
- LK → LK → 214P: the most common route — easy to just-parry. If you read it, drive-impact also works. Mix in fuzzy because 6KKK beats parry attempts
- LK → 2LP → 214PP: another staple
Know the oki after 214P hits you
If 214P connects, Blanka runs forward-step → drive-rush oki:
- Forward-step → rush → 2MK: +1 on block, full combo on hit
- Forward-step → rush → LK: LK whiffs, Blanka ends up at -5 — baits your OD reversal
- Forward-step → rush → 6MP: not meaty, mash is live
- Forward-step → rush → forward-throw: not meaty either
If you see the forward-step, switch to crouch-block; if not, stand-block. To cover ぼったくり like forward-step → 6MP, fuzzy a jab at the timing you'd block the 2MK — that covers everything.
The clip below records both "forward-step → rush → 6MP" and "forward-step → rush → 2MK" after 214P hits.
Once the doll is triggered, Blanka immediately applies overhead/low/cross-up mix-ups, dealing 2000–3000 damage before resetting the doll. Overhead into low after Electric Thunder guard is a true blockstring. The command grab option catches neutral jumps.
Overhead
- 6MP at the earliest opportunity
Low
- Forward-step → 2MK
Cross-up
- Forward-step → delayed → 6KKK
Throw option
- During SA2, Aerial Rolling Attack → fastest throw
Command grab option
Chip damage option
- HP → 214P → HP → [4]6HP
- Continuous guard (blockstring)
Recommended counters
Easy counter Even if you just block, your Drive Gauge drains rapidly — even surviving the full sequence often leaves you near Burnout. The recommended option is to hold Parry and accept a potential counter-hit throw.
Unless SA2 is active, Blanka cannot reset the doll from a counter-hit throw — so just accept the throw and transition to the easier throw-tech situation. Sometimes accepting the loss is the right call.
Advanced counter
- Fuzzy against overhead/low/cross-up
- The timing of overhead, low, and cross-up all differ, so fuzzy defense is possible
- The order is: overhead → low → cross-up
- Start with stand-guard → switch to crouch-guard then press throw — this covers all options, and if it's a cross-up the throw may connect
- Throw timing is tight so you need a bit of luck
Command grab counter
- After the doll is placed, do not neutral jump — the command grab will catch you
Long-reaching crouching normal — great for poking and whiff punishing. Blanka cancels into various specials from here to continue offense.
After a cancel Drive Rush from 2MP, Blanka can make 2LP a true blockstring — but the situation is only +2 outside throw range and not very threatening. Instead, Blanka will use the following non-true-blockstring options:
- 4MK
- Can hit-confirm, but also a greed option for Blanka
- +6 on block, within throw range
- Can be interrupted with an invincible reversal
- HK
- Cannot hit-confirm
- ±0 on block
- Can be interrupted with an invincible reversal
Recommended counters
- Buffer an OD invincible reversal
- Blanka often uses non-true-blockstring strings, so buffer one when you have meter
- 6KKK is an option to bait the reversal, but it costs 3 bars for Blanka and is not something Blanka wants to do often. Be careful mainly when you have Blanka cornered, since it gives a corner escape
- Blanka often uses non-true-blockstring strings, so buffer one when you have meter
- Just Parry
- Option for those who cannot land invincible reversals consistently
- Drive Reversal
The clip below records:
- 2MP → cancel Drive Rush → 4MK
- Interrupt with invincible reversal
- 2MP → cancel Drive Rush → HK
- Interrupt with invincible reversal
- Even if the interrupt fails, HK is ±0 on block — press a 4F button afterward
Used as a combo ender or advancing attack. Up to -22F on block at max depth — take a hard punish.
Recommended counters
- On block
- Start your punish combo with a heavy normal
- On hit (as a combo ender)
- If you back-rise, Blanka can apply a 6KKK cross-up mix-up
- Take a neutral rise and guard 6KKK if you see it
Back-rise allows cross-up:
Big characters are immune to the cross-up:
Blanka is +27F after the throw.
- Drive Rush → forward MK lands as a meaty, leaving Blanka +2 on block
- At that distance the only cancel-able meaty is 6MK, so Drive Impact is easy to land
Recommended counters
- Take a back-rise
- If Blanka Drive Rushes in, Drive Impact on confirmation is recommended
+2 on block for Blanka. Follow-ups after Wild Edge are:
- 4MK → LP → 214P — reversal attempt-crusher
- 4MK → 2MK → [4]6MP — hit-confirm combo
- 4MK → walk throw — throw to beat Parry
Recommended counters
- 4MK → LP → 214P
- Reversal attempt-crusher
- Blanka cannot confirm LP into 214P, so Drive Impact or Just Parry is the higher-EV read
- 4MK → 2MK → [4]6MP
- This is also a Modern combo route — 4F mash is possible in the gap between 4MK and 2MK
- 4MK → walk throw
- 4F button beats the throw
Do not throw out an invincible reversal after block — Blanka is outside throw range.
Recommended option: after blocking 4MK, the only low that leads to a combo is 2MK. Block Wild Edge → step back once → fuzzy guard is the recommended defensive option.
The clip below records:
- 4MK → LP → 214P
- Note that Blanka may also do 6KKK here — fuzzy a heavy button to cover that
- 4MK → 2MK → 214P
- 4MK → walk throw
Normal version
- 63214LK (Light Backstep Rolling Attack)
- Blanka is +3 on block
- 63214MK (Medium Backstep Rolling Attack)
- Blanka is +2 on block
- 63214HK (Heavy Backstep Rolling Attack)
- Blanka is +4 on block
OD version
- 63214KK (OD Backstep Rolling Attack)
- Blanka is +6 on block
Recommended counters
All versions leave Blanka advantaged — resist mashing. Hold block and prepare for Blanka's follow-up. Light and Medium are +2–3, while Heavy and OD are +4–6, making them especially threatening. Block and wait for the next exchange.
Blanka can cancel into this from any normal to cross up at any time. It rarely appears raw in neutral, so the key is to press a button in the gap of Blanka's strings using a fuzzy jab.
The fuzzy timing is: press a button at the timing you would block 214P.
Recommended counters
- LK → LK → 214P
- LK can only be chained twice, so after that the only options are 214P or 6KKK
- [4]6HP is also possible; in that case back-jump for a punish
- Press a 4F normal at the timing you'd block 214P to punish 6KKK
- Using a slower button increases the chance the move comes out after Blanka has already crossed up, making the fuzzy much harder
- LK can only be chained twice, so after that the only options are 214P or 6KKK
- 4MK → LK → 214P
- Same fuzzy works here — give it a shot
- 2LP → 2LP → 2LP → 214P
- Blanka can launch 6KKK from three jabs, so fuzzy here too
- Blanka can also choose a big Rolling Attack to beat your fuzzy
- Back-jump to punish that option
The clip below records two patterns:
- LK → LK → 214P
- Press a 4F button at the timing you'd block 214P
- LK → LK → 6KKK
- Counter-hit on Blanka — punish with a counter-hit combo
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
Blanka's invincible reversal. The OD version ([2]8KK) has 7F OD invincibility so Blanka uses it to escape your wake-up pressure. Block is -27 (-40 on OD), so the answer isn't to read it — it's to block it cleanly and take the max punish.
Recommended counters
Back-dash on your own oki
When you're running oki on Blanka, back-dash simultaneously covers both [2]8KK and (in-air) [4]6PP. As a bonus, Blanka's other counter-option, 2MK, has short reach — so a delayed 2MK whiffs and you can whiff-punish.
Punishes on block
- L / M / H Vertical Rolling: -27 — full SA-tier punish on most casts
- OD Vertical Rolling: -40 — go for max combo into SA3 to close the round
Blanka's signature charged dash. With awareness it's not hard to block, but if you over-commit attention to [4]6P, you'll lose to (close-range) 236K and raw drive-rush. The LP feint will catch you sometimes — don't try to react to it constantly.
Recommended counters
Fuzzy 4F jab
- Press LP at the timing you'd block [4]6HP
- H Rolling gets blocked; L Rolling (or the feint) gets punished
Punishes on block
- [4]6HP blocked: Blanka is -15. Drive-rush in to start your offense
- [4]6LP / [4]6MP blocked: if Blanka pops one out from a dropped combo, you can punish even out of a forward-step
- [4]6PP blocked: no real punish mid-screen, but in the corner Blanka often buffers it from 2MK. If you see the 2MK, drive-impact is a strong counter










