[Top 10] SF6 Blanka Combos Showcase And Best Combo List

sf6 blanka combos
Updated:
11 Dec 2023

What are the best Street Fighter 6 Blanka combos?

Blanka is one of the original World Warriors from Street Fighter II and the sight of him is synonymous with Street Fighter.

Throughout the years, Blanka hasn’t had many changes to his core mechanics but that seems to have changed with the newest entry in the series.

Blanka is now a proud tour guide in the Amazon jungle and is not shy to use his best-selling souvenir Blanka-Chan dolls in combat. He wasn’t playable in the Beta or Demo versions of the game, so this list is done with fairly limited information.

 

10. Electric Cut

Start at: 2:36

We can see this combo in action out of a jump in the same match but is worth noticing how it can be used as a means of pressuring the opponent, especially in the corner.

In this case, the Blanka player caught the opponent pressing a button and was able to seal the round with this move, but we can see that even if it had been blocked, Blanka would not have been punished.

When to use this combo: During corner pressure.

 

9. Shocking Jump-In

Start at: 1:49

Blanka can jump against the opponent with a jumping roundhouse and do a simple, meterless combo into Electric Thunder.

Notice how perfectly spaced for a jump-in he becomes after getting his OD Blanka Ball blocked and also how he gets good oki off of his electricity without needing to Drive Rush. 

When to use this combo: Out of a perfectly timed jump-in.

 

8. OD to OD

Start at: 1:16

This is a basic Blanka combo that has been possible in the past and is once again made available for damaging fireball punishes.

With the added Punish Counter mechanics for Street Fighter 6, this combo is now more dangerous than ever, dealing extra damage and perfect to nail the opponent against the corner.

When to use this combo: As a fireball punish.

 

7. Cheaper Variation

Start at: 0:16

In Street Fighter V, Blanka is able to go from his EX Blanka ball into his EX Up Ball or opt for a meterless while in V-Trigger I.

In SF6, this combo is back but simplified and made cheaper, as you now only need to spend meter for the OD Blanka Ball and can then follow up with a meterless, regular Up Ball.

When to use this combo: To go through projectiles.

 

6. Surprise Attack!

Start at: 3:21

In typical Blanka fashion, the Brazillian green beast performs his infamous hop at an ambiguous range, making the opponent guess which side they need to block.

Then, he follows with a quick light-string finishing in Electric Thunder, making this a safe mix-up with a safe follow-through.

When to use this combo: Out of an ambiguous mix-up in the midrange.

 

5. Yo-Yo Ball

Start at: 2:24

If you were wondering what Blanka’s Level 2 utility super does, well, it is basically his V-Trigger II from Street Fighter V.

After activating his Super Art, Blanka then initiates pressure with Blanka Balls that can be chained into each other mid-air after each hit/block, perfect for combos and pressure.

When to use this combo: As a way to open your opponent up.

 

4. Fly Away

Start at: 2:24

Blanka cancels some sort of heavy punch normal into his Coward Crouch launcher, making the opponent fly away.

After that, he can juggle into his Level 1 Super, which is akin to his Street Fighter V V-Skill II.

When to use this combo: It can probably work out as a meaty.

 


3. Blanka-Chan

Start at: 2:06

This combo showcases what Blanka can do with his Blanka-chan doll setups in Street Fighter 6. We’ve already seen a mix-up in a throw attempt in the developer match but in this video, we can see a combo land.

After charging the doll with electricity, Blanka follows it before hopping into the back of the opponent just as the doll explodes, launching the opponent into a full combo.

When to use this combo: Out of a successful setup.

 

2. Super Confirm

Start at: 4:02

We see the Blanka player fishing with a long-reaching poke that seems to be a standing strong, or a standing fierce, or maybe even a unique normal.

Upon landing the hit, Blanka has time to hit-confirm into his Level 3 Super Art, killing the opponent with a thunderous assault.

When to use this combo: To close out the round out of a poke.

 

1. Sliding Down the River

Start at: 3:07

Now this is something you don’t see every day. In fact, it’s one of the coolest combos Blanka has showcased so far.

After a successful whiff punish with Blanka Ball, Blanka chases his opponent thumbing along the stage with a Drive Rush Amazon River Run, his iconic slide, and it connects!

When to use this combo: For whiff punishes.

 

Given Blanka’s unique abilities and movement options, as well as the diversity the character possesses by design, with far-reaching Drive Rush moves, mechanical dolls, and air trajectory-changing opportunities, his combo potential is only as limited as the player labbing the character.

The biggest lesson we can take from what we have seen so far is that Blanka is a pressure-heavy monster, with multiple setups and mix-ups to open the opponent’s defenses, so most of his combos are based either on trying to find openings or capitalizing on them.

We’ll see much more in the future for sure!

 

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Gamer Since:
2003
Currently Playing:
Street Fighter V: Champion Edition
Top 3 Favorite Games:
Street Fighter X Tekken, Grand Theft Auto V, Assassin's Creed: Brotherhood