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Street Fighter 6: Blanka Move List & Guide

Street Fighter 6 is coming out on 2nd June, which is just less than a month away. As such, the game’s roster for its launch is set with 18 characters, each with their various playstyles.

In this entry, we’ll be focused on Blanka, the Street Fighter 2 veteran with the rolling ball and electric attacks.

Note: This guide is still in development.
All inputs are in numpad notations. For example, Hadouken from player 1’s starting side is 236P.
Attack buttons are as follows: LP, MP, HP are light punch, medium punch, and heavy punch respectively. LK, MK, and HK are light kick, medium kick, and heavy kick respectively. None of this Fierce or Roundhouse bulls*** in Asia. 

Info & video credits: Fighting Game Anniversaries, WoolieVS, FlawlessDeku, Capcom, Reversal

 

Street Fighter 6 Blanka Overview

Like his past iterations, Blanka is all about fast hits and mixups that hit hard. While not the most combo-centric character compared to Jamie and Kimberly, Blanka is speedy in his own right with his Rolling Attack, Backstep Rolling Attack, and his slide. And also his Coward Crouch and Short Hops that let him leap around the arena.

Do note that his patented Electric Thunder is now a motion command, not an attack you can “piano input” or mash out anymore. He can also lay traps in the form of Blanka-chan toys that can be activated with your own special attacks. Some setplay tactics are required for Blanka-chan, but they do strengthen Blanka’s gameplan in tricking opponents.

Play If: You like to annoy your opponents with Surprise Hops, and rolling attacks and random slides from a safe distance.

Avoid If: You prefer straightforward characters, you prefer defensive characters.

 

Street Fighter 6 Blanka Move List

Special Moves

Electric Thunder: 214P. Hold P to extend the move’s duration. Can’t mash this now; you need to do the motion input.

Rolling Attack: [4]6P

Vertical Rolling Attack: [2]8K. Anti-air.

Backstep Rolling Attack: 63214K. Now a motion input, but recovery is worst than previous iterations.

Aerial Rolling Attack: During a jump, [4]6P.

Wild Hunt: 236K. Command grab with short hop startup. Best used as a surprise attack after a few rolling attacks, safe slides, and pokes.

Blanka-chan Bomb: 22P. Sets up a trap that can be activated with electric thunder or any move with electric. Electric will cause it run toward and attack your opponent.

Rolling Cannon: When performing a rolling-type special move, press any direction and then P. Can only be used during Lightning Beast.

Super Arts

Shout of Earth (Level 1): 236236P. Good reversal and also as a combo ender.

Lightning Beast (Level 2): 214214P. Install move. Lets Blanka do Rolling Cannon follow-ups from all rolling-type special moves, meaning juggles and surprise attacks.

Ground Shave Cannonball (Level 3): 236236K. Projectile invincible.

Unique Attacks

Rock Crusher: 6MP. Overhead.

Double Knee Bomb: 6MK

Wild Edge: 4MK

Wild Nail: 6HP. Can be followed up with Coward Crouch on hit or on block.

Amazon River Run: 3HP. Trademark slide. Unsafe when blocked and up-close; use it as a spacing tool and mid-screen. Hits further than you would think.

Coward Crouch: 2PP. Low stance that can duck under most projectiles. You can perform Wild Lift (P) or Raid Jump (K) from here.

Surprise Forward Hop: 6KKK. Surprise leap forward. Very quick.

Surprise Back Hop: 4KKK. Surprise leap backward. Good for gaining distance.

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