FIGHTER GUIDE IORI'S STRATEGY

BLANKA
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Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for BLANKA.

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Home›Fighter Guides›BLANKA›Combos & Okizeme
COMBO ROUTES

BLANKA Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

Jump to a section (31)CONTENTS
01Notation02Key changes in the 2026-8-3 version0310 essential starter combos046 HP Punish Counter05H Rolling Attack Punish Counter06Clean Drive Impact hit07Corner Basic combo08Drive Impact wall splat09Key Frame Advantage by Ender10Setplay11After forward throw12forward throw PC > OD Wild Hunt13After SA314Blanka-chan Bomb15Basic routes into bomb setup16Activate the doll with OD Electric Thunder17OD bomb activation into an overhead combo18OD bomb activation into a low19Bomb setplay loop20SA2 Lightning Beast21Basic midscreen SA2 route22SA2: carry from midscreen to the corner23Corner SA2 route into doll setup24SA2 block pressure25Continuing pressure after a blocked attack26cr.MK Drive Rush: answer to Drive Reversal27Invincible-Reversal Punishes2810 Practical Starter Routes29Current Game Plan30Notes for Older Guides31References
ESSENTIAL ROUTES01

Notation

DR = Parry Drive Rush CDR = Cancel Drive Rush PC = Punish Counter CH = Counter Hit

Electric Thunder = 214P Rolling Attack = [4]6P Vertical Rolling Attack = [2]8K Backstep Rolling Attack = 63214K Wild Hunt = 236K Coward Crouch = 2PP Wild Lift = P during Coward Crouch Raid Jump = K during Coward Crouch Blanka-chan Bomb = 22P

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ESSENTIAL ROUTES02

Key changes in the 2026-8-3 version

Held Electric Thunder

From the 4th hit onward, the held version branches into a dedicated follow-up. The follow-up changed from a strike to a projectile. The 8th hit's active duration changed from 2F to 3F. Making the opponent block it on wake-up leaves Blanka at +2F. This gives it more applications against strike-invincible SA1 moves.

4MK Wild Edge

Whiff recovery increased from 12F to 16F, and the hurtbox remains extended forward on whiff. It still leaves Blanka at +2F on block and +8F on hit.

st.MP

Startup changed from 10F to 9F.

st.MK

The foot hurtbox just before the move becomes active was improved.

6HP

A projectile-specific hurtbox was added.

st.HK: airborne Counter Hit

The launch duration was shortened. Some older DR > st.HP pickups now require DR > st.LK instead.

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COMBO ROUTES03

10 essential starter combos

1 Basic light-attack route

st.LK > cr.LP > Electric Thunder

st.LK starts in 4F. It is a basic option for interrupting pressure, punishing, and wake-up pressure.

2 low starter

cr.LK > cr.LP > Electric Thunder

Electric Thunder leaves approximately +39F on hit. Choose this ender for wake-up pressure.

3. Damage from light attacks

st.LK > st.LK > M Rolling Attack

M Rolling Attack prioritizes damage over the Electric Thunder ender. After light attacks, choose M Rolling Attack for damage or Electric Thunder for the resulting position and pressure.

4 4MK starter

4MK > st.MK > Electric Thunder

Alternative option

4MK > cr.MK > M Rolling Attack

4MK is +2F on block. Whiffing it carries more risk in Year 4.

5. Basic cr.MP route

cr.MP > M Rolling Attack

Alternatively:

cr.MP > Electric Thunder

M Rolling Attack prioritizes damage; Electric Thunder prioritizes wake-up pressure.

6. Main Drive Rush combo

cr.MP > CDR > st.HK > st.HP > Coward Crouch > Wild Lift > M Vertical Rolling Attack

This is a main route. The final move can also be replaced with Amazon River Run or cr.HK.

M Vertical Rolling Attack: the damage-focused option.

Amazon River Run: the option that prioritizes wake-up pressure.

7. Basic st.HK route

st.HK > cr.LP > L Vertical Rolling Attack

This uses st.HK's ability to force the opponent to stand.

8. Drive Rush overhead

DR > 6MP > st.HK > cr.LP > L Vertical Rolling Attack

Example for closing out a round

DR 6MP > st.HK > cr.LP > CDR > st.LK > st.MK > CDR > st.HK > st.HP > Wild Lift > M Rolling Attack > SA3

9 st.HK Punish Counter

st.HK PC > st.HP > Coward Crouch > Wild Lift > M Vertical Rolling Attack

If wake-up pressure is the priority:

> Amazon River Run

10. High-damage punish after blocking an invincible reversal

st.HK PC > st.HP > CDR > st.HK > st.HP > CDR > st.HK > st.HP > Coward Crouch > Wild Lift > M Rolling Attack > SA3

An option for maximizing a large punish opportunity.

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ESSENTIAL ROUTES04

6 HP Punish Counter

6HP PC > DR > st.HP > Coward Crouch > Wild Lift > Amazon River Run

After Amazon River Run hits an airborne opponent, the advantage is approximately +37F. This can lead to a meaty M Wild Hunt, for example.

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ESSENTIAL ROUTES05

H Rolling Attack Punish Counter

H Rolling Attack PC > DR > Amazon River Run

corner

H Rolling Attack PC > DR > st.HP > Coward Crouch > Wild Lift > SA3

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ESSENTIAL ROUTES06

Clean Drive Impact hit

DI clean hit > Surprise Forward Hop to cross behind > st.HP > Coward Crouch > Wild Lift > Amazon River Run

A side-switch option when your back is to the corner.

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COMBO ROUTES07

Corner Basic combo

Meterless combo into bomb setup

st.HP > Coward Crouch > Wild Lift > Blanka-chan Bomb

Continue into wake-up pressure using the doll.

corner / Damage-focused route

st.HP > Coward Crouch > Wild Lift > Electric Thunder > H Vertical Rolling Attack

Corner: bomb setup and damage

st.HP > Coward Crouch > Wild Lift > Electric Thunder > OD Backstep Rolling Attack > Blanka-chan Bomb

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ESSENTIAL ROUTES08

Drive Impact wall splat

DI wall splat > st.HP > held Electric Thunder > H Vertical Rolling Attack

DI crumple > st.HP > held Electric Thunder > H Vertical Rolling Attack > approximately +42F > safe jump

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SETPLAY09

Key Frame Advantage by Ender

Electric Thunder > +39F

OD Electric Thunder > +40F

L Vertical Rolling Attack > +35F

M Vertical Rolling Attack > +42F

H Vertical Rolling Attack > +42F

H Rolling Attack > +30F

OD Rolling Attack > +57F

OD Wild Hunt > +64F

Wild Lift > +55F

forward throw > +30F

back throw > +27F

SA3 > +50F

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SETPLAY10

Setplay

1 Electric Thunder +39F

Electric Thunder > +39F

forward dash > +20F

two forward dashes > +1F

From there: > st.LK meaty

2 Electric Thunder > Surprise Forward Hop

Electric Thunder > Surprise Forward Hop > +11F

From there:

Use an immediate meaty st.HP, or walk forward slightly and throw.

3. Corner Electric Thunder into whiffed 4MK

Electric Thunder (+39F) > whiff 4MK > approximately +13F > late-active meaty 4MK

Approximate values

hit: +13F block: +7F

On hit, st.HP combos afterward.

4. Important Year 4 setup: corner meaty held Electric Thunder

Electric Thunder knockdown > meaty held Electric Thunder

On block, Blanka is +2F.

The held portion is a projectile. It can cover some SA1 moves and armored options.

If you expect a Perfect Parry or an invincible reversal:

Whiff regular Electric Thunder to leave approximately +4F, then choose a throw, a delayed throw, or st.LK.

Mix holding and not holding the move, including options based on a read that the opponent will use an invincible reversal.

5 +42F safe jump

M Vertical Rolling Attack hits low in the air > +42F > immediate forward j.HK

Alternatively:

+42F situation > forward jump HK

A basic safe jump.

6 cr.HP PC > safe jump

cr.HP PC > two forward dashes > +42F > forward jump HK

This may cross up depending on spacing. Adjust with j.MK or another suitable jumping attack if needed.

7. Grounded Amazon River Run hit

Amazon River Run > +29F approximately

From there:

DR > 6MP

Aim to make the overhead meaty against both normal recovery and back recovery.

8. Airborne Amazon River Run hit

airborne hit > +35F

forward dash > +16F

Alternatively:

Surprise Forward Hop > +8F

Surprise Forward Hop: same-side/cross-up mix

An immediate hop crosses behind regardless of recovery choice.

With a 1F delay, normal recovery gives a cross-up and back recovery keeps you on the same side.

9 Wild Lift > L Vertical Rolling Attack

Wild Lift > L Vertical Rolling Attack > +38F

Surprise Forward Hop > approximately +11F > late-active meaty 4MK

Alternatively:

L Rolling Attack > +7F

10 Wild Lift > M Vertical Rolling Attack

Wild Lift > M Vertical Rolling Attack > +44F

two forward dashes > +6F

The spacing is wider, so continue pressure with a move that reaches, such as cr.LP.

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ESSENTIAL ROUTES11

After forward throw

forward throw > +30F

Surprise Forward Hop > +3F

A throw may not reach. Use st.LK or another suitable button for wake-up pressure.

Other options: DR cr.MK or DR 6MK.

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ESSENTIAL ROUTES12

forward throw PC > OD Wild Hunt

forward throw PC > OD Wild Hunt

This setup makes the command throw meaty. Regular L Wild Hunt loses to a 4F interrupt, so confirm the throw Punish Counter and use the OD version.

After OD Wild Hunt > approximately +64F

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COMBO ROUTES13

After SA3

SA3 > +50F

M Rolling Attack > approximately +9F > late-active meaty 4MK

Approximate values

hit: +9F block: +3F

Alternative option

DR > Surprise Forward Hop > 4MK meaty

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ESSENTIAL ROUTES14

Blanka-chan Bomb

Set a bomb with 22P.

After placing the doll, activate it by hitting it with one of Blanka's electrical attacks.

Activated with regular Electric Thunder

The doll travels horizontally.

Activated with OD Electric Thunder

The doll bounces 2 times.

Activated with SA1

The doll rushes through the air with multiple hits.

Important

Since March 2026, an activated doll disappears if Blanka himself is hit.

Be careful with older video setups where the doll keeps attacking after Blanka is hit; that behavior differs from the current version described here.

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ESSENTIAL ROUTES15

Basic routes into bomb setup

Meterless

st.HP > Coward Crouch > Wild Lift > Blanka-chan Bomb

After placing the doll: approximately +5F.

Corner carry using approximately 1 Drive bar

st.HP > Wild Lift > DR st.LK > Wild Lift > Blanka-chan Bomb

Carry the opponent toward the corner while setting the doll.

OD Backstep Rolling Attack into bomb setup

OD Backstep Rolling Attack > Blanka-chan Bomb > +5F

Alternative

st.HP > Wild Lift > OD Backstep Rolling Attack > Blanka-chan Bomb

> +10F approx.

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ESSENTIAL ROUTES16

Activate the doll with OD Electric Thunder

OD Electric Thunder > first hit of the activated doll

The sequence is a true blockstring up to this point.

Afterward

Use 6MK, or walk forward slightly into cr.MK.

Use these options for the following mix-up:

overhead / low

Apply the mix-up to open the opponent up.

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COMBO ROUTES17

OD bomb activation into an overhead combo

With the doll already placed:

Activate with OD Electric Thunder > 6MP > doll's 2nd hit > backdash > H Backstep Rolling Attack > held Electric Thunder > H Vertical Rolling Attack > +42F > safe jump

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ESSENTIAL ROUTES18

OD bomb activation into a low

Activate with OD Electric Thunder > walk forward into cr.MK > doll's 2nd hit > backdash > H Backstep Rolling Attack > held Electric Thunder > H Vertical Rolling Attack

Main mix-up after OD doll activation

6MP overhead vs cr.MK low

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SETPLAY19

Bomb setplay loop

corner

cr.LK > st.LK > OD Electric Thunder + doll activation > two forward dashes > backward j.MP > Blanka-chan Bomb > H Vertical Rolling Attack

Continue pressure while setting another doll.

Target sequence

Place the doll > open the opponent up with doll pressure > combo > place another doll.

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COMBO ROUTES20

SA2 Lightning Beast

During SA2, rolling special moves do not require a charge.

On hit or block, they can also branch into Rolling Cannon.

Rolling Cannon can change direction in 8 directions.

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COMBO ROUTES21

Basic midscreen SA2 route

st.HP > SA2 > st.HP > L Vertical Rolling Attack > ↘Rolling Cannon > L Vertical Rolling Attack > delayed ↘Rolling Cannon

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COMBO ROUTES22

SA2: carry from midscreen to the corner

st.HP > SA2 > st.HP > M Vertical Rolling Attack > delayed ↘Rolling Cannon > back jump > low Aerial Rolling Attack > Rolling Cannon

This carries the opponent a long way toward the corner. Depending on the conditions, it can lead directly into doll wake-up pressure.

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COMBO ROUTES23

Corner SA2 route into doll setup

cr.MP > OD Electric Thunder > SA2 > held Electric Thunder > H Vertical Rolling Attack > ↘Rolling Cannon > Blanka-chan Bomb

Alternatively:

The M Vertical Rolling Attack version prioritizes damage.

Placing the doll can leave approximately +13F in some situations.

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COMBO ROUTES24

SA2 block pressure

st.HP > SA2 > st.HP > H Rolling Attack

The sequence is a true blockstring up to this point.

Afterward

↘Rolling Cannon > ↘Rolling Cannon

Some sequences remain a true blockstring through the 2nd Rolling Cannon and leave approximately +7F.

If you expect a Perfect Parry or an invincible anti-air, change direction with ↓Rolling Cannon.

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ESSENTIAL ROUTES25

Continuing pressure after a blocked attack

4MK

hit +8F block +2F

4MK is strong on block, but its whiff risk increased in Year 4. Aim to make contact rather than leaving it out preemptively.

OD Electric Thunder

block +4F

Spend meter to keep your turn reliably.

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ESSENTIAL ROUTES26

cr.MK Drive Rush: answer to Drive Reversal

cr.MK > CDR > cr.LK > buffer 6+KKK

On a normal block: cr.LK > st.LK.

If the opponent uses Drive Reversal, Surprise Forward Hop comes out and avoids it.

An advanced option.

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COMBO ROUTES27

Invincible-Reversal Punishes

basic

st.HK PC > st.HP > Wild Lift > M Vertical Rolling Attack

With Drive meter available

st.HK PC > st.HP > CDRx2 > Wild Lift > M Rolling Attack > SA3

corner Option

st.HK PC > st.HP > OD Rolling Attack > H Vertical Rolling Attack > SA1

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ESSENTIAL ROUTES28

10 Practical Starter Routes

1. st.LK > cr.LP > Electric Thunder

2. 4MK > st.MK > Electric Thunder

3. cr.MP > M Rolling Attack / Electric Thunder

4. cr.MP > CDR > st.HK > st.HP > Wild Lift > M Vertical Rolling Attack

5. Combo > Electric Thunder +39F > two forward dashes > st.LK

6. +42F > forward j.HK safe jump

7. In the corner: Electric Thunder > meaty held Electric Thunder > +2F on block, with coverage against SA1.

8. st.HP > Wild Lift > Blanka-chan Bomb

9. Place the doll > activate with OD Electric Thunder > 6MP / cr.MK

10. st.HP > SA2 > Rolling Cannon pressure

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ESSENTIAL ROUTES29

Current Game Plan

Make contact with light attacks or 4MK > Electric Thunder or a combo > carry to the corner > place Blanka-chan Bomb > activate with OD Electric Thunder > overhead / low / throw > combo > set another doll.

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ESSENTIAL ROUTES30

Notes for Older Guides

Use the following current-version replacements.

4MK has more whiff recovery and a larger hurtbox.

Held Electric Thunder gained projectile properties and a new follow-up.

Pickups after an airborne Counter Hit with st.HK have changed.

Surprise Forward Hop differs from its older behavior.

An activated Blanka-chan Bomb disappears when Blanka is hit.

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ESSENTIAL ROUTES31

References

Sources: official Street Fighter 6 battle adjustments; Ultimate Frame Data; Year 4 Blanka combo and setplay material; testing after the 2026-8-3 adjustments.

Combo and setplay conditions can vary with spacing, recovery choice, late-active hits, and position relative to the corner.

Recheck in Training Mode before using these routes in matches.

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Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.