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Blanka Ultra Street Fighter 4 Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:11 p.m. PDT

Blanka: Super Street Fighter 4 Character Guide

Character Overview
Blanka is a trickster character with strong defense and a deadly 50/50 offense. Once the green beast gets a life lead it gets monumentally more difficult to defeat him. He has great pressure tactics and can capitalize on knockdown a lot more proficiently than other characters. Blanka's punish game is also very powerful with great ranges on his Slide and Blanka Ball.

Blanka has trouble with characters that have excellent punish tactics. Since Blanka's only invincible reversal doesn't knock down opponents on the ground, there are many characters that can punish Blanka's reversal tactics on hit. Characters that can shut down the Beast Roll or Blanka's short jump can also make it very difficult for Blanka to stage an offense.

+ Quick walkspeed and good movement options.
+ Nasty okizeme (wake up game) with electricity, throws and Blanka Balls.
+ Great pokes and anti-air normals.
+ Amazing corner escape game.
+ Small crouching hitbox.
+ Can avoid and punish projectile tactics extremely well.
+ A very fast armor breaker.
+ Extremely powerful Ultra that has fast startup.

- No reliable method of comboing into either Ultra.
- Blanka Ball is one of the most unsafe special moves in the game.
- Reversal game can be very weak.
- No combos into untechable knockdown.
- Low damage combo game.

Notable Normal Moves
or Rock Crusher (Overhead)
Blanka's overhead attack. You must hold down the Medium Punch button in order to give the move overhead properties. Unfortunately, it takes quite a while to come out so you'll more than likely be attacked before it hits.

Should you land the fully charged Rock Crusher, you can link it into multiple moves such as your Crouching Medium Kick or Ultra 1.

River Run (Beast Slide)
Blanka slides half-screen for an attack that hits low and knocks the opponent down. This attack is safe at maximum distances and is an absolute nightmare for fireball characters since Blanka can punish them without a charge.

This attack is very punishable if used incorrectly and some characters can punish much harder than others. It's also vulnerable to Focus Attacks, so make sure your opponent cannot see it coming.

Jumping Medium Kick
Blanka's crossup attack.

Jumping Hard Kick
This attack comes out at a weird angle that makes Blanka harder to anti-air.

or or
Anti-Air Normals
These are all of Blanka's anti-air normals. Hard Kick is for when the opponent is going to land slightly in front of you. Hard Punch is for when they are right above you. Crouching Medium Punch is when you have reacted a little too late to use standing Hard Punch.

Special Moves
Rolling Attack (Beast Roll or Blanka Ball)


The button pressed determines the distance Blanka travels as he spins forward for an attack. This is either a really good or bad move depending on the character and situation you are facing. A few characters have a lot of trouble dealing with this move and you'll want to be pestering them with it. It has great range and speed along with armor breaking properties.

The Light Beast Roll is the safest on block as it flies back the farthest. It is still possible for quite a few characters to punish this though. Hard Beast Roll lands the closest on block and is easily punishable by Ultras and other heavy hitting combos. On hit, the move is nearly always safe other than a few fast Ultras that can punish it (such as Cammy's Ultra 1).

If you perform the Hard Beast Roll in a combo and it lands within its first few active frames, it will knock the opponent down. This is really great to prevent being punished on hit for using the Beast Roll and gives you a chance to Hop closer to the opponent without being attacked.

All Beast Rolls recover quickly on whiff, meaning that an intentional whiff of the Roll into a throw is a very strong technique.

EX Version: Using EX causes the Beast Roll to travel a little faster than the Hard version while being invulnerable to projectiles during its forward flight. It's just as punishable as the Light Beast Roll on block.

The EX Beast Roll knocks down in its first few active frames, meaning that using it in combos is a worthwhile endeavour since you can FADC for tricks.

(Piano Rapidly)
Electric Thunder (Electricity)


Mashing on the punch buttons will generate high-priority electric attacks from Blanka. The hitboxes for Blanka's electric powers are very dominant if you are in range and they offer large amounts of frame advantage on block.

The Light version comes out the fastest, but has the smallest range and offers the least frame advantage. Hard is vice versa. All versions of Electric Thunder take five inputs or more to be activated, which forces players to memorize pianoing techniques.

Blanka's Electricity loses completely to low attacks such as sweeps. The upside to this is that if you activate it closely enough to the opponent they will be unable to throw out an attack (because extending their hitbox will allow them to get hit) or walk away due to the range of the attack forcing them to block.

The multi-hitting properties of the attack also prevent Blanka from being hit with Focus Attacks while he is generating his electricity. Be careful with this though.

Don't try to use this on wakeup unless someone poorly times their safe jump. It has no invincibility and the startup is very slow, making it tough to interrupt attacks.

EX Version: EX Electricity has the same range and startup as the Hard version and it does slightly more damage. Not really a useful EX move at all.

Backstep Roll (Rainbow Ball)


Blanka hops back for a bit and then descends on his opponent for an attack that knocks down. You can control the path of Blanka with whatever version you choose with Light Kick traveling the least distance. Unfortunately this attack is very vulnerable to Focus Attacks, invincible reversals and Ultras especially if you choose to land in front of the opponent. It's definitely a move you'll want to be using sparingly as Blanka.

EX Version: This version on the other hand is really great but not for its intended purpose. It offers total invincibility as Blanka hops backwards and it gives Blanka total manual control as he flies forward. Using this move Blanka can traverse the entire screen and escape the corner. It is difficult to stop the EX Backstep Roll as it will usually hit opponents trying to get in its way. This is a great move to save EX for as there aren't too many characters gifted with corner escape moves.

Don't try attacking with the EX version unless you are going for a chip KO, because it is still vulnerable to Focus Attacks. Even if you try to dodge the Focus Attack by landing behind the opponent, good players will dash and throw you when you land. Blanka has almost instant ground recovery when he lands from this move, but it's still vulnerable.

Vertical Roll (Up Ball)


Blanka's anti-air special move. The strength of the button determines how far Blanka travels and how many active frames (hitting frames) the move has, with the Light version having the least range but the most active frames. This attack is really unsafe on whiff and it doesn't offer any invincibility, so you have a high probability of trading hits or losing to attacks.

When it comes to using the Up Ball as a reversal, its use in this regard is questionable. Since the Up Ball doesn't knock down and your opponent recovers from the hit before you recover from the attack, there are quite a few characters that can punish the Up Ball on hit. The regular Up Ball has no invincibility either, so using it as a reversal or anti-air is really unsafe.

EX Version: Up Ball offers some startup invincibility, making it extremely unlikely that you will trade hits. It also travels slightly farther than the Hard version and has just as many active frames as the Light version. Blanka's best anti-air move by far.

Since this move has invincibility, you can use this move as a reversal to blast through moves from your opponent. It knocks down on hit, but if this move is blocked you will be in an extremely punishable situation. In other words, this really is an all-or-nothing reversal should you use it.

Surprise Back or Forward (Backward or Forward Hop)
This move is faster than Blanka's dash, and you can store a down charge for Up Ball while moving forward just in case. The hop is invincible to throws and low attacks after Blanka leaves the ground, making this a powerful surprise approach option.

This move gives Blanka a lot of potential for mixups. After you knock the opponent down, you can repeatedly hop over them to force them to guess whether to reversal, tech a throw or backdash. After hopping a bunch of times you can choose to throw, shock them with Electricity, Up Ball or Beast Slide(to punish a backdash). Don't forget that hopping around and over a charge character will disrupt their back charge.

Coward Crouch
Blanka ducks down and can avoid almost any projectile in the game, minus Juri's ground fireball and Akuma's air fireballs. You can even duck under low Tiger Shots with this.

Blanka will stay crouched until you move your joystick in another direction. You also have the option to Hop out of the Coward Crouch if you like.

Super and Ultra Moves

Super — Grand Shave Roll


A very damaging Super, but it's a little hard to combo into it outside of a punish since Blanka's hit confirms aren't too spectacular. It does quite a lot of chip damage just in case you need to finish with a chip KO although the opponent can easily just perform an invincible reversal to knock you out of it.

Since Blanka relies on his EX moves quite a lot, it's not a good idea to deliberately save for this. Blanka needs EX for invincible reversals, anti-airs and corner escapes.

Ultra 1 — Lightning Cannonball
Ultra 1

When Blanka activates the Ultra up close, the first hit has to be blocked low. The next hit where he rolls into the air and descends has to be blocked high, and then the final rolling sequence can be blocked high or low. While it might trick new players, good players will be able to block this every time. After you activate the Ultra and Blanka spins back onto the ground, you can hold down all of the Punch buttons to delay Blanka's forward movement until the opponent descends in front of you.

Blanka can combo into this Ultra from a crouching Medium or Light Kick, but it's extraordinarily difficult to do. Comboing after a Focus Attack is possible, but you must not dash after the Focus Attack has landed. If you want to use Lightning Cannonball for a chip damage KO, keep in mind that this Ultra has zero invincibility once Blanka has started moving into the air.

If you are in a situation where you need to turn the tables in your favor, then you can go for something called the ambiguous Ultra crossup. In order to use it, you have to throw the opponent forwards (Blanka's biting throw) then perform Lightning Cannonball while walking forward very slightly using the forward motions of the Ultra. Blanka will descend on the opponent and it will be very difficult for the opponent to guess which way to block as they stand up. It's a high risk, high reward technique which should be used sparingly.

Ultra 2 — Shout of Earth
Punch Motion
Kick Motion


Depending on the buttons you press, a different version of this Ultra will come out. The Kick version causes Blanka to slam electricity all over the ground and the Punch version summons an anti-air electric column.

The Kick version is a great counter to fireball throwers, and it's also good for chip damage against a lot of characters without aerial or invincible options. The recovery of this Ultra is massive, so you must be very certain that your chip KO attempt is not avoided. During the Kick version of Shout of Earth Blanka is invincible only to projectiles, not attacks.

The Punch version is a very damaging and quick anti-air. While Blanka does have good anti-air options from a down-back position, this is a big way to capitalize on a jumping opponent. The spacing is specific though, so you must be careful since the recovery of this version is almost three times longer than the Kick version.

Important note: Not every possible combo is listed here. Instead, you'll find the most common and helpful combos that you should know. There are many variations to these as well.

Crouching Medium Kick
Cancel into Hard Punch Blanka Ball
2 Hits
190 Damage
A quick punish combo.

Hard Punch Blanka Ball
3 Hits
156 Damage
Great to use after a Hop crossup.


Cancel into HP Blanka Ball
4 Hits
288 Damage
The link between Blanka's Crouching Medium Kick and his Standing Light Punch is a slow link.


Cancel into Hard Punch Electric Thunder
3 Hits
202 Damage
Great crossup combo, and it knocks the opponent down.

5 Hits
426/466 DMG
A one-frame link into Lightning Cannonball. Very difficult. Probably not a feasible option unless you are very desperate.
Tips and Tricks
Against characters that can always punish your Beast Roll, you have to attempt other options to get inside and do damage. Blanka's good pokes can help you force your way into the opponent's range to begin your confusing crossup attacks and throw mixups. Rely on your sweep and your crouching Medium Punch to get close.

If you want to play Blanka effectively you should be able to buffer Electric Thunder at your leisure using one of several techniques. All of these are demonstrated by Quakefingers. It takes five inputs of any punch button to generate Electricity and the last button pressed determines the version that is generated.

Never do a Beast Roll or an Anti-Air Roll if you are in the corner with your back to the wall. This forces Blanka to land closer to the opponent on recovery, leaving him open to Ultras and other heavy punishes.

Other Resources and Credit
You can find more information about playing Blanka on the Central Character Discussion Thread on the forums
Contributions to this guide by Nyoronoru and Ambahdextrous.


RandomRaptor679 said on April 7, 2010 at 3:59 p.m.

Blanka Rocks!!!


THawk said on April 25, 2010 at 2:57 a.m.

What's with the stupid input for his U2? I mean Guile and Chun get QCFx2 Ultra 2's... why not Blanka? ><

THawk said on April 29, 2010 at 2:31 p.m.

Cancel what I said - I like the input now. Also, Guile's U2 is a charge move.

Blanka's U2 Ground does 150 chip and it's pretty much guaranteed no matter what if they are full screen. That alone makes it a good Ultra, imo.

BlankaBeast said on April 29, 2010 at 10:08 p.m.

+ Above average stamina (defense).
No more!
Needs edit.

chickenwings said on May 4, 2010 at 9:12 a.m.

they idnt fix anything. The ball is on safe as ever and its still slow as hell, and it still has a really low hitboxs which allows u to sweep him out of it1)honda doesnt have this problem 2) he never had this problem in other games. And that whole less recovery on hop is looking lke bs, he is almost exactly the same except for the short ball range nerf and the second ultra.

BlankaBeast said on May 4, 2010 at 10:17 p.m.

Take a look around, being almost exactly the same is a GOOD thing.

InsertCoins25 said on May 6, 2010 at 8:04 p.m.

I like Blanka. I second him for sure and main Guile. Certain characters like Dhalsim are a major pain for Blanka in Super.

Dhalsim, Guile, Bison and Cammy got some pretty good buffs.

Blanka got a little more range on the verticle roll. I'm not sure if he got much else. His cross-up is still nice. I'm not sure if there's really much different from the original SF4 for Blanka. He looks about the same to me, but just didn't get some of the buffs that other characters got.

Overall though, I think Blanka can still be a good player. He's definitely at least middle tier. His challenge is the same as it was in regular SF 4. How to mix up your strategy and not use the same things again and again.

Patrick said on May 7, 2010 at 6:28 p.m.

I was a Ryu player up until today. I only picked him. I felt like I sort of hit a wall and just wasn't getting any better, after practicing alot. Today I just said..."f it", and started picking some other characters that I like such as M. Bison, Zangief, Sagat, and Blanka. I figured if I wasn't getting better, i might as well play for the enjoyment of it. I never knew how fun it was to play as Blanka. He's got so many weapons. Blanka's definitely my new favorite as of right now.

Patrick said on May 7, 2010 at 6:51 p.m.

Boy, i just read through some of the posts here. SO many haters complaining that Blanka is cheesy. I never complained against Blanka when I used to play againt him. With any character, it takes skill to win. If you can't admit that, it's your own problem. This game is well balanced and pretty much any character in the game can be used at tournament level competition in the right hands. Being beaten by a certain move or tactic doesn't mean your apponent is cheap! It means you weren't able to deal with it, it's your own fault, not the characters fault, not the developers fault.

Sakanade said on May 7, 2010 at 10:50 p.m.

one things i cant seem to escape from is the wake up crouching hard kick trap... its so annoying. any tips on a zangief matchup

Patrick said on May 8, 2010 at 8:33 a.m.

Sakanade, I'm not an expert and I only recently started maining Blanka, but I do feel like I might be able to help a little with the Gief Matchup. FIrst of all, if he's using meaty crouching HK, hold up on wake up and I believe you'll escape it and possibly be able to land a combo on your way down. The way I usually fight Gief with Blanka is to of course be unpredictable, and try your best to never put yourself in a position to be punished after a blocked attack. This means don't slide except for full distance, don't use the beast roll (flip back roll) unless you're pretty sure you're going to catch him lariating. Also don't even try electric thunder unless you're sure it'll combo, or he's in the air (which probably won't happen much), Gief can end your night with SPD, Super, OR Ultra while you're sitting there with your little lightning bolts. Pretty much, as with any apponent...keep them guessing, get in-do quick damage, and get out again quickly. Now I need some help with some matchups as well. Can anyone give me tips on fighting Guy, Juri, and Ibuki? Those three seem to give me trouble.

JungleMan said on May 8, 2010 at 3:06 p.m.

When you play on line, it's just an endless stream of Ryu/Ken/Akuma players spamming fireballs, upper cuts and jumping hard kick, crouch hard kick combos... ENTER: the JUNGLE MAN!!!! The only reason why I play Blanca is to teach these pathetic Ryu/Ken/Akuma players a lesson. What's that? my EX ball roll goes through your fireball? What's that, my amazon slide goes right underneath your fireball? What's that, my electricity neutralizes you jumping hard kick, crouch hard kick combo? Too bad loser, there goes your win streak!!!

JungleMan said on May 8, 2010 at 3:09 p.m.

If Honda'a ex headbutt went through fireballs, that would be the end for Ryu/Ken/Akuma.

Gorav said on May 8, 2010 at 9:40 p.m.

Last two weaknesses are wrong his 1st ultra is pretty much unblockable and he can cross up any defensive player

Sakanade said on May 9, 2010 at 12:18 a.m.

can someone please help me with my guile matchups... his crouching hard kick is the most annoying thing i have ever experienced.. i understand usin wat you got but that is spammed as much as a fireball...

InsertCoins25 said on May 9, 2010 at 9:05 a.m.

Guile has a tough time with cross-ups. He can escape from it but most of the time he can't counter it. His flash kick will miss most of the time so it's normally better for him to block or dash escape out. If your in close jump over him with a medium kick so that a flash kick can't connect but your cross up can.

Patrick said on May 10, 2010 at 6:29 p.m.

Sakanade...can u neutral jump between the two hits of guiles cr. HK? Haven't tested it myself but it might be worth a try. Of course, then u might get flash kicked if guile is able to cancel into flash kick from cr. HK...questions to consider/ experiment with in practice mode.

Sakanade said on May 10, 2010 at 7:20 p.m.

ok... i just got demolished by a gen... he kept flying across the screen... confusion much..

Patrick said on May 11, 2010 at 9:17 a.m.

Yeah a good Gen is tough to pin down. My biggest problems lately have been againt Ibuki. Can't stand that lame girlish voice "Ibuki...on the scene!"...sigh...And c'mon, she's supposed to be in highschool, wearing those provocatively cut pants of hers...someone's got daddy issues now don't they?

Qorn said on May 17, 2010 at 10:57 a.m.

i think shaq should play ibuki if they make a live action movie

BlankaBeast said on May 19, 2010 at 12:17 p.m.

not above avg defense anymore...fix it!

Doppler said on May 23, 2010 at noon

That rolling atack of blanka is a safe move -_-
and Blanka players only do over and over that, the same on hes slide.

Blankas only win defending and thats sad :(

BlankaBeast said on June 3, 2010 at 4:56 p.m.

um, no.

mach1545 said on June 11, 2010 at 1 p.m.

If you do an ex-rolling attack against Abel from full screen (not sure if that matters if it's an ex version or from full screen), even if it lands, he can still ultra you before you can block it... Anybody else notice this? If somebody already mentioned this, my bad.

mach1545 said on June 11, 2010 at 1:01 p.m.

EDIT: I tried this out in vanilla, not Super.

BlankaBeast said on July 14, 2010 at 4:19 p.m.

This page needs updating, he does NOT have above avg defense anymore...fix it!

RedCycloneFTW said on August 4, 2010 at 12:11 a.m.

Hey guys can any of you help me been trying to do the beast roll cancel to blankas super but its really hard can any of you pls give me some tips on how to execute it like what inputs should i do and what to look for thx.

SF4junkie said on August 28, 2010 at 3:01 a.m.


Charge back for approximately 2 seconds, press forward and punch, immediately press back, then forward and punch again. Think of it as doing the beast roll twice with out a second charge.

Any strong foes?

Random vs Random?

PSN: OoDemonSeedoO
XBL: GotDemonSeed

chickenwings said on September 12, 2010 at 12:50 a.m.

Prepare for blanka to become totally useless and to be tiered right next to his buddy dan.

DickieGaloot said on September 26, 2010 at 5:08 p.m.

#273 No maybe if you are using him but not me.

chickenwings said on October 1, 2010 at 3:26 p.m.


If the ball is totally unsafe on hit without any upgrades to conpensate hes gonna lose alot of randomness. Ie short ball tricks ie. And if ur not green bars dont combo into ball cause now if u blow the link ull prob get ultrad for free.

Super_Shoto_Fighter_4 said on January 8, 2011 at 4:24 a.m.

His Slide is safe on block now and electricity is faster.

ExclusiveOrGate said on January 16, 2011 at 5:20 p.m.

@ RedCycloneFTW

And don't forget it only works if the first ball is done from close range. SF4junkie implied it in his/her instructions but it might not have been obvious.

deteknician said on January 17, 2011 at 8:44 a.m.

Good stuff and appreciated. But if you're writing a guide don't put something like "Lastly, don't forget that you can cancel into the Hop from certain normal attacks." Let us know what the "certain normals" are.

Nyoronoru said on January 17, 2011 at 3:17 p.m.

Well, any normal move that is special cancelable.

I'm kind of slightly banking on those interested in playing Blanka to try him out in training mode first.

kidShoryuken967 said on August 16, 2011 at 5:46 p.m.

yea because using blanka is sometimes tricky to use

Proupin said on August 28, 2011 at 9:32 a.m.

I have heard and read a few times that Blanka has difficulty vs Sagat, amongst others... but man, Sagat being my main, Blanka is my nemesis!! I start sweating when I see his damn face. What am I missing? I know, no fireballs, but then?

shotoman said on September 10, 2011 at 7:27 p.m.

way i look at it is sagat beats all period

nocturnal said on October 1, 2011 at 10:08 a.m.

I can't understand the person who wrote at the guide that "Blanka Ball is one of the most unsafe special moves in the game." That just makes me laugh every time I see it. There are even characters who can't punish this move even on block. And stoping that move without trade is just a miracle.

nocturnal said on October 1, 2011 at 10:10 a.m.

I just hope this character will be erased and will never appear in future SF games.

surrender said on February 1, 2012 at 1:29 a.m.

Blanka is such an easy character to master. I love how flustered opponents get when they see you've chosen him.

Anitec21 said on April 30, 2012 at 10:34 a.m.

I should try him out

SFStudent said on May 11, 2012 at 8:37 p.m.

Blanka is a cheap character to get a grip on and I meant that positively but Blanka like all SF chars is not indestructible and has his own weaknesses that can be taken advantage of. I personally NEVER EVER played Blanka and I got a chance to try him out now cause Blanka was the only SF char my cousin used that got my Chun li running for her stockings, so I gave Blanka a go in arcade edition only reading his moves here and not going into practice/training; I went into arcade mode using multiple rounds at hardest settings and voila I breezed through the cast including Seth with properly timed balls and electricity. But I did find weaknesses but that is for me to further study on...

WorstHawkEver said on March 1, 2013 at 6:40 a.m.

The Bane of My Existence

bisonoob said on March 17, 2013 at 7:15 p.m.

just picked up blanka. i just learned how to piano (not that good tho still). so i actually can apply offense with blanka now but the fun part is knowing players hate playing blanka cus he's is annoying to play against with all his tricks and it just cracks me up to win with him

mouse501 said on May 11, 2013 at 4:16 p.m.

he has mind games that how you play as blanka

ryukugt said on November 13, 2013 at 5:09 p.m.

i was looking for combo videos of blanka, but only found matches of blanka top players, i want to learn some other moves, anyone ?


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