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Blanka Street Fighter 5: Arcade Edition artwork

Blanka Street Fighter 5: Arcade Edition moves, tips and combos

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Stamina: 1,000Stun: 1,000 Tier Ranking: 29th
Popularity: 34th SF5 Tiers
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feralwolf72 posted June 10, 2018

Summary with SFV specifics

Blanka at the time of the "AE 3.5" patch, is a big unknown. He has been out for a while, but it is a strange landscape for this world warrior. I personally think he is in the echelon of B/B+ tier free. Most pro players view him as C or worse. A quick run down of the SFV specific tools he has and what he is lacking may assist in you forming your opinion.

SFV specific tools:
-invincible reversal (with and without EX meter, although situational)

-great overall movement (good walk speed, two types of dash, two types of jump)

-Two good V-Triggers and useful V-reveral

-command grab

-anti projectile move (rainbow roll) has advantage on hit/block, can juggle off of trade mid air, and adds to overall mobility

SFV specific weakness

-no 3 frame normal

-no instant overhead

-no exploitive crush counter follow ups (take with a grain of salt as CC's have big damage scaling at time of writing)

His greatest strength and weakness are intertwined however. He has a previous existing stigma. The SF4 series and sub optimal early netplay has kind of salted the earth on this character. He is either loved or hated or really hated.

The SFV Blanka player will have to craft solid play with mix-ups that people will rage at for his past, not his present. Even without the bevy of crossup mix ups, you will always be random.
This mindset will always result in more conversations on how to stop him, rather than how to maximize him. I distinctly recall Blanka Ball punish videos coming out way faster than any guide on how to maximize his juggle potential in the first few weeks of his release.

The next hypothetical issue is that his "buffs" for the most recent version are just him being reset to the original advertised version. His day 1 nerfs have been patched out, but most of his "tech" and resources still reflect that. He early stuff regarding electricity and ground shave rolling are obsolete. This also gives an unclear vision of this future as since he isn't really represented in the tournament scene at this time, his adjustment feedback is going to come from communal netplay...

I hope someone gets something from this. I'm going to keep playing him. I think he's fun and the best version of the character we've gotten in sometime.

+1
Rating
WellRoundedFighter posted February 22, 2018

How did you think he was going play? Haha!

+1
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Wolfpak360 posted January 31, 2019

Now I've been maining blanka since streetfighter 2 so i might be biased here but I'm having the most success with him over any other character so far. Cammy is right behind him.
Here are some bnb combos I use along with any other info I feel might be useful to anyone that wants to play with a funcharacter. I will say that he is different than previous versions but the old tricks still work to any sf4 or sfxt blankas.

Bnb combos
St mk, st hk, st hp chain combo
Cr mk, st lp, hp hori ball
Cr lk, cr lp, lk vertical ball
St hp, any punch electric or ex can be followed by a hori ball
St hp, vskill with any punch, many options on follow up including Amazon river run, cr hp, hp hori ball, mk vertical ball just to name a few, you can get real creative with the triggers if you activate it right after the launch, you can also do your critical art.

I could go on and on listing simple combos with him but my best advice is to take him in the lab and practice.
The 1st vtrigger is my personal preference bc it's his super from sf4 and sfxt when holding hp and hk and this trigger gives your balls invincibility and you can throw a vertical ball in after a hori ball. I've had alot of fun with both triggers but 1 just feels better for me.
His command throw is very useful and mixing it up with his surprise forward will keep them guessing. You can throw the command grab in after a blocked st hp but its not guaranteed. That's where the mix up comes into play. Keep em guessing. Blanka is not a super flashy high combo or high damage character but hes extremely fast and can chip away a life bar just as fast any other character in the game if u play him right. His cross up is extremely useful and has several anti air options including cr mp, vertical balls which they changed big time, hk vertical ball goes straight up so be careful, neutral jump hp or hk work great too, st hk in some situations. I know this isn't alot of help but I tried. No one gave him any love on here so I had to jump in. I was away for a year and not home when he was released or I would have done this much sooner. Ride the lightning people!

DougQuaidHauser posted July 29, 2018

Never thought I'd say it but having great fun with Blanka lol

feralwolf72 posted June 10, 2018

This is the be(a)st version of Blanka in quite some time.

I honestly did not think he would be making a return in SFV, with character elements of his split between two newcomers. I am glad to be wrong.

SFV Blanka has been updated for the better. He has become a more complete version of himself. Being the first mix-up character he was overshadowed by many characters in SF4 that did what he did, but better.

Is he a great character in SFV? Unclear at this time. I personally feel he is mid tier or high mid tier.

My reasoning is as follows:

SFV Blanka vs previous versions

Pros

He now has a command grab. It isn't great and can be beat. But he has one. Making him a mix up character that isn't defeated by blocking.

He has increased usefulness to his classic special moves.
Electricity is easier to do and has consitency.

Up balls have dramatic angle differences

"Rainbow" ball is his new anti projectile tool that is has advantage on hit/block. It is more useful at the price of its gimmickly use (which still exists in V1)

Regular ball is arguably the least useful of his special moves. It doesn't allow for as many gimmicks, but they are still there. It is arguably at it's most useful in V1.

Coward Crouch has been adapted to his V-Skill and he retains the ability to surprise forward/back with it. More importantly it gives him two follow ups. A second jump arc (to extend his great jump even more so) and an attack that allows more combos and mix ups.

He can make his slide safe. It takes V-trigger, but that is a huge improvement.

Super/Critical Art is now double fireball motion(insert any positive emoji here)
-It can be canceled from ball, upball, and electricity(?!?!?!?!?).
-No longer is his super easily telegraphed
-It has two hits when blocked, which in SFV means more chances for chip kill

Cons compared to previous versions

Well, the easy summary here is that in giving Blanka a more solid tool set, they took away or reduced the "effectiveness" of some of his gimmicks. They are still there in some way, shape, or form, but they are not to be relied on. Relying on risky play with Blanka in SFV will result in big punishes.

To expand on this, he doesn't have his usally cross up hit boxes on his rainbow and regular Blanka Ball.

His hop is very different
-slower/easier to punish
-forward and backward have way different animations. No more fake ambiguity
-may accidentally misuse resources trying to use it (ex moves AND v-reversal)

With the acquisition of a command throw he no longer has a long natural regular throw range.



strike58 posted February 19, 2018

Charge moves detected:/

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