AE Changes and Comments

LOL at your post.

that’s a good way to think. wish you do well in your future tournaments.

-LAU

To Lau - I can’t tell if that was sarcasm or not >.>

If it was sarcasm: Thanks?

If it wasn’t sarcasm: Thanks! =)

you’ve been playing blanka for 3 days.

Let us kow how you get on in the next few months :slight_smile:

Something pretty obvious, but I only thought about it now…

I wonder if the nerfed distance on mp ball will make it safe® on block in certain matchups? eg. Viper can punish blocked h.balls with reversal hp seismo, but even though it lands closer she can only use ex seismo against v.ball because of spacing and distance.

Can’t really think of many other scenarios though…

random ball vs chun U1 could result in the ultra whiffing or only glancing off if you mix lp and mp versions and chun messes up the timing depending on how hard it is to clock which version it is and adjust the punish accordingly.

Only time will tell but I’m almost positive that normals will be able to punish mp blanka ball. Probably stuff like dash, cr.normal, combo into ultra will work with most of the cast.

@ mullah

dont think thats gonna bother chuns, cuz the timing doesnt change!
they have to wait till he lands, they dont have to care WHERE he lands!

or does blanka land earlier using the HP ball instead of using the LP ball???
i think no! its only the distance!

Pretty much wishful thinking - no benefit to them having a harder time punishing with a special or ultra, if they can instead just walk forward and connect with normals.

Just to clear up, beast hop into U1 will be the same timing after (if?) AE patch? Was hard enough to get the timing down for that.

I have a question!

  1. Why in the flying uk would you nerf the blanka slide? To me it sounds like blanka will have the same slide distance, but the active frames will be less. So you will basically slide and have shorter range where it will hit, BUT you will STILL SLIDE your happy A$$ the same distance= making it harder to use and easier to punish! So blanka players are force to CC under all projectile with no way of advancing or punishing projectile without JUMPING?!?!?!?!?!?!? Is that what you wanted to do? Make it so blanka has to jump to attack.

  2. Why in the fly fc would you nerf blanka horizontal balls? By putting a bigger hit box on the blanka balls = making the balls easier to random jab punch you out of the blanka balls. Putting less recovery range on the hp and mp horizontal balls is a very dumb nerf for blanka. The jab ball is safe, but it’s easier to jab him and since it’s slow you can react to it better than a fp ball in the face.

  3. Putting more grounded frames on the beast leap is absolutely the dumbest thing ever. He is SUPPOSE TO BE IN THE AIR?!?!?!?it’s already stupid that he can get swept out of this move sometimes but now to and more grounded frames mean that it’s pretty much useless to use against low attacks now or escaping throw attemps. Thanks a lot for that nerf.

  4. Why in the flying **ck did the EX rainbow ball get nerfed? The oNLY AND I MEAN ONLY USE OF that move is to escape the fcing corner traps. Will it be safe on block?

  5. Making the rock crusher (close strong punch overhead) possible combo starter is nice, but unless you SPEED up the start up time and active frames that move is utter A$$.

I’m trying to see the up side to the changes in blanka, but all I see is capcom wanting to make blanka the WORST CHARACTER IN SSF4AE! Just chew on this. Blanka is now WORST than DAN! The only way blanka won’t be the worst character in ssf4ae is if they make all of his normal attacks great like in cvs2. If they speed up his jumping speed and buff his normal attacks so he will have better footies. That is the only way capcom can make up for this videogame version of RAPE!

RIP blanka, you are dead in ssf4AE. Atleast i won’t have to play this shitty blanka until they update the console version. I knew there was a reason i started to play with deejay in ssf4. Good thing i did because he will be buffed and blanka will be ass tier. Call me shindeejay for now on.

mash out the PPP, then you should be getting it out way more consistently

that’s what i do

-LAU

PS: i don’t think i’m dropping blanka… but i think i am picking up dee jay as well… -_-;

Yep, Dan is getting buffs, Blanka nerfs. Looks like I may pick Dan over Blanka.

I will never mash, hehe! BTW I found a really easy way to get it out; db>fu(kkk)>db>fu(ppp)… done slowly, do the fu(ppp) as soon as his feet touch the ground after the hop. Comes out every time.

why fu?
i’ll try it… but i don’t see why that’ll make it come out easier.

-LAU

Lau - did your arcade get AE? I’m interested in whatever Blanka AE news I can get since everyone’s super pessimistic about the changes.

I haven’t gone to the arcades yet… honestly I don’t know which place to start…

don’t worry i’ll post something up if i do see it…

-LAU

if you read the dev-blog, they said that light and ex hori ball retain the current pushback. this means, anyone who could punish it (hit or block) will be able to punish in ae. hence not safe!

balls are useless now!!!

Jab ball is ridiculously safe now if you know how to space it correctly. You can make a lot of “sure” punishes blockable. I think thats what he meant by safe.

can you detail your setups Veserius? i dont use safeball at all.