AE Changes and Comments

Less active frames on the amazon river run would make it harder to use as an anti-ground on jumping-in opponents. Poo.
I wonder if the wider hitbox on beast rolls will cause my lp roll>throw round starter to hit-connect and be essentially useless now, still very surprised how often that works. It must infuriate people, I don’t know why I do it so much…?

Rock-crusher buff could make for some interesting new mixups. Will I xx it into forward hop>throw/elec or stay on this side for a lp>roll xx super? Although, I wonder if the damage scaling is worse than using s.mk (2hit) >lp>roll xx super?

The hurtbox was nerfed, not the hitbox. Which means it’s easier for you to get out of it.

I have a feeling rockcrusher combo is gonna be like doing his double knees combo and the overhead version is nearly too slow for actual good use but we’ll see

-LAU

The same people who have brough about all his changes… the online b*tches who dont know the match up, and are too lazy/dumb to learn it :mad:

‘Blanka’s a dumb character cos when I throw a fireball like he can slide right under it and hit me, and his ex ball goes right through my fireballs’

if overhead somehow managed to get the same frame buff then thats something useful, the risk reward for using it would be good if i could do OH > st.lp > ball > super.

Would this be a juggle…? Sounds cool, if a little unpredictable to get consistant.

IF, Ex electric comes out in 3 frames, do we have a legit and safe reversal?

No, it would need some kind of invincibility frames. If it had that, this would be one of the more significant buffs for a character outside the garbage tier so far. Given that it’s Blanka though, I strongly expect this not to be the case.

–Jay Snyder
Viscant@aol.com

Wakeup EX elec would still look nice. It would give Blanks a nicer bright shine as he gets thrown/dp’d… the current 1 frame yellow flash is a bit lacklustre imo.

the only one i want more clarification on is the beast roll and slide.

"Distance on recovery from a blocked Beast Roll is now Light Punch and EX longest. Medium Punch, midlength, Hard Punch, shortest. "

is now light punch and ex longest? what does that mean? that light punch and ex have a long arc back so it can’t be punished? HP being the easiest to punish? I still need to see how easy/hard it is. It’s possible that HP is the same distance as an upball blocked and MP is normal and ex/light punch can’t be punished… i wish i understood that line better though… everything else doesn’t matter to me. Slide is still good, less active frames to me I can interpret as it goes faster. It doesn’t say it’s shorter… it just says it has a shorter animation meaning it probably does full animation quicker… it could be better but worse for AA situations or meaty stuff.

Really wish i could have someone verify these changes and what they actually mean. hurry up and get released ;[;[

what if LP blanka ball is like dictator scissors. Nonpunishable but no range. While HP is really easy punished. I think i could go for that. Thoguhts?

The most embarassing part is, if I’m not mistaken, this is the 2nd time they’ve buffed rock crusher attempting to make it useful - they probably hope that it’s a buff that justifies the rest of the abuse. It comes out in 7 frames, 25 if overhead. It doesn’t matter how much you improve it’s properties if the opponent has what, a full second? to see it coming.

why keep nerfing a char that is no where top and rarely wins tourneys? online.=/

@Thirtyhitcheapz: If you’re going to j.hk/j.hp or whatever, you will usually have made your choice well before the point of contact with your opponant. Gravity is wierd like that, most times it doesn’t seem to care if you object to something you are about to land on. Or maybe I’m just not quaffing enough coffee/redbull/speed before each match?

Although, I suppose with divekickers/swandive/dictator/gen/blanka… etc… mid-air maneuverability can steer away from an OH with 25frame startup alright. :slight_smile:

well… the bottom comment said… Blanka feels stronger? but just gotta be played smarter… i just wonder exactly how he’s gotten stronger… UNLESS invincible ex electricity :smiley: then he’s definitely stronger… i mean… with invincible ex electricity i wouldn’t really give a crap too much about ex rainbow ball being nerfed… because now i don’t have retarded situation where even if i hit them i get hit harder back and die.

-LAU

That would be excellent, but I suspect we are talking about the non-OH version only. I’ll cross my fingers though. Maybe rock-crusher > cr.lk for counter-hits? Needs more info.

Change to ball bounce-back distance doesn’t bother me too much at the moment, I am kind of looking forward to playing with that. If all it means is that hori-ball is unsafe on block against the whole cast, well meh, I try and play like that’s the case anyway.

More grounded frames on hop startup…hmm will need experimenting. I use hop too much, but usually as a cancel from st.lp or cr.mk which I should hope would still not be throwable because of range/stun respectively. Could be a problem, or could force me to fix a flaw in my game.

I am a bit gutted about EX-rainbow nerf, I forsee spending a lot more time stuck in the corner. F’ing Bison.

Nerfs to hori-ball, river-run and ex-rainbow. Sure looks like Capcom’s been pandering to a certain section of the community… You won’t make me drop Blanka damn you, I know you are trying.

Fuk the ex rainbow nerf, besides not being able to do a sneaky chip-death from across the screen anymore, I’m sure we’ll still be able to escape to a safe distance when trapped. Ex-rainbow to hop, hop, taunt, coward crouch.

Now, a teleport would be nice instead, about time Jimmy embraced some tech-gizmos imo.

1.- At the end, i believe a blocked EX ball or lp ball will bounce back the same distance it currently does, or maybe farther away, and the med/hp ball will bounce less than currently.

2.-The slide move is overall faster to complete, easier to punish on block,

3.- ex rainbow ball clearly nerfed.

4.- Ex electricity, could be so many things, they aint very descriptive in their posts. Could have invi, could be 0 frames. who the hell knows, wait till we see a vid or something.

5.-comboable rock crusher, this could be veeery good, use it to kill a focus>> ultra or combo?, mixup?, prob comboable overhead?. got hope on this.

6.- Hop change i think it wont affect the gameplay much, but this could be the door to full jab combos out of a hop instead of just little jump back on hit.

i dont really understand why they would need to nerf blanka, its not like hes OP to begin with anyway…

place your bets on a AE update post release patch that patches the character updates introduced by the AE balance patch…

just a funny note from the shitty translators out there

Although it is Branka who tends to be said to be strong only by moving, probably, former more polite operation is needed by this adjustment. Although circumstantial judgment is more needed, it was collected into the strength to which can be convinced.

prob developers think he got better overall.