AE Changes and Comments

AE Changes and Comments

Blanka Changes in AE (so far) (last edit 11/30/2011 Hong Kong Time)
- EX and LP ball on block remains the same as before, MP ball is shortened on block, and HP ball on block is the shortest distance making it easiest to punish. On hit everything remains the same.

? ChocoBlanka feels most of his changes are minor.
? When a Hard Punch Beast Roll is blocked, the distance Blanka bounces away is REALLY short. Medium Punch Beast Roll is also shorter, as reported. It's easier to be punished now. Beast Rolls aren't as mindless as they were before, but they're still useful.
? Range on Blanka's hop forward seems to be increased. Choco said she's very happy about this.

for random ball player maybe can try to use hop forward +vertical roll (or option select +cr. hk/ + throw/ + do nothing/ +beast slide/ + cr. lk +electric/ + hop forward …)

AE Changes and Comments
- His Forward Hop (Toward + 3x Kick) has more grounded frames of animation during start up, making him easier to grab out of it.

? ChocoBlanka feels most of his changes are minor.
? Range on Blanka's hop forward seems to be increased. Choco said she's very happy about this.

hop forward + grab may :shake:

*me not played ssf4 b4

What does this say about hop Ultras. do they still work?

At WahLav: what technic do you use for elec. Ive watched alot of your replays and it seems like you have lightning fast fingers that are totally accurate. ?Your not using turbo are you?

sorry not play ssf4 ae yet, cant verify for you.

just try roll n continue lp >5 hit before land
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hope you can understand ><""

thanks man.
I guess I was just impressed by your speed and accuracy, no offense intended by asking about turbo.

AE Changes and Comments
+ EX Electricity has a 5 frame startup, which is 5 frames faster than it was in SSF4. EX Electricity now has the same startup time as Light Punch Electricity.

That mean better we use light punch better? If we want to use roll and elec.
Any1 can help ><""

if ex-elec is now 5 frames, same as light punch, then you can easily do light roll into ex-elect. also comboi into ex elec should be easier and with the same hitbox as hard punch elec. also with a +8frames on block (current value) you are pretty much safe too.

this might be an actual choice of usage in certain matchup where ex balls aren’t that useful, except ex rainbow for corner escape.

saving meter for super would be way better than gimmick ex elec.

okay, finaly it really does come out!

what are your thoughts?

are you looking forward to AE or are you afraid?

i think we cant just look at jimmys changes but also on the other chars who got nerfed or buffed…

afraid that jimmy is nerfed? nah… we already know that.
i highly doubt they make any changes to buff him.
so basically idk for ae dlc.

maybe they remove fuerte. i freaking hate that mexican.

Overall, i feel the AE version of blanka is the best yet.

Slide is sig ifica tly boosted, and the range where is is safe is slightly larger. Also. It can punish the twins dive kicks if the timing is right.

Ex rainbow row has slightly less horizontal distance and speed, but its increased control makes it very worhwhile to play with.

I didnt notice any major changes to the hop at all.

Ex electricity is certainly faster and more useful as an anti-air or whatever. Comes out very fast. Also, where neutral mp, stand jab, elec would miss, the ex elec hits for a guaranteed 3 hitter (same in super though). Elec is pretty good at stopping twins dive kicks.

All other normals seem exactly the same.

The hp ball nerf is bad, but if anyone played cvs2, its no biggie. But everybody can punish a blocked hard punch ball, easily.
On the plus side, and i have no proof, but it did seem like the light ball when blocked pushed away slightly further than super, regardless its pretty safe except against chun li, etc.
The other nerf, and its real noticeable, is that the blanka ball is deffinately not so good at hitting things. A lot of normals that would trade or be beat in super now just beat the ball. Ball really feels like its just for movement and a combo ender, it cant be thrown out randomly at all.

Im happy with the blankers, the slide, rainbow roll, and elec buffs really make him funner to use. Slide is real serious now, dont abuse it, but done right its safer in a lot more situations.

Overall, the twin battle works out like this. If blanka can use the right normals amd counter the twins divekicks, blanka is gonna win. But if they get in once, amd know how to punish rainbow roll escapes, blanka is in trouble. All the balls seem pretty terrible, putting blanka too close and always putting him in a bad position, unless if used to confuse a grounded opponent. Its best to play footsies with stamding amd ducking mp, stand rh and low strong to beat dive kicks. Blanka really needs to manage this matchup amd totally comtroll space, and one messup and blanka can die.

While i wont say the twins r a great matchup, i will say its easier than the dhalsim/twins matchup, but not as easy as zangief/twins matchup.

Oh
Almost forgot
The overhead is not too hard to combo into jab, feels like a 1 or 2 frame link. However, it is character specific. I dontthink it will ever work on juri (pushback was just too far even when done right next to her) and likely other characters with a similar body type. Big characters it wasnt to hard, landed overhead, stand jab ball on able. I highly doubt elec can combo after overhead, maybe ex elec.

Also, and this really sucks, blankas dash hops over the twins, so dash cant be used to quickly push twins to the corner, like it can on 90% of the cast, that actually really really sucks, though i guess it opens up some ambiguous crossup opportunities. Also, twins r pretty easy to do a safe crossup where there uppercut will go the wrong way and blanka can slide to punish.

Twins r gemerally pretty retarded, just bc so much of their offense is safe. Dash punch is safe and if it hits leads to ultra. Shoulder dash thing is safe as long as light punch version is used. Dive kicks r only easy to punish if they r stupid and do it somewhere in Front of u. If they are above u at all, they r in your face and not gettin out.

Tierlist may 2011
Source: Arcadia magazine

S
Yun, Yang, Fei Long
A
Zangief, C. Viper, Sagat, Akuma, Cammy, Makoto
B
Ken, Chun-Li, Balrog (Boxer), M. Bison (Dictator), Adon, Sakura
C
Abel, Dee Jay, Ibuki, E. Honda, Seth, Cody, Guy, Vega (Claw), Rufus, Ryu, Blanka, Dudley, Dhalsim, Juri, El Fuerte, Guile, Gen, Gouken, Rose, Oni, Evil Ryu
D
Hakan, T. Hawk, Dan

Blanka in the twenty-sixth place :tdown:

I dunno. Blanka feels better in AE to me.

Seems about right, blanka was always kinda crap and overrated in tier lists.

For the people who have played AE already. What’s your bad match up top 5?

Yun, Yang and Fei. The twins mostly because of matchup inexperience. Fei because I’ve struggle against him even in Super. The funny thing is that even though with little to no matchup knowledge, it only takes maybe a game or two to understand that you’re pretty much screwed against Yun once he gets in. That said, I struggled harder against Yang than Yun. Most of the Yun’s I played were only “good” because they played a strong character. They still fell for old school strats and it was easy to bait them. Yang players though seemed to know the score.

ultra 2 air after focus attack dash doesn’t work on yun and yang. works on e.ryu and oni

2 hit overhead now keeps characters closer than it did before, so it’s way easier to link after. The st.jab link is now 2 frames, Blanka’s high low is now legit. off of sweep use HOP overhead and not dash, dash is now pointless with the reduced pushback.

Yun and Yang must be hopped over to hit with U2.

mp, st.lp xx hp elec works on both crossup and on the front. crumple or jumpin.