I think he gets better overall at AE!
cuz the information given are very…ehhh…
less startup vor EX elec (NICE)
shorter animation for riverrun making it faster (okay the active frames have been decreased, but who cares? also means less time to punish if wiffed - so its a buff)
rockcrusher less recovery (i hope both versions)! HUGE BUFF for me! its already possible to link U1 after meaty OH hits ONLY the second hit…so now you have to get a huge frame advantage! and making that move even comboable is nice to! maybe even cr.LK can be linked (that move is plinkable)
all the other changes have to be tested:
maybe different distances for bouncebag ball ALSO meens that LP BALL travels A LONGER distance, so its completly save!
what about UPBALL??? hastn been mentionend
a LITTLE less travel distance for EX rainbow DOESNT MEAN its completly useless for escaping!!!
why do people say this move would be useless??? its a great move to get in if you let it wiff and land blanka before or behind his victim!
the only thing thats bull is the hopp nerf! but this has to be tested!
Man, we need a better translation on those changes! Because, seriously, they sound kind of cryptic at the moment.
For example; amazon slide; seems like it’s not meaty anymore. I mean, up till now, it had those few extra active frame at the end that made it seem like it would be safe to move in and it would still connect. But seems like they’ve taken that away. Which is also a good thing I guess because an unconnected slide still has a better chance of not resulting in a counter than before, am I right? A counter on block is fine in my books; a normal that totally owns fireballs needs some drawbacks.
Don’t know how we’ll be able to use the rock-crusher. Maybe an easier way to combo into Ultra1?
I don’t know, we should all just hang in there. I remember when Super was on it’s way out and everyone was worried about the changes in hori-ball distances; it turned out pretty good at the end. I mean, the roll-back distance on the balls does seem interesting to say the least; ending combos with a ball seems more viable (lp or ex ball that is).
EDIT:
Oh, and I’m also sad they didn’t change the whole mp thing up. I would love for a mp to come out when holding back so it’s easier to combo into things rather than perfect your timing by holding up-back instead.
At first I was upset about the changes, but Seth Killian said not all of the changes are being mentioned in the blog posts so there might be some subtle changes that we don’t know about yet like cr.lk getting a buff of one more frame of hitstun.
The idea of Blanka balls being safe using lp but unsafe using hp makes sense and would eliminate the real reason people hate Blanka online which seems to be the full-screen blanka ball stuff. Characters like Ryu can do hadokens up close and it’s too quick to react too, Blanka should have the same advantage with lp Blanka Balls up close. I hope the up the speed at which his balls move, but I doubt they did that.
I really think slide needs to be seen to understand if it’s a buff or a nerf. Less active frames + same distance traveled seems better because you’ll be hitting Guile from max distance quicker. Less active frames without the same distance traveled will be a nerf.
Rock crusher buff was what I was expecting TBH. I’ve been using rock crusher a lot lately to frame trap. Blanka is at the perfect distance after a blocked rock crusher for cr.lk, cr.mk, and cr.hk to hit. Holding b+mp, then getting counterhit cr.mk leads to an easy ultra link. I’m hoping that rock crusher having more recovery means that there is more frame advantage for frame trapping and linking into lp xx ball xx super is tasty.
Buffing Blanka’s overhead would seem to create a better mixup game for him as well.
I wouldn’t expect EX electricity to come out any faster than lp electricity. I’m expecting it to be 5 frames.
There’s 4 active frames on the last hit of the overhead, so hitting meaty gives you anywhere from +4 to +6 depending on when you get your meaty 2nd hit. Ultra 1 is a 3-frame link if you hit meaty on the last active last frame.
The non-overhead rock crusher is -3 on block, +2 on hit. 5 active frames on the last hit, so you can get the same amount of frame advantage as the overhead version meaty if you hit on the last active frame.
Really wish they would make the 2nd hit of non-overhead rock crusher an overhead hit. Blanka would turn into a mix up death machine if they did that in this game.
+3 i think not that the can combo of it anyways… Im tired of capcom doing this now… hopefully theres some more new characters or im maining yang because Im tired of trying to win with a character with already limited tools… sorry my fellow blanka players but im done for now with this guy but he will remain my sub
Apparently some people are reporting you can hit a blocked ball by dashing forward and using Cr. MK with some characters…if this is correct…screw Blanka. I don’t even understand these nerfs, he had a ton of problem matches to begin with and has to work for his wins. Only people I’ve seen complain about him are morons who play randoms online. Seriously, the slide has ridiculous recovery, probably the largest recovery of a normal IN THE GAME, yet they see something wrong with it. I love how Blanka’s slide gets hit with the nerf stick, but slides like Fuerte’s and Roses who have incredibly stupid recoveries stay intact.
Also, why nerf the hop even more? It’s bad enough you can be thrown out of it (past games of blanka he was considered airborne and couldnt be thrown) and they just made it easier to be thrown out of it, but now I see no point to even use it over dashing other than to cancel a normal into a hop back or hop over a body to get rid of someones back charge…
Guess I’m going back to Rufus as my secondary, at least his nerfs made sense.
In the Loke Test, Sakura could dash > c.mk xx ex tatsu > ultra off a blocked Blanka Ball. Blanka balls are being treated like an SRK it seems, making it so that you can seriously punish it. I’m hoping they adjust the actual hitting Blanka Balls so that they all hit safely. We’ll see…
Good thing I started playing Sagat recently. This is absolutely stupid.
If HP/MP ball aren’t safeish, and the hurtbox is bigger, how the hell am I supposed to crack open a shoto? They can just sit on downback. HP ball is the only thing that really gives them incentive to do anything else. Whats worse is you’re still going to have to go for similiar tactics, but just eat a hell of a lot more damage.
EX rainbow is already sort of bad. Hop is already sort of bad. What the hell?
Also slide change might be good, might be bad.
Rockcrusher combo is already pointless because of cr.mk and ub.mp.
I use EX elec like maybe once every 20 games? In situations where it would be good to do combowise it I generally just do cr.mk xx elec cause it saves meter at the cost of a little damage.
It’s kind of sad that [media=youtube]_XVpLr8Inoo"[/media] is going to completely lose his gameplan to these changes. I’m a little curious as to how a smart player like this is going to adapt.
Mad props to the dude for taking a match off of Daigo, but why does he get credit for the strategy? Thats how Mizoteru played against Shotos/Sagat in Vanilla. I lifted the strategy myself after seeing how well it works. [media=youtube]-jXBJigspRU[/media]
Actually not a bad point. If you are trying to appease bitchers you don’t want to talk about buffs to the character they hate. However it is pretty ridiculous to announce what they did for a relatively popular character who has a pretty tough time against the top tier.
I’m gonna post a vid soon that will demonstrate how many characters can already do this against Blanka. Have to finish up about 6 more chars then I’ll post it. Virtually everyone can punish midscreen ball on block if it doesn’t hit “safely”. The only char that can’t punish without a special setup is T.Hawk (can only punish meaty EX V.ball).
Earlier this evening I tried to play straight footsies with Blanka (no balls except in combos). I won every match till people started turtling. I tried to avoid balls as much as possible but at the moment it’s extremely hard to get damage against turtles with Blanka…