Braindead cr.MK FTW
What? 3 frame low forward would be way too good. Typo maybe? Linking to sweep would be great too but that’s not happening, I mean, they took it away from Ken already.
At this point I’m skeptical about the 2013 version being released, but if it happens I think these buffs would be reasonable:
- Make HP hori ball knockdown always, no matter the range. That move is just crap as of now.
- Fix electricity-cancel whiffing on some chars
- Better startup on U2 for both versions
- Airborne cl.st mk
Slide FADC I’d dislike, seems like bad design to me.
I do like more damage for EX upball as suggested above, risk:reward indeed not consistent with similar reversals in the game.
I think Blanka getting reasonable pressure after a combo would be nice, he’s one of the few characters who can’t.
Blanka a vortex char…awesome
Ono just pretty much confirmed that 2013 is gonna happen!
So if they would change blanka like that, What would we do with the LK button?
Damn, cr.mk 3 frames and can link into sweep… too good i think. Cr.mk x3 > sweep would be awesome though. Just too good.
But, cr.HP with 5 frames less from recovery would be great, i was asking that change for the 2012 version… this normal has way too much recovery for what it is, absurd. And sweep 5 frames start up would be nice too, but i would prefer to reduce slightly the recovery, kind of -6 on block.
I don’t think Capcom will just make another free update, like v2012.
Those updates cost a lot of money do develop, test and put on PSN/Live. Especially now that AE is free for PS Plus subscribers.
You gonna create an update for millions of customers, some of them even got the game for free, without any revenue?
We should expect something like AE DLC: some balance changes, new characters, maybe new stages and/or new modes.
An online training and expectator mode will be welcomed.
I feel like, in addition to the changes ilitirit posted on the first page, the one thing I would want is to have electricity to less knockback on hit. Basically as it is now, after elec you are 2 hops away from them, if they made it 1 hop away he could be good as even if they quickstand, you would still be in their face.
speaking of online features, the only thing I care about for that is having player match like in mvc3, where it’s just 1v1 endless and you can actually hit rematch and not have to go back to the lobby and back to the character select screen when you only want to play the same matchup
kara hop forward puts you in at least cr.jab range.
Since hop isn’t what it used to be(can be thrown) how about being able to cancel anything(even whiffs) into hop, or make it unthrowable, or make it a qcb motion with lk for forward hop, mk for quick hop in place, hk for backward hop, and 3k for controllable hop(very interesting) with inv startup. Maybe could even use punch buttons for a different style hop.
Also I’d like to see rainbow rolls have a way to have a safer landing option that you could activate in the air like Bison’s Devil Reverse.
+5 after crouching Light kick would be nice
5 frame startup for sweep would be super awesome
a little wider range on U2 anti-air.
give hp horizontal roll knockdown and make ex horizontal roll cancelable by pressing down+3K at anytime during the roll animation
If they give him another super I’d like either a air super(electric roll dive) with possible crossup properties or a throw super.
A short jump like DJ’s knee shot could give Blanka some more interesting setups and meaties. Maybe a meaty cr lk into sweep. Would allow Blanka to pressure a lot more effectively.
I want electricity to cause a free juggle state on counterhit.
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Repost from the Chat about anything thread. Now’s our chance guys:
I would like a wider hitbox for electricity to prevent whiffing also.
I come back to what mullah had said for a while in that he wants c.HK to have some sort of link.
I also want more frame advantage on a lot of his normals. I’d like to see c.HK better and c.HP better. I would really overall like to see better frames on all his normals. Stuff like fs.LP being +1 on block would be so godlike to me. To me that’s how blanka has worked in previous versions. Having very strong priority on normals. All strong players here all agree that blanka is a defensive wall that controls the space. It’s hard to do that when your c.HP is -10. Also we have no vortex setup so our c.HK connecting is pretty ‘eh’ so make it better so i can use it like chun or balrog (longer range) and/or make it linkable from something else.
I don’t care about specials overall. i’d be fine with ultra starting up on 6 frames instead of 4 if you gave me +6 on hit normals like fs.MP. Ok maybe i do care about one thing regarding his specials. I’d like the hitbox adjusted (i don’t know how to do that without fucking all other chars up) so that i can do stuff like c.MK fs.LP xx electricity on all hitboxes. STUPID ABEL. When they open up suggestions for blanka i’m gonna focus on normal improvements.
We shouldn’t post suggestions individually.
We shouldn’t post suggestions individually.
We should decide what changes to our character would make the most sense. These would be changes that fix fundamental problems that stop the character performing at a high level. Maybe it turns out we don’t have any of those and we’re all just rubbish. But we should discuss it properly and produce a cohesive list of:
Changes.
Rationale for changes.
Ramifications of the changes for Blanka players.
Ramifications for the rest of the cast.
What we should NOT produce is a wish list of things that would make our lives easier, or our matches take less effort. We need to focus on failings in the design of our moveset.
Last time around (ver 2012) I posted a very lengthy and detailed post about Blanka’s broken reversal. (EX Up ball’s invincibility being meaningless, punished for guessing correctly. etc) and raised the contradiction in design this created. I’m not saying my post was in anyway responsible for the following massive change to our character (ex up ball knocking down) but in no way would it hurt for us to post something that we can say is backed up by the blanka community and that we’ve thoroughly thought through the consequences of.
I don’t think they listen to anything tbh. The dev team don’t speak a lick of English and the only person who didn’t speak Japanese they used to listen to was Seth.
Blanka needs better hit boxes and frames on his normals. That cr.mk buff they considered along with the others would have been awesome. St.hp used to shut down stuff better in vanilla, I think other characters hit boxes got buffed and blanka got left behind. Still want b.lk and b.mk to be command normals and airborn. B.lk in footsies would be awesome making pokes whiff into cr.mkxball. Why can’t I juggle after ball fadc? Is it ex only? Did the last changes make blanka viable?
EX ball only for the juggle.
Blanka is not viable now, he loses to top 2 for free and just has too many holes. His overall matchup numbers have him slightly positive, but it’s built on the back of strong matchups vs. lower tiers(and sakura), while having extremely bad matchups going the other way. It doesn’t even out to have a 7-3 vs. deejay and a 3-7 vs. seth.
I totally agree that we should get a group list together and decide on it before the next round of changes goes on. I will poke around for someone who can put that into japanese for us as well.
As a general thought I think the designers need to decide if Blanka is a rushdown/mixup character with his overhead buffs and changes to his combos or not. The changes to his moveset have turned him from a master of turtling/lame play to a mixture of being okay at 2 things, but actually excelling at nothing really other than neutral AA and neutral fireball punishing. I think not having very many distinct strengths but having very distinct weaknesses adds up to a character who doesn’t make a lot of sense. If he’s designed to be an aggressive character he needs a faster dash or hop, more plus frames on focus, an effective way to punish tech attempts(apparently unsafe guess hop to beat techs was too powerful???), stronger ways to maintain offensive momentum because a rushdown character who gets punished for landing a combo makes 0 sense(cheaper combos into hard knockdown because 3 bars is expensive, more + frames on his soft knockdowns, are both easy ways to fix this), and more + frames on his normals to create more situations where your opponent has to actually guess.
The problem is at the moment Blanka plays a similar hit and run style that he did in super, but because getting the initial lifelead is harder without safeball chip from halfish screen, and because he’s not adept at turning neutral situations into mixups his design makes no sense. Blanka has got buffs and nerfs to pretty much all of his tool types(gimmicks, defense, offense), but they’ve just muddled what he is supposed to do. Now it is easier to have big sequences with lots of damage dealt, but they are costly and because Blanka needs meter for invincible reversal/aa, he is rarely in position to use his new 3 bar combos unless he’s already winning which is when he needs them the least! It’s harder to control the space in front of him now, and most characters are able to get more damage/positioning advantage off of a conversion in footsies meaning that vs. a character who has worse footsies but better conversion ability blanka actually loses the footsie battle. Another ridiculous thing is that vs. characters with a 3f close/crouching normal and a move that beats throw blanka is in a mixup after a level 2 focus f.dash! Giving him a powerful focus that he can’t take advantage of is trolltastic. He’s definitely in that dudley/e.ryu/fei focus level(I’d actually say he has the best focus in the game), but they have way better options after a block than he does and also get way more damage after a successful hit(and better mixups/positioning afterwards)
Playing a character with a clear identity and cohesiveness to his tools is what I want. If they’ve determined that the lame super style Blanka isn’t fun, the character needs to have offensive tools in line with the other rushdown characters in the game. The threat of balls was the only thing keeping his footsies from being completely unrewarding. I can’t keep landing low forward into nothing and be happy when other characters land a low forward into 200 damage into left/right mixup into dizzy. I shouldn’t have to reset to throw when I land a crumple and don’t have the lifelead because doing a combo will make me lose the game. A real cohesive offensive identity is paramount to making a character who would actually be successful consistently at a high level.
I agree. At the moment Blanka’s role in the game makes very little sense. I wonder and worry if part of the problem is that the designers seeing how conducive his moveset is towards gimmicks and tricks, believe that these define what our character’s “rush down” is about. And have attempted to balance in favour of that style of play. Which has a very low competitive viability ceiling.
This leads me to worry that they would see enhanced offensive tools as a risk since he is already ‘oh so tricky with his whiff balls and hops’. But if we try to make it clear that these are not useful options, does that leave them as dead ends? What is the competitive role of hori ball. And of hop for that matter. If elec cancels were less character specific hori ball wouldn’t even find a place as a combo ender. If we focus our energy into finding offensive tools that are similar to other characters (damage conversion from footsies, focus attack pressure, etc) we run the risk of suggesting that blanka should be “more like character x” as opposed to turning the unique elements of our character into viable game tools. Which is a much harder, but ultimately more desirable task. (Especially from the perspective of a game designer. Not that it’s super relevant, but I happen to be one professionally. I know how we think, and variety is king.) Improving the tools that make our character iconic and unique is what they’re most likely to want to do.
Thus I pose the question, how might we adjust our weaker, but unique tools, to be useful, define the role of our character, and not upset competitive balance.
It’s not an easy question to answer at all.
. Last time I played I did ur akuma string and hadn’t played since then so I forgot it was ex only
Look guys if you consider how they have updated characters before they usually disregard what we want and do whatever the fuck they want.
Given this constant, I think the best chance of having changes that we want made are to suggest the 3 changes they already considered. They’re gonna be rushed by their project lead and strict deadlines and if they can cut corners by not having to think up new changes they probably will.
I say we suggest
Cr.hp - recovery reduction to -5
cr MK - startup reduced from 5F to 3F (!) recovery reduced by 1F.
cr HK - Startup reduced to 5F active frames increased to 6F.
Would that fix blanka though? I’m so out of the loop I don’t even know why he loses to Seth and clammy etc.
What do you think about getting rid of his close standing jab. that way we could have a 3 frame normal to pressure up close and give us advantage after lvl 2 focus on block. The move also moves Blanka forward when cancelled so up close lightning pressure would benefit aswell.