Blanka 2013 ideas (purely speculative)

B.hp for me would be terrible. I counter poke whiffed stuff up in my face with s.hp whilst wiggling about id always end up getting overhead or sometimes I use it as anti air and I used to use it after a crumple combod into super. Now I think about it that cany have been optimal damage lol. . Hold on whats wrong with f.mp I dont get it why not walk forward and press mp whilst going to neutral?

How do you counter-poke with close st.hp? You have to be really close and if you mess up it’s -7 on block.

I would like the option to hold forward while pressing a button for one is that it’s less awkward, secondly it comes out immediately and acts like walking OS eg. if I hold forward while pressing far st.lp, and they backdash I still get to walk forward if it whiffs without needing to confirm.

The point is that taking it off of a back direction makes the overhead itself not able to keep charge. As an offensive tool, our overhead/fake overhead is currently far stronger than cl.mp. Because it forces the opponent to actually consider blocking high.

Ok heres my normals suggestions. Seriously this time.

Cl.st.lp startup reduced to 3f
Far.st.hp damage increase to 120
Cr.hp startup reduced by 2 frames. Recovery reduced by 5 frames.
Cr.mk hit stun increased to +6
N.jump mk hitbox replaced with j.mk hitbox

For specials how about Regular rainbow ball bounces off like seths headstomp so its safe on block. And since its so easy to anti air on reaction maybe the the initial back step startup is reduced. Another way to get chip and exit the corner and possible ambiguous mixup depending on where in the blockstring u do it.

The reason horiball is hated and nerfed is because its too fast for most people to even block in time let alone punish so I dont think rainbow would get backlash from scrubs as it can be blocked when mashed.

I rarely use overhead mixups because in many cases the followups whiff or it’s just too risky, so you force yourself to play a knockdown game that starts to get predictable to the point where even if the opponent doesn’t know exactly what you’re going to do, they’ll choose the defensive path of least resistance which means you sacrifice damage/positioning/momentum. For my style of play (less unsafe mixups), a more usable close st.mp suits me better than the current OH.

That said, I do understand the value of being able to charge while doing the overhead so I think LAU’s suggestion of b.hp is a good compromise.

By accident. Usually aiming for far st.hp but they do a move that ends up very close. And I also get close st.hp qhen I mess up elec sometimes. I guess I dont use it much but what about super cancel and akward anti air moments. I probably wouldnt mind ur change too much in practise so maybe yerrible for me was stretching it!

Time to “slide” bro - the mullah special turbo finger technique will give you carpal tunnel one day :wink:

cr.mk x 2 should work on characters who aren’t skinny or cr.lk, cr… I’d have to like test it but yeah, who gets hit by crossups now?

Yeah I wish they were better too.

I haven’t played anyone who consistently does well vs. it and I personally get a lot of mileage out of it. I think it’s something thats stronger in actual play than it is on paper. It’s pretty much the only really useful change blanka got from ae or 2012 other than knockdown ex upball.

b.hp wouldn’t make me mad though.

How are overhead mixups risky? Overheads’s weird hurtbox makes a lot of reversals not get full damage(ken/akuma/ibuki/etc.) sometimes even leaving them punishable(!), and the followups don’t whiff if you actually learn the character specific correct options.

Overhead/fake overhead is the only high reward mixup Blanka has that doesn’t need a throw starter.

I was thinking more like… CLOSE b+HP the way overhead works now… unless you’re saying you actually have a use for cl.HP … i’m assuming you’re wiggling to use far HP… and if you’re doing it right… it wouldn’t make any difference…

-LAU

I have no idea what to do or what will happen to blanka. How is this game not dead yet? I am really not helpful…

But if I had a wishlist…it would just be for mk to combo into low rh without ch. Rationale: ryu has it, why cant we? :smiley:

Ryu can combo cr.mk into sweep? :stuck_out_tongue:

I’ve been lurking for these past days (since the announce of the update) and I liked a lot of what you guys have been posting.

The discussion about the “direction” of the character is valid and I liked how some of you tried to understand the reason behind some past changes, like how the developers understand that most players don’t like to fight against Blanka because electricity, hops and balls are pretty annoying to deal with, especially online.

Having all that in mind I really think that we can only expect for frame-data changes on normals and more nerfs to his special moves.

On the other hand, while I understand the hatred towards Blanka “usual playstyle” (since the target demographic of the game is not the FGC or competitive driven players), it’s confusing why the developers would change theses characteristics for Blanka but leave a lot of other “annoying” characters (mostly) unchanged, like Cammy, Seth or Viper.

So it’s hard to understand the “direction” they tend to push the game or its characters to.

About the game in general, the only real change I’m looking for is the completely removal of “unblockables”, there are some many of them theses days that it’s really starting to affect my enjoyment of watching tournaments.

Some new characters and stages would be nice, of course. And I’m not against the idea of a real new version, on a new disc and new trophies/achievements.

No one likes my rainbow ball suggestion? What about Electro-throw, Come on it rocks, lets see blanka return to his roots, quasi grappler!

I suggested the electric throw on another topic some time ago, I think it’s a great idea and it really fits the character archetype

Capcom gave Honda a command throw on ST, why not show the same kind of love for my fellow countryman?

As for the rainbow ball, I guess you were thinking on something like Dictator’s (not Seth’s) headstomp, right?

Nah I meant seths headstomp but forgot to specify when he does it off the wall, in the way it bounces off their heads really fast and puts a lot of distance.

Elec throw doesn’t even need new animation. Just do ex elec during a throw and the last bite lights blanka up and he shocks the other guy before kicking them off all electrified. I’d prefer it not to be a command throw as he’s too manoeuvrable for it to not be broken, would really compliment his counterhit game too as people would be teching more than they already do.

doesn’t st hp already do 120?

I see Blanka as a hit and run character, or at least that’s what I see Capcom wanting him to be.
Fix all rolls to be safe on hit.
Give him a juggle off of something like standing hk near or far.

I do think rainbow roll needs some adjustments to be a usable move. I only use it against dive or jump happy characters like Juri, Akuma, Gouken. Make it cancellable in the air or be able to adjust where you land after hit would work like Bison’s stomp.

Something that I liked in SF2 that doesn’t work in sf4 was Blanka’s ability to AA with horizontal roll, by catching them with the back half on Blanka. The shrinking hitbox did that in. Maybe they could increase the back end of his hitbox.

I think a electric throw ultra or super would be awesome. As for a command throw, that would be powerful, but a slow startup would be necessary because you could just throw after any blocked HP electricity.

What would be better would be a electric charge move, like Sagat’s ugly scar that would give Blanka’s next attack additional damage with electricity.

Am I alone in wanting 3 frame startup on cr. lk? That is a very minor tweak, but i’d love it for crouch techs, and almost guaranteed hit confirms since it would now be a 2 frame link into itself (think about how often bison abuses this into scissor combo). Would also love improving the negative frames on focus attack block so you can actually apply pressure from it. These are possible changes that I don’t think will make people hate Blanka too much more…

One way to encourage an agro Blanka - give Blanka upball similar properties to sumo splash (hits on the way down). It would be like HF blanka. Unlikely though.

BTW, I can’t see capcom giving blanka a non CH or meaty combo into sweep. There would be too much hate from the community.

Honestly I really don’t see how and why Blanka’s special will get any more nerfed… if anything i can only see they’ll revert horizontal balls back to how it was before…

His specials honestly aren’t that great… and all of them are fairly ‘inconsistent’ thanks to his spinning hit box… and electricity having an ‘on and off’ hit box… obviously it’s part of his character design/direction…

what do you guys think of having more normals special cancellable?.. It’ll probably up Blanka’s damage but also maybe give him a few more setups…

imagine… anti-airing… with c.MP or c.HP and following up with LP or MP ball to end up infront or behind the opponent on landing…

Also I like the idea of if electricity AA you can follow up with slide or maybe even Ball… that’ll be cool… i mean right now you can follow up with Super… but honestly… that have never happen to me outside of combos… and even during combos… it was more for being flashy instead of practical.

-LAU