Blanka 2013 ideas (purely speculative)

cr.hp x lp ball oh yeah baby thats footsies

you know now thinking about it… having c.HP cancellable will be great…

  1. up Blanka’s damage…
  2. stuff like c.HP x LP ball… depending on range the LP ball might actually whiff which creates some interesting setups
  3. it’ll kinda beat players that FA quite a lot… especially when Blanka is near corner and they have a huge punish even if you hit them with ball…

-LAU

Cr.hp x hop what are the frames on that, bettwr or qorse than fadc cr.hp?

Cr.hp x hop > st.lp x fierce elec > repeat

people would cry probably. Dunno I would have a lot of fun with it I know that much

I hate 3f crouch techs. I think all of them should be removed. I just want more frames on block for cr.lk. That’s it.

Yeah laker we’re all expecting cr.mk to be 3 frames didnt you get the memo?

My body is ready for the Blanka vortex and memories of CVS2 S-tier Blanks.

multi hit chip elec should be more reliable. Letting Blanka get a consistent 4-5 chips vs. every character would be pretty cool. At the moment it’s only viable vs. a few characters like gouken.

let’s have a look back on my old requests for jimmy… i know some may be to good. but hey, one can dream, right :wink:

make horizontal blanka ball knockdown on hit, no matter from where you do it. making the knockdown only possible when you can fadc the ball (2nd frame of hit) is not enough! blanka uses balls also to punish fireballs and for that he is not sitting a few inches away from the opponent to get the fadc’able frames. BLANKA BALLS MUST FINALLY BECOME SAFE ON HIT!!!

  • upball should do a knockdown to make it safe on hit. ex-upball should become a true reversal (no should be able to throw him out of it ) and break armor
  • better frame advantages on his normals - he has so many negatives frames
  • upgrade his combos to make them easier - he has so many 1-framers (see point 2)
  • increase radius a bit for anti air ultra to catch off jumpin opponents (similar to ruy’s ultra 2)
  • make close standing medium punch special cancelable (like boxer got in ae), this would give blanka new combos
  • increase invincible frames or decrease startup all together of ex-rainbow ball - in return blanka can’t hit if invincible frames are still active - currently this whole startup thing is a joke: you just need need to wait a tiny bit and then punch him out of the roll or grab him right away… so much for an escape move
  • change rockcrusher to an actual overhead but keep his current overhead for a more damaging overhead (charging it up)
  • increase hitbox of electricity a bit to make it comboable on all characters, e.g. jHK > clMP > stLP > electric doesn’t work on all characters … would be nice if it does
  • focus attack > ultra 2 anti air should work on all characters
  • change ultra 2 motion to the ultra 1 motion - of course we blanka players would love to get 2 quarter-circles forward :wink:
  • after focus crumple > ultra 2 ground attack should connect fully. currently you can get a max damage of 300 with a focus level 3 + a full ultra 2 ground attack because the ultra does only a maximum of 3 hits, sometimes only 2. that’s the lowest damage a character can do after a focus crumple into ultra. in other words: this is a waste of ultra meter.

and some new ones…

  • slide is fadc’able
  • close standing mk into standing lp should be a 2-frame link
  • can’t be thrown out of electric thunder startup

you mean ryu can do cMP into sweep :wink:

but if jimmy gets cmk into sweep … that would awesome, but it will never happen.

wish list to make blanka broken= lk. upball invincible on start up and ex electricity throw invincible, and while im at it 1050 health and cr.lk to chain…lol

realistic changes would be

  1. being able to hop cancel overhead before it hits (good bait tool)

  2. cr.mkx2 - st.lp - hori ball be possible

  3. cancel river run from coward crouch (catch fadc dash-ins or other mixups

  4. follow up from hp hori ball possible

  5. change u2 motion to u1 motion

  6. reduce recovery on st. hk by 2 or 3 frames

  7. last but not least like close st.mk to be +2 on hit

Multi chip should be standard. 5 ticks.

Also I think the current ultra 2 motion is quicker

132147+ kkk

couldn’t you already do that?

the problem i have with ultra 2 is mainly u2 air… because it’s simply useless… obviously if u2 became qcfqcf like bison… that’ll be awesome.

-LAU

Yeah u can but the guy wants it to be the u1 motion which is slower. I find blankas ultra 2 no use because it doesnt stop safe jumps. Its startup is so slow

I’m trying to work out some themes from all these different changes. It feels like we generally want:

Better numbers on our normals, because our footsie game is made painful by:
-Unsafe pokes
-Inability to convert hits into meaningful damage/KD

I can get behind this, it feels like we’re designed to have a pretty good defensive footsie game but our footsies for all their great hitboxes, just don’t lead anywhere or they carry massive risk with how slow they are. I don’t mind not being able to convert into KD easily if my defensive tools were solid enough. But they just aren’t. Because ultimately, while everyone believes you need a kd/vortex game to survive in SF4, if your ground game is good enough, the opponent never gets the chance to run that vortex in the first place. But we still need to be able to convert our hits into damage to be able to keep up.

If we keep blanka defensive I’d like to see bigger damage on our slower normals as well as faster recovery.

If we lean towards an aggressive blanka, I’d want to see a faster sweep and probably a 3f normal of some kind. If they just pick a direction and go with those simple ideas I think we’d end up with a much better defined character.

**‘different’ ball/rainbow/elec. **The number of varying suggestions for these moves implies what I think about them too. They’re ill-defined moves that we’re trying to hunt new uses for.

The most common theme with hori ball is making it safe on hit anywhere. For me, I would easily accept MP/HP/LP balls causing KD if blanka is within far jab range, and not doing anywhere else. It’d be nice if EX was reliable anywhere since it’s a bar costing anti-projectile move. (Which ultimately is it’s key design, with the addition of it becoming an expensive but powerful combo ender in 2012). I don’t think that’s an unreasonable change and would make ball a solid combo ender. Perhaps the position after hitting could also be adjusted, both to make the move easier to block and punish for certain disadvantaged characters and also to provide potential momentum after a combo. Again, this would take away a bit of running away and balling for chip on some characters (where we hardly need this anyway) in exchange for a more focused special.

Rainbow roll… I’m still not sure. I really don’t know how to make this into a ‘proper’ tool.

My main issue with Elec is reliability. For all the execution it takes to create elec pressure, it just isn’t useful against half the cast. It whiffs all the time. But with that said I don’t know enough about how the kara/movement stuff works whereby jab moves you forward quite a bit when you cancel it and so on to suggest that “Jab xx elec shouldn’t whiff plz”. But that’s what I want to suggest. Making elec’s hitbox bigger might put some characters in a “what do” situation when crouching infront of an electric mashing blanka. (As is kind of already the case sometimes if really close).

…Or they could just give my fingers a rest and change it to like, 4 punch inputs. Haha.

Well l have provided a diagram (complete with training mode background to make it official) on how rainbow ball can be improved. It would be used to bounce on their heads causing chip and safely changing sides or if the lk version is used it can put you close to the opponent with frame advantage on hit allowing a combo. Neutral on block.

Also for elec I feel its hitbox on block should expand with each hit allowing you to st.lp x fierce elec mashed and get 5 ticks of chip.

Would be so much more fun if they did more than tweak frames on normals. Yaaaawwwnn

Edit I added an elec diagram and wow youd think blanka was using my phone battery for that new version of elec. How did I drop 15% battery in 10 minutes?

Edit 2 -
fuck time flies thats a quick 50 minutes lol

I agree with mullah on increasing the range in electricity. maybe something like oni’s “air stomp” move (sorry don’t know official name)

and btw that u1 motion i was talking about for u2 was for selfish reasons…lol i find it waaaay easier to input b,f,bf in tense situations. :slight_smile:

People already calling for nerfs on unity now that suggestions are open.

Oh and the way to fix rainbow is to make the normal versions safe on block and break armor.

That might be “annoying” though.

Ahh, blanka thread is open on capcom unity and I am already seeing “hop shenanigans are too hard to punish” and upball is overpowered - lol. Hope some of you are planning to post there with rational thought.