Blanka 2013 ideas (purely speculative)

Shall I take my diagrams there and sort it?

lol nice first post mullah “Test test” - i just posted there.

Wanted to get my shit on page 1 lol I failed. Too slow

Thank goodness ur there to fight the stupidity ves. I would reply but its so difficult to post there on ipad, it takes a second for inputs to be recognised. Deleting deletes 2 letters at once. It’s like playing in a 1 bar connection

Question: EX Horizontal roll is being cried about on Unity. Would you give up projectile invincibility for a different buff to it? Maybe armor instead, so it could go through kunais or bust through pokes or horizontal specials. Blanka has slide and crouch and u2 to deal with projectiles and ex roll would still beat normal projectiles, but lose to ex specials and projectile supers and ultras. Another option would be to give it no armor, but allow you to control were Blanka lands after the hit or maybe even do a followup attack like Bison after stomp. Discuss.

EX Horiball is fine. How many times does Blanka actually use this move in a match?

Number in parantheses is priority 1-very important 2-important 3-slightly important

(2)close lp-3 frame startup lower damage to 25
(3)close mp-add one more frame of advantage on hit, less pushback to help extend combos
(2)close hp-better recovery on hit to frame trap or even combo

(2)close lk-make active frames airborne
(1)close mk-should be airborne on active frames if not any of startup 1 less frame on hit or 10 extra damage
(2)close hk-see close hp

(0)far lp-no change
(2)far mp-startup 5 frames make +6 on hit to combo into sweep(or sweep 5 frames)
(0)far hp-no change

(3)far lk-make cancelable and/or 10 extra damage
(1)far mk-cause juggle state on counter hit or anti-air
(1)far hk-make focus cancelable

(3)cr lp-less pushback so if canceled into roll it can connect
(0)cr mp-no change
(1)cr hp-make 2 hits or less recovery on block, too easy to punish with FA

(1)cr lk-it has no range so should be 3 frame start up or at least +5 on hit
(1)cr mk-1 more frame of stun help combos
(0)cr hk-no change

(2)river run-make focus cancelable

(1)rock crusher-change input to b+mp+hp and allow at any range to allow charge and to be able to walk forward and punish with cl mp combo

(1)overhead rock crusher-same as rock crusher but held

(2)forward hop-throw invincible

(3)back hop-faster recovery

(1)forward dash-faster so he can fadc into a combo

(0)backward dash-no change

(2)crouch-faster recovery

(0)focus attack level 1-no change

(1)focus attack level 2-more stun to extend a combo(or faster dash)

(0)focus attack level 3- no change

(1)beast roll-make it safe on hit no matter what!!! Make unthrowable. Make super/ultra/fa cancelable farther away like before

(1)rainbow roll-at present this move is almost useless. Needs to have a controllable landing recovery or a air option to attack or land

(3)vertical roll-give lp startup invincibilty 1-2 frames, make unthrowable

(1)electric thunder-extend horizontal range on initial active frames to allow it to combo across the whole cast consistantly

(3)super combo- no reason to use mp and hp super right now, adjust so each button causes a different startup lp-horizontal, mp-diagonal up and down, hp-vertical

(0)ultra combo 1-no change

(1)ultra combo 2-make AA startup 1 frame faster and extend hitbox in the air to be an effective anti-air attack

Other thoughts:
I see Blanka as a hit and run character, or at least that’s what I see Capcom wanting him to be.

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. A different idea is to make down+KKK a hop into place that is invincible to throws and lows, kind of like the opposite of crouch.

give hp horizontal roll knockdown and make ex horizontal roll cancelable by pressing down+3K at anytime during the roll animation

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.

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.

An awesome idea would be a electric charge move, like Sagat’s ugly scar that would give Blanka’s next attack additional damage with electricity, or it could just increase his walk speed for awhile.

About a command throw. It’d be too powerful with +10 blockstun on electricity, but it could be a counter-throw. Anti-poke, could be 1-3 frames. Fei and Cammy’s counter ultras are 1 frame, Gouken’s counter is 1 frame. Juri’s is 3 frames, and Ex is 1 frame.

WE NEED MORE PEOPLE OVER AT CAPCOM UNITY! the level of stupidity over there is killing me…

nerf up ball?

nerf hop?

nerf slide?

i mean hes mid tier at best…

(i trying to sign up myself but i cant get a verification email sent to me…) sigh…

edit: nvm i got it. i put my 2 cents in…lol

“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.” JOLTHEAD

omg! godlike. :slight_smile:

first i think this game is very balanced no big changes needed
my wishes for blanka are
-crhp less recovery or better hitbox for anti air
-backstep roll more fireball invinceble on startup and maybe a bit faster startup
-fadc able light hori ball
-2-3frame invincible frames on light upball plus juggle option in the corner for thunder
-hard hori ball fadc should juggle in thunder only! not in crhk for hard knockdown that for ex
-remove unblockables
-nerf hop
thats it,maybe some changes suck and not fit into every match up or in generel

o with fadc able light hori ball i mean more hitstun for fadc combo

  • also the autocorrect on ex upball suck maybe that should be fixed too

would it be too weird to have b+st.lk be the overhead input?? i mean no one uses st.lk anyways right? that way it will free up st.mp but still keep the overhead combo as well…

I actually use it… against certain match ups… if they can’t punish it on block… i find it useful when i mix it with the other stuff i do… like building meter with electricity… far range whiff LP ball… or doing LP ball at whatever range that makes sense for you… when you throw this out once regardless of hit or block it will make them think twice… and them playing too careful sometimes gives me plenty of time to build more meters…

-LAU

I think it’s a waste of meter most of the time especially if thrown out randomly. Lau can you post recent vids of your play vs someone I don’t think I’ve ever seen you play but I read from your posts that your blanka is very different from how I would play mine! Curious to see it in action.

Man capcom unity is one shitty site now I can’t log back in to amend my post and password retrieval emails don’t get delivered now I signed up with another username and the registration email doesn’t come through.

I’m like the one person who uses st.lk, hah.

People on Capcom Unity are saying ball is too hard to punish. Capcom really doing it right by asking for feedback there

It’s gonna be tough to get my plays in action… I really have nothing against recording my match… been doing it for Soul Calibur probably as early as SC2/3… the problem is… my internet connection sucks so i really don’t think that’s a good display of how I play… and offline… I play at arcade… and because it’s only casual… nobody really goes recording also it’s kinda weird if i get people to record me when other people there might not necessarily wanna get recorded and ontop of that I will admit there’s plenty of other HK players better… but as far as Blanka goes there’s hardly any Blanka players… so I wouldn’t be surprised if I’m the best there is.

on the other hand… i will be traveling around the states in two weeks… going to NYC, Boston, Texas… maybe I’ll find some games in NYC…


As far as throwing it out randomly… yes… I do agree it’s a waste of meters MOST of the time… and no… I don’t throw it out just because… i have a meter and i believe it’ll hit… It’s simply just a mind game tool for me… I spend one meter (usually when i have 2 or more meters) when I feel that doing this move will make them think about it later on…

although ex rainbow and upball are probably much more important for Blanka’s defense… I do feel if you get them to ‘turtle up’ you probably won’t be needing them as much as you think you will… as far as Super goes… I rarely save up for it… although there are scenarios where it opens up new possibilities… however sometimes i feel like not using any meters… and saving up the super ends up killing me in the end because i become too conservative with it.


how do you use s.LK… I mean recently I started to experiment with s.MK… and I KINDA see why in some really rare occasions it might be a decent move… but s.LK… why??? lol

-LAU

i am also interested on your usage of st.lk… :slight_smile:

I use b.lk xx electricity as my electricity string after I do unblockables or ambiguous jumpins because it does 10 more damage than st.lp

I use close st.lk as well. After conditioning with close st.mk on block, I switch to close st.lk for a cheeky tick throw.