You can get low forwards instead of low shorts even off of funky launchers like Julia. You have to wait a long time, the low forward hits very low to the ground but it works. When your partner has a good launcher you have to wait way longer than you think.
Still looking for something better than that for things that launch high like Juri spinkicks or shoto uppercuts. Right now I’m just doing lazy man’s combo of jump fierce, low forward xx upball but I’m sure there has to be something better maybe involving an electricity that barely touches them and allows you to keep juggling.
You just need to harness your inner sonic and “go fast” ball combos seem better in this game anyways, but still useful for frame trap purposes off of a safejump or w/e.
I think his jump is the best in the game. I don’t play Blanka, I play against him, and I find his jump just leaves you less time to accurately react to it. The vertical arc is actually an asset, not a liability. It means he can jump to crossup from point blank, where he could also neutral jump to stay on side. Very few characters can consistently do that.
Jumps are already strong in this game, and his jump game is one of the best. A solid reason to play Blanka all on its own.
You’re right.
And after being beaten with Guile in almost all of his air-to-air battles against shoto’s and mishima’s, it’s very rewarding to smack them out of the air with his jumping HP.
Blanka’s got an overhead? No way! What is it??
His level 3 looks like an overhead, i keep forgetting its not and, like a twat, throwing it out with they’re blocking low
I tested his normals on block with Julia’s SA (1f start up), all seems the same as in SFIV : stand MP/LP and cr.MK/LP/LK are safes. Her SA punish on hit too cr. HP/stand HP/cr.MP and close LP on block LOL.