super is 400 damage, each 10 super meter gauge is therefore worth 4 damage
Standard jump in BNBS
j.hk, st.mp, st.lp xx hp electricty 312/480 150 = +60 Opponents super meter gain = 65
j.hk, st.mp, cr.lk, st.lp xx hp ball 307/495 178 = +71.2 Opponents super meter gain = 74
Theoretical ball damage gain in that scenario is 6.2 damage, but you have to factor in your opponents additional 9 super meter gain, the stun difference, and the positional change difference.
I’d be more likely to use the elec combo on Rufus, but I might like the ball combo on a character with 900 or less stun sometimes. this whole thing is weird.
I’m also thinking j.hk, st.mp, cr.mk is way underused by most players, the bump up might seem small, but the stun numbers make a difference.
I generly prefer to end all combos with elec simply bc no chance of being punished, where sometimes i will use a ball combo on the numerous characters that can punish on hit, though maybe its cuz of laziness.
Also, i like to fadc the elec to set up some positional setups after the combo to keep pressure up, which doesnt usually work as well with fadc ball.
I have played with the 2 hit mp in ae (not the overhead, just 2 hit rock crusher), and i swear u can link a jab after that too. Im playing ae tonight so i will double check. Though for both overhead and reg rockcrusher, distance is really important and some characters the jab wont reach regardless (this is ae).
your link is broken. his b.throw has more range than his f.throw too.
Whats dumb is that his kara throw’s range is big, but it is relatively difficult to do in comparison to other kara throws, it has to be done off of far st.jab, and the ranges you typically get pushed in by your strings don’t let you kara throw.
Okay so the common knowledge is that you can’t double tap U1 cause you won’t be able to hold it, however for awhile now I’ve been plinking U1 with HK, letting go of the buttons then holding them down again later. I didn’t think much of it.
However you can actually double or triple tap U1, but it must be done very quickly, then you must release the buttons, then depress them again once the cutscene is about to end as it zoomed in on Blanka’s face as he is screaming.
The don’t double tap rule only applies for most of the ultra, but not startup and for most of when he’s screaming during the cutscene.
Don’t know if anyone else is using this, I’m going to keep Plinking but double tapping gives you a slight upgrade in landing the ultra.
cr.lk x 3, U1 blows if you only have half ultra it only does 280 damage. It gives great positioning though so it’s still probably worth using here if you can get your %'s higher. It’s great once you get 3/4s of your ultra full though.
Is it true Blanka can special cancel his far HK? That seems like a nice buff for him but I have never seen it done. … apparently it’s been around since Super, so maybe it’s just a typo?
it is neither special or super cancelable in super, so it is probably a typo. Would be a huge buff if it exists, but it is probably a carry over typo, as the super frame data mentions it as well.
Also new concept that I’m working on; Safe Upball.
According to this frame date, blanka standing rh on blocked has increased recover of -2, so it used to be -8 in super, and is now -10. I will play at arcade and see if i can feel a difference
Frame data says that yun’s uppercut is 6 frame startup. While I doubt the truthiness of some of this framedata, of this is true, safe-jump setups galore!