Getting the hard knockdown is important because it lets you start pressure. I use upball or cr.mp if I’m not confident though.
People need to not do random tatsu, it’s ass unless it’s crazy laggy.
Getting the hard knockdown is important because it lets you start pressure. I use upball or cr.mp if I’m not confident though.
People need to not do random tatsu, it’s ass unless it’s crazy laggy.
Messing around with the cl.hk meaty, it’s fun, but I don’t think it’s particularly good.
having it Translated will be good, that way not everybody will have to go through google translate again
-LAU
It’s not too hard to figure out, to be honest. haha.
like ves said you want hard knockdown. Hard knockdown allows you to get into the center of the screen to control the space, allows you a wakeup option… it’s just so good… it’s why stronger blanka players here wished you could link s.LP to c.HK. that’s how good untechables are. It’s why i almost always fa lvl 3 throw for my dizzy punish (unless i have super).
Fox I do the same if I dizzy off of more than 1 hit, I always do lvl3 FA into throw because the oki available is far and away better than anything you can get otherwise. If I have super/ultra they serve the same purpose because they also cause hard knockdowns.
cl.mp to sweep would have been the most fair normal to buff for Blanka imo because of it’s lack of available for easy links to ultra outside of jumpins.
Only thing I couldn’t work out was what “Choppe” is
Yeah, I was thinking that too.
Yes close MP +6 is a legit and realistic buff.
Just found something funny: J.hk -> Coward Crouch -> Negative-edge Super.
Weird looking, could be a good gimmik? Once, offline, playing with a friend in versus… maybe…
It gets stuffed by all dps, throws and kens super… but it option selects to do ‘nothing’ against Ultras and makes them whiff. Haha!
I’ll test to see if it makes anything other than standing normals and ultras whff.
j.hk, rockcrusher, st.lp xx hp.ball xx hp.super works on fatties. 548 dmg. Nice.
Why they don’t reduce the pushback of the rc, it’s would be more nice if it’s work on everyone.
Press rockcrush early, in air even. Saves a frame or two. I used to be sloppy on mp/mk after jumpin. Animation misses a few frames. Like cr.mk to st.lp. I wish they doubled the hertz.
Something I was toying around with in training mode:
Because of the input leniency, you can hold forward for a few frames after charging a Blanka ball and it will still come out. This makes it go slightly further than doing forward + :p: immediately. This has potential in certain situations to act as an ambiguous cross-up ball.
eg. vs Ryu: f.throw, lp ball doesn’t cross up. But if you hold forward for just a few frames before activating the ball, it will cross-up. It’s not that useful in this situation though because the opponent has more than enough to check which way to block. I’ll mess around some more to find some useful setups.
Like it.
Seeing as Coward crouch has zero startup frames and and is negative-edge ex/su capable, there must be some schnizzles there?
Is there any inv frames, or is it just a hit-low hurtbox?
yeah I use this on skinny characters as a ground crossup.
A kara ball with the rock crusher ? After the karak hop, whao, i didn’t know these things.
you can kara all of blanka’s special moves off of a jab actually.
It has zero startup frames? Can you use it like Viper’s tk feint on wakeup to dodge jumpins (or some such)?