Hey guys, I am coming from Vanilla(I play on PC) so can anyone give me a refresher on the changes that happened to blanka when going from Vanilla to Super?
Correct me if I am wrong but from what I remember:
-Faster walk speed?
-Ball distances adjusted(all of them??)
-Life nerf(-50)
What am I missing? Any other tips you can offer an old vanilla blanka moving to AE? I want to stick by him in AE.
Thanks
@Ellipsen not really the place to ask. Check the dev blogs? I don’t really feel like typing all the changes out.
important ones
faster hop
worse ball
jab ball travel distance reduced, actually a buff
ultra 1 damage down
ultra 2 exists
slide change
There are some other changes, but someone else can probably cover them more in depth, ask in the chat about anything thread, I don’t want to type, I’ll get far too into the changes.
@ Josh
I’ve noticed the difficulties setting the unblockable/ambig stuff off of f.throw as well. A lot of the times stuff can be blocked either way, which is why I just safejump off of f.throw most of the time. It’s dumb.
I find blanka to be a great excuse to play MK9.
I’ll say it here --> American fighting games make japan games looks retarded. I know its early in the life of mk9, but with combo breakers and a philosophy of making the game as balanced as possible, the mk development team is years ahead of the retarded whackos in charge of Yun Fighter AE.
End rant.
Other technology I can’t wait to try out in AE: Using coward crouch and then mash electricity to punish yun dash punches.
Cr. HP was also improved. That’s the only other change I can think of.
wait what i thought hop got worse?
Not from Vanilla to Super.
Thanks all!! I figured you guys being in the lab all the time would know the best, this is a great thread with the labwork as well, im going to be reading it all.
I thought cr HP stayed the same…
Thanks for reminder about hop rcovery, almost forgot.
didnt know ball got worse(how?) either(other than jab)
thought the slide stayed the same too…(I know its much diff in AE)
I will take Super and AE to the lab when I get it to check them all out, thanks again.
oh I was talking from Vanilla to AE, and just threw random things on. in ae the ball hitbox is worse and slide is changed. They are the same in super. cr.hp is the same for sure.
some vanilla -> super changes I can remember
mp/hp electricity seems to push out a little more
I think a random normal got a slight damage nerf
U1 fixed? I used to have people get hit by the first stun hit of u1, then I’d pop up and the first hit would whiff and they’d get a full punish. I can’t remember that happening in super once.
coward’s crouch functionality changed. must cancel it by going to neutral. Used to be able to go to back/forward/up I believe.
haha, I came up with something new, I need to record this.
I shall entitle it “Blanka Combo 2”
Edit:
Okay my camera battery is dead, but the basic concept is that it is possible to hit a cr.short in a combo meaty making it +5. Why is this important? ability to link low forward and the ability to 2 frame link ultra, though you have to 1 frame link into the short. I would argue that cl.strong, low short is an easier 1 framer than low short -> ultra.
It’s not as easy of a link as simply doing ub strong ultra, and does a little less damage, but it’s probably harder to mess up I think. Also good if you are bad at hit confirming.
vs. Guile who I discovered this on, this gives your strongest jump in damage vs. him in j.hk, cl.mp, cr.lk, cr.mk xx ball.
I need to figure out if the short is meaty on block too. being +2 is so nice.
Okay the default unblockable string vs. Guile starts with cl.strong anyways. If you could hit confirm what side you are on after that, then throw out cr.short if you don’t crossup and 2 frame link ultra, and then if you do crossup throw st.jab xx elec it’d be great. I find it hard to have time to confirm what side i’m on and have enough time to input the ultra because the charging time is pretty tight with how little hitstop j.mk does.
LOL! this works!
thats the second weired combo you found…
first j.HK, st.far.MP, cr.HK on boxer and now this!
good job
okay messing around with buffering elec. hop -> walk elec and dash -> walk elec both seem to be pretty okay. If you cr.hk kara hop, walk, ex elec, you’ll pretty much tag them if they react to a 3/4’s screen hop by hitting a button.
lp ball, walk back, elec seems to be a good meter building tool. Also it looks really stupid.
People are going to start accusing me of using turbo… well moreso than they do already.
That combo works on a good number of characters actually(offhand I know it works on shotos). Also Jonkun accidentally did it, and I just sort of figured out how. He gets the credit
Simple safeball setup vs. Akuma
j.hk, cr.mk, cr.mk(cr.lk sometimes) xx lp ball
works if he blocks the ball both crouching or standing, you get a free jump in response to the ultra flash and therefore a free punish.
you have to hit the mk the frame you land, but you can buffer it from the jumpin, which gives you 4 frames.
don’t know how reliable this is, but each time I’ve recorded it correctly by getting the cr.mk in during the buffer frames it has worked.
If you want to check where you should do the j.hk from, this works from f.throw, mp ball, j.hk, so that is the correct spacing.
meaty Overhead into ball combo vs Dictator
meaty overhead rockcrusher (1 hit), cr.LK, st.LP xx Ball
interesting, didn’t know you could be in range to get the cr.lk vs. him. his crouching hitbox is humongous though, so I’m not that surprised. haha.
lol, it does hit him while standing after wakeup, too!
EDIT:
works on
Dictator (cr/st)
Honda (cr/st)
Fei fuckin Long (cr/st)
who else has got a wide hitbox like them???
gonna test out more tomorrow or so…
of course you can just simply do
meaty overhead st.LP xx Ball - on every char I think
meaty overhead cr.LP, st.LP xx Ball - on every char I think but with two unplinkable 1 framers
I’m looking forward to AE rockcrusher!
does anybody know, what exactly the buff is?
is it frame advantage or lesser pushblock?
both options would be good! both together would be awesome!
meaty AE rockcrusher, cr.MK xx Ball FTW on everybody!!!
AND
meaty AE rockcrusher, cr.MK, st.LP xx Ball FTW on the “faties”
the buff is:
Rock Crusher (Toward + Medium Punch) has less recovery. Rock Crusher, into Far Standing Light Punch into Beast Roll is possible now.
Hopefully its not as tight a link as knees ->s.lp->roll
but its not the overhead version, still a sweet buff to give more combo options!
Anyone know where there is ANY AE Frame data available??
There is, the people who have it haven’t put it online though. Kinda sucks.
Oh well, only a matter of time, I just want to study it for changes mostly.
are you sure its just the non-overhead version?
that sucks!
of course its gonna be an unplinkable link into st.LP sigh