Blanka ULTRA SSF4 Changes

Aluoune was the only sagat I played during vanilla online, he had it down around 60% at the time, i’m sure he got it down later but i stopped playing.

I screwed around with the Ultra SF4 mod. c.MK is bad, but not as bad as I thought. You can still confirm c.MK, s.LP xx FP ball most of the time, but there are ranges where it simply won’t work. Focus Crumple, dash c.MK, s.LP xx FP Ball, or c.MK Ultra works and that’s pretty nice.

c.MK, c.MK hop might be a thing you can do as a mixup that’s at least better than jab hop because you can FADC ex up ball. Its not a good mixup, but Blanka never had good mixups in the first place.

He’s going to be stronger overall. The pushback change was and still is COMPLETELY unnecessary but we’re talking about a developer that links a 2 frame link into Ultra off SOME confirms would be too good and then adds a charge character with teleports so this is the best we can hope for.

Nevermind, messed with it more and the c.MK is TURBO ASS.

This and the combination of me being on spring break caused me to write this thesis on why this change is ass on Capcom Unity, which you can read here: http://www.capcom-unity.com/street_fighter/go/thread/view/7411/30190523/ultra-sf4-beta-build-changes-thread?post_num=372#538542465

I don’t know if they are going to read it or take it seriously (yes I do they aren’t) but its there. If anyone knows a better place to post it or Combofiend’s email or something let me know.

I care way too much about a game I don’t really get any enjoyment out of anymore.

cr.mk, cr.mk upball EX RFA works on some standing tall characters though for big damage!

PUNISH DAMAGE IS SO IMPORTANT, ESPECIALLY BECAUSE BLANKA CONSTANTLY HAS 3 BARS

wait no he doesn’t :frowning:

I sent him a tweet asking him if he could read the post you made and comment on it. Dunno if you guys wanna do the same. also posted on his capcom profile and sent a pm.

I talked to him about this issue in person at SCR

And did he say anything useful about the matter?

He seemed to not really care

How do you send PMs on Capcom Unity? I couldn’t figure out how to do it, I would have rather just PMed him there.

Thanks though!

http://www.capcom-unity.com/combofiend?ts=1395604059

There is a little email icon at the top right corner for PM’s, and this is his wall for messages.

Just sent him a PM, thanks again. I’d encourage other people to do the same, it couldn’t hurt and he does actually respond to comments most of time.

Played around with ultra blanka some more, including a long set vs. Integra.

Ken walk speed is nuts now. Makes it really really hard to space yourself out of stepkick range, as his f.walk is about our backwalk speed now. Sweep is amazing and will beat st.hp in a lot of situations it wouldn’t before, 1f really mattered. Making first hit of hp dp whiff to prevent fadc is even more important now, but even easier. Match feels very much advantage ken now

cr.mk pushback is still super assy. i found myself punishing with cr.lk, st.lp xx ball more because I didn’t trust the jab not to whiff if I did cr.mk. j.hk, cr.mk, u1 over a ken attempted cr.mk xx fireball blockstring still works though. I was rarely in situations to take advantage of the new combos once again, and I still had issues with counterhits and well spaced cr.mk’s not having any followups.

Not getting thrown out of cl.mk in most situations requires 1f timing, and then you need another 1f link out of the cl.mk. This is pretty difficult and people should be grinding the link NOW. I’m still messing up blowing up techs after level 2 focus about 1/3rd of the time.

ex upball xx level 1 focus was giving me a billion crumples. It’s a hard read though, and the meter burn is something you definitely have to weigh.

cr.hp stuff:

cr.hp xx red focus attack is pretty good, as is like buffer st.jab xx mp ball xx rfa

cr.hp rfa u2 aa should be 470ish damage if my calculations are correct, which isn’t bad at all.

Have you played the USF4 computer version. Was the crouch mk pushback similar?

Looking up vega changes…dhalsim changes…any changes…poor blanka :frowning:

I’d also like for somebody that has played both to confirm the mod is accurate.

It’s pretty freaking bad in the mod, if its even a little bit better in the real deal that’s something!

final changes for blanka released!

U2 isn’t getting nerfed!

and thats it.

so who are you guys switching to?

LOL so the pushback is still there?

Rolento/Elena or Poison.

not really gonna comment until I get to play it… I remember at the beginning everybody was saying how ex rainbow change sucks and I felt the exact opposite… Don’t know where people stand now about this move. But anyways regardless what happens blanka is still my main and I’ve always adapted.

I believe this is the final changelog released:

Blanka

  • Blanka’s forward dash is now 20 frames instead of 21 frames.
  • Close standing medium kick is now considered airborne from frame 3.
  • Crouching medium kick is now +5 on hit instead of +4. It now pushes back more on hit and block.
  • Heavy Rolling Attack knockdowns opponents at all distances now.
  • Light, Medium, Heavy and EX Backstep Rolling Attack now all have 2 more frames of blockstun.
  • Light, Medium, Heavy and EX Vertical Rolling are now FADC’able if they hit or are blocked right after activation.

So, good thing capcom hates Jimmy :frowning:

EX rainbow is actually worse now, competent players punish it if you try to go for the gimmicky shit and they understand the move most of the time. It’s harder to escape the corner with it now which sucks.

Blanka needs more solid tools not more gimmicks.

Not the changes we need, but probably the changes we deserve…

I’ll try Decapre first, I’d love to try Poison/Rolento/Elena, but my execution for command specials sucks