Blanka ULTRA SSF4 Changes

The change to u2 is overall a buff, so it’s nbd.

Eh, I think it sucks big ****ing time that they removed U2 grounded hit. Makes no sense in my opinion. Oh, well … not very surprised.

Honestly I rarely have it connect against grounded opponent, and if I do I expected to counter something completely different that’s usually air based so honestly don’t understand why are you so upset about . U2 ground version is still there if you misinterpreted it

Yeah it really only effects j.hk u2 AA, and randomly mashing it in desperation, which didn’t work anyways because the hitbox was so small.

With the bigger hitbox it makes it easier to connect after a crumple and it’ll probably be more reliable against stuff like air tatsus, and might even be able to punish ground moves with airborne frames on reaction

U2 ground sucks as a hail mary ultra on your wakeup, tough… the startup is so slow that won’t catch many crouching lights and the damage is inferior too… of course you can use U1 or W, because Blanka’s U1 is one of the best wakeup ultras in the game

can someone explain all changes
and thair impact for blanka play
for all players who are not frame data experts
my english is too bad and i dont know how the 1frame on dash causes thx

Because PPP Ultra also covers neutral jumps on your wakeup which can be good against characters who like to have you guess between air attacks, throws and meaties on wakeup. IIRC it deals more damage, too. I don’t have any problems landing it if people are doing stuff to me on wakeup. I think this nerf is completely uncalled for.

Exactly. I wasn’t certain, but it has always been my impression that KKK version has both slower startup and less damage. An inferior alternative. This sucks ass.

If you gotta rely on wake up ultra 2 air version to hit a unexpecting opponent to win you’re definitely doing a lot of stuff wrong beforehand. It means you need a truckload of damage while your health is like a hit or two away to win.

If you have lots of health or your opponent is also brink of death as well you would never rely on such unreliable ultra

guys, what the heck can we use upball (on hit) fadc for?

Regular Upball into red focus is gonna give you some if the biggest damage for blanka

same as fadc a normal blanka ball I guess? just some pressure. I never heard of anyone saying any move would be comboable after upball fadc with the changes

Considering that SFIV was trying to recapture that ST magic (back when Dee Jay was a good char), him being made purposely into a bad character IS new. Even just looking at the SFIV series in a bubble, considering that chars like Fei Long, Sakura, and Cammy who were largely underplayed and overlooked in Vanilla SFIV but now have been top tier for the past couple years, again, I think you get my drift.

I hope my tone to you isn’t coming across as overly combative, but the fact is that Capcom has been doing some pretty dumb arbitrary shit regarding SFIV. Characters all of a sudden being great, characters all of a sudden being ass, characters solidly staying in the middle, lots of buffs and nerfs basically just Ctrl+Z.

Also, as someone who really didn’t play any Capcom games in the Dark Aughts, arbitrary tier lists based on the devs’ whim as opposed to outright oversight are a bit new territory for me (aside from the Tekken team doing dumb shit with the Mishimas to varying degrees). I guess my jadedness with Capcom is at an all-time high.

Buff to the classic Blanka shenanigan: forward hop crossup into upball. But now, with RFC, that’s gonna be huge damage.

If bendermac meant regular FADC (not RFC), there’s not much use beside applying pressure (like horiball xx FADC since Vanilla).

Of course, 9 times out of 10 people will only mash DP during your combo so your clever reset will cost you the round, wich is always funny… I love watching streams/replays of some Blanka in AE2012 wasting 3 bars on EX hori XX FADC > cr.MK for a reset only to get a reversal DP and a ton of damage

I don’t understand what you mean. I’m not talking about relying on it in general; it’s just nice to throw out every now and then when you’re low on health and the opponent has a lot left. As of now it covers several options whereas the ultra version only works as aa. I don’t see how that was necessary.

From a design standpoint it makes sense, since U2 specifically has two versions (one of the few in the game to have this and also one of the most unique Ultras, with two completely different animations/effects/usability) and the Punch version is an anti-air, so it shouldn’t work to punish ground moves if you think about it.

Honestly it’s really just not nice to throw it out every once in awhile. Like I said in the last post and you repeated, you put yourself into a position where you have little health your opponent have a lot. The problem isn’t even the ultra choice. The problem is understanding how you got yourself in such a position. Then secondly why did you choose U2 in the first place, if you need a wake up ultra threat for this match up you should’ve choosen u1. U2 is really to go against fireball and to go against characters like ibuki, viper or maybe even feurte to discourage them jumping at you mindlessly.

Just because a move can do something doesn’t make it a good option to throw it out once inawhile. It’s like telling you to use close s.hk as your primary close range attack because there’s a chance it can hit your opponent for good damage and there’s some airbourne frames so you can’t be thrown. Those are true but in general close s.hk is a horrible button to use close range for whatever reasons most of the time unless you know a specific setup that can lead to trade into ultra but that’s a seperate topic.

As you play more you’ll realize why wake up ultra is less of a good option most of the time and rarely gets you the win especially if you’re using u2 air to hit grounded opponent. It’s practically like gambling on roulette table and buying only one number, you already know you lost but if it hits your number you’ll be super happy, then you’ll remember it as a good option when it never is a good option ever.

U2 air not hitting ground is actually a good thing now you won’t even be tempted to buy that single number.

[quote=“LAU-HK, post:357, topic:161642”]

I think it is. I just do it very rarely. It’s always a nice option to have it; deals a lot of damage. Huge comeback factor if you do a correct read (plus it currently covers, like I said, more options). Not sure how having far less life than the opponent not being the optimal situation has to do with this. Sometimes you’re short on life and your opponent isn’t; it’s not a matter of lacking skill.

Of course U1 is a better wakeup option. Doesn’t mean it’s not nice to see U2 have some wakeup utility too. I don’t use U2 against too many characters. Mainly Ibuki and sometimes Akuma (reckless demon flipping).

There are situations where a correct guess (or pure desperation) with PPP U2 can lead to insane payoff. It can be better than U1, too, in these situations, as it covers the jump option as well. It’s mainly used as an aa, but it’s nice to have the ground covered as well.

Heh … I am by no means a new player. I regularly beat considerably high level players. Can hang with the best of Sweden. There is indeed still room for improvement, but I usually have a pretty brutal slaughterfest online, even against players that are supposed to be good.

I’d like to point out that I seldom use it (I know it’s not exactly a stellar wakeup option as it stands now either), and that I don’t think the nerf is a big deal at all. Just find it unnecessary and would have preferred to have had the ability to cover both air and ground in critical situations. Still, yeah, the hitbox was horrible anyway. People practically had to be IN your character for it to hit. Meaties, throws and stuff, you know.

Close Standing MK now airborne 1 frame sooner (from 4F→ 3F); airborne timing changed from 3-4F to 3-5F

i guess that bold part is new? does it help?

Does that one frame really make that much of a difference for close MK?