Blanka ULTRA SSF4 Changes

THIS more than anything. And EX ball KD too.

If cr.lk had more hitstun what would that change in blankas gameplay for you? Cr.lk cr.lk cr.mk x ball would be nice, better frame traps too. But nothing major, or am I missing something?

Exactly what you said. Not game breaking but I think that’s a struggle to plink cr.lk online. I know that is offline that counts, but for most of the players, 90% of the game time is spent online.
For other characters, 2f hitconfirm comes so naturally that you can focus on your gameplan instead of worrying about not dropping that 1f link at the end of the round.

Dash is a frame faster that is good news means we actually have a good fa lvl 2 now

With capcom being so stingy with buffs I always feel it better to only ask for what is absolutely game changing for blanka. +1 on lk doesn’t hurt, but it doesn’t help much either if your execution is on point, so if your reason for the buff is for combo consistency then it’s a buff you will eventually find pointless as your execution improves. IMO

*Updated first Post


I’ve been thinking about the cl.MK being airborne starting from frame 3 vs frame 1.

I don’t see why it’s such a big deal unless you are planning to use it to counter throws at frame disadvantage or you’re trying to use it to abuse grapplers. Otherwise shouldn’t the problem still be the same if you’re using it on the offense?

Here’s why i think this way.

cl.MK
5 frames start up
3 frames airborne (vs 1 frame before)

I can see cl.MK only works in the following places offensively

A. after the new forward dash is 20 frames only making lvl 2 FA, +2 instead of +1
B. c.LK = +1
C. c.LP = 0

I don’t see how crouch tech can now blow it up after the options above, the hurtbox is still the same, so being airborne unless they change the hurt box so that low can’t hit at all it shouldn’t make a difference with the above 3 options. It should still be the same.

Like i said if you’re using it on frame disadvantage that will make a huge difference but you’re still gambling. You’re still probably gonna lose to frame traps.

the reason why capcom didn’t want frame 1 airborne is probably because they don’t want people to abuse it during wake up so they get hit by something small for one hit because they are airborne.

The problem with blanka players is that you arent used to having something thats actually good. You have a character who struggles to get in on a lot of characters and when you do get in you are not a threat. blanka is poorly designed in sfiv. If your character has no fireball, you cant dictate the pace, if you have no jump arc altering moves you cant rush down, if you have no multi hitting normals or safe chipping moves you cannot zone. So given that blanka has none of those tools he should logically have something really strong for when he manages to get in.

How are you going to beat 3frame cr normals with the current cl.mk? Lets say you cross me up with j.mk and then do cl.mp. you are plus 2. After you walk forward into range to activate the close version of st.mk I will already have hit you with my cr.lk during your startup. You cant do very late cl.mk because you will be hit during startup.

Its just a crap tool in comparison to real offensive tools like command throws dive kick fireballs and safe chipping specials. Otg on frame 1 allows me to do a cr.lk walk forward for 4 frames and activate my cl.mk just as your cr.lk becomes active or when you press cr.lk for a late tech. Damn right its strong, the opponent lets blanka in and they have to block or reversal. Throw tech becomes a massive liability. But its still escapable by backdash and also to convert the combo requires a 1f unplinkable st.lp link. How many people can hit that with much consistancy anyway?

Blanka players all gonna switch to vega. Same character in many ways, just better all around…with a real anti-air…and a comboable ultra? Wtf capcom…poor blanka.

Regarding chainable or easier short links for blanka. Honestly, I think its really important and kinda unfair that for pretty small dmg blanka has to consistantly hit 1 frame links. wtf is that bullshit? Nobodies execution is perfect enough to hit blanka crouch shorts consistantly…nobody…even with plinking. I have seen the best and the worst fuck up short short…that is just fucking wrong. I could compare that with every other character (except vega…but oh wait…his crouch jab is getting easier to link…so nm).

Fuck

When I read about how Capcom is changing some chars so that they can’t chain their 3f shorts any more, it gives me some hope that they understand some of the problems with the close-up combat in this game*. But then I remember it took them 5 years to see this, which leads me to believe that we can only expect to see Blanka with chainable cr.lk sometime around 2019.

*Not that I fully agree with the USFIV implementation - I would prefer keeping the current system and making them 4f shorts instead.

Not really disagreeing with anyone, but electricity pressure is quite decent, you got your 3 frame far jab into electricity which allows you to walk in and potentially repeat over and over. Although a lot of other characters can produce the similar result with much better and easier pokes…

Anyways as far as now everything we got are all buffs with exception to u2 air being slower which makes no sense but I don’t care

Make cr. lk a 3 frame move - now Blanka has a new tool and it is a 2 frame link into itself. I admit I’m always annoyed when players like Bison and Guy cr. tech into hit confirm combos.

Exactly.

Also the vast majority of other 3f cr.lks have been removed across the board. Chun still has one though.

Just downloaded the capcom cup ultra version update (PC). Not really seeing anything worth a crap for Blanka now. c.mk pushes back too much to combo into itself.

Got it from:
https://www.youtube.com/watch?v=JMQ0KFsh3DI

If this is the version that comes out, ehhhhh…

I’m still amazed that CVS2 Blanka was so strong, as Capcom seems determined to make Blanka low or mid tier for every iteration he is in. Seriously - nerfing cr. mk pushback? Totally unnecessary. Capcom needs to bring back Blanka’s OG vertical ball that hits on the way down. Would basically be like Honda’s sumo splash. Also non-ex rainbow has to be changed, as it is probably the most useless move in the game. Maybe take away the step back part and make it a pure arc like adon’s jaguar kick or chun’s hizanshu.

regular rainbow primary use for me is escaping unblockables and post stepkick vs abel. so ass

Why is rainbow better than backdash after abel stepkick?

if he tries to block to bait a reversal or normal grab it’s an unblockable, those are resets to neutral with a dash

if he tries jab+os you just get air reset and take 30 damage instead of going back into the grinder.

Just played the fan made UsF4 mod.

Close mk will be a good move, even with the 3 frame air startup.
Overall blanka is better…but…

The pushback from mk is huge. mk~elec rarely works. Mk to jab misses a lot too. I estimate the pushback to be double (not joking) from AE. The pushback is really wierd looking too, as in they just magically become far away.

Its really annoying…many combos I use with electricity simply dont work. Low mk to stand jab~elec just doesnt work, even on chun li.

Basically its ball combos or bust.

Question, are the official push back numbers posted somewhere? How did he know how much pushback to add to the mod?