Blanka ULTRA SSF4 Changes

Dont know how he found out the pushback amount.

I can tell you that any increase in pushback is going to cause most crouch mk~elec combos to whiff completely. It didnt work on much of the cast already, and any increase will likely reduce that number significantly. This is bad for me bc due to the ball being shitty, I have only done elecity combos for like 4~5 years. Ball combos hurt more, but elec is safer, and I like to be safe. Sadly, for many characters, blanka bnb elec combos other than jab/short ~elec or the neutral mp links just wont work. IE: any bnb based on low mk will change or go away completely. Also, trying to link low mk~low mk was a sick joke. If you did it, you had to do the ball input on second mk. Couldnt hit low mk~low mk~stand jab.

the close standing mk was as good as we hope, though perhaps not rose level. Since airborn is active on frame 3, but the move hits on frame 5, you can get hit from frames 3-4, at which point an airborne state is caused, ie, like being hit out of a backdash. It goes over low shorts/throws like a pro, and really opens up blankas close game. However, the startup of 5 frames was kinda tricky for me to do meaty, so I’m gonna have to work on the timing.

More importantly, and also incorrectly, the MOD kinda makes a mess of wakeup delay. Soft and hard wakeups are delayed (real version should just be hard knockdowns). Also, there is not a slow and a fast timing (from what we could tell), but rather a gradual range that you can control that I think lasts at most an additional delay of 11 frames. I am not sure if this is how it will work in the final game, but frankly gameplay with delayed wakeup was awesome. All my typical setups just didnt work anymore because my opponent kept varying his wakeup. This forced me, on wakeup, to play a more flexible, “think fast on your feet” game. Canned setups memorized and implemented perfectly are simply a thing of the past, and flexbility and mind-reading became much more important. Overall, the play was much more fun because I could never just do a setup and get the responses I wanted. I really had to work and think and do different things. I know the final build will not have a delay on soft wakeups, but even with the delay just on hard I could tell this was fundamentally going to change the game, and imo, for the better.

Finally, low mk~ultra was as easy as anything. Might have missed it twice all night after hitting it 10+ times. (also, I use Ves’s plink trick with the 3ppp and RH). Unfortunately, that increase in combo easiness was “balanced” by the low mk pushback. low mk~low rh on ch was super easy, but also now whiffed a lot more than usual bc of the pushback. Even low mk~low mp (ch) would miss fairly frequently too. So basically, your distance to make this combo work is a bit closer than before, but on ch its also a lot easier (though I didn’t have too much difficulty in AE with this combo). It felt like I could get it a lot easier on reaction though, whereas in AE I felt like I had to setup/anticipate the ch low mk to have a high link success rate.

Also, in the corner, I had a fairly far away, ch low mk, where I did ultra, and it whiffed completely due to the pushback. Corner pushback on low mk was a serious fucking annoying issue.

However, when my low mk traded with opp, I was frequently and easily able to link ultra. I see why the devs have to try and balance the pushback due to the ultra, but frankly I don’t think blanka is such a powerful force that this nerf (the pushback) is really warranted.

The +1 frame on dash was really good for focus. If they had a 3 frame jab, I would actually throw them once in awhile (though only if I had the distance correct, or the jab would beat my throw). Vs 4 frame short/jab people, I felt like I could really apply pressure with focus. Also, due to delayed getup, the +1 frame wont hurt a lot of setups, because frankly, those kinda setups will not be as important as people have to play more flexibile and less “setupy.” Or, because the dash is faster, we will find other setups that can try to compensate for regular wakeup and delay, and the faster dash will let us do more things during the setup.

Super dirty nasty ass secret that I am kinda scared to share here but its so obvious everyone will figure it out eventually: HP ball knocks down from everywhere, which everyone knows. What you may not know, is that blanka now has the most ghetto, yet fast/high dealing dmg vortex that is fucking hilarious. So you get a low rh or a slide, or ultra knockdown. When opponent wakes up, you can do crossup HP ball. You recover and have enough charge time to do ANOTHER crossup HP before opponent wakes up. (delayed or non delayed getup). This will likely not happen a lot in tournament, because delayed ghettup will mess up your timing. but if capcom institutes a signal so that you can see the delayed ghetup a little earlier (cvs2 had shadows to indicate this), then I can see someone get REALLY REALLY good at a HP knockdown blanka vortex. 3 of them would take almost half life. So against a friend, I came back from over half life down by doing low mk~ultra…crossup wakeup hp ball, crossup wakeup hp ball crossup wakeup hp ball. My friend and I looked at each other and were like…wtf??? Highly unlikely to hit, but if you are desperate and opponent is unlucky, it really can work.

FA ex upball does exactly what we though it would. Costs a lot of meter, but keeps it safe. Felt like ryu uppercut timing to cancel, so very standard feeling.

Finally, I do not think the low mp frame change was implemented. I could not notice a difference.

Overall, I felt like my close game was impressively scary. I could go low, setup and overhead, go for the close mk. My opponent couldnt stay on autopilot vs blanka up close, and so my throws had more effectiveness due to fear of close mk (which was extremely effective in punishing throws/shorts.

The pushback worries me because on characters like sagat if you counterhit with cr.mk ultra half the time anyways. the cr.mk xx elec thing is annoying too and I guess max damage combos just won’t work anymore while blanka is a low damage character already.

theres nothing there that makes me interested enough to buy the game, that cr.mk pushback has gotta be an error on the mod creators part, sounds like a pain in the arse. hp ball vortex is going to be fun and viable when you’re below 200 health.

Wishlist

Overall Crouching hurt box increased ( more like fixed)
All the rest of the buffs he’s getting

I really doubt the pushback added to cr. mk will so drastic that it will be hard to combo st. jab after it. The creator of the mod probably just went a little overboard.

agreed but a lot of stuff involving the move is already character specific, even a slight change borks stuff

Ves nailed it.

Basically we know the pishback is increased. Even a little increase will fuck up a lot of shit.

Red focus to ultra combo


http://youtu.be/CR9nDf5DmWs

With the extra +1 on cr mk, you can pretty much hit confirm the first cr. mk into ultra, do more damage, and save all 4 bars of your super.

hell I do that shit without the jumpin now, cr.mk raw. optimal damage with both is likely nj.hk cl.hp xx red focus dash u1. too lazy to math numbers though. 130+120+80+300 roughly which isn’t particularly great.

best use will be turning neutral game cr.hp punishes into 500 damage.

I liked the way RR operated in HDR. No knockdown but no retarded bouncing on block. It was basically a great way for Blanka to stay on the opp very similar to Jag Kick

sooooo, what can we do with upball fadc?

on block we can make it safe. but what about on hit? follow up?

Probably nothing, would depend whether or not they’ve given it pursuit/juggle. Being able to make it safe is fairly awesome though. But with Blanka’s backdash and the way they’re treating FADCs across the board I wouldn’t be too surprised if it were still punishable by a bunch of characters.

Did you guys read the interview where that known guy player/commentator interviews Amano? Here is one of his few questions:

4Gamer: Let’s talk about the major changes to the charge characters. This is just my opinion, but I think Blanka being able to Focus Cancel his Vertical Ball is a bit much…

Seriously, he thinks that is a problem? Why is there so much Blanka hate. Especially using one of your few questions to ask basically why is Blanka overpowered, and using a horrible buff as an example…

it’s not going to be safe on block, sorry.

normal upball should be +1 on hit/-3 on block with f.dash, -5/-9 with backdash
ex up ball should be -3/-9 on block.

So will be able to do anything after a upball fadc? Follow up the combo for more damage?

So Kim1234 answered my question about the pushback on cr.mk in the current Ultra build. He said that point blank, or after a J. HK, that you cannot land a st. LP or ultra after cr. mk x2, but all characters that he tried can still be hit by cr. mk into st. lp. So the normal bnb just got a lot easier, but we won’t be able to link two cr. mks into st. jab into HP ball.

I’m hoping that cr. mk st. jab xx elec work still though. I didn’t ask him to try that out, kinda just forgot.

This nerf still pisses me off - you have had ryu, makoto, and yun with triple cr. MP combos, while we get our cr. mk nerfed for fear that cr. mk x 2 into lp is too strong. I imagine even for cr. mk x 2, you need to be really close. LAME

I think the pushback is so we can’t use cr.mk x2 into Ultra 1. And Kim1234 said that cr. mk x2 worked after jump ins and point blank, so I’m not too worried about it.

^ p.much that I’m guessing.

Ryu, Makoto and Yun can’t MP into their ultras.

Sometimes I wish our ultra had a slightly longer start up just so it’d be easier to justify making our other numbers better.