i can only get blanka’s super to do 400 damage, whilst zangief’s super does 500. so no, it’s probably just you :>
Ah thanks for clearing it up, it’s just that doing a combo like-
Jumping HP/HK–>Cr. MK–>Blanka BallxxSuper
does craploads of damage
Yeah, that combo does a bit over 500 damage i think, which is in line with Zangief’s super. It’s a shame that i usually use my meter for EX balls and shit, so i rarely get to use the super in a match still a pretty good combo and not really hard to do.
EDIT: to give actual figures,
j.HK, c.MK, HP ball xx super does 553 damage.
j.HK, c.MK, s.LP, HP ball xx super does 528 damage.
and now i’ll stop derailing this thread of frame data…
I may not have this at home, but I have been playing SFIV in the arcade since launch, and whilst I dabble in most charge characters, there’s something bothering me about Blanka. Now, I can do a cr. short/ cr. forward to Ultra a little over 50% of the time, but I was just wondering why it isn’t possible (is it?) to do cl. strong/ s. strong to Ultra too, if they leave you at +5/+4 respectively on hit… what gives?
Excuse my ignorance, but could someone explain for me the difference between back/forward dash and back/forward hop? I am specifically asking about about frames properties like startup, invincibility frames etc?
Reason I ask is because I want to know if I should be hopping or dashing to avoid something like for eg. a sweep
Dash has startup invun but hop has better recovery afterwards I believe. Hop also passes through players so can be used to cross up.
holding back while pressing cl.mp gives you headbutt, which wouldnt give you enough charge time. s. strong is a noncancellable normal.
is there something on the web i could be linked to that would help me understand frame data?
Bored at work so I extracted frame traps that beat 3 frame normals. The number in parentheses indicate the size of the “trap” window. A 2 indicates it beats 3 frame normals, while a 1 beats 2 framers.
On block:
On hit:
Obviously not all of these will work or are practical. The most practical traps are usually setup from conditioning the opponent into thinking you’re going to throw them after a blocked normal. cr.mk, s.lp combos traps 3 frame moves on block and it’s fairly easy to condition the opponent to think that you’re going for a tick throw after a blocked c.mk. If it traps you get a free combo. If it doesn’t, you’re safe from damage against most opponents.
If that’s accurate, his normals wasn’t changed. I’ve checked the old frame data with the new one.
Forward hop’s recovery is 22 (down from 25 in Vanilla)
FA lvl 2’s startup is 17+11 (from 18+10) - It charges 1 frame faster but takes 1 frame longer for it to come out.
Super now has 30 active (instead of depending on button pushed like in Vanilla)
Ultra 1’s active is 2(20)46 (instead of 2261x20) - Unless I misread, looks like the hop part is faster. Maybe its easier to use as AA?
U2’s frame data is
PPP:
- startup: 1+6
- active: 55-93(10)6
- recovery: 89
KKK:
- startup: 1+11
- active: 2(7)2(33)96
- recovery: 31
i’m confused. why is cs.HK and s.HK different frames, they look exactly the same. What am i missing?
close is slower, and fadcable i think?, even though it looks the same. you can feel its slower
When i AA is it the close or far, far is so fast 3 frame lol wtf.
They look the same but have different properties if your close or far.
[close HK] [far HK]
startup 7 3
active 6 6
recovery 19 23
block advantage -6 -10
hit advantage -1 -5
did you just repeat what i said? wtf.
lol, we were all on that question.
Am I right in reading that Blanka’s overhead can combo into ultra 1? I know that has little significance since his overhead is basically useless, but it might come in handy in some matches…
no. 1f shy
Meaty rockcrusher (both versions) can theoretically combo into U1, but it’s virtually impossible to pull off in a match. You need to get close to use it (which means no time for charge) and the timing required for it hit late is tricky (not to mention that noone’s really gonna fall for it outside of a good setup). It should give +6 frames on hit if you do it properly though. You can even get away with +8 (I think) on counter hit.
edit: Just did it in training mode after a cr.hk. The timing is tighter than a duck’s arsehole and I could only get it to work in the corner because you get pushed too far away for the overhead if you do it mid-screen. I think it’s possible to do it mid-screen after a f.throw and cross-over hop.