BLANKA'S wish list upgrades for ssf4

Blanka wish list:

  1. blanka’s jump speed and normal attacks need to be faster. It should be as fast or faster than gen’s imo. They already made him shorter on his range on normal attacks, but he shouldn’t be slow and short imo.

  2. Ultra works as anti air= it hit’s during the entire animation.

  3. :3k: (beast leap) goes over any sweeps/low attacks like it does on ssf2t : hd remix.

  4. EX up blanka ball and EX horizontal blanka ball knocks down on hit! Blanka needs a “USEFUL” special move that knocks down your foes.

  5. super should be safe on block like cvs2, but the ultra should still be punishable since it deals the most damage imo. Give people a reason/choice to save super meter and use the damn super instead of burning it up with ex moves.

  6. give blanka his cvs2 horizontal super/ultra!!!

I don’t think any of these request are over the top to ask for in ssf4.:wonder: Come on capcom please make my day/year if you make those upgrades to blanka!:wgrin:

Make his Ultra blockable. :rofl:

No but really, I still have trouble blocking that ish point blank :frowning:

A spinning piledriver

i wish blanka had a fireball.

well realistically speaking i wish his ultra was a bit faster after release

poor larry. in a sea of threads with people wanting ridiculous ass shit for their mains you post logical reasoning behind yours. You get responses about people wanting SPD’s and fireballs lol.

go knicks btw.

Take away he`s electricity one button trick…
Seriously, Blanka must be one of the better characters in Sf4… top 4 for sure
Sagat,Blanka,Zangief,Ryu

hes definately not

Yea I know man. people are stupid, but hopefully someone from capcom will see my post and think that’s not a bad set of request for blanka in ssf4. I hope they(meaning capcom) ignore the dummy’s and their troll post.:wonder:

well in that case, i wish guile had an ultra where he calls for an airstrike and planes fly in from above. “naaapalm destructionnnnn!”

give him cvs2 super

Yeah people, blanka’s already such a great character, why would there need to be adjustments to characters who are already so top tier?

Is there any reason his horizontal balls shouldn’t knock down already? I know they never have, I just want a reason they don’t for balance purposes. Would it be OP?

Maybe they are afraid of the abillity to set up cross up’s better, but that shouldn’t matter with the reversal window being so big in sf4.

his landed blanka balls should never be punished, so tired of landing his move clean and getting battered down or tagged with ultras. also his slide shouldent be hit with high moves like sagats ultra. lastly for gods sake give him some effective way to link into his ultra, seeing as how everyone else can sp into their ultra.

Blanka balls that knock down are kinda stupid IMO. Yeah Blanka is a character that needs to get close to attain victories but I like that aspect to him that he can basically be a human projectile. Well placed Blanka balls (turning yourself into a projectile) is a great way to attain a health lead and keep yourself spaced during fights with other fireball characters. Especially when it comes to the matter of EX horizontal ball. EX horizontal ball already goes through fireballs. Going through fireballs AND knocking down would just make Blanka a little ridiculous IMO. His match vs. Sagat isn’t that bad and this is concerning one of the main tools he has to hit Sagat in the first place (EX hori ball) doesn’t knock down. Sagat wins this match due to fireballs but he has to place every one of his fireballs perfectly against a character that has like 5 moves for maneuvering past fireballs.

In ST…yeah Blanka being low tier mostly had to do with him not being able to maneuver past fireballs without risking a ton of shit. In that game maybe his Blanka ball should have knocked down to make up for that. His slide didn’t go under any projectile other than Sonic boom, DeeJay boom or high tiger shot (even with that…DeeJay with the correct spacing of his boom made the match the worst match in the game for Blanka). LK vertical roll could help you move out of a pre empted fireball but pretty much killed you if you timed it wrong, rainbow roll started up so slow that you had to pretty much go for a psychic rainbow roll to make it useful enough to fully get around a fireball and punish, and Blanka’s neutral jump was rather quick and made his hit box very big so he couldn’t stay in place to avoid fireballs and then position his footsies to beat the fireballs. He had to jump forward and risk getting DP’d or jump back and risk losing positioning for the rest of the round. The safest way to maneuver around fireballs was to low block an incoming fireball and slowly walk your way into footsie range to hit the opponent out of the next fireball or time a perfect jump over it. Which was very hard to do consistently.

In SFIV things have changed and Blanka is no longer a character that has a 7-3 matchup against nearly every character who has a fireball. His slide now goes under ALL projectiles that don’t touch the floor (C.Viper’s is the only projectile that touches the floor and well timed slide beats that free too), EX hori ball is pretty much free 10 percent health taken off of the opponent for throwing a fireball, he can focus dash through fireballs and even shenanigan stuff like EX rainbow roll works once in a while to get past fireballs (better than regular ST rainbow roll). He would beat Guile for free in SFIV if his hori EX ball knocked down. That match was always considered either even or slightly in Blanka’s favor in ST and Guile has to place sonic booms perfectly in this matchup to avoid getting runover. For Blanka to be able to randomly pass through even one sonic boom in a match and turn that into cross up city against Guile would be horrendous.

It’s the same reason why Capcom made sure Honda’s EX headbutt doesn’t go through projectiles. The trade off of getting a super quick, safe on block, nearly full screen reaching special that does good damage AND knocks down is that it can’t go through fireballs. I’m not even sure if there are any fireballs in the game except for Guile EX boom or Sagat’s EX shot that move as fast as Honda’s EX headbutt that also knocks down. Honda would kill every fireball character in the game if his EX headbutt could go through projectiles and then give a free knockdown. Sagat vs. Honda would be completely in Honda’s favor and that’s not the right way to go about balancing that matchup either.

If you want to knock people down with Blanka you have to do that by getting in and pressuring with jab electricity strings. I’ve seen plenty of Japanese SFIV matches won with Blanka after getting one knockdown due to jab electricity. Safe on block, can string it almost forever with correct spacing and timing once you have the opponent in the corner and does chip damage even if it doesn’t hit so the opponent is forced to make a decision or get chipped to death. Well placed slides and focus attacks (Blanka’s focus attack has great range and is pretty quick) work as well.

Regular Blanka balls knocking down would just be too much. Then it would be worth it to risk to just randomly throw out Blanka balls in hopes for a knockdown. Especially against characters like Rose, Guile, Abel and Ryu that have zero punishment for Blanka ball without meter. Guile being the only character that can use one EX bar and actually hit Blanka back whereas the other 3 must have Ultra or Super to do anything about Blanka’s balls on block. Random clutch Blanka balls for a knockdown would be too much of a factor at high level play and he would just look for situations at close range to trade balls after a slide in or other move that gives him time to charge just so he could get a knockdown. Which the trade would also keep him right next to the opponent for free wake up games.

EX up ball should knock down imo. Your using meter to do the move. It’s not like i’m asking for normal blanka balls to knock down. Yes honda ex headbutt doesn’t go through projectiles, but it knocks down. The ex ass knocks down also. Knock down by the EX horizontal blanka ball might be too much, but the ex up ball should floor your foe’s like a sweep imo. Just put more hit stun on the horizontal blanka ball and i’ll be cool instead of knockdown.

Ok for Blanka

  1. ex balls no longer go through fireballs, that 1 is no branier

  2. horiz ball (especially ex ball) should be slower and if you got the reactions, should be able to be thrown out of (like how balrogs dash’s can be thrown out of)

  3. shorten his down fierce sweep.

  4. make his electricity combo hit for 3 or so hits and be able to combo ultra into it

  5. more control over non ex rainbow ball (should be able to crossup 100 per cent of the time if i want)

  6. ultra unblockable at point blank range

  7. horiz ball safe on block (no dhalsim arms/boxer dash punishes pls)

blanka ball should be a 360 comm - oh shit, you’re not an idiot nevermind.

If you made Blanka’s jump speed as fast as Gen’s (which is the fastest jump in the game, I think it finishes 4 frames before the next fastest or thereabouts) you’d have to consider changing the arc though, because I think part of what balances Gen’s jump is the fact that every character gets higher than him and can therefore beat him air to air if they anticipate it.

The idea of a character with Blanka’s high, hard to anti-air jump arc/jump attacks and Gen’s jump speed is kind of scary.

Are you on crack?

Yeah EX up ball knocking down wouldn’t be as terrible as fireball passing through EX hori ball knocking down. You have to move in to get it to hit grounded opponents in the first place and you have to have a down charge while you are in their face so there’d defintely be some execution and strategy involved in getting it to work. It’s not just “see them do this…then do this for free knockdown”. Plus he’d have to get a trade to really capitalize on it since EX up ball knocks him away on hit any ways. It would just simply give him better positioning for getting it to hit instead of just ensuring that he safely repositions himself AWAY from the opponent as in the current game.

Yeah I think Blanka’s jump speed is fine. It has a good arc and is quite quicker than some of the other character’s normal jumps (C.Viper…ugh…). It’s impossible to react to at 100 percent online and even offline you have to really look for his jump to punish it correctly. Well the again maybe I’m being biased since I’m using a character that has a dragon punch that has a 7 frame start up. The reason I have trouble AAing Blanka jumps is more due to my character than Blanka.

I do agree with his normals not being long enough. That’s one of the reasons I couldn’t get into Blanka too much in SFIV even though he was my fav in ST. Not having those long reaching high damaging normals just made him not as fun for me. I hate characters that have to pressure you for a long time with low damage stuff even when they are in close range and that’s what Blanka has become in SFIV. I liked how once Blanka got in in ST he stayed in and killed you off quick with his high damage through and half life cross up and low forward x 2 combos. Blanka is good and fun to use in SFIV but for different reasons that don’t really fit my current style of play anymore.

have you played against blanka or with blanka in other games besides sf4? He has always had a jumping speed as fast or faster than Gen.:xeye: This blanka is the shortest and slowest blanka ever made in sf history. Play ST and then talk to me about jumping speeds.:xeye: