BLANKA'S wish list upgrades for ssf4

Who cares, Blanka and Gen were both in what, one game?

Blanka’s jump is already the second fastest in the game and the fastest of the arcade characters.

Gen’s jump is broken, thats the point, thats his gimmick. Saying you want Gen’s jump speed and Blanka’s jump arc - where does that leave Gen? I don’t think you appreciate just how much faster Gen’s jump is than everyone else’s, wanting Gen’s jump is like wanting a spinning piledriver or Zangief’s health or Sagat’s fireball, it needs more justification than just “well he should be good at that”. You want him to be the best at that.

Yeah now that I think of it…I can’t think of too many characters in SFIV that have a faster jump than either of those characters. Blanka’s jump speed IMO is good as is.

I agree with most of Shinblanka’s ideas in the OP except balls knocking down on hit. Instead, just make that shit 100% safe on hit outside of doing it while cornered. Even if his ultra does the same damage while becoming a viable AA, it’s fine because you shouldn’t effing jump against Blanka like that anyway. Also, buff his pokes like DevilJin said and increase range of HP Elec/decrease pushback on certain normals for the sake of elec combos only.

@Mnszyk: If Gen’s jump is “broken” then why isn’t he dominating tournies? Stop throwing the word broken at anything that’s a cut above the rest, please.

@DevilJin: That’s what happened to Dictator, too. Both characters had brutal stuff of connected crossups, and now they’re both doomed to mid tier due to terrible damage output.

Also, everybody should just ignore MrSimtang since he’s most likely a troll.

Edit: Actually, jumps in general seem pretty damn slow in this game. I dunno if Blanka’s needs a real boost.

I only really play him for fun every now and again (although I do sorta know how he plays).

Always thought it’d be fun to give him a weak move when he coward crouches.
And Ex electricity should multihit, knockup and be comboable/cancellable into other Ex moves.

More conservative, but I’d be happy with knockdown on EX-upball if it counthits/reversals.

If they don’t change the ultra, I’d like to see the animation change to make sense hitbox wise.
-Start is an elec ground pound to match the low block
-Pound bounces blanka in the air in some form of jump (no hitbox)
-Near peak, Blanka starts elec spinning and the rest of the ultra can be the same.

Hey man, thanks for the awesome reply. I play Boxer more than anything so the blanka balls just seem like a joke of a move. I guess the best thing would be figuring out a way that the Hori ball won’t get punished on hit but can get punished by everyone on block.

If Blanka’s ultra becomes AA they should tone down the damage, cause that shit rapes.

more hitstun on blanka balls please, im so sick of being punished becaused I DAMAGED BALROG

Why are you jumping forward against Blanka? Seriously, why would you jump forward against Blanka, ever?

gen has been in several games and blanka as been in atleast 10 SF type games and he has NEVER been this SLOW in jumping speed and SHORT on his range for normal attacks! I want him to play similar to the way he plays in every other game he has been in and I don’t see the problem with that. Damn 09’ers need to read up on their sf history trying to debate something they don’t know anything about.:rolleyes:

  1. Make comboing blanka’s ultra easier and a little less damage to compensate for the idea that it does too much already.

  2. Fix that useless overhead

  3. take away frames from forward command hop

easier abillity to combo the ultra, but scale the damage would be nice but that would be asking for too much imo. If blanka gets an overall upgrade instead of just an combo into the ultra would be better imo. I love that idea :lovin:, but I like it being hard as hell to do. That shows that you have true skills if you can pull that off in high level tournament play.

I like the faster overhead idea also. The hop (beast leap) speed is fine imo. I just want it to go over low attacks like it does in hdremix.:wonder:

I don’t know when I cancel a normal into forward hop its like mash just beats it 100% I want some type of like land at 0 Frames not -15 through -20 or some shit.

1 frame link to ultra, I mean like come on like make it more lenient at least not 1 frame. Pressured situations come up and you fuck it up cuz your kind of nervous. A shoto won’t fuck up Dp FADC ultra though.

I think rainbow roll is fine maybe needs a little more tweaking for use.

Blanka kinda of comes off as a gimmicky character at the moment. It seems like the developers wanted him to be an anti fireball character, but he doesn’t exactly overpower any of the fireballers.

Horizontal ball is punishable by 50% of the cast on block. 70% depending on ex meter. Opponent having ultra makes this worse. -I wouldn’t know how to change this move, or if it needs changing at all, it’s just terribly inconsistent depending on the opponent but I guess that’s not necessarily a bad thing.

Vert ball does what it’s supposed to, EX is great.

Rainbow ball allows for shenanigans and is a great corner escape move, no probs there.

Elec pressure is what keeps Blanka afloat, my only complaint is that I suck at getting far jab xx elec out.

Super is great, and makes horizontal ball safe at all times on hit!

His forward dash is slow and makes most any forward fadc useless outside of surprise gimmicks. - Increase his forward dash a few frames.

His normals are interesting in that they are all pretty decent, and some border on great. Then you play against a character with one godly poke and watch all your moves get stuffed. No suggestions on what specific normals I think need buffing. c. mp? s. mp?

His Ultra is completely out of whack and leads to the gimmicky feel of Blanka. The way it works leads to do or die situations all the time. It’s an amazing counter poker, u can one-frame link it off of c. mk and c.lk, and u can play roulette with it after a throw. Guess right, and you win! Guess wrong and you die! If they gave Blanka a consistent way to combo into this ultra, or whatever his second ultra will be, I’d think that would be enough to shoot him straight up to at least upper mid.

Ultimately, I feel that he’s a decent character with a decent toolset. It just so happens that several other characters out there give him a tough time. There’s nothing in his arsenal that makes him standout, half of his moveset feels unsafe, and he doesn’t have the damage output of a lot of the other characters. If they just tweaked a move or two and made an easy way for him to combo into ultra I’d have no complaints whatsoever.

OMG IT’s HYUGA Hi dude lol.

Where have you been guy? Also yeah like I agree with you more consistent way to ultra would be nice. Not 50/50

Hey man, long time no see.

I packed my bags and went to Hong Kong for a job. Atm I’m in San Fran for my sister’s wedding. I may be in nyc for the holidays, but I don’t know yet.

To stay on topic:
Blanka’s slide. I hate that move. It’s my kryptonite. It works so damn well when you use it on reaction to a fireball or against a far jump in. But use it any other time, and there’s a good chance you end up with an ultra in your face. Dammit I hate that move… it’s soo good and soo bad at the same time, why can’t they just make it safer?

I think blanka slide is perfect. I mean like it’s soo good, insane startup and active frames but at the cost of having a lot of negative on block.

I wonder if they will give him other moves like far LP for plus frames. Ahem whorish plus frames

I completely agree and think you nailed exactly his main issue. I’ve been saying it for a while and it’s sad.

plus frames on his normal attacks? I like it, but I doubt they do it sir. Most people poke with a low sweep when you beast leap. that means if they made the beast leap like hdremix blanka medium range hop tactics would work better because they would whiff when you hop or you would beable to block it they timed it correctly. Now they could use the crouching strong punch to counter the hop because they hit mid. You pretty much can’t hop at akuma or you’ll end up in the vortex since his sweep is so fast.:sweat:

Blanka strength use to be his speed on jumps, normals, and having a great throw. In sf4 he is slow and short with a small grab range. So all of his old strength’s are now weaker in sf4. I still like him as a character the way he is due to sf4 being a pertty balanced game for the 1st try.

I would personally love the up grades to blanka’s overall gameplay over the abillity to combo his ultra easier. The super doesn’t combo on most small characters if the are ducking when you start the combo. I hate whiffing that on ryu, but I understand you are suppose to use his ex moves instead of using his whole bar on 1 super. I just like to have the option to use it that’s all. His slide is fine even though it’s never had that much delay when blocked.

Blanka only needs a couple of things.

  1. Jab ball safe on hit. You can do this by changing either the trajectory of a landed ball, or extending hitstun. I would personally choose to extend hitstun because it would open up FADC combos. Even if having a combo like shortshortshortjab xx ball FADC shortshortshortjab xx ball wouldn’t do any damage whatsoever (see also, M.Bison), players would like it and it would add to the overall fun factor of the character. Blanka is widely considered one of the least “fun” characters in the game and adding in a few combos that wouldn’t affect overall balance too much would up the fun factor.

  2. EX up ball safe on hit. Preferably knocks down. Non-Blanka players who don’t really study the character don’t understand how hilariously unsafe this move is. On the surface it seems like Blanka has the best wakeup in the game. When in reality, it’s probably one of the worst. If Ultra isn’t in the picture, roughly 15 of 25 characters can get in your face and pound low short, knowing that if you reverse them, they can just hit you back, usually for much more damage and gain corner position for their troubles. It’s ridiculous.

These issues must be addressed if Blanka is going to become a competitive character on any level. There’s no real debate about this. Even if Blanka picks up a 2nd Ultra that actually happens to be really good and fits in combos and isn’t just a gimmick, if EX up ball (or whatever we’re deciding is his reversal) is unsafe, he’ll still be an exploitable character with multiple bad matchups.

Personally I’d like to see low fierce frame disadvantage go down a tad, electricity hitbox window changed to leave him more clearly vulnerable low and throw range buffed. But those aren’t really necessary changes.

–Jay Snyder
Viscant@aol.com