BLANKA'S wish list upgrades for ssf4

Tier has nothing to do with it. There is a serious problem with Blanka’s gameplay that needs to be addressed. The fact that one of his moves is never ever safe on hit is insane. Ex Vert Ball needs to be safe on hit. That will not make Blanka broken. It’ll just make sense.

You know how many Ken players would be going nuts if their DP wasn’t safe on hit??

Dude, he’s not even close to being high tier. He might seem high tier due to his unorthodox style, but once you get used to his gimmicks, he can become very predictable and easy to beat.

Like some of the smarter posters in this thread have already said, I think the only thing I’m really irked about are balls being punishable on hit. That’s almost literally the only change I’d like to see out of Blanka. While our Ultra doesn’t have many linking opportunities, I think it should remain relatively untouched. We are getting a second one, after all, and I’m going to assume it’s going to vary his game up substantially. His Ultra already does magnificent chip damage, which in my opinion, is extremely useful if taken advantage of correctly.

Quite frankly, most people who play fighting games are terrible at them. Also, he isn’t high tier. If you disagree, then go bring up some evidence to counter the stuff in this thread that says otherwise.

I main Blanka but i hate playing against him. He’s so annoying isn’t’ he? haha

Maybe they’ll give him a reverse rainbow roll just for more mental shenanigans. It would be a roll that starts up like normal but archs away from your opponent.

Meh. I’d rather have a fake rainbow roll startup animation and give the rainbow roll focus breaking properties. Then it might - MIGHT - be useful.

EX rainbow roll as well as EX buttsplash are moves that really really should be focus breakers. I guess it’s focusable as Capcom’s way of saying “THIS MOVE IS NOT FOR HITTING IT IS ONLY FOR LOCOMOTION” as loudly as possible.

It’s not something I would add to any list of changes I would recommend, but those two moves (as well as everything Cammy has) being focusable while something like tiger knee breaks focus just stands out in my mind as bizarre.

Anyways, people saying that Blanka is a high tier character are either trolling or don’t know the game enough to be listened to. Just for fun I looked over the roster and common opinion would hold that he only beats between 9-11 characters. Fei, Gouken, Seth, Vega, Viper, Fuerte, Sakura, Rose, Dan, Guile, Zangief. And some of this is negotiable, like Seth and Zangief really might be swinging the other direction at this point with some of the advances made in that fight. So really, if a character is losing or going even with half the cast for almost the sole reason that his moves are unsafe, then we have a problem.

–Jay Snyder
Viscant@aol.com

k I take back what I said. But I do hate fighting against him… and I’m not the only one

That’s not funny sir.:arazz:

I guess we have been playing different versions of sf4 because most good players know blanka is bottom of the mid tier, if that much.:sad:

I said horizontal balls knock down would be a bit too much, ut the up ex ball should knockdown or it should be 100% safe on hit. If any blanka ball was safe on hit I wouldn’t care if it knocked down or not. I doubt they make it 100% safe on hit if it doesn’t knock down.

I never said his ultra should be unblockable. That’s just a troll post. I know sf4 is slow, but blanka is now slow and short in sf4.

That’s my point. Ryu’s wake up dp didn’t knock someone down people would burn every copy of sf4 and call it the worst game in the history of sf games. Just because the upball never knock down before doesn’t mean it shouldn’t.

If they give him the cvs2 super blanka ball and allow you to combo that off link combo’s or juggle combo’s they can keep the old ultra with the hard link and just make that anti air ultra. Hell if they make that ultra they are going to have to change the super/ultra motions. The original blanka ultra would need to be :3k: like it is in cvs2 and the other super/ultra would have to be with punches. If that cvs2 super/ultra goes through projectiles like it does in cvs2 that would work great against sagat imo.

Yea he seth and gief match up’s have changed over the past 5 months Rainbow ball should be taken out for a more useful move imo. I never liked that move in the 1st place and the only game it’s useful is hd remix because it’s safe on block. That move will always be good for nothing but moving closer to your opponents or getting out of the corner.

You could have just said that in the 1st place.:rolleyes:

Just minor nitpicking:

-Shorten the range that blanka throws his opponent with backthrow
-Hold down the punch button for electricity to come out, instead of mashing the punch button (i know this will never happen, but i make electricity come out a bunch by accident, and yeah i know this is a scrub move)

  • be able to buffer into ultra

Random things I’d like:

Rainbow roll controllable (not just ex) - This move is pretty pointless currently.
EX electricity - My main problem is it coming out when I’m pianoing. I’d rather it was 3P for EX mash attacks but I know most people would prefer 2 (especially Chun Li players)
Hop gives meter - ST style, doesn’t have to be as speedy as that though.
Balls safe on HIT - Safe on block, I don’t mind. I messed up, now Dhalsim low fierces me. But when I combo into the ball and he can still hit me? That makes me ;_;
EX Upball knocks down - Again, his only reversal and it’s unsafe on hit. Makes me sad.

Oh and give him an ultra that you can use without shenanigans (CvS2 ball ultra maybe?)

I want blanka to have his electric blender taunt.

But over all i think just making a couple of his moves recover faster on hit will help him out. (i’ll agree that is rather insane for his ball to be unsafe at any time)

blanka doesn’t seem to need much, just some good ol’ fashion tweaking.

too OP imo.

Actually, as a Ken player (since SF2) this is the only game where after you lp or mp DP someone who’s crouching or at a certain distance from you, you can hit the first, and totally whiff, leaving you unsafe on HIT.

Try playing Ken and you’ll see it happens alot of times, only HP DP is safe on hit. Akuma suffers the same issue at times. I dont know if it’s a glitch, but it happens.

And seriously, a shoto’s DP is VERY much different in his tools of gameplay to Blanka’s ex vert ball not being safe on hit. That’s totally different tools, different uses, etc. Don’t compare the two.

was **fixed **in HD remix because it was a bug in super turbo.

Ex Vert Ball is always unsafe on hit. It’s not a situational glitch…it’s a move that’s never safe on hit. Big difference.

that’s the main problem imo.:annoy:

Rainbow balls control like vega wall dives?:xeye: that wishful thinking sir. I never thought of that with a none rainbow ball.
Hop for meter will NEVER happen again sir! Even if blanka’s ultra is hella weak now he would beable to ABUSE ex move then. That would be to powerful. With that said I would freaking love it if cacom did that crap!:party:

horizontal Ball safe on block is too much sir. Sim should beable to hit me if i don’ hit with the ball. That’s risk/reward system that been apart of sf from the beginning.:china: I just want him safe from everything if the horizontal ball hits!!!:cool:

Let us atleast be freaking safe when we actually land a ball on characters like Balrog or Dhalsim

im suprised at how few “comboable ultra” suggestions there are. I guess people finanlly figured out blanka already has a combo into ultra

EX-upball not knocking down is the biggest and most glaring oversight, easily. They should at least fix that.