When did Dictator, Boxer, and Chun Li stop existing? o.o
They should make is EX Upball like Turbo, on how he can hit on the drop down.
That’s all I request for changes.
It rarely, if ever, happens to me. If a char happens to be maintaining their charge after EX-Up ball hits, it means I got a counter-hit, which means more frames on hit, which means they can’t punish. I suppose it could have that someone chooses to punish a grounded whiffed move with EX Ball ball, but I don’t see why you’d want to do that any way. That’s where horizontal ball comes in, and everyone already knows that balls are unsafe against Boxer et al. But that’s a different story.
I know Chun’s super can punish even with that, I believe boxer’s jab dash straight if done as reversal, and unsure on Scissor kick for off of counter hit.
I wonder what his new ultra will be? Maybe a huge electric thunder that kinda looks like the begining of c.vipers ultra, I hope its comboable
I don’t think Chun can punish it mid-screen. In the corner? Probably, but then again so can nearly every character in the game. You have to remember though that EX-Up ball is -17 on hit (EX Horiz ball is -15). 10 frames is a lot. If this move were around -5 or so it wouldn’t be nearly as punishable as it is now. But like I said, that’s the very least they could do to it.
Edit:
I tested Chun’s super mid-screen. I managed to punish Blanka once for 30 damage, and the spacing was very tight. For a Blanka player it’s actually better if the super hits because only the first kick will connect. The chip damage is worse.
I think everybody (Myself included) forgot to mention this: Make Blanka’s s.HK safe on block. Dunno why Capcom thought making so many normals unsafe on block was a good idea, and this one especially doesn’t make any sense from a balance perspective. Ryu getting a free sweep on block is bloody lame.
Corner multiple hits, hard to time mid screen, though ultra in corner is of course painful, and out of 2 dozen tries I managed to land the grounded connection of the ultra once. Looks like it would need more testing for why that is though.
If boxer has charge he can always punish with jab dash straight, he can also punish with super for 285 ish damage Waste of gauge in this fight At point blank in the corner Boxer can also get fierce headbutt to ultra.
Dictator can punish with MK scissor kick second hit for only 50 damage.
I actually wouldn’t mind if there was a possibility that some of the characters could still punish ex up ball on hit in the corner in SSFIV. It’s not a move I use in that situation anyway. Knockdown on EX-balls would be great, but I’d prefer to keep Blanka’s game as close to what it is now as possible. His major flaws at the moment are that too many characters can punish his staple moves when they shouldn’t be able to and he doesn’t really do big damage. And that means that outside of random Ultra he’s got less-than-average comeback potential against most chars, and against a few others he’s got 0, because even doing damage is risky. If Capcom can just fix that aspect I’d be pleased. I don’t really mind the situational issues.
Random thought, being able to FADC up ball. It would cost 3 gauges to FADC the EX but that means you have something that hits that could lead into a combo which hopefully leads to knock down, would it be too much for the green beast?
You’re talking about Chun Li? Punishing counter hit EX up-ball with Chun’s Ultra doesn’t seem to require significantly more timing than horizontal ball, it’s harder because you have less time to react, and because you need to specifically set it up so that you have charge, but I didn’t have huge issues with the timing when I was messing around with it. I’ve seen a local Chun do it and hit it every time, and he’s not the best Chun in the area (top 4 maybe?). If you’re doing it and Blanka is falling out of it, you’re doing it too early.
I’m talking about Super at the beginning, not ultra, thus the confusion. Ultra is fine in the corner, but outside of the corner it’s not so much =/
Yeah, sure. The trick with the Ultra is to time it so that the black screen happens when Blanka is just over a thigh length from the ground, much like when punishing horizontal balls. It’s not easy but it’s the kind of thing Chun players are used to practicing. The pertinant point is that timing the Ultra is essentially just as hard on block, so hitting or getting blocked isn’t going to change whether or not you’re getting Ultra’ed, either they can pull off the timing and they punish you, or they can’t, and they can’t do anything on hit or block.
So there is a frame or two that Blanka counts as grounded before he recovers allowing full ultra connection instead of the juggle?
Yes. I’m don’t know if it’s more than a few frames, but regardless you can definitely land full ultras on him with a bit of training and exp.
If they don’t tweak his ultra so that it’s comboable then blanka is going to suck in ssfiv. I don’t want everyone to be able to combo into their ultra but i don’t believe that capcom will tweak his already good normals, jump etc to buff his non ultra offensive game up to the level it needs to be to overcome his crap matchups. If they just give blanka a new anti air upward electric ball ultra or something useless like that, that isn’t comboable and leave everything else the same then he’s gonna be my secondary for sure.
tbh, if blankas horizontal ball did 160 damage like hondas headbutt then he might be able to hang in current sfiv with no other changes. well, not vs sagat but against other characters maybe.
Turning his default Rock Crusher into an overhead would do wonders for his mixup game. They should make the final hit cancellable but not give it enough hitstun to combo a normal Blanka Ball. So you could do silly tricks rock crusher xx hop, rock crusher xx ex ball. That would make Blanka top tier. At least for 2 months until they figure out his shenanigans again. Like they did when SFIV came out lol.
Also, is it reasonable to ask for decreased startup time on lp elec? A lot of his tricks involving electricity are absolutely useless, it gets beat out by a lot of jabs and, IIRC, throws.
larger hitboxes on his normals, and spacing so that jab, jab xx electricity and c.fk, stand jab xx electricity neverwhiff. That’s all. Oh, and EX up ball to be the HF version that hits on the way back down.
I’d like for Blanka to have a solid game and not have to rely on shenanigans that everyone knows within a couple months of the game hitting consoles. Like his Hyper Fighting or HD Remix forms: Make his vertical j.HK have a huge hit box, make his s.MP a great anti air, his s.LK the perfect counter move, let him chain more stuff, all the good shit.
And none of his moves should be punishable on hit.