real talk, i hate fighting blankas already, i say dnt give him shit lol
-Knockdown with EX up ball and increased hit stun for hori balls to prevent punish on hit are musts that should continue to be reiterated
-I also agree with hop clearing over all lows. It seems like its already the case during certain frames, or possibly just certain lows, but it’d be better if that was expanded and more consistent.
-Make his second ultra comboable while keeping his current one largely the same. Its unique merits would be worthwhile as long as he also has the the more necessary option of comboing into a ultra.
-This might be a drastic change, but I think controllable recovery on rainbow roll would be the best way to fix it. He shouldn’t be able to retreat out of harm’s reach, but should have enough control to judge how an opponent will try to punish and a react accordingly. And choosing a side to recover to would be a must to force FAers to backdash cancel rather than get a free Lv 3, not to mention giving him mroe optinos to avoid other big punishes. Oh, and make it an overhead, since I don’t understand why it hasn’t been already.
-Up ball needs to be better about going the right direction. Far too often I’ve executed it jsut after an opponent has crossed over only for it to still go in the direction they came from. Not to mention canceling out of coward crouch with it will never adjust for an opponent that’s crossed over after you went into the crouch.
-His overhead should actually be viable. Opponents shouldn’t have a year and a day to hit you out of it.
-Increased throw range would be nice, but might be too much of a boost considering how useful of an asset his throw is.
adding more hitstun to horizontal balls will make fadc re crumple combos possible, and whilst the damage scaling would make them not broken at all, people might cry.
I do think his overhead should be his normal f+mp, having to activate it when directly next to someone means you get jabbed out of it every single time, its not 100% either as thanks to dogy wakeup hitbox movement sometimes you’ll get the far st.mp when you’re right next to them. totally worthless move that wont be fixed.
would be fun if you could grab whilst descending during a command hop, basically a big kara grab that goes over sweeps/cr.tech mashing. blanka should be a throw heavy character since his damage output is crap and needing charge means punishment is often only a single poke. His throw should do more damage or shuold let you burn 1/4 stock for an elec burst during the throw for more damage. That would really give boxer and sagat a reason to hide on the other side of the screen.
A throw that doesn’t have abysmal range would be really nice. Some way to deal with 3 frame OST abuse would also be fine (Just improving his shitty dash speed so that his lvl2 FA is + on block would go a long way, imho).
Knock down on ex up ball is a must!!! Horizontal balls safe on hit unless you are in the corner. His super ground shave is safe on block like cvs2. Walking\jumping speed is faster. Normal attacks faster with better priority. Beast leap goes over all low attack, but not over mids. Cvs2 horizontal ball super/ultra.
I never play Blanka, in fact as a Dictator player I hate good Blankas. Too much to worry about and then on top of basics you have his shenanigans. Blanka already has great neutral jump moves and a nice crossup…but…
…I think I’ve punished Blanka numerous times in the corner after actually getting hit by his reversal!!! I think it was an up-ball or something? anyways it happens a lot and I wasn’t sure if its just the player being stupid and not blocking after or if its some weird glitch…As much as I hate this matchup, this is total BS. If Blanka gets a reversal no way Dictator should be able to punish him for it, that’s just silly. No doubt I’m going to punish that shit if I have the opportunity (its an uphill battle for Dictator so give me a break) but from an objective perspective it’s even more BS than uppercut trades to ultra.
short short jab into ultra plz…lol
I will take the super if comboing into ultra is too “broken”
His super has interesting properties that you might not be aware of. vs sagat you can set it up so the pushback is far greater than normal so if they try to sweep you it’ll tottally whiff. or vs honda you can combo into it on block and make it so that the last 4 hits completely whiff and you can get a throw in while they block in anticipation. i forget how exactly, but the honda one is actually really useful. Problem is i don’t see the point in safe on block super as it only encourages throwing the super out randomly, which is fine, but really blanka needs his ex meter more. Even when you hit confirm the super you get good damage but you’re left so exposed without ex meter that you have to play really cautiously afterwards.
isn’t this match 6-4 to bison? i’m pretty sure it is.
i think you can combo the super directly from lk lk lp but its easier to add a ball x supercancel instead.
actually I forgot how shitty that super is. its not worth saving up 4 stocks. I need my ex stuff…
so yeah…combo into ultra plz…
Above everything else: reliable knockdown.
Reliable knockdown.
**RELIABLE KNOCKDOWN
**Electricity doesn’t count. Looking at you Fierce horizontal ball. Solves punishable on hit ball. His normals are fine (you can pull ahead in the footsie war against most characters and his normal AA’s are beastly). Maybe power output could be tweaked. shrug Enh.
His normals coming off too slow, I think, is a symptom of the entire game being slow as hell. I feel they need to speed the entire game up. I mean, does Blanka’s standing jab really need to come out faster compared to everyone else? I dunno about that.
He has the trickiest, Shenanigan friendly Ultra in the game. It isn’t great, but it isn’t worthless. Come on now. “Complicated”* to block compared to everything else. Can cross up. Really good initial hitbox that has almost nothing to do with what is actually happening on screen. Yeah, combo’ing into it would be sweet I guess (I mean…if Ryu/Sagat/Rufus/etc. can combo into it after a sneeze, everyone should be able to as well…you’d think…on paper), but it’s already fucked up in unconventional ways. Actually, what am I saying? You can combo into it (jump in whatever, c.forward into Ultra…timing is tight, but it’s there…takes all of an hour in training mode to initially land it). BLURF!
*=Complicated as in, it requires knowing the 2-hit block string in comparison to every other Ultra that only requires, well, holding down back.
Absolutely, this is his most important normal aside cr.mp anti air. Without it the boxer match is completely unwinnable, the bison match becomes unwinnable in the corner and not to mention his bnb’s wouldn’t work. Because his close jab starts slower and his far jab isn’t chainable, you will never see people mashing jab when up close, unless theyre going for electricity.
Further its also a bit of character diversity, his far st.hk is actually much quicker than his close st.hk despite them being visually identical.
They should give him a bit more health.
He should not be punishable on hit (because that’s fucking bullshit).
Honda should not be able to rape him by just doing neutral jump hp (Honda’s priority is a joke).
A combo-able ultra that is not a shitty 1 frame link. (Make it a cancel please).
He should be able to combo into it with the relative ease that Ryu and co can.
Why not mak’ him a Blankagat ? Or more simple, pick Sagat. You’ll get more health, you will rape Honda deep and you will get the most powerfull ultra set in the game.
2 reasons why I won’t simply ‘pick’ Sagat.
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Blanka is awesome. So awesome, that he’s in his own league of awesome.
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Sagat is a bonafide cocksucker.
I hear THAT bro!
Sagat needs to have a little more recovery time so he doesn’t attack RIGHT AFTER a Tiger knee. He a bitch-nigga.
I don’t know how they would do this (I guess blanka would have to land a lot quicker on hit), but I think it would be cool if blanka could juggle after he catches someone in the air with an upball. It would be sweet if he could juggle it with an ex ball or his ultra or super as the opponent is falling down. Maybe they should also try giving him one of those air normals like Ryu’s medium punch or Bison so that he could juggle after hitting someone with it. If anything, I see blanka’s ultra working similar to bison’s in that you should be able to reliably juggle into it somehow. I don’t necessarily see it being a comboable ultra like Ryu’s though.
A decent overhead would be pretty sweet, his st fierce maybe?
that wouldn’t just be a decent overhead, it’d be rediculous. So good playing blanka wouldn’t be fun anymore, and to slow his fierce down to make it not broken would remove one of his most important normals and make him even worse.
close mp headbutt being an overhead would be good, blanka would be strong upclose with an easy but low damage 50/50 but still it’d be nice as it’d loosen up their low defense after a crossup .
They better improve blanka in ssf4, or i’ll prolly change my name to shincody. :lol:
Would it be too overpowered to allow Blanka to do his jumping kick moves off of a forward hop in exchange for more recovery landing from the hop? Like, think Sasquatch from Darkstalkers, he can do his air moves off of his forward dash, which is a short hop like Blanka’s command hop.