Chat about anything thread

That’s possible?

I used to be on the optimistic side.

atm I think 14 matches at 6-4 or better
13 at 4-6 or worse(recently changed opinions on Dudley, Adon, and Ibuki)
12 matchups between 4.5-5.5 and 5.5-4.5

The problem is in Blanka’s bad matchups he doesn’t have a legitimate way to open people up or chip them, and kara throw can only get you so far against people who are good at late teching. You need to make too many good reads to win, and making good reads in sf4 is stupid when other characters just have loopable safe mixups.

17th at ufgt…was hoping for top 8

I saw your match against Air’s Ryu.

I tought you abused hop > throws too much

Japanese SF blog listed a compilation of change requests for the characters

Blanka got two changes listed, improvel hori ball and nerf electricity… looking REAL good for us… :slight_smile:

Yeah i mean this is the glaring problem with blanka. You can rushdown and be offensive vs players who are weaker then you. But once you get to high level there is only ONE option and that is to hold downback and turtle your ass off. I played a bunch of games vs snake and when he had a life lead he would seriously just hold downback in the corner and do nothing but tech my throws. I did about 100 damage to him in like 30 seconds and he just timed me out it was incredibly frustrating.

Like other characters even mid/low tier characters can be offensive and defensive. Thank you for changing your opinion on ibuki i’ve always felt this wasn’t a good matchup. Adon as well. Justin gives me HUGE fits when i’ve played him and i know he’s better but i kinda feel like i’m even or losing in the neutral game.

My problem with blanka isn’t that he sucks, my problem is there is only really one way to play him and that becomes really linear. I feel your pain. This i why i personally would love to see improved throw range, and better + on an array of normals then you could actually move forward and hit buttons…

I hate Ibuki’s cr.lk. Close st.mk goes right over it. :\

In fact there’s a lotta stuff that I just hate about the Ibuki matchup.

Like how her slide beats Blanka balls (TBH it’s just Blanka’s crappy hurtbox). Or how her overhead just knocks him out of balls completely.

I just noticed in Shodan’s thread kara throw thread that f.hop kara throw has more range than regular st.lp kara throw. Gonna play around with this a bit.

It does, but not by much… If you convert the numbers into small training room squares (multiply by 10) and then calculate the difference, you’ll get 0.038. That’s less than 1/20 of a small square, so they’re virtually identical. It’s mostly a question of if you want the hop or the jab in case you mess up. Also, the hop kara might be awkward to do if you don’t have a button mapped to all kicks.

If you are the Blanka player I played in casuals I was seriously impressed, your Blanka is incredible.

I don’t really agree with you entirely…

I think the game is heavily match up based… the way I play against Zangief vs… the way I play against Viper and the way I play against Guile is pretty damn different… the list goes on… actually if you ask me the way i play against each individual character is different…

now if they are significantly weaker players… its what you said… then it doesn’t even matter at all… but if they are strong players… then the match up strategy is different… and that kinda changes your style…

I think most characters are like that… there’s a prefer style against certain match ups… however some of the more top tier characters might have a bit more options which seems to be a more difference in style… but I feel like the same applies to Blanka…if Blanka is up against T-Hawk… you can be SLIGHTLY more lenient on how you play…

example… I can definitely just hold downback against T-Hawk… and play a full defensive tank… but I can also go semi defensive/offensive by hoping towards him when it’s relatively safe and do upballs appropriately… (i’m over simplifying… so don’t go crazy analyzing the strategy)

Meanwhile… there’s other match ups like…I can’t really imagine playing Blanka drastically different against a good Zangief… i mean you can… but you’ll be playing at a much higher risk…

And on certain match ups I do feel… it’s NECESSARY to take some risks… simply because the match up suck and if you just hold downback… yes… you might survive longer but it’s just a slow death… kinda how I feel about some of Mizoteru’s older AE (regular) match videos… specifically… i remember one dhalsim match i watched… and all he did was hold downback… and eventually died by getting zoned/chipped to death… imo… that’s not a strategy that works… and kinda pisses me off watching that particular video… although he did do that against some others as well…


as for the recommended patch notes that japan has given… i don’t think much of it until i see what Combofiend/Haunts has supplied then finally EVO2013 announcement… if there’s any details there…

-LAU

There are some old arcade SFIV of Mizoteru playing against Dhalsim and he’s doing exactly that. He’s losing and still holding downback and playing defensively until he dies…

I used to link to those videos while explaining how much I hated that match up…

Have you guys seen the Blanka summarized changes from the Japan Capcom unity thread? The producer, Ayano, listed them as:

  1. Buff hori ball (or actually create more difference between hit and block) - so perhaps FP/EX hori ball knocks down from all distances, but a blocked one will have the recovery of Gouken’s Tatsu?..

  2. Possibly nerf electricity - less frame advantage?

Horrible changes :frowning:

just noticed the changes were posted above, anyways, hope there are more changes. I did love Super FP ball for Ryu though, was a great footsie. Sounds like they are not buffing the blocked FP ball though.

Why on earth would they nerf electricity?!? I’m sure they won’t end up doing that. They have Combofiend on board so (hopefully) there will not be any dumb changes.

EX and HP ball need to always knockdown on hit. Its the buff Blanka needs most of all.

Yeah Blanka is winning too many tournaments, he really needs nerfs rolls eyes

I used to be really turtley against Sim until I realized that is why I was losing.

I have 3 goals vs. sim

  1. build ultra 2. You actually can turtle vs. sim if you have the ultra stocked because it makes everything punishable

  2. work him to the corner.

  3. look for a knockdown. Generally by sweeping a limb, slide under a fire, punishing a jump with upball, or guess slide(because sim’s focus sucks which mitigates the risk).

I realized that you need to have a very specific staged gameplan in all matchups if you want to beat good competition, and while in a lot of matches there is a “downback phase” you need to know the meter/life/time requirements of when you should initiate it.

As far as nerfing electricity goes… as long as it’s not negative frames and there’s some NORMAL versions of it gives +4 or more… honestly… i really don’t need +10 for ex… +8 for HP… etc.

I really don’t care too much about the EX/HP ball… but if they are gonna buff that… buff regular upball on hit as welll

-LAU

I’d be fine with nerfing electricity on block advantage if they made mash elec consistently get 4-5 blocked hits on all characters if done meaty and 3-4 hits if you did something like a jumpin to mashed elec.

Blanka has no mixups in neutral or on soft knockdowns outside of the corner so just let him chip people.

my plan vs sim is to let him trade with my lp balls!
i just start sitting down far away and let him throw his pokes…couple of balls later i am in front of him or i have a huge life lead. he often gets frustrated than and starts spitting fireballs, which i slide and than he is free. he might hit a couple of pokes but who cares? he doesnt deal any damage.
sim is by far the worst char in the game IMO and i am always impressed by someone making him work.

on topic:
these changes sound horrible

You must have never played a godly dhalsim before. Torimeshi/Torimesingo, Darui, Mochi, OG Iyo - these guys will change your mind. In the US, FChamp and Sabin used to have scary Dhalsims when they were really active. Yes, Dhalsim is weak against rush down characters, but in the right hands, he is still super capable - definitely not the worst char in the game.

I admit I thought Dhalsim was weak before I saw Iyo take the first ever SF4 major championship. Such incredible tiger shot dodging.