Well thats exactly midpoint, which kinda gives me hope. I dont know just how popular blanka is as a character in Japan, maybe blanka itself is much better and he can somewhat compete with others and the score just reflects there is just a low number of blanka users (not popular enough to score more points?) cuz from what I can see on the charts rolento is way up there, but I also expect there is an army of rolentos due it being a very popular character that looks strong too.
I sometimes play at arcades with vanilla AE… Seriously every time I get punished for landing ex Upball I just roll my eyes and frustrates the Crap out of me. Especially when the character can punish me mid screen. Especially when they have equal or more health and all they do is do a meaty normal into OS for backdash or ex rainbow.
Seriously how retarded of a design with that move is that.
I don’t know about you guys but blanka is at its worse in vanilla ae version imo
Blanka mirror was funny back then… you could pressure your opponent all day long and punish ex upballs on hit with slide… even with U1 you had little to be scared since you could easily cross him up with hop to kill his back charge
At this time and age in FGs it’s unacceptable to have moves that are punishable on hit
Well blanka still have punishable on hit moves quite a lot but I think what’s ridiculous is how easy it was to punish a move that requires you to spend an ex bar while your opponent doesn’t need ex, super or ultra to give you a hard knockdown that might do the same or more damage. If they have meter of any type it can be much worse. I’m kinda glad those days are more or less over.
Sure they aren’t over… a lot of characters can still punish all hori balls except HP (wich is ridiculously punishable on block), wich sadly includes EX Hori ball… not to mention that all upballs except EX still being punishable on hit by a lot of characters (or all of them in the corner).
Not to mention that our “safe” especials like elec and rainbow ball leave us in a neutral to bad position if the opponent techs the KD…
Well with rainbow ball it gets a little tricky because it depend a lot on where you hit him and where you land, it could put you in a pretty good position in some rare situations. But yes I agree with you regarding to rainbow ball.
Regular Electricity (not ex unless corner)) on the other hand leads you in a positive position where there’s quite a lot of indirect stuff you can do. You can set up a safe meaty slide, you can dash in for s.LP/s.MP pressure that can only be beaten by a reversal uppercut. You can do MP ball if the opponent has a character that can’t punish it OR mix it up with LP ball which lands just in time for you to block any 3 frames reversal (maybe even 2 frames as well). I’ll admit it’s NOT the best setups however it isn’t terrible either.
So I just learned that you can bind the back button in the pc version in the options menu to any button you want, no modding or anything involved… can you even do that in console versions?
Things like comboing jab after a jump in >normal rock crusher or the cl mk become so much easier T_T. now if my fingers didnt stink!
correct me if i’m wrong, however to answer this question you will need to have a strong understanding of SF4 system.
From my understanding, there’s several states you’re unthrowable. One of them is during wake up you cannot be hit with a meaty throw, because according to wiki the initial 2 frames during your wake up you are in a state where you’re considered non-throwable, but you can still get hit by regular attacks.
This lead me to think how cl.MK is now airborne from the 3rd frame. So does that mean there’s no way my opponent can throw me during wake up if i do (USF4) cl.MK as my wake up attack granted that i am within cl.MK range? Because if he can’t do a meaty throw on frame 1 and 2, by the time it’s frame 3 and onwards i’ll be in the air. Although I do understand i can achieve the same result by easily doing a reversal upball (or rainbow roll is also non-throwable) however the potential combos that cl.MK offer without meter might make this a viable option?
Technically you are correct, but I really don’t think cl.MK was changed with that mind and it doesn’t look like a good wake up option for a million reasons…
I agree, in that regard your “knowledge” is correct. If you can time your cl.MK as a “reversal” (wich is harder than to do so with a special), you completely avoid a meaty throw
One think about the close mk that has not been cleared up for me is whether or not the airborne status applies to the first active frame of the move. IE: its not airborne frames 1-2. From 3-4 its guaranteed airborne, but what about active frames and onward? Anyone know? May sound stupid/obvious (ie, airborn through attack frames), but I frankly dont know and it could make a big difference.
according to patch notes cl.mk is airborne frames 3-5 so I assume after start up he’s not airborne in the frames afterwards. So second hit of his cl.mk is probably not airborne
Hi - Im working through the Blanka trials and on #17 j.hp, c.mk, hball, groundShaveRoll. I keep getting a step-back-roll about 50% of the time – even on a punch input! Has anyone else had this issue or can help me out?
I thought i may be dbl tapping mk btn, but recreating this in training mode, I see the one kick input on the c.mk. ???
first of all you shouldn’t try to double tap the MK button it’s not gonna help
if you don’t have enough charge time you can add a s.LP inbetween c.mk and hball
if you’re getting step-ball-roll it means when you’re pressing the MK the second time it recognize that instead of Hball which is b,f+HP (or whatever punch button)
so try this
j.HP, c.MK, s.LP xx HBall xx LP Super (others work as well but personally i like LP)
Maybe you are getting rainbow ball on negative edge, as in, you are holding MK too much and releasing it when you press forward on the stick/pad, try to release the button while still holding back or down-back