oh if I’m not going to play Blanka there is going to be lots of fucking up. I’m not really a sf4 player, I’m a blanka player, I’m bad with every character.
just saw a replay of your DJ, and I was like COME ON VES LET ME SEE YOUR BLANKA !!!
good thing is, that nobody is going to see you loose cuz you can only upload wins…
(PS tsrai just played a ridiculous match against a gief…=
T srai just played one of the best matches against a yun, though the yun was kinda meh and didnt know the blanka specific combo that always hits, but was still good reaction and setups on t srai’s part.
haha, lets open up a** “T SRAI just played”** thread!!
just kiddin…
you lucky bastards! I’m still at work, 3 hours shy of freedom to get my AE fix :-/
Yea well I gotta wait till July 5th arrgg …how does the replay system work anyway, can you pick what you upload? When do your matches get recorded and/or uploaded, only in ranked?
haha I’ve only played 2 matches with Blanka in AE so far.
I’ll probably have a list of overhead stuff tomorrow for people.
i havent used blanka yet, i’m having too much fun playing gouken. ves you should give gouken a try. he’s shitty on defense so you’ll feel right at home lol
Blanka is great on defense minus when he’s knocked down or the other characters has frame advantage in your face. With gouken I don’t even know how to keep people out like with Blanka. It seems I can get in on Gouken for free whenever I want, so i dunno.
Okay Blanka’s overhead is +2 when done vs. a crouch blocking character on their wakeup. Done against a standing character it is +4, done against a crouching character it is +4, but no not when they freaking attempt to block it?
This character has reached it’s ceiling in terms of tools, especially with the nerfs.
I feel that a cr.hp buff does not justify the multiple nerfs.
I’m pretty much done trying to make this character better becuase he’s tapped out now. I’ll keep playing him in the matchups I think he does well in, but I don’t think I’m maining him anymore. I’ll try to get this forum a little more up to date, but I’m not taking Blanka into the lab anymore.
Been playing mostly fei long in AE. Blanka is still there but I just feel like his offense is so limited now. But i will use him in certain matchups where i think i have an advantage or i think my opponent has no clue how to fight blanka.
Huh? cr.hp buff? and come on man…Blanka needs you!!
I’m sure cr.hp got a stealth hitbox buff, it is trading way less, and it feels stronger as an AA.
Also, not really, I didn’t really do anything with the character that was especially interesting, people are just lazy nowadays in regards to fighting games and don’t know how to use training mode.
As a whole playing Blanka as my only character has set me back as a whole for this game because he’s so limited in terms of tools that he isn’t able to take advantage of all the system mechanics at play. When you have to make something happen with a limited tool set it’s easier in a way, because you only have so many options and finding the best ones really doesn’t take that much work.
I’m playing Yang now, getting my ass kicked, but at least I’m playing sf4 now instead of playing a character if that makes sense.
Anyways I have a couple of ideas, but Blanka is on the backburner now, he’s my third.
I’m sure I’ll be playing a lot of Dee Jay when I get around to getting AE downloaded.
I play 4 chars, but my blanka head games keep me maining him above the others.
Reduced slide range is a pisser. I’ve washed up at peoples feet like a useless wave or some sort of dehydrated slug more times. Hard to get used to it. It’s like 'slideeee… Nah, think i’ll just lie here for a bit… Zzz… ’ (super: startup 10, active 19, recover 16. AE: 10, 16, 16) am I right in thinking it has a reduced range?
Blanka slide is unchanged in AE,except for its slightly faster recovery time (though really not noticeable).
From vanilla to super, the range was reduced.
Everywhere I read it said reduced active frames? Same distance but less active frames during the slide would mean he has to travel with a jerkier animation? The movement always seemed inertia based before; building speed, maintaining speed then slowing down. In the slowing down phase he was still ‘active’ and could knock with finger tips up to a point. On block advantage (disadvantage)frames have gotten shorter though, although people said his hitbox is now larger during recovery. Is this what you mean by faster ‘recovery’? That type of recovery is negated on whiff.
Something strange happening. If you go into training mode in AE and walk to the back wall then slide his feet stop on the 5th square. Now try super mode,
It lands short of the 5th square? Eh? Seems longer in AE?
This must mess up the f.throw, slide, nj.hk safejump setup.
It could be that he recovers differently. Try it against the training dummy.