Official SRK Ultra SF4 Rebalance Request Thread

Yea really I request Blanka upball be made safe on hit or preferably to knockdown for the rebalance.

Even EX only upball to knockdown if Capcom wants to be tight about it.

Would you mind writing out some options for Guile?
I was under the assumption Akuma rapes Guile on wakeup/vortex hence the bad matchup.

haha

I’ll make it easy, this is just assuming akuma just walks up and does jabs/low strong on blanka’s wakeup, not even getting into silly vortex stuff that causes ex upball to whiff, or doing stuff to deny him b.charge.

ex upball = punishable on hit by akuma with walk forward sweep, on block with ultra 1/super. Risky for Blanka because if he does it and is successful he’s trading damage 90 to 110(in his favor) but is at a 290 meter defecit(250(ex) +30(difference between gain for sweep) +10(gain for hit by ex upball). You are also in the same position you just were after the sweep. On block you can lose the whole round pretty easily.

ex rainbow: easily option selected, I’m fond of st.hk os because it covers both ex rainbow escape and backdash.

backdash: Blanka’s backdash goes very far, but it’s also pretty slow and Akuma’s normals go far. OS sweep or st.hk are both bad for Blanka.

focus backdash: actually pretty solid against normal pressure but it has issues with vortex options.

ULTRA 1: obviously blanka’s most damaging wakeup option! Very invincible! Is free whatever for akuma on block if he’s willing to take the chip, otherwise he just gets a measly uppercut, but outside of ultra the damage ratio is in blanka’s favor.

ULTRA 2: terrible to wakeup with

So wakeup ultra or mash focus backdash against akuma when he’s not even really doing real mixups. This wakeup is so good. And it gets worse in the corner because the backdash options no longer work at all, and he can actually do stronger os’s to deal with rainbow roll.

I fucking block vs. akuma cause it’s all bullshit.

Guile’s flash kick is still something you have to concern yourself with because he can use meter to make it safe. Akuma can’t use his palm all that well so Focus wake ups can be used every so often.

It isn’t much but it is still better than say Balrog who has nothing. I can do a single OS palm and Rog can’t get back on his feet.

Electricity isn’t invincible, akuma can punish ex on hit.

What the hell, you can mess up your safejump and still get a punish. come on.

There is no real mix up because of Blankas options. You know what I am going to do most of the time. It is risky to perform some of Blanka’s options but it is also risky for Akuma to go for his options when Blanka has meter. So Akuma is resigned to just playing lame. Compared to everyone else Blanka has fewer mix ups to deal with against Akuma.

The Blanka Akuma match becomes a turtle fest because both characters can’t generate a ton of pressure against the other. Personally I hate the match up even though it isn’t disadvantaged against Akuma.

If you mess up on the safe jump you get hit out of the air and can’t punish. You don’t land.

Electricity shuts down flip dive kicks and ball baits. Also cross up Tatsus.

PS trades are bad for Akuma.

FK is +4 startup so you can safe jump it. Crossup tatsu beats FK. Simple crossup/fake crossup are really hard for Guile to deal with.
I guess I understand what you’re saying but Guile is pretty free on wakeup for Akuma, although not completely free to a point where you just jump in without timing anything… like Vega lol.

Just wanted to point out for you guys arguing who has the worst wake-up in the game.
It’s bar none, Vega. With a jab you can shut down all of his reversals. At least with Hakan you can EX Command Grab someone who’s point blank jabbing or frame-trapping. With Vega, NOTHING, and his flips are so slow they don’t even need to be Option Selected, you can react to that and just sweep.
Vega also has by far the WORST anti-air game. This hasn’t changed throughout the SF4 series, so in the next patch I hope Capcom takes notice at this and does something about it.

Like I said he is in the Slightly less than category. Isn’t the worst, but still not good.

I’d argue his anti-air game is actually slightly above average. He doesn’t have the best options on the ground (though 4 frame st.HK is nice and does its job in certain situations) but due to the speed of his jump, coupled with some excellent jumping normals, Vega can stuff alot of characters air-to-air. That’s not to say that he doesn’t have some issues in the anti-air department, but I think he has sufficient enough options most of the time.

Though I’ll agree that Vega likely has the worst options in the game once knocked down.

You work a kara throw/ch trap game vs. Blanka instead of primarily going for vortex stuff. It’s honestly not really risky at all for Akuma. It’s probably less to worry about, but it’s still bad for Blanka because he doesn’t have a real get off of me move, and it doesn’t matter if the simple stuff works.

If you mistime it that badly you are like 4 frames off, you deserve to get hit if you mess up that badly.

properly timed divekick beats electricity, in fact you get a counterhit. Also Blanka can generally crouch crossup tatsu, and it tends to lose to normal upballs anyways. ELECTRICITY IS NOT A REVERSAL.

but as you said once blanka has no meter he’s free on wakeup. If he can only upball so many times the logical conclusion is that eventually he runs out of meter.

My stance is blanka is ridiculously free on wakeup to akuma, you just have to change your stance in how you approach things. Just because you can’t run every single mixup you want to doesn’t automatically make the ones you can run not very much in your favor. You can abuse him, hell pretty much every character can. Even the mirror it’s free on wakeup.

I think Ibuki recieved nice buffs in AE that outweigh the minor nerfs. I’d def like to see Kunai damage be changed back to the way it was as well. 3f c.lk would be nice too. Her TC whiffing on small chars aren’t a problem with me. Char specific things are nice sometimes. Just switch it up to c.jab s.mk, Capcom was nice enough to make her s.mk 5f now, I thought that itself was a great buff. She doesn’t need too much more.

Cammy is fine, she just needs her spiral arrow to go back to the way it was in vanilla/super. I think the range they made her spiral arrow hit twice is WAY too small.

As for the twins… Take away invince frames on their DPs(only EX needs it) and I’m happy.

As for Crapcom’s decision of giving them their CC supers… If only they thought about it back then, Rose coulda had her shit too. But they wanted to be bound by having the Ultras be sort of like a powered up Super. Now they aren’t bound by it? Sloppy ass game imo.

Yang doesn’t have strike invincibility on his ex dp. He only has it on his LK dp.

Like I said Blanka’s EX upball needs to knockdown on hit.

If anyone that matters is listening.

Not to mention both characters reversals can be safe-jumped, and in Yun’s case his can’t even be FADC’ed, so it’s highly punishable and an even bigger risk on his part.

That’s not the point. It can be used as a GTFO move forcing your opponent to respect that. Why do they get all the options in the world and a meterless reversal? Either nerf their options or nerf their DPs.

You can’t just lump them together like that.

So does Yang’s ex dp get invincibility now? It’s faster than his lp dp, tracks, and it probably has a better hitbox. Or does he just lose his reversal because Yun’s dps are good?

The twins aren’t the same character. The only universal change that should probably be done to both of them is a stun nerf, everything else has to be taken on a case by case basis.

While Makoto has no trouble punishing Yun for a blocked DP, a lot of the cast does. I can see them either shortening the distance it travels or giving it more recovery.

I’m not specifically requesting this change, it’s just something I can see them doing.

Finally able to post on a laptop instead of a iPod.

You aren’t telling me anything I haven’t heard of or done before and I have even said that is the kind of game Akuma has to work against Blanka because none of his usual options work. For Akuma throw and trap games you play against everyone, but if you honestly think that is bad you really don’t know how good you have it against Akuma.
You say free as hell, but I get the impressing you don’t really understand what being free to the vortex really is. If you think ground pressure is free you could always be Balrog who has to worry about 4 or 5 mix ups at any given time.

And no a well timed dive kick doesn’t work against Blanka. It may beat electricity, but by timing it well you lose to up ball from almost any height. Bottom line the only dive kick that works against Blanka consistently is the command dive kick which is one of Akuma’s 4 frame set ups.

I’ll go through some of Akuma’s options.

Flip Palm: 5 frame safe jump. Doesn’t work on Blanka
Flip Dive: Loses to a combination of upball and electricity
Flip Grab: Worthless without the other two options
Flip empty palm: Does not work unless timed early.
Cross up Tatsu: Risky as all hell since Blanka has a million options to beat it. Including ultra.
Command dive kick: Does work as a 4 frame safe jump; however, it is not ambiguous at all. What you see is what you get
Empty jump: Does work, one of the few air options avalible
Empty Jump SRK: Loses to upball
Empty Jump EX SRK: Both attacks whiff and the situation is reset.
Corner mix ups: Now this is the one area where Akuma can truly “mix up” blanka. But it can only be set off of a forward throw into the corner. So it is only going to happen a handful of times in any given match
Cross up fireball: Does work if properly timed; however, can only be set up off of a demon flip throw or palm.

In addition to this you can not sweep after Tatsu against Blanka so setting up the knockdown is not as easy either.

Apart from ground pressure, Blanka has it pretty good against Akuma on wake up. Other characters have a lot more to worry about. Also let’s say your situation about being punish on hit happens. So you hit me with the UP Ball for what? 100-120 damage? After that I get a sweep off of that for 90 damage. So even before we account for the life differences you already gained 30 damage off that trade. Now factor in Akuma’s health vs Blanka’s health. You wacked about 15% of my health off while I only knocked about 9% off yours. I will say though they should fix the upball to be safe on hit. That is just retarded.

Blanka’s options shut down most of Akuma’s air options and as a result Blanka only has to deal with a very watered down version of Akuma’s mix ups. By far Blanka is one of the hardest for Akuma to pressure. I never said impossible, it is always possible. You just lose a lot of ambiguous mix ups. So I can only say count your blessings. Blanka has it easy compared to most. Everyone else has to deal with the same things you list and worse.

The Akuma vs Blanka game becomes a game of footsies and in general is not a very fun match up because both sides Gimp each other’s options.