I’m a realist. In a lot of punish situations the roll will hit too late to be a knockdown.
Some situations that are sure things off the top of my head are punishing blocked yun 2hit target combo with jab xx ball, blocked dudley mgb, etc. a lot of blocked moves that you can probably punish harder.
The biggest benefit for me is that i punish throw attempts with walk back, jab xx ball a lot cause blanka’s walk back animation is good or something.
Super Theory Fighter here, but if it’s possible, I’m thinking the combo would be EX Ball lvl2 FA > (dash) AA U2. Basically, after the EX Ball knocks down, you cancel into lvl2 FA on the airborne opp (to get another juggle opportunity) and start charging while the screen is in that brief freeze frame from the lvl2 FA connecting.
All speculation. Might end up just being able to connect slide afterwards and nothing else, heh.
And I don’t think knock down on ball makes it like a sweep at all. The knockdown will most likely be techable, and Blanka will still bounce backwards. It’ll probably be similar to electricity; you get a knockdown but the opp is too far away to really press the advantage unless you’re in the corner.
No, the big thing about knockdown ball is that it makes ball combos safe against everyone. No more learning a bunch of different safe ball set ups in a bunch of different match ups. You just do a combo and, look at that, you’re actually safe against everyone. Something Blanka players have been wanting for YEARS.
except hp ball hits at different times on different characters, so now you need to know the list of what frame hp ball hits against different characters.
Ves has it pretty right. Since the HP and EX balls only knockdown on the second frame, you have to be super fucking close to get the kd. Most blanka players have already transitioned to elec combos, which already give the kd. The important question becomes distance --> how far away can blanka be to still get the ball knockdown, if its pretty far, then it beats elec combos in many situations, if not, I think this change means shit.
What IM REALLY EXCITED ABOUT IS THE FUCKING +5 OVERHEAD!!! 2 FRAME ULTRA LIKE MOTHERFUCKERS!
The potential for additional combo damage after ex ball is interesting, but frankly i dont believe in using three bars of meter for anything, unless i can combo ultra and do 300+ dmg (i.e, there better be some damn good benefit, and it better not be so damn hard that its unlikely to be useful in tournament play).
Since I play a blanka that forgot how to ball except in certain movement situations, i only really care about the overhead. Now that shit has a lot of potential.
I know you’re the Blanka dictionary, but I can’t agree here. That property mostly depends on the length of the combo and spacing leading up to the ball, does it not? The combos I’ve seen where ball can’t be fadc’d obviously pushes the opp out. It’s not so much set up as it is awareness, kind of like knowing when you can do an jab xx elec combo/blockstring on the fly and either have the elec connect or if it will whiff. At worst, knowing hp ball combo properties will be like knowing those “canned” elec combos that do/don’t work on different characters. And I really do mean at worst, because I’ll be extremely surprised if hp ball combos will even have elec combo specialization, let alone the 2+ year research that “safe ball” got.
Actually, the hitbox on FP ball was so nerfed that you gotta be really fricken close to be in fadc range. Second, the hurtbox of the opponents all vary and are wierd as hell, as a result Ves has a real solid point here. There is going to be a list of characters where FP ball is worthwhile, and where its simply not practical. Like everything else with blanka.
Meth, i think you are correct, if u can fadc the fp or EX ball currently, then the new changes should occur at those same situations. They said nothing about changing the hitbox, so unless there are hidden changes, anyone can start testing to see where the fadc stuff is viable.
You can’t disagree with facts. Also it becomes much more variable in punish situations, and it is hard to tell if you are 1 pixel too far.
Also safeballs actually didn’t get that much work done on them. Viscant laid the ground work, I added some stuff, but I’ve spent far more time on other things. The mechanics were worked out early, it was just finding strings that lead to the right spacing, which still isn’t fully explored. Hell for this it’s going to require a graph of what works on who.
Like I said, that’s awareness. Most times, a ball combo’d at the tippy tip of s.lp or cr.mk isn’t gonna allow for super, so any combo/punish involving knockdown will likely follow suit. You judge the spacing and tailor the combo. That applies to safe balls and elec already.
Heh, well since I’m the only person that’s really excited about the prospect of knockdown ball and thinks that this is gonna be a lot more good and consistent than not, I’ll be up for helping out.
No changes for UpBall, normals, U2 and no bring back the old forward hop, disappointing in these things.
Seriously, even the charged rock crusher make +xx, if this move is so slow and you need to be close to use it, it’s useless, really, they don’t see that since Vanilla ?
I don’t want to complain too much guys, but a real overhead will no make Blanka broken or something imo, just better in to make a real offense.