Translated AE2012 Blanka changes

Jump hk>ub.mp>s.lp>blanka ball will knockdown everyone and so will j.hk>c.mk>s.lp> blanka ball. But the combo IMO every blanka player needs to master is 2x c.lk>2x s.lp>blanka ball. While it will do no damage compare to other combos you can do into knockdown hp ball but this combo gives you enough time to gain your charge even if you walk up or dash into your foes. I would also like +1 on all of his normal attacks hit stun but that would be asking for too much. Blanka would be the new yun if that happen.

cr.lk x2, st.lp xx electricity is better than that ball combo. More damage, better positioning after the knockdown, less of an issue if dropped, all links are plinkable or 2 frames, and you can’t be too close for it to work.

People should still do electricity combos, but in situations where you are doing a raw punish like cr.mk xx ball or st.lp xx ball it really really helps especially in corner.

I don’t think Blanka will become broken with these changes, just better, he still have his bad match ups and his weakness.

Ves, your combo whiffs on a lot of people, 2 low shorts stand jab elec, on viper for example that will completely whiff.

The only real guaranteed combo is low short, stand jab elec, I have yet to ever see that whif. Its even more consistant than low short into elec.

My problem with shinblanka’s combo is that it has two stand jabs, real hard link that is not plinkable. 3 low shorts standing jab, ball seems more likely, but the downside is the third low short has a likelihood to whiff.

Low short stand jab elec ftw. I agree with ves. The knockdown properties dont change his combos at all. Rather, certain punishes will be better, and blanka’s ability to get out of the corner will increase.

You adjust on skinny characters like Viper/Cammy/Sakura. It’s not too hard to figure out who it will whiff on. It works on the majority of the cast though. Doing one short is more consistent, but against characters you’ll get close jab instead of far which can be bad because you now have a one frame link.

I like low short x 2 or low forward because I can hit confirm and try to go for stuff that blows up crouch techs, or try to kara throw. Can’t hit confirm one short.

Damn, ves always finds those small whole in my stupid arguments.

Fuk it, Im just gonna practice short short ultra till i drop outta grad school.

I dont really care what we can do after ex ball FADC i just wanna know if the non meaty overhead is really linkable into anything!
we get one more frame vs st.opponents for sure, hopefully we get one more frame vs cr. op. too, so we are +3 on hit!
this would be awesome!

+5 on standing/crouching opponent would be awesome… +3 not really i think.

well like you said 3 shorts might whiff. That’s the reason i said that is the main combo people need to learn to take blanka to the next level. That combo will do the most damage and you will have the ability to charge. Yes c.lk>s.lp>elec is safer, but it does shit for damage and that’s blanka’s main problem. Dealing good damage. well maybe 2 c.lk> c.lp>s.lp ball will be easier for you. I don’t like elec combo’s because they whiff too much imo. When i’m close I go for this combo all the time. maybe I need to do more elec combo’s to open my game up with blanka. guarantee combo is j.hk>c.mk>s.lp>bb will kd on every character unless you barely hit with the j/hk

ball combos even extended ones actually tend to do less damage unless you do a cl.mp and a cr.mk in them.

On a deep j.hk, cl.mp, st.lp xx hp electricity or cr.mk, st.lp xx hp electricity is guaranteed on every character other than Juri.

On non deep jumpins hp ball would more than likely not knockdown, using st.jab xx hp electricity gives you a knockdown but also lets you maintain offensive pressure with kara hop forwards. You can safe meaty short/forward about 1/3 of the cast here.

Also Josh P tends to undersell his abilities, he destroyed Dagger G less than a week ago.

also if the hp blanka ball puts you in a juggle state and I can focus into the river run or sweep this will be f’ing great near the end of the match! land one combo and waste 7 seconds of the clock. Anyone have any vids of the ex blanka up ball knocking down?

It was in the last stream archive, but it was very low quality. Like 11 hours of footage for something that happened 4 times, too much work to find.

Positioning isn’t exactly good, doesn’t look like you get any offensive momentum.

my only thing is I rarely get deep jump ins with blanka. Most people don’t give me that chance to deep jump in attack hk.

If you do get that jumpin though, why do a ball combo?

Also you need to use more ambiguous jumpins/unblockables then. it opens up your ability to get deep jumpins.

link me please and I don’t care if you can’t mount an offensive off of it man. I just want to know if if i’m near the corner will I beable to fadc into a river run for the hard knockdown? If I can’t then i’m fine with that also as long as I get to reset the position on the stage then i’m cool.

  1. force of habit of a old school blanka player. lol (i’m prolly the oldest in here)
  2. ok I need to apply that to my style.

If hp ball causes a juggle state you’ll be close enough to slide.

EX horiball into slide will work for sure

Yeah I’m lucky, I’m young and I don’t have preconceived Blanka notions. This is the first game I’ve played at a really high level so I just do whatever.

Gotta put in the lab time!

one should not forget that hp/ex-horiball wont become safe on hit if you do them from further away. meaning ex ball punish for sim yogafire will still give free punish-damage to blanka. the buff is half-assed. though the matchup against seth could become a bit better because of ex-upball.

Sim is already pretty even. It’s better to put yourself in position to slide yoga fires anyways because he’s freeeeee on hard knockdowns.

I don’t care that much that Sim can punish balls on hit. The EX Ball trade is basically 7.5% damage to Blanka vs 12.22% damage to Sim.