Translated AE2012 Blanka changes

So… maybe you’re right and the translate is wrong, don’t know…

Yay for annoying nitpicking by capcom. Wouldnt mind so much if we could fadc the upball, but whatevers.

I will keep mum on 2012 blanka until i actually get my hands on him, who knows what he will actually be in the end. I’m waiting for the hidden “fuck you” from capcom.

New changes AE 2012

Blanka

  • “Ex Backstep Roll : invincibilty throw remove”

Ah ah, just imagine a change like that, these loctests are vicious.

I’ve already decided I don’t want to learn another character, so I’m just hoping he’s strong enough for me to keep doing well in tournaments.

EX rainbow should really be buffed if anything. People shouldn’t be able to whiff 2 jabs, then still close fierce me out of it.

New Changes from loctest:

Blanka has been removed. Fuck you.

Because spending meter on an already risky reversal option just wasn’t enough to balance Blanka. Geez.

I still think its a good thing, but you have to break down RISK v REWARD.

You have to say its what, 50/50 if its gonna hit or be blocked…right?

So you gain:
120 dmg
reset spacing/control

Risk:
400+ damage since anyone is going to be able to EASILY ultra punish this now.

Edit: Cost for taking the chance:
1 EX.

The reason its still a (now smaller margin)good thing is that just the fact that you HAVE it will add to the mind game/lessen pressure, but geez, 120 dmg and a reset isnt all THAT much of a threat if you are on the other side of things.

I think they need to INCREASE the reward for ON HIT now, make it a hard knockdown. If it isnt already. We need to be able to follow up, and if Ves says you cant then I tend to believe him.

Anyone know if they can fast get up after this KD? Lets push for making that not possible on hit.

New nerf doesn’t make too much difference in high level play, but it is annoying that they felt the need to nerf the green monster. It’s not like the move wasn’t already super easy to punish.

If it was something like Ken’s lp DP in HDR, then it would need a nerf (can’t count the # of times I would get SRK’d while trying to punish (online)), but the move was already nerfed with the reduced rollback. If this is the case, they need to make it FADCable (even though 3 meters is kinda sucky) or increase recovery on other similar/better moves (i.e. yun’s DP).

The loctest clearly showed that it isn’t a hard KD, and in fact, Blanka may have more recovery frames on hit…

If they reverted the rollback on MP and FP ball to vanilla/super, then I’d be happy and set (definitely helps the shoto matchup). Of course the ball hurtbox nerf makes it less useful in the shoto matchup, but you can’t have everything :wink:

Good idea, many others got “rollbacks” to what they had in Super, so with the hurtbox nerf still in place I dont see why this isnt also do-able.

It’s a soft knockdown, I saw two quickrises.

You aren’t risking the ex bar, thats a cost.

I think it needs more damage if they are going to put you so close, the moves that are comparable to it now all do more damage, and also have other uses, like finishing combos, but they also do 170ish damage in the case of Guy/Chun/Deejay, or in the case of Rog it leads to Super/Ultra.

Guy has the most comparable move because it has the same startup, has a hitbox that extends to both sides(think that was a 2012 buff), but is more invincible(10 frames). It is clearly the better move though, and guy also has ex run as a secondary reversal, and is able to use his non ex tatsus as reversals due to their projectile invincibility, lower body invincibility, and small upperbody hurtboxes.

if Blanka don’t have these +5 on recovery on hit too, it’s fine for me, just a logical reversal like other reversals in the game.

If Blanka hit his opponent with an ex upball on the corner, he have the time to get out ? Maybe with an hori ball MP or HP ?

Does Guy’s tatsu hit low though, or does it only hit standing like DJ’s upkicks? That would be a big diff, though tatsu has other advantages like ending a big damage combo in the corner. Damage wise, if they gave EX up ball the same dmg as Ken’s EX shoryu or EX flamekick, I wouldn’t complain…

some characters can crouch guy’s tatsu, but they are buffing the hitbox in 2012 so that is not the case if I read the changes correctly.

It seems you have enough time to get out of the corner.

we can argue all day long about the new changes… it just shows that capcom gives us some nice and kicks us twice as hard in the face in the next second.

Regardless, Blanka is better off than he was in AE, so thats good.

I am getting frustrated since the buff is coming with these strings attached.

Blanka will still rely on gimmicks and trickery to score decent damage. He MUST protect life leads with patience(just like Taku said) So tossing out a now super risky reversal 50/50 on eating 400 damage may not be playing him optimally.

You have to not be afraid to throw it out a few times in order for your opponent to expect it, since he is learning your habits as you play. It WILL be harder to train your opponent to expect this move since you aren’t going to be throwing it out as freely now that such risk is involved. This is the downfall to the meta game(on certain levels of play), and may or may not be as important in high lvl play.

Eh you don’t need gimmicks with Blanka. My heavy damage comes off of unblockables/ambiguous jumpins/ch traps/ultra.

Throwing out ex upball now isn’t optimal. Against the characters who would punish with ultra on hit anyways(sagat), you aren’t losing anything.

Its good to have your own style of play.
When u watch Taku, u see lots of gimmicks mixed in and IMO he is the best.

The change will no doubt help vs those that just 100% carelessly pressured him on wakeup, and that was needed so its a good thing, just not something to be in love with yet.