I hate Seth’s cr.lp. I wish Blanka had a cr.lp that led to a 60+ hit combo.
Yeah, I would never use ‘random’ upball and I only very rarely combo into upball. Hit confirming into upball for me seems a waste of a good downcharge when, imo, hit confirming into hp ball will have a ‘similar’ effect in 2012, but without the 5frame penalty. Backed into a corner, it’s nice to have more than one ‘charged’ escape option.
My opinion is subject to change when I play 2012 and see the ‘knockdown’ distances, and feel recovery speeds.
I do like to keep one axis of charge for insurance reasons. One of which is; up/hori Ball countering people who try to immediately punish blocked / hit ball but are not in range but spam their long range move anyway, like Seth / Sim / Ken, when the bounceback time doesn’t allow for much else… or they jump in with kick after a blocked ball (?) to which I hop under and upball them on the far side before they land, hitting them cleanly away from the business end of hitboxes.
I never did like upball as a ground attack anyway, it always got punished more on block/hit for me… so I basically stopped using it outside of anti-air situations. Plus in that case ex-upball always knocked down.
Is it the invulnerability frames of ex-upball that will make it a great wake-up reversal? How can we find out how many inv frames are in it? That said, how does anyone know how many inv frames are on any move (Akumas mp.dp / Honda lp.hb for instance)… besides the fact that people more often fail to stuff these moves? Single frame advancement in ‘hitbox videos’?
Honestly I figured the reason for the -5 was just people finding it hard to punish the ball once it hits the ground, finding they either wait too long and miss the window or punish too quickly and cause blanka to air reset out of it. (Not that a DP doesn’t often have the same problem, but w/e)
When blanka hits the floor, there’s not much of that -21 left. Making it difficult to punish with a ground combo.
I try to rarely use the exupball on the ground too, because it’s like mashing a dp, but you’re not safe on hit in most of cases, if i do that, it’s my defense wich fails badly.
I use it if the character of my opponent can’t punish it, and if i’m not in the corner.
In 2012, EX upball maybe can be in great in combo, like to punish things like EX Hayate = Far stand jab xx EX Upball, if the ex Upball hit, it’s good because at this distance, the Hori ball don’t make a KD, but one bar meter that cost.
It will be interesting to see just how close you have to be for horiball to KD, as I know it was initially said that you can only do it from distances you can FADC from (making it much less useful since elec is more damaging), but I remember one of the videos had something like a cr. lk x 3, lp, horiball KD. At that distance, I don’t think you could normally FADC. Anyways, I am hoping for the best. I’m not sure if the EX Backstep roll having the ability to go backwards was known about until AE was live, so hopefully we get a nice surprise, and even so, he will at least be better than his current edition. I think OH -> ultra is a 2 framer, so that will be an interesting thing to incorporate into our Blanka games as there is finally good reward with that risk.
Speed up all horizontal balls, increase startup on all but ex, add 20 more damage to all but lp-not 10, make all safe on hit, unsafe on block. Make lp and ex horizontal knockdown and ex vertical juggle and knockdown. I don’t think Capcom would make that many changes though
If my memory is good, the combo was a deep jump MK, crouching LKx3, stand LP xx Ball = KD on Rose.
I hope too they make that good, but it will be weird and change according opponent’s hitbox, if he is crouching or standing, you need to do very deep jump, and to be careful with your combo to be close so… it’s not awesome, but much better i feel.
I just want safe punish, doing crouching MK xx HP Ball and to be safe…
(Taku, go in loctests, and speaks with team dev, go !!)
boxer is for sure easier. if HP ball knocked down at any point on the screen then it would be even more awesome you could punish dash punches with awesomeness. I forget does EX ball at any range cause knockdown?
all match up will be easier simply because the ex upball is a game changer for Blanka… it got rid of one of his weakness… however characters that gave him a hard time before will still give him a hard time now… but it’s just slightly easier.
You have to remember that this and all similar punishes are very unlikely in high level play. Dash straight can be positioned so that it is much much safer, and if you manage to land the jab at all, the ball will not be in fadc range.
Same goes for rekkas, soul spirals, and tons of other stuff. Including ibuki’s raida.
You really have to just learn the jab xx ball fadc distance rather than the specific punishes, except for moves that leave you consistently close regardless of where they are done on screen. (ibuki’s slide, yang’s roll thing, i guess yun lunges and… not many others.)
wishes he could turn on a hitbox overlay in training mode
I think the overhead has a huge potential!
even now you can do a meaty OH into st.LP xx ball
u can even fo meaty OH, st.LP xx LPsuper
giving this move even more frames, meaty OH into ULTRA will be easy peasy
and yo can even mix it up with a fake fast OH and do cr.MK/LK into everything
I know this has been mentioned before, but I just like to discuss the new opportunity of OH combos!