Overhead that works properly on crouchers is good, you just need to know how to run a mixup.
How ? In wake up game ? It’s very predictable with the recognizable animation.
you have a move with a similar animation that recovers much faster.
Lol, and for you, it’s a legit mix up ? I never see a good Blanka use often this move.
Good blanka’s don’t do a lot of stuff.
Just because people don’t use something doesn’t mean it doesn’t have value.
How often did you see Blanka b.throwing characters OUT of the corner till I was advocating unblockables?
I’m not the best player. I don’t have the best execution, and I make dumb mistakes because I’m slow to adapt in higher paced matchups, but I’m always ahead in technology because this is how I win The overhead didn’t pan out in AE without the buff applying to crouching characters, if it does in 2012, I already have the mixup diagrammed, and I know for a fact it works.
I land about 70% of my attempted overheads, about 50% of lows/throws off of a fake and I pretty much never get hit by reversals, and hell sometimes you’re reversal safe due to spacing or the overhead will trade.
I know we all want to stay optimistic about Blanka’s changes, but frankly I’m disappointed (granted I am intrigued what the heck the HP/EX ball change is). Honda got his jab headbutt back, I don’t know why Blanka couldn’t get back his old ball rollback.
And why do the developer’s have an infatuation with buffing Blanka’s crappy “charge” overhead? They think we care about that? Just give Blanka a quick overhead like a lot of other characters do. It doesn’t have to be comboable, and it would definitely not make Blanka OP. In fact, Blanka’s crappy charge overhead totally fubars his great cl. MP, which makes you need to Up-back that crap off a jump-in (can you even use it while you are grounded and keep charge?), which is a pain. Blanka is a shenanigan character with no overhead - makes me sad
Frankly I would be happy if they just made reverted the AE changes and made him the same as he was in super (and he wasn’t even great in super, so I don’t know why that is a problem).
If j.HK, cr.MK, st.LP xx HBall knocks down everybody I’m happy!
actually I only need far.st.LP xx EX/HBall to knock down cuz this would prevent Blanka from being free in the corner!
HBall KD might be char specific, but I believe EXBall will KD everybody in combos, cuz it rolls slightly faster iirc!
I think the overhead buff will only work on standing chars! BUT maybe we get that +1 frame also on crouching chars so we can link a st.LP!
haha, maybe we can even do: overhead, st.LP xx HBall (knockdown) repeat!
I also like the damage boost! capcom goes from scrub ball (vanilla,super) , to useless ball (AE), to okay ball (2012)
still thinking why Balll doesnt KD on the first frame too? what might be the reason?
Capcom saw that all chargers need buffs! I like Honda getting back his old LPHB!
Seems like Boxer’s combos will work on Blanka too now! many boxers complained about Blanka cuz some of their BnB combos dont work on him (as if they are allowed to complain anything in this MU… silly scrubs…)
Looking forward to some MAJOR NERFS for the chinese trio of brokenness! (Y Y F)
Veserius, i understand your point of view and i enjoy your work in this forum, but i think all Blanka players want to have a real far overhead, with a fast start up, and not this crappy stuff so risky, it’s realistic Imo, a new rock crusher, but no, we stay in the same move and you have +5 on hit !!! Go make your damn overhead to ultra now ! Lol.
Also, this game will be very better with a system of universal ovehead like third strike.
The godlike rock crusher : the same range and start up as Viper, first hit cancelable by hop etc…
It’s not in the TWO first active frames ?
Roll Knockdown is good for us people that can’t slide/piano elec on the fly in the corner. That should mean any 2-1 roll off of cr jab should be a kd unless done at max range as a counter poke. This helps me a whole lot. It also means we are still limited to short combos against Cammy/Balrog. The juggle property may solve that. I’m curious if it’s different on airborne opponents, maybe that gives and extra juggle state.
This isn’t final, let’s see what else happens.
I think Blanka with a good overhead would be great, but thats not what we have.
The tool we are given has applications, so we have to use what we get. If it was up to me Blanka hop would have a lot of tools, but he doesn’t.
Regarding a previous comment being dissapointed with the overhead, saying its crap, etc, etc, largely because nobody uses it.
Well here is the deal, nobody wants to use blanka’s overhead not because its slow (thats largely meaningless if u can set it up), but most likely because the risk/reward simply was not worth it.
For example, vega’s overhead is comparable to blanka in startup speed, but it has a long range. So risk is low, and reward is low.
Blanka overhead requires blanka to be really really close, the damage is next to nothing so there is no reward. HIGH risk (gotta be next to opponent) and little reward. Hence, nobody bothers using it.
Move forward to current change, risk is relatively high (gotta be close) but reward can now be up to 300+ damage (not even that hard to do) if u can link ultra (i consider two frame links to be easy beezy). relatively high risk, pretty high reward. With this mix, I know I am certainly going to mix in overheads much more often to seek that damage.
And here is the thing, without an overhead game, blanka’s throws are fucking stupid easy to break. Sure, he has some decent frame traps with neutral strong, but overall damage from that is minimal. Overhead with ultra and solid combos makes blanka on wakeup a dangerous ass fucker if you can mixup low shorts into elec, vs, overhead, vs, throw, vs frametrap.
Fuk yea i want an overhead. It deepens his game so far, wont necessarily make him top tier, but certainly more fun and deep to play.
sweep dash tree
overhead (leads to ultra)
fake overhead
- low (leads to combo)
- kara throw
- block/backdash
dash/hop
-low (leads to combo/ultra/frametraps)
-throw
This is just basic too.
you’re absolutely right, so i hope like you they will fix the blockstun/hitsun in standing/crouching opponent to be the same, and so, we can try after a KD, a overhead to ultra like a cross up ultra ah ah.
I agree, if the overhead is shit against ducking opponents, then obviously this whole conversation is moot, and the overall changes to blanka are relatively insignificant.
I know others are excited about the knockdown ball, but I already know from practice that if its within FADC range, the range is absolute shit. I hope that it improves somehow, but frankly, i doubt it.
And when i say shit, i mean in AE, jump rh, low forward, stand jab, fp ball is almost never able to be FADC, whereas blanka could fadc out of that combo most of the time in super. Fuckin hitbox nerf was assssssssssssss. I could care less about bounceback, only stupid idiots spam ball, but the hitbox nerf was asssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss.
Maybe the return of the old HP Ball, we can dream ah ah.
this is still unclear and any changes are not announced, expect for more details. =)
Anyway, The Blanka in AE 2012 can’t be worse of the actually Blanka.
either way, knockdown or more hitstun, at least blanka received decent changes for once…
I really hope that “blow back” is referring to more hitstun though rather than a knock down; more hitstun will allow for more combos leading to more damage, stun and mixups…
if the knockdown is a free juggle state though that might be fun to screw around with…
as long as Blanka isnt getting punished for LANDING a ball combo im pleased…
as far as overhead goes the more tools he has the better; heres hoping for rockcrusher jab (ex) electricity to finally connect as well as overhead to ultra…
On the one hand, Blanka becomes much more fun to play, on the other, these changes may not be what he needs to compete. Will have to wait to how this pans out in the final version. I can’t say I’m unhappy about the changes though. I didn’t think they were gonna make him strong anyway. I like that they gave him more combo potential though, and the buff to overhead is certainly welcomed.
I dont get this sentence:
“Will be EASIER to follow-up EX Ball with additional hits if Focus Attack Dash Cancelled.”
why “easier”? does that mean that this is already possible on AE?
I hate those unspecific change lists!
what does “hit on the 2nd frame mean?” what about the first or the third frame?
what happens with rockcrusher hitting crouching chars?
these changes are either awesome OR completely bullshit and strange like super>AE changes