Won’t be super cancelable because far hk isn’t super cancelable and cl.hk is 7 frames.
Darachnid, thanks for the slide tests.
There is so much stuff to test with overhead. Reel animations make st.jab whiff a lot. Also in practical situations cr.mk xx ball will knockdown sometimes.
Overhead, standing Jab Ball to Super seems very weird, it works on Rufus, Akuma, Honda, Blanka, but i didn’t test on all characters, too much in this game lol.
HP ball, lp super still works, and you don’t have to think about holding charge at all it’s instant release… however… the damage like mentioned before is significantly lower.
however… I was thinking… because it’s instant release… there are potentially much easier setups for potential unblockables compared to if you were to do MP -> LP super where you have to time the release…
You get way better positioning and wall carry with an electricity combo.
Outside of the corner you aren’t able to get followup pressure with a ball combo, but you can do so with an elec combo because not only does it push them farther to the corner, you don’t recoil, so overall you end up much closer.
In the corner an electricity combo allows for more varied followups(overhead, ball crossup, etc.) while you are still not in super great positioning with a ball combo.
Ball combos are best if they will kill, you are comboing to super, or if you have a huge lifelead and landed a dizzy. Post dizzy doing j.hk, st.mp, cr.mk xx hp ball then whiffing a couple of things for meter is great IMO.
Ball combos have their place, they work better on some characters, they are better when you need to quickly punish something, and they obviously are the only thing that works in certain situations(certain crossups, after overhead), but elec is obviously the way to go IMO.
The Blanka 2012 looks very strong and solid, now his worst weakness Imo is his damage output, but with a decent reversal game and safe punishs, the characters is really good.