Translated AE2012 Blanka changes

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.

The range where HP & EX Ball make a KD is the same where we can connect the super, it’s that ?

Overhead Rock Crusher ~ Standing Jab xx Super works on Rufus (Standing & Crouching), need more tests on other fatties.

Super or FADC, yes.

Remember lots of characters are fatter than they look, and pushboxes matter too.

overhead, st.jab xx elec works on Akuma for instance, but not on Honda

Thanks.

Which are the best Super and Ball to do after the standing jab for connect ? MP ?

LP super, MP ball.

Can’t get max damage on certain characters now though which is annoying. Like j.hk, st.mp, cr.mk xx mp ball xx super doesn’t work on shotos.

Yes, but they don’t increase the damage of horiballs by +10, but we loose 50 of stun ? Just to know, why the LP Super ? Thanks.

Lp super is more consistent in hitting than mp or hp when canceled into from a ball, especially on crouchers.

MP ball you lose 50 stun, but you make up for it with the additional damage because no parts of the super whiff like with HP ball.

Thanks.

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.

Anyone get Overhead, Cr.mk, U1 to work…? I can’t get it. Two cans of beer probably didn’t help, but it’s so cold here… I needed to numb the shivering.

On crouching Akuma in corner, try it.

Works on crouching honda if the overhead hits meaty. Can also link st.hk after the cr.mk.

Record the dummy crouch blocking, the crouch feature doesn’t work correctly in training mode.

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.

-LAU

Yeah on average you end up trading 50~ damage for 35~ stun, which is a horrible trade.

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…

-LAU

Now in 2012, which is the best ? Combos ending with Ball or Elec ?

j.hk, cr.mk, st.lp xx hp horizontal roll
j.hk, st.mp, st.lp xx hp horizontal roll

Works on all and do a KD if the jump is close and deep on all, but do slightly less damages than elec combos, but elec combos don’t works on all…

Hori Ball’s KD is great for close punishs like crouch mk xx hp Ball, crouch mk stand lp xx hp ball, crouch lk stand lp xx hp ball i guess.

I think if i can end with electricity and it connects… i’ll rather end with electricity any day…

you simply get better position (slightly) and more frame advantage during the knockdown… ontop of that you get better bonus…

obviously if you’re up against a character where you know you probably can’t catch him/her with electricity then obviously go for HP ball instead

-LAU

I’ll probably use ball more on crossups but stick with elec on non crossups.

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.

Thanks for all answers guys.

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.