close aa’s have a tendency to whiff, cl.fierce is horrible
he has really bad abare, you can’t convert fast footsie hits into damage, and his more damaging footsie normals aren’t very safe other than st.fierce. They are also focus bait. I land a lot of raw cr.mk/st.lp in footsies and thats just not enough damage
cannot maintain offensive momentum post combo unless you expend meter or the opponent is cornered, this makes establishing offensive control of the match difficult, and you don’t get a mixup for landing a combo
no 3 frame close/crouching normal
normals create little blockstun
cannot reliably combo into hard knockdown without large investment of bar
meter reliant for reversal
f.dash is slow, but travels far, this makes the Sagat matchup much harder than it could be with a shorter or faster dash
has really weak option selects because of the reliance on charge, meter, and elec input overlapping with slide
because of the ball nerf in AE it’s hard for him to force mistakes/reliably chip when you are behind
I was thinking about the elec, on hit, reduce the range where the opponent knockdown and we can do something on his wake up, like in the corner but midscreen, and also reduce the pushback on block for better strings after elec on block, and increase the damages, it should makes Blanka’s elec pressure more consistent & reliable.
I always have struggles with close jump with Blanka, trades with stand HK, too late for neutral jump HP…
Comboing a sweep after a close strong will makes Blanka OP seriously ?
After ex ball knockdown fadc
Do the low forward but dont do the 2 in 1 hop
Instead do dash or Command hop when forward recovers
If recovery is too late, lets see if this works with jab
May lead to ambiguous setups that work on the whole cast rather than character specific setups off the cancel mk.
Dont have time to test now but will later
Also, from watching stream tonight, and from playing the other day, I think it might be possible that the hop is grounded earlier than AE and received another nerf. Could just be my head playing tricks with me, but it feels like its easier for opponents to punish.
I could be nuts. Don’t ever go to grad school, the loss in brain cells is effectively suicide
Too sad the combo jump hk, stand mp, crouch mk, hp ball makes a kd on Boxer only if he’s crouching, and on Seth only if he’s standing… so much weird things about these two fucking first active frames !! Lol.
No, i only teste at the much closer distance possible, on 2012 the U1 hit Akuma and on old version, no, Akuma is too far! Strange… a friend who plays Akuma tells me the Akuma’s sweep doesn’t changes, so U1’s change ?? Hum…
Hmm, I’ll do some testing on u1 range. I forgot what it was but I noticed I tagged someone with u1 at a range farther than I expected. There could be some interesting setups to be discovered if that’s the case.
Something about his U1 does feel a tiny bit different. I’d actually like to see a video comparison of its trajectory now compared to AE.
But if there was an adjustment to its range, maybe it was just to accommodate for the new linkage after overhead because Blanka does seem a fair distance away from an opponent after a charged rockcrusher. Cool to see it might change a few things.
I hit a Blanka with u1 after blocking his u1, not unusual but as he recoiled I hit him on the way up, not the usual ‘land on top of’ type hit. Never seen that before.
rockcrusher oh into u1 was possible in ae … i did it a few times after crumple. though, it was a pretty hard link and i don’t know if it even worked on all chars.
as for the sweep from akuma… to land the ultra, akuma has to sweep you close. if he does it from max range, the ultra wiffs.
I can’t find anything that is different about u1 range. I was testing vs. moves, and I was testing short short short ultra on characters it normally whiffs on and I couldn’t see any improvement.