I dont know ves, I think the race between worst well-known blanka is between choco blanka and coop.
Its a pretty close race. They both make questionable decisions in tight situations.
Honostly though, I’m actually really glad the best blanka in japan will be there. If his ass gets stomped, then capcom will recognize and likely make changes. If he does medium or so capcom may reconsider giving blanka options. If he stomps the competition, then I will have strategies to steal.
I predict blanka will have no real setups after a supposedly knockdown ball combo. He will simply be too far away, best opportunity is just to try to push to corner, thats our setup.
Elec combos > knockdown ball combos. Knockdown ball range is likely something similar to ex elec combo. Blanka recovers faster and can apply pressure quicker after elec combos.
Lastly, after reading the changes again and again, I predict blanka will not be given a knockdown ball at all. Instead, the stun recovery for opponent will be greater. As a result, combos like standing jab, EX ball, fadc stand jab elec will become a possible combo. I predict this bc the notes say that EX ball allows for greater comboability. Doesnt really say anything about juggling. Plus, knockdown ball hasnt been in a street fighter game in a long long long time, and lord knows these developers are not gonna make any crazy new changes.
Additional hitstun would be preferable just because I like lots of damage, but I would guess knockdown/juggle for ex.
coop is pretty bad, for sure, but at least he sometimes does things that make him look like he’s controlling the game. Choco looks surprised every time she wins.
At least the SBO qualifying Blankas are good. Kimlegend is a personal favorite and Chari has the best win% among the top 10 blankas and has been consistently good for 3 years.
you know what makes me wonder is why they add a knockdown. yes, it’s nice but, and this hasn’t been addressed by any of you, you will lose the option to do ball into super. think of it: jHK > crMK > stLP > HB > super … whoops, no super because the guy is flying away. this means going for maximum damage with super as an combo ender will be impossible.
I hate HP ball into super anyway because I’m rubbish and end up doing hp.super (same button again = easier than remembering to use lp) which doesn’t work on most (all?) crouchers.
Well I did mention losing the fierce ball to super cancel earlier in this thread. All in all though, the knockdown trade-off is better IMO. Super cancel from jab/strong ball will still be there, just gotta be careful.