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<div class=“QuoteAuthor”><a href="/profile/10052/Mnszyk">Mnszyk</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/12740/ilitirit">ilitirit</a> said:</div>
<div class=“QuoteText”>It would take forever to debunk all the stuff about Blanka being good that was posted earlier, so instead I’ll challenge someone to find me a match vid that demonstrates all Blanka’s “strengths”.<br></div>
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Well you could debunk, you know, anything at all. That would be a good start. That’s a rather loaded request anyway since you’d be hard-pressed to find a good match video of Blanka, period.</div>
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Hmmmm… I wonder why that would be.<br><br>The idea that far st.lp is anything remotely like Vanilla Cody’s cr.lk is laughable to the point where I genuinely thought you were trolling. far st.lp hits high, cr.lk hits low. To get out of the way of Blanka’s far.st.lp you can hold back. You can’t do that vs v.Cody. Cody can combo without charge. Blanka can’t. Well he can go into electricity but at the range where you think it’s so godlike <b>it doesn’t connect</b>. Cody’s cr.lk remains cr.lk at any range, which means it remains a 3f move. Blanka’s far st.lp becomes close st.lp which is a 4f move. (We’ll just ignore the fact that far st.lp is also -1 on block)<br><br>So what does Blanka does while spamming far st.lp anyway? <br>Buffer a boost chain? Punishable on block. So the opponent can remain stand at range that it whiffs, then crouch to widen their hitbox and bait and punish the boost chain, of which only cr.mk is cancellable into EX Ball which isn’t safe on block in certain situations, not to mention that it requires meter and charge. Why do they need to press buttons when they can just block and make you kill yourself?<br><br>Cancel into hop? Useless vs opponent’s who just block all day.<br><br>Repeat and hope to link into a CH st.lp xx boost? Could work, except that so many other characters can do this much more easily and safely, and it makes for a weak primary strategy. Remember, the opponent can just block you all day, and if you get too close far st.lp becomes close st.lp which is 1f slower on startup, has 1 less active frame and has 1f lower frame advantage (seriously, where does this idea that he has amazing normals come from?). His overhead is what, 25f? Not to mention that if they jump at this range, you can not use far st.mk as an AA because it becomes close st.mk which is not an AA. Speaking of which…<br><br>Using electricity as an AA? What, in the neutral game? Impossible. Show me someone that can piano, slide or mash electricity quickly enough to AA in neutral. Far st.hk? Extremely situational, not to mention that it also suffers from this dumb property that it becomes slower at close range (4f vs 7f). Yeah you can AA with far st.mk, but obviously not at close range, and because of the way the hitboxes interact it will completely whiff against certain jumping normals, and it just flat out loses to others. Furthermore, to be effective with it you need to play at a range where Blanka is not. And even when he does land an AA, what does he get afterwards?<br><br>Blanka has good normals? Haha, yeah in maybe range, but not speed (outside of far st.lp), priority (I have no idea where you get this idea from…), speed, recovery, damage, or frame advantage. You said a chunk of the cast can’t challenge far st.mp. How big of a “chunk” are we talking about here? The hurtbox of that move extends towards the front of his hand; his lower hurtbox widens. Ryu for example can beat it cleanly with cr.mp. In fact, just about any character who has a move where the hit-box extends pass hit hurtbox can do the same. And in this game it’s worse because opponents who have enough range can buffer into boost. It’s slower than many crouching normals, so it cannot be used effectively at certain ranges because where, at the range which a crouching normal will whiff vs Blanka, it will hit because of how his hurtbox widens up. This is very important when trying to play footsies and it’s exactly why I initially mentioned it as one of his big weaknesses.<br><br>Have you actually seen the speed of EX H.Ball? It’s ridiculous, and what makes it worse is that the huge stages make it so that beyond a certain range the only way to punish a projectile is off a read, further than that many opponents will be able to block in time. Try it.<br><br>He gets ambiguous jumpins? So what? He can only reliably hit-confirm off close st.mk/mp which doesn’t hit low, or cr.lp which is an unplinkable 1f link and laughably doesn’t hit low either. How does he open you up? By threatening with throws? That’s what every other character can do, and most, if not all of them have better and easier ways of doing it. And don’t even get me started on electricity pressure…<br><br>So what if electricity is +infinity. He doesn’t get anything on block because the hit-box is ass. You look like you’re in range to connect, then the opponent moves backwards (you have to move with them otherwise it whiffs and risk eating a reversal) further than you expect and then you whiff the next loop and you get punished. You go in for a punish and you mistime one press and you get a punishable boost chain. This game does not favour that style of play. Yes, I still use it occasionally (to no good effect), but I lose matches because of this as well.<br><br>Please demonstrate a <b>big fat 300+</b> (lol) combo that Blanka gets that other members of the cast can do more easily, cheaply and safely. (edit: I’m of course referring to switch combos, since that’s what either you or VH implied. You guys didn’t touch the issue of him doing pathetic damage on his own).<br>