Vote for JiBbo to play the worst character (Blanka X Hugo)

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<div class=“QuoteAuthor”><a href="/profile/41564/Easternwarrior">Easternwarrior</a> said:</div>
<div class=“QuoteText”>Steve<br><br>-Only close jab and cr. jab is 4 frame.<br>-Gimped from having no kicks apart from crouch normals replaced with VERY situational weaves and quick spin follow-ups.<br>-Has only 4 LOWS cr. light (5f), cr. sweep (low range -8), and quick spin > low swing (slow and -9f on block), b+k (slow,m short range)<br>-Terrible overhead (17f, cannot combo off raw or cross cancel, only by hitting a cr. counter-hit)<br>-Lives off frame traps but all the other guy needs to do is crouch block (getting hit by a 80 damage slow overhead is better than standing and eating lows and a Gattling Gun throw.)<br><br></div>
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…Sarcasm?  Honestly asking because it’s hard to detect that on the web. >__>

<p>ahem</p><p>http://youtu.be/lccz1vcQ2ss</p><p><br></p>

Still not convinced!!

i think ibuki is all hyped new free char so i vote for ibuki/balrog - hugo<br>

That hopping move is evil, I knew it!<br>

IbukixIbuki JiBbo. Lets. Go.<br>

If I can do the same with Yoshimitsu’s Windmill I’m dumping Christie for Blanka LOL. Watching that video just makes me want to hardcore troll people online.<br><br>Opponent blocks X time power/meter gems + Chip Assist gem ftw.<br><br><br>

<span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>I vote Sakura X Elena </span><br><div><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>And i hope there is no Blanka in your team…please!</span></div>

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<div class=“QuoteAuthor”><a href="/profile/26486/Vulcan%20Hades">Vulcan Hades</a> said:</div>
<div class=“QuoteText”>If I can do the same with Yoshimitsu’s Windmill I’m dumping Christie for Blanka LOL. Watching that video just makes me want to hardcore troll people online.<br><br>Opponent blocks X time power/meter gems + Chip Assist gem ftw.<br><br><br></div>
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<br>I am getting a troll team like this too for sure! I made a calculation that the opponent will build 0.4 bar if you chip them for 1k damage. If you have a character that can let Blanka do his thing without spending more than 1 bar, then you could use the meter gem that gets you 1 bar for the first hit in the match, and use the chip gem on blanka, and potentially kill off the opponent with an infinite before he gets to do anything at all baha!

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<div class=“QuoteAuthor”><a href="/profile/41564/Easternwarrior">Easternwarrior</a> said:</div>
<div class=“QuoteText”>Steve<br><br>-Only close jab and cr. jab is 4 frame.<br>-Gimped from having no kicks apart from crouch normals replaced with VERY situational weaves and quick spin follow-ups.<br>-Has only 4 LOWS cr. light (5f), cr. sweep (low range -8), and quick spin > low swing (slow and -9f on block), b+k (slow,m short range)<br>-Terrible overhead (17f, cannot combo off raw or cross cancel, only by hitting a cr. counter-hit)<br>-Lives off frame traps but all the other guy needs to do is crouch block (getting hit by a 80 damage slow overhead is better than standing and eating lows and a Gattling Gun throw.)<br><br></div>
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17f is far from a terrible overhead. Akuma’s is 17f. Nina’s is only a couple frames faster. Want terrible? Marduk’s is 23f. <br>

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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>

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<div class=“QuoteAuthor”><a href="/profile/3373/evillee">evillee</a> said:</div>
<div class=“QuoteText”>Balrog needs a lot of help.<br></div>
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When it comes down to it I think this is what I want to see too. I don’t think Balrog is the worst character in the game yet, but it’s not like the buffs he got in 2013 really make him feel any more amazing. It felt like nobody was playing him seriously in 2012 and there’s still no reason to now. He jus comes across as a very simple SF4 transplant that’s not faring very well in this engine. It doesn’t really seem like he would have some amazing hidden technology that nobody knows about, but I’d love to be proven wrong!<br>

Balrog seems ok as an individual character, but as far as I could see he sucks when it comes to being teamed up with a partner.  A high level synergy involving Balrog is what I want to see.  Just seeing him take a major part to complete Mission Challenge 3 is enough for me to be convinced.<br>

<p>So far I’m pretty happy with how this thread is coming along.  Great job and thank you all for continuing to contribute your thoughts.  </p><p>Now the thing I would be most critical about of everyones judgment is that for the most part it’s solo oriented.  I see a lot of choosing a characters faults on his own but not considering how he works with his partner.  This is kind of the most important aspect of the game.</p><p>I would also mention that there’s been little to no mention of gem strategy.  Blanka, for example, would theoretically benefit well from speed gems.  From the research I’ve done so far it seems obvious that his jump is key to his offense.  Combine the frame + of electricity with follow up jumping RH then add speed gems on top of this and his rush down becomes fearsome.  You’ll respect his sub-par mid-range normals because you’re so focused on anti-air.  If you don’t focus on anti-air he gets the jump to be in close range where he works his throw/hit-confirm/overhead/cl.fwd.</p><p>And for the record, it’s a bit unwarranted to be critical of EX-Blanka Ball vs projectiles.  That’s what Amazon River Run is for and not to mention the trajectory of his jump aids him in dealing with projectiles.  I’m thinking EX-Blanka Ball would be for raw tag punishes (travels full screen for a reason) or close range fireball punishes.</p><p><em>Edit:  </em>I found his team super can punish projectiles from almost full screen.<br></p><p>As it stands right now and as I’m sure everyone can see, I’ve already got a head start on a Blanka/Hugo team and it’s very likely this will be my first experiment.  With the response this is receiving and the amount of fun I’m having with it I’ll keep this thread alive for as long as I can stand it lol…</p><p>So at this point it’s just a matter of convincing me who really is perceived the most shittiest character other than Blanka/Hugo… or debating who I’ll pick up afterwards.  Seems like Ibuki or Balrog are next on the list</p><p><em>Edit: </em>Follow me on twitter for up to date tech I find when I’m labbing @AutoMattock</p>

Can’t say he’s the worst or even bad, but I’d love to see you unlock some of Lei’s potential. He’s definitely got the most insane learning curve I can possibly think of in a Capcom fighting game, and I think he’ll be like Gen in SFxT not just because of the stance changes but because nobody knows the matchup. He might attract some niche interest if someone shows what he can do, but for the masses he’ll probably be slept on forever.<br>

After reading through some of the Ibuki board’s recent posts again… I’m voting a second time for Ibuki.  She could use the help/exposure/work.<br>

sorry SRK sucks

[why is there no delete post, srk shakes fist]

I tried to do a point by point reply to illitirit but SRK was freaking the hell out over the formatting or something, so I’ll just summarize:<div><br></div><div>You can’t have it both ways, that nobody ever needs to press buttons against Blanka and yet oh no if someone sits there whiffing crouching strong like a loon they’ll occasionally get a counterhit strong for 75 damage.</div><div><br></div><div>1) Standing jab is 3 frames with Rolento range paired with a superfast walk speed. You cannot repeatedly whiff normals against Blanka. Period. He will whiff punish you into a boost combo with a 3 frame jab. You cannot whiff normals like a retard and hope to catch his standing strong, if you are doing that, the Blanka is player is winning.</div><div>2) Standing jab xx standing far strong is safe from a proper range, like all the other good boost chain pokes.</div><div>3) You can hit confirm off literally every one of his good normals, standing far and close strong, standing close medium kick, crouching medium kick.</div><div>4) He has one of the fastest walkspeeds in the game. His backwards walk speed is the fastest in the game. His forward walk speed is the second fastest.</div><div>5) His jump is probably top 5 or top 3 jumps in the game, if not the best. His arc is faster than everybody else’s except for maybe Marduk, and his air normals all have great priority and flexibility.</div><div>6) He has a normal that is 5 frames start-up, is unthrowable, beats most crouch tech normals because he has no lower body hurt box, is 2 hits so it beats armor, allows a hit-confirm, and outlasts some reversals that don’t have enough invincibility, has enough frame advantage on hit to boost combo, is +0 on block, and if he gets hit out of it instead of being combo’d, he gets aerial reset.</div><div>7) Hop on a corpse leads to fairly ambiguous cross-ups, and also blows up reversal backdash if you cross up, since their last input will be forwards. He can do this from a standing position where you threaten their roll with a throw.</div><div>8) This is a tag game, and most of the SF characters don’t do good damage solo. This applies to a bunch of great characters pre and post 2013, including Rolento, Dhalsim, Sagat, Ryu, Vega, Cody etc. Needing a mix-up heavy, high damage partner (a Tekken character) is not an impediment, it’s a fact of life in this game.</div><div><br></div><div>Yeah, EX hori ball sucks and roundhouse anti-air sucks and electricity can’t be used the same way as in SF4. So what? If you can’t look at that list of strengths and at least formulate a basic effective strategy that doesn’t need those things at all, I don’t know what to tell you.</div>

Ibuki/Rog next, please!