Behind-the-Scenes: Rebalancing Super Street Fighter II Turbo HD Remix (part 5, Blanka)
February 11th, 2008 Seth Killian
Aaaaaaaaaaaand we’re back.
This is part five in an extended series of articles from David Sirlin, detailing the changes we’ve made to the rebalanced mode of the new Super Street Fighter II Turbo HD Remix project. The first article went into some details about the design philosophy behind some of the changes, with subsequent articles on Ryu, T. Hawk, and Ken. This week brings us Brazilian baller Blanka, who I can tell you (after playing him for a few hours) has definitely gotten a lot more, um… beastly.
Blanka
Blanka is considered bottom tier in ST, but even in that game he has a lot of potential and a lot of things going for him. The throw range on his bite is enormous. His crossup (jumping short) is excellent and easy. After the crossup, you can go for a combo, a bite, a blocked hit into a bite, another crossup, or a blocked hit into another crossup. Also, Blanka’s roll attack does really good damage. HD Remix Blanka retains all those good features, and gets some boosts.
Horizontal Rolling Attack
In ST, most characters can hit back Blanka’s roll after blocking or even being hit by it. In HD Remix, it recovers faster, but it’s still not completely safe. Dhalsim and Balrog are still able to hit it back easily (with standing fierce and jab rushing punch, respectively).
Bison can still hit it back with a well-timed Psycho Crusher. But Honda no longer gets a free hit after the roll, and Ryu no longer gets a free red fireball. Blanka actually lands fast enough from his roll to jump over a fireball if Ryu throws one right away. That’s quite an upgrade from getting hit back and knocked down every time.
Diagonal Rolling Attack
The so-called Beast Roll or Rainbow Roll was not at all useful in ST. It has long startup time as Blanka jumps back before rolling and it has long recovery, allowing almost every character to hit Blanka back, even if he hits with this move. In HD Remix, the initial hop back part is greatly sped up, and the recovery is drastically improved. Blanka actually recovers before the enemy if they block this move, allowing him to keep up his pressure. At mid screen, it’s now a realistic way to go over fireballs, but the hop back part of the move still leaves Blanka vulnerable to a solid fireball trap.
Hop
The hop is a pretty good move, allowing Blanka to move around quickly and hop into position to throw. The old command is press all three kicks while holding either away or toward on the joystick. This motion still works, but now you can use either jab+short, strong+forward, or fierce+roundhouse instead of three kicks, if you like. This is a great benefit to players who use a gamepad, but even I prefer the jab+short command on a joystick. I find it easier to hit those two buttons quickly than any other two because my thumb and index finger rest on these buttons. If your mileage varies, you can always use the original command, though.
The hop back has the same invulnerability from the ST, but it generates much less super meter now. The hop forward has an additional nine frames of foot invulnerability which theoretically allows him to hop over sweeps somewhat, but in practice this has not proven all that effective so far.
Vertical Ball
The vertical ball is unchanged, but I just want to point out that it’s one of the only moves in the game that can hit on the very first frame. This makes it incredibly good air defense and it’s impossible to “safe jump” against Blanka because of this (see the video tutorials on Capcom Classics Collection 2). The move is also vulnerable on the first frame which means Blanka often trades, but the trade usually does damage in his favor and leaves the enemy knocked down, allowing Blanka to go for his tricky crossup short.
Note that we did fix a bug with this move. In ST, moves that can hit on the first frame have an unintended property that if the opponent tries to block them on the very first frame, there is a 50% chance the move will hit anyway. These 1-frame semi-unblockables are fixed in HD Remix (but left unfixed in HD Classic Arcade).
Electricity
The properties of this move are unchanged, but fewer mashes on the punch buttons are required to activate electricity.
Super
Blanka’s super is one of the worst in the game in ST, so it’s improved in HD Remix. The startup is faster and the recovery is faster so it doesn’t get hit back all the time on block like it did before. You can actually use it just for the sake of getting close and going for crossups, if you like. If the move hits, it will now always knock down.
Blanka’s rolling attacks are the main upgrades here, allowing him to roll more safely against some of his biggest enemies, such as Ryu, Sagat, and Honda. His Diagonal Roll gives him a new pressure option that also doubles as a way around fireballs. That said, fireball characters can still keep Blanka in check (back away and sweep the Diagonal Roll as it ends or just Dragon Punch it), but the matches should be a lot closer.
–Sirlin
Here’s a brief bio on our guest blogger:
David Sirlin has competed in Street Fighter tournaments for 16 years, and for 11 years he has helped organize and run the tournament series that started as B3 and has now become the international Evolution Championships. He represented the United States in SSF2T in Japan’s Super Battle Opera tournament, wrote the competitive gaming book Playing to Win, and provided narration for Bang the Machine, a documentary film about the Street Fighter community. He’s now overseeing the design and gameplay on Super Street Fighter 2: HD Remix.









Thanks for bringing back the updates. I was salivating and had to install a bib.
I’m not a Blanka player but his changes seem pretty decent.
Looking forward to more!
Yayyy! thanks for the news update! It’s great upgrading especially low tier characters so they can
compete better with the rest, this will ensure more
options and competition involving more characters
than just top tier, therefore people can choose their
favorite instead of based on who got more advantages.
Blanka’s always been my guy, and I could beat any of my friends even with his weaknesses. But it’s good to see him ramped up for expert players. Will we see more tourney players choose Blanka?…
I like Blanka’s changes. He still feels completely like Blanka (he’s not shooting fireballs or doing 360s), but he gets robbed less. I mean successfully predicting a fireball from Ryu, smacking him in the face with a ball, and then having Ryu get to hit you back for free anyway is just ridiculous. Those days are over, and Blanka basically just has the best form of his old tricks, with some added juice from wacky beast roll, a usable super, etc. Very fun.
I even heard one of the best players wonder out loud whether Blanka is now the most powerful character in the game.
Even with the changes to his vertical roll, it’s still as useless as it was in ST. Dropping vertical rolls in HF as part of cross-up combos were one of his most useful attacks. Bring back the full roll like in HF! Have him go up and down, as opposed to just going up and then fizzling out. Virtually every Blanka player in HF would thank you if you made that fix.
The vertical ball is very far from useless even in regular Super Turbo, and as Sirlin pointed out it is the only first-frame counter move. It’s also useful in lots of other situations (against Vega, Dhalsim, and lots more), in addition to a few “trick shot” techniques.
The Hyper Fighting version of the vertical ball wasn’t just good–it was probably the single best special move in the whole game, and rocketed Blanka into the top tier by itself. It was also easy to abuse by just repeating it (vertical ball, low forward, vertical ball, repeat). We’ve tried to avoid easily-repeated traps like that to encourage more creative use of the many tools in Super Turbo.
Even with the change, Blanka’s vertical roll is still useless. Bring back the full roll like in HF. Have him go up and down, as opposed to just going up and then fizzling out. Useless.
You don’t act like a true Street Fighter player. You act like a common HF Blanka player.
It’s not that simple anymore. Understand that combined with the new ability for Blanka to Buffer crouching Forward )Medium Kick), allowing the ball to behave as it did in the days of Hyper Fighting would almost be too powerful. It was manageable in the old game because you could not start the upwards Blanka Ball while the enemy was still in Block Stun, giving them gaps to escape. Allowing for both a Bufferable crouching Forward and the Hyper Fighting version of the Up Ball would be waaaaaay too potent.
Seth, can’t wait to see a Blanka in-game screenshot featuring any unseen background. What about Cammy’s, Chun-Li’s or T. Hawk’s?
I think Blanka’s art is still under development, although I know I’ve seen finished backgrounds for at least Cammy and Chun Li (they looked finished to me anyway).
I’ll ping the team about whether we can release those at least.
best,
Seth
@ the comment that blanka might be the best character now
heh… if honda doesn’t end up being the best, blanka has a good chance.
if blanka still has bite gimmicks and dizzy potential, you make his rolls more useful…
the jump over ball having uses is tight, and i’m sure the recovery is indicitive of making it safe, but recovering before the blocking character seems scary in theory… so blanka can now jump over ball, then go for the throw, poke, or safe blanka ball… even walk up tick…
he already owns some mid/tops, and with the jump over ball being beef, he might be able to legitimately fight 90% of the cast.
Hi Sirlin, It sounds as if you are doing a sterling job of rebalancing and (shockingly) improving one of my favourite games. I’ve been in love with the Street Fighter II series since being a school boy and I regard SSF2T as masterpiece. I was (for obvious reasons) initally worried about the changes that are being made to the game but I now feel fully confident that the newest installment will only add to the ST experience and broaden the spectrum of people that will play and enjoy the game. I’m relieved that the task has been given to an experienced, high level player that understands the intricacies of both physical input and strategies/mind games. I just cannot wait for the release of this game.
On a side note, how far away are we from the release of some HD gameplay footage? I need a thirst quencher!
I’ve tried to post in the Ryu changes article many times with no luck over the past couple months so please excuse the misplaced comment.
My brother and I since Street Fighter 2 play as RYU vs KEN. I am always RYU, he is always Ken. I have a simple request:
Please make at least one of RYU’s dragon punches have the priority from SF2T.
I’ve pretty much played RYU exclusively in every SF game since 1990 and even have an SF2T machine prominetly displayed in my home and I can say that SSF2 and SSF2T were completely frustrating fames to play with RYU’s nerfed dragon punch. After reading the Ken upgrade article with the improved jab and short dragon punch priorities please equally improve the priorities of at least one of RYU’s dragon punches.
It would mean the world to me, see similar requests at the bottom of the RYU article from others.
If I have to play as Ken to get a decent dragon punch it will be a sad, sad day.
Thanks,
Anthony
Sirlin I trust u fully I’ve read all ur post and I love what ur doing its great ur going 2 make SF2 so much better and fun cant wait. Anyway THEY NEED U DESPERATELY 2 HELP THEM WITH STREET FIGHTER 4 IT LOOKS LIKE JUNK those japs r smoking crack u could do it so much better I can tell ur the man 4 the job. 1st off what the hell happened to the udon comic anime look we’ve all grown 2 love over the years in 3d or a realistic 3d look like tekken would be cool. But no I hate the direction they’re taking SF4 the characers look like Ren & Stimpy on crack its turning out 2 be an uglyer version of SF2 this might be worse than SF3 with all those ugly goofy looking characters that were silly and had nothing to do with the SF2 game at all it was junk AND WITH OUT UR HELP DAVID SIRLIN SF4 WILL BE JUNK 2 im more excited about SF2HDR than SF4 those japs making SF4 r retards how could they miss the mark by so much r they even tryin 2 make the best SF game ever dont look like it 2 me I love SF Sirlin plz save SF4.
Sirlin this is more greatness bring the low tier out of the shadows I luv it. Blanka needed help real bad all most all of his ST moves were useless and doing Electricity would hurt ur fingers real bad now those days R over :). I wonder why the vertical roll aint like and dragon punch or a flash kick tho trading hits all the time mite sux. Blanka is going 2 look so cool now in HD peps R going 2 use him way more often hopefully I fight sum diffrent characters online instead of always Ryu & Ken