Balancing Requests/Suggestions for Gen in SSF4 Arcade Edition

Well I don’t claim to be the best Gen when put to the test. But I do pride myself for looking at videos and picking apart my game with great success. If I may, I’d like to mention that I was the same way. When I took my break to make that combo video and a bit after that. My AA game was GARBAGE. Total trash. I was too defensive where I would block and try to reversal. But once I started to just “go for it” and really look at what AA works when, I’ve had great success. To be honest. I really only use EX Gekiro as a AA, I don’t bother with the rest. At least online. HK comes out too slow, and LK Misses a lot. If I face someone who puts me in to a short block string then neutral jumps. I tend to jump at them and use an instant Air to Air. Works almost everytime, so it’s worth doing. Also. I really only use ©c.HK, (m)c.HP, and (m)s.HP. Just using those three works vs the whole cast. So instead of getting fancy with others, just stick to the basics. Cuz really, it’s only 1 hit for about 100 damage. Might as well take it. And most times if you are facing a non-DP type character, once you hit them you can jump at them and apply pressure.

So my advice is just to go for it with those three AA normals. This is how I use them. c.HP vs far jump ins. c.HK vs closer jump ins, and some times vs floaty characters but not many. I’d rather use s.HP. Also I use s.HP vs funny hit/hurtbox characters like Rog. In the end all you need to do is practice watching your/their spacing, and use them on reaction.

Hope that helps.

Someone teach me how to AA Ryu’s jumping roundhouse. That thing is very very difficult for me to go Air to Air. Anti air like crane c.Roundhouse can still be beaten at times and perfectly timed Ryu’s j.roundhouse can make your gekiro whiff.
Anyone else with the same sentiments?

As a side note, one simple way to make mantis U2 more helpful is just to boost its gray damage to 550. That will really make people think twice about doing reversal after being hit and be ultra defensive.
Regards
Gecko

Gen’s AA normals are fine. Its as I’ve stated many times. Gekiro sucks for AA. It simply doesn’t make sense. If you just go and look through the frame data of pretty much every character with a form of an SRK and so far I’ve only found c.vipers hp thunder knuckle which really isn’t even comparable. Is basically the only SRK that doesn’t require EX to be invincible until startup. Almost every HK or HP version of an SRK is invincible until startup.

Even EX Gekiro isn’t invincible until startup. Stupid.

EX Gekiro IS invincible during the whole start-up + 1st active frame. It also has godly hitbox that no air moves without invincibility can beat out. Honestly, I find Gouken’s tatsu the worst AA, period.

ppp c.hp if mid kkk c.hk if close. both beat it clean at given range

@captainfalcon reset into free frame trap/os at MY ideal range, yeah that’s really shit.

What he said. That’s really all you have to do vs jumping Ryu’s. Same strategy goes for Kens, but if they are EX tatsu. from mid to close, KKK c.HK. From far away (some do it thinking they can close distance for free, and usually can) PPP c.HP

I’d like if hands to did non-negligible chip damage. Not talking HHS chip, just enough to give us something to work with. Our safest method of chipping someone is roll, which is -3 block and a dead-end on hit.

Crane normals need extreme changes. On a character who main mechanic is having two sets of normals and special moves, all of gen’s moves in Crane are almost irrelevant. I really only switch for overheads and to AA, and both have horrible downsides (long startup/recovery or few active frames).

Crane normals need start up changes, need reductions in hurtboxes, maybe even a TC, and some horizonal range increases. I don’t even get the point of crane stance, to be honest. At the very least, change the advantage on some of the moves (make jab c.jab chainable). It needs a lot of improvements.

Currently, Gen has absolutely nothing he can do against a Fei Long who spams c.mp/c.hp and AA’s with DP. NOTHING. Crane s.lk and s.mk, with proper hitbox and hurtbox changes, would have the tools to at least play footsies with him. Make them invincible to the back of the standing foot or something, and extend the hitbox forward slightly past the toes. Come on, do SOMETHING with these normals. Turn the 8-2 Fei/Gen into 6-4 at least.

At least give crane c.mp more advantage on hit/block so that c.mp>hp roll is not a distance-dependent true block string.

The sole purpose of Mantis U2, as it is now, is character specific combos and a tiny bit of invincibility. It is good for NOTHING else, and even in those things, it is terrible. The hitbox on the ultra wasn’t the problem… it was the fact that even if you land it, the opponent can not only escape and take no damage but can benefit by it because it fills revenge meter. In fact, the change in hitbox on the ultra really only served to encourage people throwing it out randomly in close-quarters footsies: It cant hit air, it is too slow to punish most moves in its range, it isn’t invincible to fireballs, it can’t be juggled except from super, and it cannot but combo’d into from anything but EX hands if you’re a fat character. It ENCOURAGES playing like a scrub.

If they really wanted to make Mantis U2 viable, yet keep the stupid gray bar damage, make the move do stun as well. Or speed it up/extend the hitbox forward so that it was 100% connectible after EX hands on the entire cast. Or allow it to AA for full animation! Just do something with it.

I don’t really have a problem with Gekiro’s invincibility, but I do think it’s unacceptible that mk and hk gekiro have the same hitboxes. There is no point in EVER doing mk. Give mk a faster start-up or better hitbox and sure, I’d be fine with that, but it’s lazy as it is.

TC2>HK Gekiro should land on full cast. Please.

Crane U1 needs to be active sooner or have it’s hitbox fixed so that it’s like T Hawk’s U2. Let him have a hitbox at his feet as well, please. Crane U2, just do a horizontal hurtbox reduction so that it stops losing to Zangitroll Headbutts on reaction. I don’t need start up invincibility on it, just a smaller hurtbox (I still think it should lose to DPs).

Maybe give the first hit of crane j.hk more juggle potential so that it can be followed by Gekiro?

IF NOTHING ELSE: Fix stance change landing glitch, fix Mantis U2 somehow… by above suggestions or give it more juggle potential so that full animation hits AA (I dont know why it is possible to get full ani after super but not as raw AA), and make dramatic changes to Crane normals.

I actually find mk Gekiro useful.
One change I would like to see in gekiro is for some good auto-correct on cross up like Dee Jay. No more cross up jump ins will be game changing for Gen.

Regards
Gecko.

how?

mk gekiro can be a better AA than the lk or even hk versions at some situations. (coming from my experience as an online DP spammer):wink:

Regards
Gecko

Really? I didn’t know. Would you make a list of situations where the mk gekiro is better? It’d really useful! Of course not in this thread…thanks!

actually MK Gekiro hitbox is slightly better than HK Gekiro, but I only use it when I anticipate a jumpin and press it before they even kick unless that I eat a couter hit, I rather just stick to crouch fierce and st. fierce as AA and c.RH when in crane

Its horizontal hurtbox is better, and for vertical hurtbox they’re all the same. There are hitbox pictures so you can see for yourself.

I think U2 Mantis would be a great OS for back-dashes if it could hit airborne opponents for full animation. He does say “YOU CAN’T ESCAPE”…Just saying.

I think that was U1 Crane. IIRC he says “Say Goodbye!”

Anyways, I’m not totally sure if it would hit all backdashes in case of OS. its startup needs to be improved too.

For me its most useful situation is where my gameplay is the weakest: dealing with cross up.
You know how some characters such as Ryu, ken, Seth, Blanka, Cammy… etc etc like to use this tactic: Jump in attack, start a jab block string x 2-3 then jump above your head for a cross up into more block strings/throw? I’m sure you see it online a lot right? Cheap right? It is really hard to deal with since you have to crouch tech throws while dealing with this tactic right? Well, you can sometimes see it coming and if you use reversal with lk gekiro it will whiff. Reversal with hk gekiro would trade or whiff but the trajectory of mk gekiro actually hits the ‘sweet spot’ in terms of hitting them before their jump crosses up.
Try it out for yourself and see. It is especially useful against Seth who like to do that cross up jumping attack after a few block strings.

Regards
Gecko

I’ll try, thanks :wink:

why not just jump back fierce or something if you see it as a repeat tactic

also, every character is subject to that sort of thing if you allow it to happen, except those with dps that go almost completely vertical which is like 4 characters at most

The jump back fierce is not reliable enough. I’m sure you are at that stage in which characters your calibre will most likely vary their tactic a bit to catch you off guard. When you block their jump in you already have to worry about getting thrown from the get go. Ryu for example can choose to throw you neat, or after one or even two blocks. During this string at least I will be crouching and spamming the sacred OS like mad hoping he doesn’t connect the throw. That really doesn’t leave you too much room to jump. If he plays like a robot and jump cross up after every second jab of course you can do that. Ranked matches doesn’t leave you too much time to read an opponent to that detail and I have to admit the european players that I play aren’t exactly morons.
Spamming DP will probably be easier to carry out in some situations and I will prefer to land a gekiro than a jump back fierce so that’s my preference.

Furthermore some character’s jump arc seems to favor this tactic. Ryu will be a prime example here. You can’t really do this tactic half as effective as Ryu with Gen. I tried to create a loop like this but the jump arc for Gen’s mantis style just doesn’t suit this ‘cheap’ tactic. I don’t know about you guys I still think Ryu has got a damn fine jump arc and strong house. His air attack is really giving me a hard time. Or perhaps my reflexes are failing me…

Regards
Gecko