well, you dont really want to spam on crouch tech. as you get further along in your play, your opponents will be looking to counterhit you. and believe me, jab jab cross up is far from cheap. you just need to be able to remain calm while defending. its not really that threatening
your crouch techs should be something you are doing passively. that way when you see them jump up to cross you up again, you’ll be ready to either jump back fierce. or you could try to focus the jump, and dash away from them. try going into training mode, and record the dummy doing it. you’ll be more prepared when you see it in live action
Yeah, I agree I need to spam crouch tech less. The jump in and cross up is really a pain to me. That is when Yomi comes in. You have to guess between a throw, a jab or another jump all through the three blocks. Add in another command throw and random SRK… you get Poongko!! I just find it hard to react unless you read him correctly. BTW, define passively. I don’t think you can wait til the throw animation to reverse the throw.
i mean concentrate less on pressing your crouch tech, and focus on them trying to reestablish pressure. crouch tech as something going on in the background while your brain is focused on something else=passive
i had another gen gameply epiphany. i’ll post it here because it relates to me and mesiahs AA talk earlier. those characters that have those steep downward angled attacks that beat crouch fierce; those attacks all lose to stuff like air to air roundhouse or retreat jump jab or air to air mp
the attacks all have downward extending hitboxes that dont extend that far in front of them, durrrrr
For Crane stance I would like to see the cr. lk pop the character a little bit higher so connecting to mantis ultra 1 wouldn’t be character dependent or requiring the corner. The extra height on pop up would help Gen be able to hit confirm mantis ultra 1 off of Crane st. lp.
I kinda want to roll to be -2 on block. By doing so it can become a nice chipping tool and also help continue a block string. When Gen wants to close in on defensive characters, ending in hands gives the opponent too much free space while ending in roll places Gen in a better position for pressure.
Actually all I really want is his EX oga invincibility back. Everytime I play a character that has a good mix-up game on my wake-up and/or has me cornered (goddamn akuma) the pressure is hard to deal with, especially if your opponent uses OS aswell, essentially making me guess 50/50 a lot of the time. It’s not like it was super safe in vanilla anyway and it costs one bar, unlike other characters real teleports which didn’t burn meter.
If they give me that, I am very happy. After that i guess crane stance is the other important thing that definately could use some work.
Ex oga invincibility would be awesome but I guess… way too powerful, even better than teleport. I perfectly agree that once cornered, Gen has lots of problems… but this applies to a lot of characters of the roster, no? Anyway if they give us back that… I’ll be VERY happy!
In what way? Other characters have a teleport that does not cost meter, yet they felt like Gen didn’t deserve a ‘teleport’ which is just as punishable as other teleports if expected and costs meter. Seems fair to me. The fact it costs meter means it prevents gen from getting his super faster or giving it up (temporarily) for the sake of some breathing room.
Yeah, I’m actually starting to think that EX oga really wasn’t that OP. I ate quite a few ultra’s from people who knew how to punish it back in the day. And if its that severely punishable there’s really no reason to take it away… And it does cost meter which is a huge deal for Gen.
The only reason I could have POSSIBLY seen it being OP back in his vanilla days was because he still had follow-ups other than wall stop. The opponent simply couldn’t go and punish like heck because if Gen happened to not do a wall stop and went for a near kick or a ceiling jump, the opponent had a possibility to get hit unless he/she had fast reaction (you had to get determined to go to punish his wall stop, suddenly see his other follow-ups, and stop whatever you were doing and pull back. It wasn’t easy). His EX Oga follow-ups other than stops, just like its non-EX counterparts, gained 120 meter on hit back then, followed it up with Gekiro and there was your EX bar back. The safest way was just to let him go unlike Akuma teleport (without U2).
Now that Gen gains much less meter, I don’t see why he can’t get it back, except for my speculation that damn Capcom don’t like putting back what they took out themselves.
Don’t post that shit, Ono will probably interpretate your post as ‘‘Gen builds much meter, maybe less meter for a more realistic portayal of the character?’’ or some shit like that. God knows their reasoning sometimes, we all remember what happened to El Fuerte lol.
I expect Fuerte to go up after rebalance though. Especially Fuerte. I don’t see Gen and Gouken changing that much, tbh. I doubt Capcom will listen to our call.
Actually I’m afraid of nerfs. I don’t know if I should hope for a good performance from Amiyu at Tougeki or not… Seeing a Gen among the best players in Japan may trigger horrible ideas in the minds of Capcom staff…