I see, thanks for the correction. I rarely look at the damage in jumping light attacks :lol:
3&4. Thanks for testing crane c.MK, as I wasn’t sure about that one.
True, I was thinking if I should just say “some new crossup setups are available”, but I tried to be more precise.
That must be it, it wasn’t exactly 88% but was around there, I just didn’t know which value it was. Thank you for clarification.
This makes me so angry. I had suspicions but wasn’t sure whether I was just imagining things. On top of that, has anyone else noticed that at the tip of s.mk’s range, hands doesn’t connect for full hits against a lot of the cast now? I remember this happened with Rog in vanilla (the last hit of hands would whiff, but only at the very tip of the range), but now it seems far more prevalent, even further limiting mk>hands use at a new hit confirm to super.
Also, one final titbit is that hp>hands won’t hit properly on Chun now. One of the hands hits whiffs, just like mk>hands on Blanka. I doubt that’s worth mentioning up the top, but thought I’d chuck it in anyway.
yeb, not to say you havent done enough already. i was thinking you could add a list of characters that certain things work on in your first post here. i know it’s not completely relevant but it this could be the place gens fall back on in need.
for instance
mk->ex hands->ppp u2:
rufus, t. hawk, honda.
chars that go over you after punch super in the corner:
t. hawk, sagat,
those are just examples that ya could compile a list of character specific things. or…perhaps it could be its own thread…ill start on the testing! cuz im sure im not the only one who wants the information. ill share soon!
Yeb, street11, Redwolfx and Apricator i tip my hat off 2 you guys, deepest thanks 4 your hard work. If i ever see one of you guys at a tournament i’ll buy ya lunch. I want 2 say more but i don’t want 2 sound bitter about the new Gen but w/e gonna enjoy what you can.
indirekt nerf: u cant change your stance anymore at the end of a match. if i k.o someone with a gekiro i used to fall back with crane stance for next round.
lol thats cuz ya cant input anything after ko now. but ya can do gekiro and keep it hitting and switch stance… like youd have to do to get the super after gekiro. that is if ya dont finish them off with the first hit… im sure this is relatively common knowledge that im sayin.
and yes gen is lookin great. his links feel so much easier. mk hands is still there (nerfed but there!) which is what made him a good character. no ex oga on wake up is alright. the crane jump is even more ambiguous now lol. my brother who has about 10 years experiance in blocking cross ups is having trouble with gens jump hahaha.
I’m liking the new Gen, most normals are far better now, frame advantage on LPs and MPs can really be felt (I actually read this topic AFTER playing and having that impression). Faster crane MP/HP make them quite more useful, I already used those moves in vanilla but they’re a lot better now.
But what is think is REALLY amazing is HP Hyakurenku ability to be supercanccelled up to the 4th hit. Now with full meter I can just throw out MK/cMKxxHands as a poke and easily hitconfirm into super, 3s style. It’s awesome, so much confirmabile damage from far, safe, quick and armor-breaking pokes is scary. And even though he bulds meter slower with specials, his changed normal mean that you end up building more meter with blockstrings and such.
I agree with you. And you can always do links into MK, hands, FADC, MP, MK, lk. Gekiro. Although IMO links into hands hit confirm super seems to be the better option. All depends.
you can hit confirm into super on the last (fourth) hit of hands. and 2) it wasn’t trouble before only being able to hit confirm on first hit of hands… so that change was unnecessary. it made him more approachable for people new to gen, but all in all he seems less viable.
people complained that gen was a “one trick pony” in vanilla because of his mk hands loop. But now, to play gen, you’re forced to play mind games the entire time. The problem with this… the mind games were already in vanilla… he just also had a bnb to punish when whoever was playing gen bated out an opportunity.
edit
sorry, i thought someone said the 3rd hit of hands ^.^ so i take back my first comment.
Truth is, I’m not overly impressed so far and I’m considering doing the same. But, I’m gonna see if I can make something from this new incarnation before I lay the flower.
surprisingly, they got most of the changes i asked for. everything i asked for or close to it is in bolds. i should be happy but no low jump crane stance and invincible ex oga makes me sad.
come on guys, gen did get some really cool stuff. I think in the end he won’t be the same gen we played in vanilla, but he won’t be terrible. It seems people haven’t mentioned:
Teiga being awesome for punishing fireballs and punishing antiair attempts
cr. lp cr.lp mk hands. That’s really cool, gen can now combo mk hands off lights.