I think I’m too late in noticing this, but if a standing ryu blocks c.MP xx HP roll in a close range, he cannot reversal until roll ends. I remember 2nd hit of roll not hitting ryu and he was able to reversal anything.
Has someone found out how much more damage Mantis U2 has to do to kill the opponent?
I think it was said here that it has to take at least double your opponents remaining health. It does 424 (I think) so your opponents has to have 212 or lower health in order to finish him
Why?
dont forget to factor in guts. but yeah i think this is right.
The hit box data shows that the hit box for crane s.mk extends well past Gen’s “hurt box”, which makes it pretty safe at the right ranges.
Admittedly it could stand to be faster or have better reach, but the hit box alone means there are times you can do a bit of fishing with it.
Shameless bump. This thread should be up there, perhaps even stickied. Lots of good info.
What we need a new Gen guide. Who here has the skills and dedication to do it? Would be a major help to all the Gen scrubs out there.
can someone tell me what the point of his new PPP ultra doing grey damage? Is it just for shits and giggles or is there some real tactical use for dealing grey damage versus direct damage?
It’s possible to force people to try to get away and make a mistake. To be honest it has come in handy. But I haven’t used it enough to see any real benefit. But the best usage I got out of it was hitting a Ryu with it then after he got up I dashed to him, did PPP c.MK to hands, super and it finished him and he had like 70% health. when I first hit PPP U2.
I see, still seems kinda risky and annoying if they actually do manage to get away and regain their health.
High Risk Medium Reward IMO
I find the ppp u2 is useless. It should have had a timer above their heads and drawn their energy while it counted down. Not this Grey BS they have now. I did it on a Akuma and he kept teleporting away and recovered everything the other day. What were they thinking. If they had the timer idea they would have to charge you and be forced to fight you instead. You have to work to land the thing then wam run away game.
I thought his jumping game was off some how. Then I read what Yeb wrote and it made sense that it now sucks and I can’t footsie using that long ass c. mk like I used to.
If you play vs an Akuma that does that again. If you have Super, use Mantis Super.
Yeah that would be great but with what meter? I used to try to make Akuma teleport to land my super, But now with no meter build up it won’t be happening so much anymore.
What do you mean with what meter? I just said if you have Super… use it. That way it will add on to the Mantis U2 damage. I’m assuming you mean after you land the super eh? Try to learn to land it without it. People saying jump, fierce or round house is a hard hit confirm, but it didn’t for me.
I had a Ryu down to like 70-75% health. I hit him with a Mantis U2 (full ultra), then I moved forward before he got up, did c.MK, Hands, Super. That finished him off. Just imagine what Mantis U2 to Super would do.
No what I was trying to say by the time I land it I haven’t built up enough meter to land the super like I used to all the time in Vanilla.
Gen’s meter is nerfed but not that nerfed. You should have it at least once. I’ve had it twice, because of absorbing and whiffing across screen gekiros. Anyways, I was just giving insight to how it could be useful. If you don’t get Super at least once, then you aren’t getting enough hits in.
This.
I usually get full meter atleast once, and in a long match (more than 2 rounds) definately twice. The way I see it Gen just requires some more careful meter management. I pretty much stopped doing FADC’s (unless I can do it to finish someone off) and only use 1 bar every once in awhile for EX Gekiro.
ya I usually save mine for super and FADCing from block strings to throw just to finish the round to get a knock down so I can start mixing up again.