Comprehensive list of changes to Gen

EX gekiro has 7 frames of full invincibility, 1 frame less than backdash. Its active frame starts at 7th frame, so it has 1 frame of full invincibility + active frame. It also has marvelous hitbox (or was vanilla gekiro hitbox all like this?) compared to MK or HK, so you’ll never get stuffed by Guy’s elbow or shoto’s j.LK unlike MK/HK version. If the opponent either uses EX SRK at the same time as you, or inputs the SRK command on 5th~6th frame of start-up, you’ll lose.

oh thank you thats interesting… where did you get that data anyway? is there some kind of list i’ve missed? :smiley:

dont know about vanilla gekiros hitboxes, i only know they all hit low too like EX and LK version in ssf4

i was aware of the hitbox data, not much about invincibility frames of ssf4 gen’ special moves… the gen’s frame data on srk wikia didnt get updated ;_;

Hitbox data video shows how many frames of invincibility there are. Only thing it can’t show clearly is super start-up, ultra start-up, and moves that are invincible to strikes but are vulnerable to projectiles.

oh yeah the videos, that figures, thx

lk gekiro has a fat hitbox around his body. thats why its pretty good vs lows and it doesnt hurt that it comes out 2 frames faster.

okay people, if you can bring back gens sf4 tools to ssf4 gen, what tools would you in the order of importance? if we give him everything back, i’m sure he’ll be top tier or high mid with people will complain how him being overpowered despite the fact he still takes damage like shit, gets stunned easily and can’t be picked up overnight.

heres what i think is the most important

  1. low jump mantis - probably the thing i hate the most of ssf4 gen is his new mantis jump. it just doesn’t make sense they took that away from him when hakan jumps even lower than his old mantis jump. it makes certain matchups much harder. (chun, bison, abel)

  2. invincible ex oga - lk gekiro and ex gekiro are a pretty good replacement except you can’t fadc and it sucks vs crossups. seeing how akuma can teleport away for free and his dp being better than gens, i don’t see how giving him this back would make him too good.
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  3. mk hands x2 - seriously, i don’t miss this too much. mk xx hands xx super in ssf4 is too good to give up. what i do hate is how this pushes you back too far resetting the situation. i don’t think capcom likes the idea of mk xx hands x2 and canceling into a super afterward. it’ll prolly scale like crazy.

  4. meter building - it sucks in ssf4 but its hard to see this coexisting with mk hands x2 along with the slight buffs in ssf4.

either mk xx hands x2 stays while building the same rate of meter in ssfiv

or

mk xx hands x2 doesn’t return, but builds tons of meter like in sf4 and doesn’t push you back as far as it did in ssfiv. seriously, all thats needed to do this is lower the frame advantage on hit so its not possible to combo into mk after the hands anymore, but that might affect fadc combos.

i rather they give him back mk xx hands x2 while generating meter at ssf4 rates since you can add in a c.hk against certain characters after mk xx hands.

seth answered a question concerining gen and made an interesting statement:

He had mentioned this same thing in one of the earlier post when SSF4 came out. Nearly identical.

Well I hope it’s true that they will give Gen some more tweaks. The sad part is we might not see this until next year as I hear that Arcade operators have exclusivity to new characters and tweaks once released in the arcades.

the interessting part is only the last sentence which I’ve bolded. everything else is typically “bla bla”

Dammit, bring the Alpha chains back. I was playing Alpha 3 recently and Gen just had so many links… dude could link the second hit of Mantis s.hp to s.hk. No joke. c.mp to c.hp, too.