Dev blog Gen changes AE 2012

They won’t give Gen EX Oga, period. If they were feeling like giving old stuffs back they would’ve given Gouken overhead dive kick. They’re prolly gonna go for some workaround buff like EX Oga being slightly faster.

Or some shit like crane st.HP +2 on hit by reducing the active frames of 2nd hit by 2 lol.

here the buffs i wants for Gen i hope they will givs him those buffs since all cast gots some really buffs and stuns:
1- upgrade his health(stamina) from 900 to 950
2- More damages on his combos … gens combos are not easier than ryu or ken … etc !! so Gen need more damage cuz his stamina one of shitiest in the Game!
3- more links on Crane like { s.lp > cr.lp>cr.lp> cr.mp> rolls }
4- This is one important thing that i need it >>>>>> his EX Oga escape tool against fire ball cast like Guile, Dhalsim and others is so bad cuz we cant control his oga height i mean what i need that when i press lk + mk suppose to give me small height like the lk OGA and when i press mk+hk give me as the hk OGA … cuz its useless right now when u escape and u try to hit them its UNSAFE AND THEY CAN DO WHAT EVER THEY WANT !!

Conclusion:
Gens (Mantis) combos are FINE … Crane Need buffs :frowning:

sorry for my english

  • Al Mantis

I know that, quite frankly i’m a little tired of Capcom removing things in previous editions that didn’t need to removed at all and then they rebuff characters with things that are hardly useful. It’s like they have no clue on how to go about balancing sometimes.

ikr. But I gotta say, the buffs Gen got were quite useful compared to what most other characters got with a few exceptions.

I will be waiting for his changes today. Honestly idk why they keep delaying Gen’s changes to the very last post.

Come to think of it, has any1 noticed the crane normals hurt box buff that Seth and dev blog were talking about? Cuz honestly I still cannot see a single difference.

Oh they’re coming today? Well it’s 18:40 PM here so…I hope I they’re released within 4/5 hours.

Yes we should be pleased Gen actually got some rather good changes, most noticably HK gekiro knockdown and crane c.hk, but I just don’t see much potential in the buffed EX rolls on paper unless they have invincibility frames and not just projectile invincibility. Come to think of it that would be a pretty good ‘solution’ to Gens defensive problems imo, have the EX rolls have moderate invincibility frames to get some air sounds good.

No, it should be posted around 12pm JST as always, so I guess after about 10 or 11 hours. May be after 8 hours if they are early, but I dont work on Wednesday evenings so I can wait.

I can think of better buffs than EX Roll changes, but I guess it might be useful. Having 4f longer fireball invincibility isnt so bad either.

Here is my suggestion. Take the time to find people who actually play the character. They do it all the time, but instead of flying out every player just find their account. Try to contact them. They had Daigo work on Super, they had Floe work on 3SO. Find the people who have the experience with those characters and get their input. That way most of the requests aren’t probably too far fetched from people who just want to see their character buffed like hell. I could see Yeb giving great input without going over board. But even still, Capcom has the final say. They need to have a legit way of communication where they are actually showing that they are looking for “what would you like to see” not some random player making a thread with hopes that Capcom MIGHT see it.

I think they need to make the community feel more involved. Because I know they try to, but it doesn’t seem official. Like during the process you don’t get the feeling that they are even listening to us, until maybe the end. They need to do the same thing with Costumes. They keep picking garbage ghey ass costumes that 10% of the people like. They need to have a poll at Capcom, pick the ones they like so let’s say 3-5 that Capcom wants to use. Then put the poll on a forum for the customers to choose. The top pick from the poll wins. Majority wins. Even with color schemes. Gen’s 3rd alt is cool, but the colours are dumb.

I’ve seen some legit suggestions from some of the players here that would make Gen better but not S tier, not even top. But just make him a bit more solid and make most of his match-ups even.

If I were to change one thing that the Dev Team has provided, is a hard knock-down on all versions of Gekiro, or make HK Gekiro possible on all characters during combos. I think that’s fair since he can’t FADC it on block or hit. He can’t really do juggles like Gouken, Ryu etc (Ryu’s, j.MP[TC], SRK).

As for the c.HK it looks like a double edged sword. Hopefully it adds more hit stun, because if you use it as a AA and it hits while they are very close to the ground, that added active frames is making that move longer, so what happens if you stuff a dive kick vs OS (c.Short, c.Jab, c.Round House) will they recover fast enough? Remember it’s already -12 on hit…

They actually collected some sort of surveys after loctest. Even then it doesn’t guarantee that the players are experienced tho.

That’s what I’m wondering about crane cr.HK. Will they remove 2 recovery frames and change it to active frames, or will they just add 2 frames to the whole duration of the move?

If it’s the latter I can see some of the cross-up dive kick settings that I use being gone, cuz it’ll be just too slow to make reversals whiff.

From the videos I watched, I wouldn’t feel comfortable with those Gen players giving input.

At least someone’s playing Gen.

They might be pros checking stuffs out, or they might be those who picked up Gen for the 1st time after seeing his buff list. You never know which side the streamed Gen players were in. May be in the middle as well.

Oh btw, stepping forward slightly then crane jumping with j.MK after doing U2 is such a dirty setup. As a U2 enthusiast I shall practice this setup all the time.

Agree about getting the community/ players involved etc…
Not sure about the cr. hk, I (think/hope) the total frame duration hasnt changed, just that there are two more active frames. So the recovery is still like it is now (slow, but not any worse)

This maybe a dumb question, but I’ve always thought that no matter when you hit an opponent, the move continues the rest of the frames unless it’s a cancellable move.

So let’s take the current AE Crane c.Round House Start-up F 5 / Active F 3 / Recovery F 31 / On Block -16 / On Hit -12

So if you hit them at the 1st Frame of the Active Frames, the move doesn’t jump to Recovery Frames does it? Or does it have to play out the rest of the 2 Frames of Active before it goes into Recovery? I always thought that no matter when you hit them, it has to complete the rest of the Active Frames then go to Recovery Frames.

That means there are 2 more Frames that could affect the On Block/On Hit.

I hope I describe this question as clear as possible. When someone jumps in on Gen, and Gen performs his Crane c.Round House and hits them at the Lowest point of his Hit Box, What is the general Frame Data for people returning to the ground? So basically what I’m getting at is, will they have enough time to recover and let’s say perform a 3f SRK?

Well uh… Im not too sure about frame data myself, so dont quote me on anything, but I hope they just changed two recovery frames into active frames instead… that way the whole moves duration would be the same, with recovery being 2 frames shorter. That being said, Capcom is lazy and probably didn’t do that. Theres a video of new cr hk somewhere in these forums, looks the same to me. Regardless, I dont think Gen will be punished in those situations… but good topic to bring up.

I think the opposite.

Capcom is way too lazy to even draw 2 additional frames, so chances are they just drew shitty hitboxes on 2 of his recovery frames. Even if it’s longer, I’m not complaining so much, some of us already went through the hard times using crane cr.HK during vanilla :rofl:.

If you have the AA timing on c.hk down, it was an irrelevant change. The buff was for casual players who don’t know how to time their AA normals, and won’t really change expert level play. Maybe it’ll be nice for AA’ing demon-flip kicks, since the stop in momentum before the kick made it whiff in the past because of short active frames.

If you have more active frames, you won’t have to guess whether the opponent will empty jump or not (that stupid lower body invincibility), you will just straight out beat them, period. It’ll be one of the best AA normals.

well anyway here is some japanese forum for ppl to “demand” changes to the various chars. I cant read Japanese, so if there is any Gen section please translate (anyone?)
Google translate is terrible…

Reduce Hands pushback on block
Mantis j.HK slams airborne opponents to the ground
Bring back chain combos (some hesitation cuz of Juri U1)
More TCs, not only in mantis but in crane as well
Jump frames back to vanilla(not arc, just the number of airborne frames)
crouching short 3f start-up
range buff on mantis cr.mk
crane cr.hk to 5f active frames - got it
more range on crane st.mk
give gekiro 5f start-up and remove mashable property on ex
reduce the whole duration of roll
less recovery on lp roll
ex oga height changed to mk
mantis U2 always locks

They’re the list of changes they wanted quite a while ago

I’m really not sure what to expect for changes, but I’m loving the approach of buffing moves that weren’t very good before. They “buffed” EX Roll last time in an attempt to increase it’s worth, so I’m expecting them to do a similar change to EX Oga. Glad they’ve given Mantis U2 some much needed attention, but I’d still love to see another slight buff come it’s way, as well as maybe one simple crane chain combo. C.LP --> C.MP perhaps.