Dev blog Gen changes AE 2012

Oh, I also forgot.

Before it was +6 after FADC on Roll’s 2nd last hit, which meant the hitstun was 4+18+6=28f
Now, it is +8 after FADC, which means the hitstun is 4+18+8=30f.

I can already think of some flashy focus crumple combos lol, and a way to combo into crane U2 without Oga.

His meter gain is still shit, there is no good way to build meter when you have space. Whiffing specials even full screen can be death because they’re so ass slow and unsafe. I don’t think I’ve built a full bar of super in a single round as Gen since Vanilla. When I play Dan, I’m burning that meter all day and on everything, Gief is the same unless I decide to save for super. Gen on the other hand, even if I’m doing amazing I rarely reach the 3 bar mark in a round, most of the time I get 2 bars max. Meter is SO IMPORTANT to Gen, seeing as his supers are so essential to his game, and how bad non-EX Gekis are for AA or reversal. Now that they’re pushing for Gen to combo video out of rolls with FADC and giving us incentive to EX Roll and EX Oga, meter seems like it’ll be more scarce than ever, but at least he won’t be so dependent on Super for big damage.

you gotta get more aggressive.

i usually build one full bar per winning round, or very close to it.

Same, also if they are spamming early like say lariats, I spam LK ogas over and over to build meter while they do.

I totally forgot about that.

Excel mashing:
Crane j.HK2, c.MP xx HP Roll xx FA2, Crane U2 = 436 damage, 2 bars + full ultra
Crane j.HK
2, c.MP xx HP Roll, FADC, s.MP, TC2 xx LK Gekiro = 383, 2 bars
Crane j.HK2, c.MP xx HP Roll xx FA2, s.MP, TC2 xx LK Gekiro = 374, 2 bars
Crane j.HK
2, c.MP xx HP Roll = 311

I think the first one would be about equal to the FADC combo with a minimum ultra. The biggest advantage would be the easy crossup wall dive setup you get off a Teiga.

Edit: got confused with EX roll/HP roll and changing stuff.

I’d like to see this. If I play aggressive, the rounds are just shorter and there isn’t time to build a lot of meter, unless my opponent is just blocking all day. Getting close is easy, but 4 bars in one round is extremely rare for me. It only happens if the 1st round goes on about 80 seconds.

^This. I pretty much have to take the round into overtime to get a full meter. Whenever I play someone and completely dominate the round, I end the round with just over 2 bars. When I do well as Dan on the other hand, I’ve played rounds where I land 6 or 7 EX Dankukyakus, which means I’m building absurdly more meter as other characters while doing about the same to my opponents.

In other news, I’m really wondering what the maximum number of rolls that could be stuffed into a single combo is now.

Weird changes, though the FA change is a new interesting way to ‘get in’ and I hope the EX Oga speed buff means we can punish fireballs on reaction now. That would be pretty huge actually.

I’m overall satisfied with these changes… first of all because they’re buffs and not nerfs. I think Gen has already damaging combos, he just needs more tools to get in… he has no dive-kicks, no projectiles, no teleport, no safe moves like rekkaken, etc… AND he has low health/stun. Crane walk speed is quite fast but that alone is not enough in my opinion. I see the improvements to jyasen and oga in this sense and I’m quite happy with it.
Anyway don’t get surprised if our opinion is not taken into consideration… Capcom listens mostly to Japanese players, especially for characters that are used very little, like Gen. Somebody here mentioned the old ex oga, well, I talked to Amiyu and few others about it and they say they thought themselves that it was overpowered, so…
There will be a third round of balancing. Let’s hope not to get any nerf but some tiny more buffs :slight_smile:

A third one? Oh god that makes me a littler nervous to be honest. Also the old EX oga isn’t overpowered at all. Don’t know what the fuck Amiyu is thinking, a ‘teleport’ costing one bar (which is every bit as punishable aswell if your opponent knows it is coming) instead of a teleport…for free like other characters. I cannot see how it is OP in any way.I hope he stays like this then, or gets another buff but I doubt it.

I would have been happy with a TC in crane stance, or some frame data fixes to Crane in general. Why does it take so long to charge, for instance?

I’m fine with having to block and not having a 1 bar teleport. Just fix crane normals and ultras.

1.) Will EX Oga be safe on block? I really like that suggestion for EX Oga using MK version’s height, I wish they would implement that…

2.) I am really diggin’ the idea of Roll FADC combos! I already FADC rolls a lot because I’m an idiot, now I can do legitimate damage with it! Yeb, did you happen to check what the damage would be on Crane j.HK*2, c.MP xx HP Roll xx FA2, Mantis U1? I think I would start using Teiga more with this buff, sure, but it will still be a no-brainer to bring Zetsuei for several match-ups.

I suppose roll combos will be a lot more attractive to use indeed, and I like that.

All in all we should be thankful we only got buffs and not a single weird change/nerf. The UTK on hk gekiro, improved crane c.hk, better roll frame advantage (and all the combos we could from it), and the possibility of EX oga being fast enough to punish fireballs is pretty exciting to me. I don’t understand the crane c.mk buf though. I never use crane c.mk unless I need to dodge fireballs so yeah.

Did we ever find a way to confirm or bust this? Did we over-look it?

Yes, a third and, I guess, final one. After the new tests in Japan this month…Anyway the developpers said they took in consideration both the test and community… I think the last batch of changes will be revealed in one or two months, to cope with the release schedule on consoles in winter

Damn I wish there was an ‘official’ place to make suggestions, like Messiah said I also feel they don’t actually listen to the community as a whole, apparently just Japanese players. Except those japanese Gen players we saw were terrible and knew nothing about Gen…

Amiyu asked what suggestions other players wanted him to bring first hand to the next loc. test in Osaka (he plans to go)… but as I said he didn’t agree with me about requesting the invincible ex oga. Lol

I don’t think we need to worry about nerfs. I have a feeling if nerfs were on the agenda, we would have seen them by now. The last thing Capcom wants to do is agitate paying subscribers (that’s basically what most of us are at this point) by building up their excitement and then knocking it all down with the aluminum nerf bat. It would probably only really happen if they suddenly feel something Gen has is noticeably over-powered, like mk xx hands loops.

well i wasnt talking blow out rounds or perfects. if the round timer gets to 60 and i havent fadc’ed or random ex giek’d, im probrablly sitting on 3/4 to a full bar if i win the round

theres basiclly 2 vids of you doing it in the video thread. theres a long list of vids, yours are the last 2. vs the viper you end the round on 2 bars, but its because you used wake up ultra vs bk for a lot of the dmg and obviously that dosent fill super bar

then in the next fight vs ken, the timer ends on 56 and youve got 3.5 bars

Meter building is still a 8itch with Gen. FADC is all the hype with this new update and it takes away 2 bars, if for some reason an EX Oga was used then there goes all 3 of those bars. If someone may enlighten me, IIRC the last hit of HK Gekiro was supposed to give how much more meter? Like 10? About how much of one bar does that fill?

A full meter is 100

EDIT: Damn, I forgot a zero, lol