Dev blog Gen changes AE 2012

Gen was fine in super, buffed in AE, and buffed again for v2012. Even if the buffs are small or just corrections that should’ve been made long ago (like Lv1FA advantage), it’s always a plus.

I love playing Gen considering how ridiculously solid the character is overall (I’ll spare the description of his toolset, which is well known to you), and I really have 0 requests for the character.

I feel that everything they throw at us that seems positive is just a bonus. Even if I’m not gonna use it that much.
Of course I sometimes feel like Gekiros could do a tad more damage (it’s aggravating when we an HK gekiro after a super does absolutely nothing except troll them due to the move’s ridiculous scaling).

But I’m still happy with the character. I love his normals, I love his BnBs, I love his crossups, his jumping attacks, his supers, and I’m learning to love U2 more than 1.

I’m even happy with his stamina. I’m grateful he doesn’t have LESS stamina. The stamina he has right now is just fine. And a small hitbox! What more could I ask for? What about that backdash? So great.

By the way, I challenge you all to defeat any Boxer player with just mantis s.HP. If he starts trying to sweep, you may focus. Otherwise: s.HP all the way.

HK Gekiro = 20/20*5x7+10 = 85

I really hope you are cancelling into hands if you are just using s.HP. Cuz EX armour moves will just eat that up. s.Forward, Hands, c.Strong, Hands, c.Forward, Hands are your best bet vs Rog until he wants to jump in then use your AA’s

If boxer does an EX move in midscreen and your reaction isn’t so fast (like me), the boxer will absorb the first hit and proceed to hit you with the next one before your 2nd hit even comes out, because system-wise the one who absorbed with an armour moves 3f earlier than the attacker after hitstop ends.

One bar is 250, 4 full bars is 1000. Don’t forget the calculations get more screwed up thanks to gekiro’s combo scaling.

lol I woke up and instead of thinking 1/4 of a Full Super I thought 100% of a bar. Wake-up Fighter

While I’m mostly against complaining in a game, I’m gonna go ahead and say Gen was NOT fine in Super.

Backdash distance is great; its speed is not. It’s still in top 10 tho. Not gonna say top 5 because I’m too lazy to collect all characters’ dash informations lol.

Now that I think of it, instead of differentiating FOCUS hit/blockstun, they could’ve distinguished between Crane dash and Mantis dash. Loctest should start about 12~15 hours later.

I think everything should be different. Make him more of a technical character. Walk speed is already different, Jump arc was really really different, now not so much but they are different. Throw distance for Crane should be greater since there are less moves to kara it. dash should be different as well. I think making those areas as different as the move sets in Mantis and Crane would be a great idea.

Throw distance wouldn’t have to be, you walk forward that much more space at the same time without the need to kara. In other things I 100% agree with you.

then maybe the distance he throws them or the type of throw is different? making different setups possible.

I would really like an air throw accessible from crane jump only, but we do know they’re not going to add entirely new moves. I’d like crane back throw to be back to what it was in Alpha series, but we do know they’re not going to add entirely new moves.

So giving different frame advantages after throws sounds ok. I’m going to wait for final changes to be released (which will not happen before October, since loctest goes on until Oct 2nd)

Those rounds illustrate the typical range pretty well, somewhere between 2 bars and 3.5. Let’s say the actual average is 3 bars. That means one of us would have to block so much that I’d gain 33% more meter than a normal round. Like I said, getting close is easy, but 4 bars is hard. Lifebars basically put a limit on how much meter you’ll gain in normal play.

My main suggestion: Ask for more hitstun on the Crane j.MK specifically to compensate for the landing frame glitch, since it’s obvious they’re never going to fix it.

I’d post a real wishlist or something, but I’m pretty sure they’re just throwing shit at the wall anyway.

Did they say they weren’t for 2012? I know they have in the past. They gave Dudley a new move.

That was Super -> AE, not AE -> 2012. They gave dudley EX duck or something.

Maybe they CAN just add some crappy EX by keeping animation the same and changing frame datas with cut/paste then add flashing yellow bright lights, but I don’t think they’ll make up a whole new thing that has a unique animation.

Well any ways, from now on I’m just gonna roll with the punches. It doesn’t seem like Capcom is listening to the majority of dedicated Gen players. So I’m going to take it as it comes. No nerfs so far, so happy about that. Like I’ve said in previous posts, we wasted so much time in Super complaining about how bad Gen was, when we could’ve started way earlier than we did trying to figure out new technology to make him at least a playable character. (I’m not saying he was better than AE, but he was better than most people gave him credit for)

Once all the changes have been listed, I’m going to work on finding ways to use them instead of complaining about them.

True. However, I didn’t even know which bnb to do in Super. At least we got TC now :rofl:.

Yea great to know. I have much fun exploring new possibilities and expanding on stuffs that others found.

Anyway they are still letting loctests go on until early october and you can still fill in those feedback forms so hopefully someone like Amiyu or whoever plays Gen in Japan can ask for for 1 more relevant change, like slightly less charge time on his charge moves, or restoring his old jump arc etc. if he could get one change that actually bears some relelvance to what the general srk Gen community wanted I’d be very happy.

I would like one of these things:

  1. old jump arc back
  2. make crane s.lp, c.lp, c.lk chainable
  3. TC2>hk gekiro on all characters

Also regarding the crane c.mk buff, does that buff basically mean we can get under fireballs easier since the hurtbox is smaller?

They NEED to fix that stance change bug where you jump in with an attack and stance swap but it won’t change.

JUST DO IT

Come to think of it, a really nice buff would be to make crane c.lp/s.lp chainable and give them some more hitstun so we can combo into crane c.mp. This would make a lot of sense since it appears Capcom wants us make use of his rolls more.

If Schiff can ask Amiyu what he thinks of improving some crane normals like this, please do so if you get the oppertunity!

there was a Gen on the loc test video… some observations. Faced an Ibuki, Oni, Cammy (x2)
We got crane cr hp back, which is nice. It always had a decent hitbox and great damage and stun, so now Gen users can throw it out more without being owned by counterhit damage. Crane cr. mk also looks much safer, there was an instance against Oni where Gen used cr. mk against his focus and was able to block in time. No ex oga shown in any of the matches (-_-), some ex roll, a few roll FADC- one where he then comboed crane cr lk. One instance of Mantis u2 (landed), it seems faster, I think the time between the ultra flash and it actually hitting were sped up. No Crane cr hk, there were some Focus level 1s but the Gen backdashed when blocked so I dont know exactly how to judge any difference, nor did I know which stance he may have been in at the time. No HK gekiro shown. Overall a decent Gen altho I wish he showed more of Gen`s new tools.

@Warlike

Crane cr.MK might be for dodging projectile, or it might be hurtbox on START-UP so he is low profile from the 1st start-up frame. If this is the case I guess more for AA or to dodge some high priority attacks that hits high?

It might be reduce of hurtbox on active frames so it has more priority.

I think Capcom is trying to make a BAD comparison between Gen’s crane stance and Claw, and make sure Gen isn’t better. IDK that’s the only reason I see his roll’s charge is 60f

I’ll be checking out loctest videos and see if there’s any small thing that interests me.

Not much Gen action on the stream though, there was one Gen but he just kept jumping around really. Another one played more solid and even did roll fadc crane c.lk which was cool to see in action. I really wanted to see EX oga though, I wonder how fast it really is and if it can punish fireballs fast enough.

Also fuck Vega, our roll is better than his anyway =P I don’t mind crane mode as it currently is for my personal gameplay style (I’m in crane when I’m fullscreen or in the air, or want to do something crane specific like overhead or roll combo from mantis s.mp) but I just feel like they are trying to buff things we atm do not use very much like EX oga and roll and mantis U2. If this is the case why not give a better way to hitconfirm our rolls from crane stance by making crane c.lp>c.mp possible and such? Right now we can only do a roll combo if we blatantly jump in with j.hkx2 (or neutral jump) or get a lucky crane c.mp into roll.