Dev blog Gen changes AE 2012

wow at Gen buffs i like what they gave him specially for his useless Rolls at AE so now we can use it in proper ways and the untechable knockdown is so GREAT !!
to be honest i was waiting for more crane links !!!
But Gen after nerfing Fei will be good char !!
Congrats to ALL GEN FANS … <3

Well, we can frame trap with the roll more frequently and use it to hit confirm larger FADC combos or FADC to safety.

I still think CH S.mp> U2 is a pretty cool buff, even if it’s just a 1 or 2 frame link. Awesome for a successful frame trap using our main frame trap/combo starting normal.

I really hope other changes come to crane normals before the patch is finalized.

I wanted EX diff for wall dive rather than roll.

TC EX hands U2 should be universal now. Even if it doesnt reach certain characters right now, they will have 2 frames less pushback thanks to U2 faster startup, and u can also do st.MK kara U2.

I’m not convinced yet any of these changes make Gen much better at all…

…but hey, many of our rough match-ups are either getting nerfed or no significant change so I guess it is still a net plus for us :slight_smile:

We also don’t know shit about frame advantage on the new ex rolls. There might be one with +5 on hit, so we could link wtf>ex roll> PPP c.mp>hands> FADC> … For huge stun hit confirms.

Pretty happy with some of these buffs, especially the +2 active frames on crane c.hk and the extra meter build on a full gekiro combo which is something I always thought should be the case.

Also it seems to me that they made EX roll do either the lp roll, mp , or hk version depending on which two buttons you press. That would make sense to me atleast. If the roll is indeed fully invincible then it is actually pretty useful to escape corner pressure by pushing back our opponents (using hp version). I also think if roll fadc combos are possible you can get some groovy stun combos going. I’m just happy he didn’t get any weird ass nerfs anyway.

I still think they need to give us back our goddamn ex walldive invincibility.

oh yeah, i forgot to say, but the almost doubled active frames on crane cHK should really be GOOD

Roll changes seem nice. The Frame changes are the one major new change I wanted to see. Got one of my wishes. I haven’t read every ones posts yet, but most of you seem to keep bringing up FADC after roll. What about right after the roll it self? It’s possible on Counter Hit. Why waste meter? I wonder if TC2 will be possible after roll now.

More Active Frames for c.HK is deadly that makes it 8 frames total.

And hard knock down via HK Gekiro is nice, but good luck landing it. But at least it’s another knock down tool

its 5 total active frames on cHK

i initially misred about the gekiro untechable knockdown, i thought it was on all versions… if its only for HKversion, its going to be great only on those dozen characters

Gekiro final kick gains meter on which version? Is it heavy kick only?

Frame changes on Roll are only on the 2nd last hit. Some translators said any hit that’s not the final, but it’s not how I see it in the dev blog. Pretty sure the last hit block would be stil -3/+1.

They mentioned specifically HK Gekiro version on untechable knockdown, and mentioned MK/HK ones on meter gain.

Overall interesting changes and its nice that they acknowledge we still lack a bit of AA by buffing the c. cr HK. It will probably trade a lot less now I hope. So when does this patch land? 2012? or before?

Regards
Gecko

ah when i use google trans it seems 2nd to last meaning both in my eyes but nm what i said then

Let’s look at it this way to be more sure of it.

Assume the last hit does 4 more hitstun. It will be +1 on block, +5 on hit.
Since it is +5 on hit, it can be linked with crane cr.MP, which can cancel into LP Roll. Roll’s final hit does +5 on hit. Capcom doesn’t like loops and infinite combos.

Oh god I want this just to piss off people. It would be the most broken thing ever in SF4 series since that would be mad easy LOL

-His crane cr.HK has 5 active frames
This is probably a bigger deal than people expect, it should win clean much more often if the opponent can actually fall into it now.

-Medium and roundhouse gekiros have 10 bonus super meter at the last hit startup
Too small to make an impact, this just makes it build meter like an average special (it’s below average, currently.)

-Roundhouse gekiro last hit gives untechable knockdown
A hard knockdown with roughly a 90 frame advantage, even longer than a forward throw… this has potential. Don’t forget, some characters that can’t be hit by TC2 xx HK Gekiro can still be hit by a simple s.HP xx HK Gekiro. It could easily be a worthwhile tradeoff, especially since this will probably be a good crossup wall dive setup. It also means any random crossup wall dive and most supers will lead to a hard knockdown.

I’m curious if the EX DP will have a hard knockdown, that would actually make it useful in combos.

-EX Roll changed: 3 versions exist depending on the 2 buttons u press. All versions have projectile invinc until the end of active frames
This would be pretty disappointing if it’s just different ranges, like being able to make a projectile-invincible LP/MP/HP roll. Hopefully the speed will be different too.

-Roll, all versions’ 2nd last hit, has 4 more block/hitstuns. after FADC you are at +2f/+6f
Same hitstun as hands, but unlike 4 hits of hands, this should consistently leave you as close as possible after an FADC. It would make midscreen FADC, Crane c.LK, PPP U1 more practical. That would do about 440-450 damage off a jump in and HP roll. A combo into HP roll, FADC, TC xx Gekiro should also push the opponent incredibly far across the stage, but the damage would kinda suck because you’d sacrifice the last hit of the roll.

-Mantis U2 startup reduced to 7f
CH s.MP to U2 is decent, but it’s impossible to predict how any combo will play out with SF4’s hitboxes, so I’d like to see how it works with EX hands. As long as it does gray damage though, I don’t see this being great.

Anyway, I doubt this is comprehensive. Expect random stuff to be found for a few weeks after the patch is released.

Roll charge is damn long, its not like a sonic boom, you cant charge the second roll if you do a lp roll.

The roll, extra meter after complete HK Gekiro and the KKK cr.HK sound good to me. But im sure the HK Gekiro buff was there in vanilla? … i would personally add better meter building on hit/block hands. He just needs to build vanilla super mete :smiley:

the extra meter doesnt do shit.

untechable knockdowns on hk gekiro?? that could be something REALLY good…

kkk c.hk wont help much IMO, its just easier for beginners to AA with (tbh im no good at this game by any means:P). its still rediculous that they dont improve his AA normals to be godlike. shitty health, no brutal mixup, no fb, no invincible dp and no guile-like AA normals wtf man?

ppp U2 startup down… does that make ex hands ->ppp U2 on everyone possible?? could be nice

if roll makes BIG changes in damaging punish combos, i would pick up gen again (oh man, ppp s.mp, kkk c.mp xx roll FADC ppp s.mp TC gekiro into untechable knockdown… would be cool)

The CH damage gen took when throwing out crane c.hp was ridiculous. And it was easy to CH too because the move is so slow and easy to read if you try to use it as a meaty. It sucked to see 1/5 to 1/4 of the health bar disappear. Something definitely wasn’t right with the scaling there so I’m glad they fixed it.

We really need someone fluent in Japanese to look at the dev blog and tell us if UKD applies only to HK gekiro because that makes a huge difference.

I really wish they buffed the wall dives (or reduce charge time on it, or the roll)