Dev blog Gen changes AE 2012

The “new” EX Oga is invulnerable just to fireballs (including the twins’ palm, of course) and throws… the only good change is that in 2012 it’s almost twice as fast, from 12f to 7f. But still not reliable as escape option

Who said anything about motions? This was about getting maximum frame advantage on the FADC.

There’s obviously hit freeze when a move connects, even really fast ones. FRAPs isn’t terribly reliable for accurate frame data. My preferred method these days is the moveset editor for the PC version, and Yang’s 2nd fierce mantis slash has 4f/6f of hit freeze on hit/block, compared to Gen’s fierce hands with 2f on both hit/block.

The hit freeze and startup buffer combined make dashing as fast as possible easy for most FADCs. The ultra motion may be the hard part for Yang, but the FADC itself is difficult with Gen.

p.s. I treat everyone like this, don’t take it personally. You didn’t seem to understand why it’s difficult enough to require doing the FADC in a completely different way, and I tried to explain it.

I was going to make a comment on his mention of FRAPs in the same way. But I’m not familiar to with Moveset Editor and I can only find ones for Pokemon and WWE. Do you have a link please?

@Messiah

http://watissf.dantarion.com/ono_builds/

@Yeb

You’re talking about attackerHitstop for both.
What about victimHitstop? Why is it irrelevant? What’s the difference? What does it mean? How come you comprehend what each property does? I can’t find any info about the properties.

AttackerHitstop and VictimHitstop affect how long each character pauses. They both affect frame advantage (separately from hitstun or attack animations) but the duration your opponent pauses doesn’t affect your inputs in any way. I know how they work because I test them until I can predict the results from various changes.

If you made Yang’s AttackerHitstop 0 on standing regular hits with the 2nd fierce mantis slash, dashing perfectly would be a little bit harder. That’s not subjective either, you could make a recording that gets a visibly slower FADC vs. standing opponents compared to crouching opponents.

Jyasen still punishable on block :frowning:

Hit confirming ultras from s.mp for 3 meters is an amazing buff. PPP S.mp> KKK c.mp> ex roll of choice (lp if far)> FA level 2> Ultra of choice. Did j.hkx2> c.mp> ex roll> fa level 2> crane U2 for 441.

Jump in KKK j.hp>PPP s.mp> KKK c.mp> lp+mp ex roll> FA lvl 2 > Teiga = 414 damage. Good jump in. Can do these from cross up too.

Forward hitbox on the mk and hk gekiro unchanged. TC into these still whiffs on most of the cast, even with reelback changes.

Ex Hands> Mantis U2 not universal still.

Not sure what’s so good about the EX Oga spinning knockdown, but it is really fast. Is it me or does c.lk launch higher? Tinkering, tinkering…

Correct me if I’m wrong, but wasn’t Crane Super 300 damage in AE? It’s 320 damage in Ver.2012.

EX Oga speed buff is really nice, but the thing that sucks is that none of the far/falling kicks (Despite EX Flashing) have any projectile invincibility.

curious about all undocumented changes if any. dont really care about the fadc stuff but does mantis ultra 2 have any other properties now? or is it still scaled gre damage? will it have more chance to kill now at least?

Still gray damage.

my AE disc still un updated iam having problem :frowning:

was hoping they did something nice to it other than startup. that crap is still a big F you to gen players in my opinion. not even the old apha series daze at the end of it. crud

i heard people fully shutting down their ps3 and turning back on. and disc users deleting data and relaunching. heard some xbox people crashing too.

Even though spinning knock down on ex oga, still cant get animation U2 Mantis. Dunno what differentiates spinning knock down from normal, cept that it gives more time to TK Crane U2.

EX far Oga, c.HP is VERY easy to hit at almost all locations of the screen.

not home. can you please test against vegas jump ins.

And Blankas jump ins!

I was wrong about the c.MK it works just the same as it did vs RYU’s jHK and it’s TERRIBLE vs Vega’s jump fierce.

okay so no change there. wishful thinking :slight_smile:

Working on ex oga. There musssst be tricks for it