Dev blog Gen changes AE 2012

Crane c.HK is awesome so far. I’m sure there are scenarios when it’s not that great. but I’ve had better success vs Ken’s air tatsus.

Same can’t find anything but these. Teiga is SUPER easy to land off it no matter where I was and they were on the screen. c.HP also lands with ease compared to before having to hit super deep.

ex lp roll is really good for mid range fireballs. low dmg payout tho.

ex wall dive dosent seem fast enough for a punish them. gonna try to land it after a focus crumple

Sry guys, I’ll be a few days late to the party :frowning:

that sucks.

cr.hk is pretty sweet. beat some sakura jump ins that i know would have traded before.

[LEFT]Yoshi_OnoChin Yoshinori Ono [/LEFT]
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[FONT=arial]Well i thinking about it again , it’s about installation problem i guess :([/FONT]

Us PC players will probably be two months late. Not that it really matters for the community but damn it makes me jealous that you guys get to play it first.

I’ve been digging and digging trying to find new stuff.

Mantis s.Strong (CH), Mantis U2 is nice. I haven’t tested all characters but some characters still don’t get hit by s.MK, EX Hands, U2 like we thought it would with the start-up buff. To be honest I only tried 3 characters over and over for like 20 minutes, I couldn’t hit them.

It’s 10am I’ve been up since 6am yesterday, need sleep.

combos into hk giekro.

-tested front side only cr.lk, cr.lp, HPxxxhk giekro. (did not test after cross ups) 206dmg

E.ryu, hakan, ryu, ken, honda, ibuki, makoto, dudley, seth, gouken, akuma, blanka, gief, gen, oni, juri, chun, sim, abel, viper, bison, cammy, guy, rufus, vega, rog, fei, hawk, adon

-tested front side only cr.lk, cr.lp, HPxMKxxxHK giekro 219dmg

makoto, sagat, dudley, seth, juri, cammy, cody, guy, hakan, gief, hawk

-can not connect either combo (maybe still possible for raw HPxxHK giekro?)

sakura, yun, yang, dee jay, guile, fuerte, rose

once again these are tests from front side only with minimal pushback hit confirms of cr.lk, cr.lp. the distance will change after a crossup and it may not work on some characters.

posting this list so we can start testing post hard knockdown set ups. cross up ogas, safe jumps, empty jumps, meaty etc.

May I ask how your hitting Teiga after the lvl 2 focus. I tried that several times this morning and it whiffed every time with Yun as training dummy. Even if I FADC’d back then tried to tiger knee the teiga.

Crane j.HKx2, c.Strong, EX Roll. FAL2 on 2nd last hit. Crumple, Teiga.

Crumple is great Just remember to stick with LP EX roll to reduce scaling, was hoping to do EX Far Dive kick into EX close Dive kick, but no luck… So far the Roll FADC is great, easy hit-confirm into ultras using regular rolls with FADC cr.lk Ultra 1, Crossing up with Crane J.mk into Mantis s.lp s.mp crane cr.mp lp roll fadc cr.lk Mantis ultra 1, More options besides hands… After FADC going into Target combos or s.hp hk Gekirou for untechable knockdowns brings your opponent to the corner all the time.

After any jump-into Mantis close sweep you can do Cross-up EX during their wake-up frames… Even on Honda but if honda crouches it will wiff., and the spin will keep them in place they were last time after Sweep. so you can keep repeating the cross-ups for 150 dmg. EX is so fast you can use EX late and still cross-up, I tried to cross-up ex dive kick and have their body spin towards me into U2 no luck on full connect, only see the crumple via Roll FADC to work, Teiga can connect after EX Dive kick works fine.

Why would LP EX roll reduce scaling compared to HP EX roll?

Anyway, no startup invincibility on EX roll. Sigh, I thought that might make it in. Would have made my day.

Adding to this a bit.

Off a regular jump in or FADC (as close as possible, basically):
s.MP, TC2 xx HK Gekiro: Cammy, Cody, Dudley, Guy, Hakan, Juri, Makoto, Sagat, Seth, T.Hawk, Zangief
s.MP, s.HP xx HK Gekiro: Adon, Akuma, Bison, Blanka, Dan, Dhalsim, Evil Ryu, Fei Long, Gouken, Honda, Ken, Oni, Rufus, Ryu
s.HP xx HK Gekiro: Abel, Balrog, Chun-Li, C.Viper, Dee Jay, El Fuerte, Gen, Guile, Ibuki, Rose, Sakura, Vega, Yang, Yun
So one way or another, it works against the entire cast. You aren’t even sacrificing damage really against anyone but the last group. You can usually use s.HP xx HK Gekiro in situations where you’d use TC2 xx LK Gekiro, like punishing a shoto DP. It should be reliable against all the characters in the second group, and many in the third. Guile, Dee Jay and El Fuerte are characters where you should almost never try it, unless it’s off a jump in or FADC combo.

Edit: Off a focus crumple, a few characters get moved from the two-hit group down to the one-hit group, and I underlined them. Also, it’s generally better to delay your attack until the other character falls on their knees, so you get a little closer.

Off a crossup:
TC2 xx HK Gekiro works against the same characters as the first combo above, against some you can even include the s.MP but it’s finicky.
s.HP xx HK Gekiro works against everyone else EXCEPT: El Fuerte, Fei Long, Gen, Guile, Ibuki, Rose, Sakura, Vega, Yang, Yun
It may actually work against some of them if you hit the crossup just right, but it’s unreliable.

Now, setups off the untechable knockdown.

An easy but complicated safe jump setup I’m using is:

  • Hold up forward in Crane, whiff an attack in the air, stance change during your landing frames, neutral jump in Mantis.
    You actually need to get the 5 frame stance change animation on the ground to help delay it. You usually want to finish with the opponent’s head level slightly above Gen’s, but characters that have slower wakeups may need to be even or lower. It can be adjusted to work against everyone that can be safe jumped. It works well at midscreen or all the way in the corner (neutral jumping in Crane) but I could really use an alternative setup for when jumping forward would put me in the corner.

Crossup wall dives are more complicated, you need different setups depending on whether you did a close range combo/punish or a combo at the edge of your range. It’s probably the best setup in the game though, considering the control you have over the spacing and the time to adjust. There’s enough time to whiff hands just to build meter before doing a wall dive.

Guys can’t get EX oga then U2 to work. Care to elaborate?

Mantis U2. Not Crane. Crane it’s with ease.

Anyone upload any Gen video of new combos yet? Ex wall Dive is fast enough to crossup punish fireballs from 3/4 a screen away for a free Ultra onmost on reflex now. haven’t quite gotten the fadc combos from roll down yet but from what I’ve read it looks to be a great buff.

after hockey I am. I’m uploading day 1 stuff with some things that weren’t listed. (not many)

Anyone able to do EX-roll FADC into Mantis U2? Is possible on paper but I can’t get it down. Anyone else tried?

I was trying it earlier it’s really hard. I tried changing stances at different times, and 90% of the time you can see Gen change stance between the EX roll and the FADC. I ended up doing something like:

Crane j.RHx2, c.Strong, Strong+Fierce Roll, FAL2, Ultra. Pick your ultra.

EDIT: Landed Crane j.RHx2, c.Strong, Strong+Fierce, FADC, Mantis U2.