Tnaks for the inside btw i’m a gen player since super and what I learn its that gen its a character of space and footsi and somethibg that help me a lot its only use combos that made real damage nothing fancy I only use the tricks like oga or cross up teiga , but for my experence its that gen has to do solid damage in combos like croos up MK. S.mp TC geikero for character like sim or use only croos up mk TC FADC MP. TC geikero, and trying not to jump against shootos only use footsis.I hope this could help you maybe some of you know my GT raseroth
Mexico? I think I recognize your GT
Yeah man from Mexico, in a few day i’ll post all my inside of all the match ups that could help in someting
Post-hk Gekiro safe jump with a whiffed mk/hk Gekiro (drop quickly), walk forward slightly, forward j.mk seems to work really well. I’m sure there is an easy way to make it an ambiguous-ish cross-up with a crane jump mk as well but I’ve been lazy.
One thing I want to sit down and figure out: Is there a reliable Mantis Ultra 1 cross-up after an hk Gekiro?
Finally got to training mode with 2012.
Hidden nerf: EX Oga follow-ups no longer gains meter on hit/block.
Up to AE it used to gain 30 on activation and 50 on hit. While it still gains 30 meter on activation, it gains absolutely no meter on hit or block. Same goes for ceiling jump straight down even though he is not flashing.
Oh suck balls…
Eh, it’s because of the extra damage so I can’t say I’m bothered by that. I’m pretty sure I’ve used the new EX wall dive just for chip more than I used it for invincibility in Super and AE combined.
Yea I’m not rly bothered either, but any hidden change I find I plan to write down here.
hmm… I posted this a while ago, but I was wondering if the new Crane u2 was a tad slower. Perhaps it was just my imagination but it would be great if someone could do some testing…
I had tested it by comparing between AE and 2012 with my eyes for 10 minutes (so no recording), and I felt no difference in it.
It seems the same to me as well.
same…
looking at another safe jump set up for 5 frame reversals after hk giekro. need someone else to help me test.
its just whiff cr.mp, whiff stand fierce, jump forward mantis whatever
The HK Gekiro gives an 80+ frame advantage, so you have to kill a little over 40 frames before starting a safe jump. I’ve never bothered getting the exact numbers because it depends on the matchup and varies with how high the opponent is when you finish the Gekiro. That setup would kill 46 frames if you time it perfectly, but that’s like hitting two 1 frame links just for a safe jump.
Have you tried the setup I posted when 2012 was released? It’s a complicated setup, but it’s actually very easy to kill exactly 49 frames every time with it because it’s built around the landing frame buffer. I can easily safe jump 5f reversals, and even 4f reversals pretty consistently. The only part that needs precision is the finishing height; you really need to practice it to learn the right height against each 4f and 5f reversal character. Any setup without an input buffer would still require precision on the Gekiro in addition to timing whiffed normals.
Edit: 49 frames with the stance change setup, not 44.
yeah, but i felt like i wasnt getting the landing buffer. maybe my finishing hieght was off tho in my test runs.
on an unrelated note, im super salty right now. i went to a pretty good sized tourney out of state and went 0-2. showed up without time to warm up. dropped every. single. combo. later found out the monitors were set to 1080p for my first match. and were still laggy after switching to 720.
never been “that guy”, but; gen+monitor lag=0/2
scientific fact
i wish i knew what my matches were like. all i know is i started combos that my opponents finished.
low short, low jab, ex flaming ken dragon punch
or low short, low jab, ex lightning legs, kikosho
imad
I hear you. Every month we have ranbats on CRT tvs and I drop nearly everything there. I play better on laggy monitors. When I play from home or at our gaming/lan center place thing I do pretty well. I guess it’s worthwhile to practice on multiple different setups.
If you’re holding up or up-forward the entire time, you can still hit the landing stance change. It helps me feel that my jump was delayed properly. I think it’s better to start with low finishes and work your way upwards until you find the right height - it separates things that way, so that getting hit by the reversal means you finished too low and whiffing means you missed the stance change animation.
Jab Jyasen is 44 frames, builds a smidge of meter, and is way easier imo. I am still using HK Gekiro with a fast drop and slight forward-walk more often though. I don’t know how many frames it is exactly but it’s slightly faster, maybe 40-42 frames if you drop as soon as possible. Omit the forward walk to feint the safe jump and land empty, you can catch a lot of people with low attacks or throw after you’ve trained them on the actual safe jump. Throw in the Jyasen safe jump once in awhile and whatever other safe jumps you’ve developed and a lot of people might get thrown off. Correct me please if these are ass, but they seem to work wonderfully, for me anyways, against 5 frame reversals at least.
My setup is 49 frames, I don’t know why I said 44, way too many numbers swirling in my head I guess.
A jab roll is the exact same duration as jumping once in Mantis, including landing frames. If you were timing the roll as early as possible (equivalent to holding up-forward), your safe jump would be too early unless you managed to finish with the opponent incredibly low. Most likely you’ve just found the delay to hit the 2f window where it works, or maybe your opponents are doing reversals even when you do jump too early.
The reason I’d like to see more people give my setup a try is because it turns that 2f window into a 4f window with the buffer. It’s a consistent 4f window to hit the safe jump, even against the fastest possible reversals like Blanka’s. The only difficult part is learning the finishing height, which you’d have to learn either way. There aren’t many characters that can safe jump all the most difficult characters consistently even with their different wakeup speeds, but Gen definitely can with that setup.
so something like up forward with 3p for my crane jump fierce should work then?
okay, i’ll work on the finish hieght and see what happens