I’m really quite surprised/disappointed that they didn’t change PPP Ultra 2’s function. It doesn’t even do a hell lot of damage to begin with, it’s stationary, also blockable and it has to do grey damage. Definitely one of the silliest ultras in the game. x_X
It was in there deliberately to add back some of that Alpha flavour where the move had the same issue. Not going to miss it though.
I can’t read Japanese, but if **【中・強逆瀧】**is mk + hk gekiro, then 【強逆瀧】 is likely just hk gekiro.
Tell me about it. Though given that they seem to have taken a long look at roll maybe they changed the charge time and just neglected to mention it.
this is actually a decent change imo. if its projectile inv until the end of the active, the EX roll lp variant will be useful against ryu for example.
ex roll is useless at the moment because you never have a spot outside ryu’s max cr.mk distance where you can move thru and get a punish. any further out and he would recover from his fireball before you got to him
now, you should be able to sit at lp ex rolls max distance and get reliable reaction punishes to fireballs
my only question is did they rework the damage so you get more from the last hit in this application
I can confirm it (Japanese language student here, lol).
Anyone here actually used Mk Gekiro? I find this to be really farkin useless. It whiffs just as bad as HK Version with less dmg. If we have the choice between building meter and UK on the HK version. HK every time. I’ll take Okizeme options over 10+meter. I mean both these version are designed to be AA DP’s considering how stupid their ground hitbox is so if befuddles me that they’d put something like that in.
In vanilla completing Gekiro gave you meter bonus anyway, this “buff” just seems there to be there.
As for Jyasen buffs. More block pressure and FADC comboable? Yes please. went by original Eventhubs translation with EX Jyasen being invincible until hit(early translation) was like. “Yes, solid wakeup option” then just became fireball invincible all way. was like =_=… still waste of meter. At ebst a once a game gimmick if the opponent is dumb enough to fireball for chip kill.
Acceptable if all Gekiro is UK. Would much prefer to see changes to make Gekiro hitboxes like Vanilla again, but that probably won’t happen. Maybe a 4frame Lk Version and 5frame Mk & HK. If the hitboxes aren’t gonna be changed. Tired of the myriad of issues with this.
AA Gekiro will trade like 90% of the time if the opponent throws anything mildly decent out in the air. They pretty much have to be really slack or disrespectful with their jump for HK version to connect fully.
Plus note, Oga ending with HK gekiro now means UK. Stronger okizeme there at the minimum if this is all to be believed.
Shitentetsu… either really fast to justify the focus dmg (3frame Ultra) or. Just make it dmg plz. Enough of the focus gimmick on this.
No intention of changing EX Oga back to norm?
No change to Mantis Jump arc or aerial mantis animations to suit the current one?
Okizeme better be on all, because right now HK Gekiro is broken in the wrong sense.
Do I need to make a choice for the tolerable DMG from TC1~LK gekiro or do I take the UK from Hp~HK Gekiro? <- would this be their intention by giving it only to HK?
Meh I still find roll hard enough to get out on something other than Crane jump ins. But the buffs might make me change my style a little more.
Not too much longer then I can just go back to VF5 FS at least!
Oh, last thought.
Crane J.Hkx2. If only first hits. would be nice to have the option to Gekiro for link when landed. Rufus can snake strike, Chun can EX SBK and Dictator can both reset with Hk or follow with Psycho. If Gen has this option, would be quite awesome. that would be a very nice buff.
More practical options less gimmick stuff plz Capcom. If you’re reading this that is.
Crane c.hp counterhit buff is something I really wanted, even if the move is pretty damn useless, now we have a new move for Genanigans/footsies.
Crane c.hk buff is nice (not enough, but an improvement is an improvement, I’m not complaining at ALL about this one).
Gekiro meter buff is not enough, remember that in AE a full 8-hit hk Gekiro built less meter than a whiffed lp shoryuken. I kinda wish that a completed hk Gekiro would give considerably more meter than any other shoryu.
I’m hearing the untechable knockdown is only for hk Gekiro, which means the best of both worlds for me, lk or mk for mixups while hk gives Gen the advantage for the next setup.
Jyasen buffs may be exactly what we wanted, but then again they’re pretty vague. If one version of EX roll is full screen then we have a viable fireball punish.
The frame advantage seems almost too good to be true as well. FADC could be devastating in the hands of a good Gen player now, I keep thinking of dumb things like comboing into the roll to FADC into Gekiro and then into Crane Ultra 1. That would look awesome as hell, IMO.
It’s a good start, hopefully this isn’t the full changelist though, I would at LEAST hope they remove the glitches and give us some use to Oga.
after reading multiple translations, I suspect two of the changes being discussed were conflated:
ex jyasen - projectile invincibility to last active frame (and 3 versions etc)
ex hands - added 4 hit/block stun to 2 of the 4 hits so they are uniform, making FADC after any one +2/+6
I think this is the case because this makes much more sense (e.g. hit/block stun numbers for FADC hands) and would be consistent with their approach of fixing gameplay inconsistenties while introducing balance tweaks. they wouldn’t add so much hit/block stun to jyasen and augment his gameplay that much imo – a significant new tool is not warranted and if it isn’t that useful it wouldn’t be worth the risk and QA.
my guess is the 3 ex jyasen versions will just be the 3 normal distances with projectile invinc. not sexy but i’ll use it in 3-4 matchup situations.
must… resist… further… speculation…
all in all more than expected or hoped for. can’t believe demon flip palm will be crouchable YAY
It’s Jyasen that they’re adding the advantage to. Note the same script:
Every single hand hit FADC is +2/+6 already, as long as you decide to do it.
sorta off topic but this complaining makes me want to share. ex jyasen is far from useless, however situational it may be.
beyond the super obvious there is reward for the curious vs the wide array of projectile attacks, and one that moves you forward with semi-low profile can cover additional mixup options. there is some good technology for sound application vs specific mixups: [using side change “shortcut” motion of charged moves] os block vs. viper’s left/right flame kick mixup, akuma’s left/right air hado fake/real crossup. punish or escape akuma’s corner ex air FB pressure, covering more than 1 mixup option vs rufus bnb block string if you read galatic tornado (wins) or dive kick (can trade/whiff/win/lose)
maybe not that great, not easy to use, not worth learning, but far from useless (crane st.lk?)
what really? it never feels that way in lab or on anecdotally. you seem confident though so I will look again. wasn’t always the case right?
same script noted … though dev blogs have been prone to errors before.
maybe i’m wrong in which case jyasen craziness it is!
Not sure on Vanilla since you could FADC hands only on your 1st hit. It has been the case since Super. It’s just that when you FADC your 2nd or 3rd hit you’re really not planning to cancel on those hits but do it rather on accident, and as a result you mostly do not FADC right after the hands hit but rather later, which reduces your frame advantage.
As a new Gen player I find it strange and sad that the ex Oga didn’t have an invulnerable start up anymore =\ Gen’s biggest problem in AE is getting out of corner pressure even with EX and a full Ultra you’re trapped unless you’re able to get lucky with a dash but most option selects will catch you as well. I’m really hoping we get something that will help escape corner pressure Ex Olga would be perfect as it’s not over powering. I like the idea of being able to FADC out of roll but it’s not something we really need. Why does Capcom always make the most random changes nobody even wants? Oh well I guess we just gotta hope for the best. I’m just starting to like SF4 after all these years I hope they don’t kill it for me again.
Thanks for posting, I’ll be keeping an eye on this thread.
I don’t really know what I think of the buffs. It all just seems like totally random stuff. They sound kind of cool but I think Gen will stay where he is.
Untechable knockdown on HK Gekiro is awesome though. I always liked charging an Oga after a Gekiro and if they didn’t tech the knockdown I would ceiling drop on their body and it was a pretty good mix-up opportunity. Unfortunately if they tech the knock down, which anyone with a brain will, it’s useless. It’s my opinion that all Gekiros should have been untechable all this time, and the fact that only HK Gekiro will have this effect is disappointing, but I guess that’s what we are getting.
I was really hoping for EX Oga to actually be useful.
So, with the new changes to Jyasen, if you FADC at the second last hit on block and go for a throw, will a Boxer able to reverse it with his headbutt? Will it also beat a Zangief reversal SPD?
Regards
Gecko
Random buffs no one asked for. The roll buff is useless since he has better options for fadcing (Hands) and easier ways to punish fireballs on reaction.
I am glad about the crane AA being better though.
We got shafted yet again.
People wanted more meter gain, I guess they tried to give it to us without throwing it off the balance. I still think that meter gain on Gekiro buff should work on all three kicks though. I hardly ever use HK Gekiro except for when I land an Oga. Don’t think I ever used MK Gekiro.
P.S. how does Gen punish Fireballs on reaction?
I’m perfectly fine with AE 2012 changes. :rock:
Honestly, I would take 50 more health over all these changes.