I saw some people that were clearly experimenting. One player would be winning by a large margin, then let the other build meter and try some things before taking the round. Too bad none of those guys played Gen. I did see the LP+MP roll once though. I think. I didn’t get a good look at it.
Oh yeah, and the landing frame glitch is still in, I’m almost positive. Or maybe those players really wanted to do jump in to overhead, I wouldn’t put it past them.
I’ll be honest, I saw LP+MP Roll once and MP+HP Roll once in the stream. They look exactly the same as LP Roll and HP Roll, respectively, in terms of both distance and the total duration. I hope I’m wrong.
I wonder who and how we can piss off to have our opinions listened. Seth Killian is the only English-speaker who maybe checks some street fighter related websites but I guess he doesn’t read shoryuken.com and anyway he already showed he has no decisional power at all for balance. Give me some Japanese contacts and I’ll voice our disappointment (lol). Just not Ono… he is another guy who only deals with the marketing… probably he does not even know how to play the game.
why would the lp variation be bad tho? i think it would be very useful as a mid range fireball punish. the only bad part would be the single hit of damage
Cuz Amiyu tweet said LP Roll variation is actually shorter than non-EX LP Roll, and HP Roll variation is long and fast. I actually expected it to be faster lol.
The bad part would depend on how much damage the last part does. Surely they wouldn’t differentiate the total damage on each variation, I believe all variations should still do 160 damage & 250 stun. However, the 2nd last hit FADC would be screwed up if only the last hit had the increased damage, and the poke only would be screwed up if only the 2nd last hit had the increased damage to equalize the total damage. In devs eyes, it would need to be balanced between those two. I bet they were mindfucked lol.
But it IS a good thing it has 4f more projectile invincibility. No trading with air fireballs.
On a related note, this is what happened in loctest when they were questioning the devs about each character:
Person A: Gen’s EX Oga, does it have something like armour?
Person B: Oh about Gen? kkk.
[very long pause. Meanwhile, someone chooses Gouken in loctest]
Person A: Gen… Oh, oh, oh? There’s Gouken!
Why people are seemingly bothered by an EX version of LP roll is beyond me. You guys do realize this is fast enough to actually deal with mid-screen projectiles on reaction right? Anything that can make an opponent think twice about spamming fireballs when we have a bar is pretty good. Sadly, of all the changes, this one might actually be my favorite.
Yea. The question is will they be shooting mid-screen fireballs when we had charged for 60f tho. Cuz well… the original roll was ok for punishing ones that shoot close, as long as we had enough time to charge it. The problem is they simply don’t give enough time for us.
LP Roll takes 23f for the last poke to come out, so it’d better be faster than the usual LP Roll. It’s something we didn’t expect, and it doesn’t really fix things either.
I have a theory on one possibility coming from being able to get an untechable knockdown with HK Gekiro. With HK Gekiro guaranteeing a untechable knockdown, Gen is given big enough window to attempt a meaty cross-up Oga. If so, when ae2k12 comes out, Gen will have a new high-risk high-reward mixup.
I agree, Gen’s never really had a way to punish fireballs on reaction outside of his super. Getting a REAL answer for fireballs (not something ridiculous like crane c.MK) could be a pretty big deal. It might even work as a decent answer for mixups involving projectile hitboxes, like flame kicks and teleport gimmicks.
I think the hard knockdown on HK Gekiro will be bigger, though. Besides following supers and wall dives with a high damage hard knockdown, Gen can also do s.HP xx HK Gekiro against the entire cast, it’s just a question of how many hits he can do before it. There will probably be all sorts setups that could be done with such a long untechable knockdown, too.
I’m still really curious if EX Gekiro gets the same benefit, that would make for a pretty awesome AA.
I can already see some safe jump setups coming out of my brain after HK Gekiro finish kick, but all speculation and no exact numbers. I doubt they gave EX Gekiro hard knockdown. If they did, then they would have mentioned it. (I do not mean from the dev blog, but from the sheets of complete changes they distributed at location test)
Actually, speaking of which, during the recent loctests - has anyone been able to determine if they’ve fixed s.HP xx HK Gekiro whiffing on Cody? I know they announced it was an issue but I wanted to see if they touched on it yet. Was screwing around the other day and started looking at some adjustments for 2012 and having Cody as my training dummy sort of nixed that.