Yeah gen is so untouchable when he has super/ultra
So, a cammy player complains of Gen damage output.
he is just trolling for christmas
Definetly what houzi said. Fuck fei long’s and their stupid ability to punish hands. It made my eyes bleed when i watched xian vs mago. I doubt this was and intentional that some characters could punish it. But oh well not that many fei’s seem to know it yet.
His death touch Ultra should do the following:
Initial damage should be 100 and every tick should do 20 damage for 10 ticks at which point it should cause you to crumple instead of stun. Also to make it fair I guess, at whatever point you hit with the Ultra every attack after that should stay at whatever damage scale it is at. So if the Ultra does 60% every hit after should do that or less, pretty much makes it sorta like Alpha versions in that they have to chase you… Never got why they made it so the opponent has to turtle instead of having to come after you to stop the effects… Or screw it and have another version that causes your opponent to start losing meter instead lol!
Also I wish he had his old hit box Gekiro from Vanilla, used to be real good as an early anti air…
Not much to mention for once. I love this Gen. I prefer to mention the situational stuff, since at the core most of his tools are quite solid.
Mantis
- Make MK Gekiro a bit more useful. Right now LK Gekiro is a so-so anti-air and combo finisher. HK Gekiro is great against floaty jumps and has the awesome untechable knockdown. The MK version usually trades with aerial moves, doesn’t connect on the ground and only has a slight meter gain on finishing as benefit. Solution: make it trade less. It doesn’t hit on the ground, so it shouldn’t change anything about the (lack of) reversals Gen has.
Crane
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Do something about Oga Ceiling feint. Its recovery is abyssmal for what it does: baiting out reversals. Since Vanilla it gets easily punished by dashing up or using an ultra from half screen.
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Gen has a mediocre toolset for punishing anticipated and well-spaced lows by most characters (e.g. Ryu/Akuma/Cody), while he’s supposed to be a character with fenomenal pokes. That’s why I suggest to make s.MK better on punishing lows during startup (reduced hurtbox, faster startup or more hitstun). It already has the drawback of slow recovery, as with all of his Crane moves. I feel that one of the above changes balances it out a bit more.
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Some damage on a Teiga trade. At least a bit more than 0.
Use crmp > all low pokes. Buffer super or into hands then super. Shotos have no answer counterpoke to gens crmp. And you can whiff punish sweeps with mantis sweep from across the screen
I agree that something should be done with MK Gekiro. I don’t know if I’ve ever used it in a match, seems kind of useless.
I believe the point you’re quoting is speaking from the Crane moveset, not Mantis.
Wiff punish with crHK from across the screen? Damn I feel so fucking scrubby. I can’t crMP hands super to counterpoke. I guess I am a scrub. Damn
More invincibility or adjusted timing of invincibility for lk dp would be nice. On paper it SHOULD be the same as Sagat’s: 5 frame startup, 3 frames of invincibility… But c’mon, we all know… who’s DP is gonna trade or get stuffed more often.
HK DP being able to connect off bnb hitconfirm on everyone would be godlike… maybe too good.
Less pushback on st.mp would be quite swell too.
Better hitbox on the first hit of the crane air target combo. Maybe it’s me being rusty but I always remember it being a little strange to time. Too early and it whiffs, and you often get crane st or cr.hk which is death on block. Same case with doing it too late, the first hit connects but you land before the second comes out, again getting a crane hk.
Those are just the things that come to mind.
Hopefully these will buff the respect he should get. He is a solid character and also fun to master.
Seriously? Stmp mantis?
It’s 4f startup, 5f active, +5 on block (+6 on hit).
Retarded lockdown stmp stmp stmp. Think sfxt jab jab jab…
Sorry that you feel this way.
Dude do we even play the same Gen, the pushback on stMp is so great u can’t even combo smp smp on most characters, you can’t even use it as a lock down midscreen even in the corner its not even safe, oh sorry I didn’t see the sarcasm. Can I see ur video with Gen maybe I can learn something new
Yeah… i’m familiar with the frame data. And I wasn’t saying give it the pushback of a jab, but like ugo mentioned you can barely get two in a row to connect without walking. And I didn’t even mention this as a serious ‘necessary’ buff, hence my whimsical use of ‘swell’.
divekick
-mashable / more lenient gekiro. just for the sake of it.
-crane cl.hk safer on hit >_>
-damage/stun buff (e.g on hands)
-super => mantis u2 full connect
Super > mantis U2 does fully connect if you do it early enough.
My bad then. From my Super times with Gen I have a memory of it doesn’t connecting vs airborne opponents, and I have never tried it in AE nor 2012. ^^