And that’s why Gen was nerfed so hard in Super. I kinda loved the way they went with him, but the tools they messed around with weren’t buffed enough. He was def better than he was in the Vanilla Tier list. But he was far from being near Top Tier. What a douche bag. It’s kids who have no knowledge of the game that steer SF4. They make this game super scrub friendly and it seems like the changes that are made to characters are based on scrubs crying and not legit suggestions by dedicated players.
So according to actual old school dedicated Gen players, MK to hands loops weren’t OP but there was a lot of QQ from scrubs so Capcom nerfed it because they only listen to crying scrubs? Did I understand that right? War, take me to school brother…I want to take Gen to top 8 at EVO next year! lol Seriously though, I’ve been using Gen for six months now and I have been playing this game for about a year total now with no previous fighting game experience but I’d like to think I’m passed the scrub mentality. I love this game and will continue using Gen. Maybe I’ll become a leGENdary Gen player someday and can contribute something useful to the Gen community in the future.
What about the beta changes? What are your thoughts on the ex oga changes? What kind of combo opportunities are we talking about here?
Well since you’ve just jumped into the Gen seat, arguably it’s easier to play him now because you don’t have old bad habits from Vanilla. Just keep picking apart your game, find out what you need to improve on, and you’ll be able to compete at top levels. To be honest, I don’t think Gen has been cracked open 100% for people to be a legendary gen player. I think it may seem that some are just because we’ve got to that top level. But I don’t think we’ve really unlocked him as much as other characters. 2012 will just raise the bar with new technology. I think when 2012 drops, you’ll start to see the real Gen players shine. I think now we can go a bit more balls out and apply some real pressure. I think this will allow players like myself to get back into the aggressive game play they like to play. Now that I’ve really stepped up my footsies, and will be able to go back to a more aggressive style Gen like I did back in Vanilla, it will allow for a more well rounded game. That’s just my opinion.
As for the combos after EX Oga. I’m wondering if you could do roll after that… that would be different. actually I’m wondering if you can land it now…
Analyzing my game is one of my favorite pastimes! I lack experience and matchup knowledge but I do feel very comfortable using Gen. I want to level up!
I believe that most players don’t use Gen because of his stances. Then some players rely on the same thing ex. mk hands loop, if it ain’t broke then don’t fix it, limiting a characters growth. Gen probably hasn’t been unlocked 100% but I’m still learning about frame data. Can you determine all available options by analyzing frame data thorougly? Is frame data 100% accurate?
Yes and No. You can do theory fighter, but some things you need to actually test by trying it and not just looking at Frame Data on paper. There are certain combos that work but on paper shouldn’t work. It’s mainly because of distance, when the normal/special hits, and the other characters hit animation.
As far as I know no one cried for Gen nerfs, it just happened out of nowhere really. Capcom wanted to change Gen into something else but they really made him worse in super, in AE he’s a lot better though and AE2012 might be his best version yet. His mk hand loops without FADCing did just as much damage as a fierce jump in combo (j.hp s.mp TC2 lk gekiro) iirc so it’s not like it was very strong to begin with. People like that fellow on the stream chat don’t know anything about Gen in most cases so take what people say about Gen with a grain of salt.
I’m looking forward to seeing how Gen evolves with this new version. So far it’s a wonder how Capcom is coming up with these changes. Are the Japanese Gen players asking for these changes or what?
Update:
Xian is going to attend Canada Cup repping Gen. Looks like lots of Gens congregating over there for the event. I will be looking forward to that! http://xiansf4.blogspot.com/
if i remember the blog post right is that they where told that vanilla gen played nothing close to alpha. so the changes he got in super where suppose to make him more like his alpha character. also i think i remember us on the gen forum being piss because they said they took out mk into hands loop because it could be abuse by turbo users. oh that was a fun day in the gen forums.
anyway i been playing mostly 3rd strike online and mostly training mode with marvel so i have not been keeping up with gen forums lately.
some random info that you guys may or may not already know to use. i feel silly for not seeing this sooner-
you know how with certain characters you cross them up on wake up to avoid a reversal dp. i hate when they go ahead and block the crossup, and immediately mash a dp.really common with the tall characters like seth or sagat
this is super annoying if youre jumping in with crane, and switching to mantis, because on block you dont always get a tight block string between the crane jump in, and mantis normal that follows
anyway, a while back i had a break thru in super simple technology. simply time your cross up late as you would normally to avoid a dp, except make it an empty jump, and throw them when you land. fucking empty jump throw beats block/mash dp
run a simple test in training mode.
pick a shoto or dp mashable character. record gen sweeping you, then crossing up with an attack on a late jump, and then combo when the dummy lands
then record the sweep, late empty jump, throw
play it back. block the jump in and mash like a scrub.you will interupt gen more often than not
then try to block-dp against the second part of the recording
the beauty of it is that it will still avoid a reversal dp. you would have to not dp until the landing portion, on the reverse side. the worst that would happen to you in an in game scenario is that the opponent stand techs your throw attempt
Akuma Far standing Heavy Kick’s damage has been adjusted to 50 + 30 for a total of 80 damage, and when the second hit is blocked, Akuma is now at a -2 frame disadvantage.
Ahahahahahhaahahhahahaha, I hope everyone rage quits the character. Akuma players get NO sympathy from me, that move is completely ridiculous against characters that can’t crouch it.