It’s a timing thing. Just cancel it, dash and input cl.mp. It’s just a matter of training (like any other combo ever, really). If you do it over and over again, it becomes muscle memory.
Have ran alot of test on them and s.HK s.HP s.MK s.MP are very similar, the only one that’s smaller is s.LK. hey by the way do you still play Gen Zukuu?
I main random, so in a sense, I main all the chars and be still a 100% loyal. (except for Viper. I hate her and I can’t play her at an average level for the heck of it).
ok, that’s cool, Just hanging by the thread in the game, use Gen only for FT10 or FT5 and when anyone challenges him, now I go with Ultra 2 and just throw it out there, being -10 and huge pushback makes it fun to just psychic ultra lol! So do you think that Gen in USF4 will be better
thx mate , juste by the day i decided to practice it and i figured out that early fadc thing , u made a video to explain … thx very much for u r time sir , i appreciate the effort
but seriously should i learn that stuff cause it seems xian leveled up his game with that stuff as he could punish things he couldn’t with 2nd hit or 4 hit fadc and works even on crouching opponents , that’s why i’l trying to get it consistenly …
Its more of preference my friend, I dont think its worth 2 meter for barely 200+ damage it does. but if its to close the match then why not or for aknock down if you have confidence in your mixup then by all means do so
Fixed issue where Gen has 1 frame more invincibility on neutral wake up
Stun Vitality: Increased from 900->950
Normal/Red/EX/EX Red Focus attack: Hitbox has been reduced into his wrist area
[Mantis]
Stand heavy punch: Stun damage distribution changed (100*100->150*50)
Light/Medium/Heavy Hundred Hands: Hitbox has been extended to hit further out
Light/Medium/Heavy Hundred Hands: Frame advantage on hit reduced (reduced by 1F)
Light/Medium/EX Hundred Hands: Pushback on hit and guard reduced
Heavy Gekiro: Causes soft knockdown
Heavy Gekiro: Timing is now switched with the EX version from AE 2012
EX Gekiro: Causes hard knockdown
EX Gekiro: Timing is now switched with the Heavy version from AE 2012
****nketsu: 600 stun when this attack connects with a full Ultra bar
****nketsu: Hitbox extended outward to hit from further
[Crane]
Crouching light punch: Advantage on hit increased (3F->5F)
Crouching heavy punch: If the opponent is hit with a counter hit, they float higher
Crouching heavy kick: Recovery reduced (29F->24F)
Forward/back jump hard punch: Hurtbox increased to make it easier for the opponent to anti-air
Forward/back jump hard kick: Hurtbox increased to make it easier for the opponent to anti-air
Light/Medium Jyasen: Guard disadvantage after block decreased (-3F->0F)
Light/Medium/Heavy/EX Jyasen: Damage on last hit increased (increased by 10)
Oga: Hitbox on his foot has been reduced
Yea, timing on HK is now lazy as crap, while timing on EX will be just like HK Gekiro.
Crane cr.HP follow-up… I doubt it. It doesn’t give you in a juggle state, so you need something with a juggle potential. If it was special cancelable canceling into EX Oga would’ve been interesting, since that move has a juggle potential. It would be easier to follow-up with Crane Super midscreen, and it might be possible to follow-up with Crane U1 on CH, depending on how higher the float is.
Hands hitbox is only extended downwards, not forward, according to Japanese log.
MP Roll being 0f on block is interesting. I barely use that move (then again, I barely use MP hands and MK Gekiro as well… them medium versions), but I might use it for a safe chip from now on.
Zangief’s j.HP having an extended hurtbox is interesting. Gen’s cr.HP might be able to hit out both j.HP and j.MK while pressing the button at the same timing (right now you have to use different timings).
I’m already starting to consider picking another character for Guile MU.
You are misreading something. I think he’ll be in a very solid spot. Tho, the wakeup delay will hurt his mix up game considerably. Then again, he lost his hard knock down anyway. :3