They may have upped his meter gain, but not posted it in the blog. I mean, they didn’t mention a meter nerf when the super blog was made.
that s.lp is now even more a heall of an annoying move. totally abusable and is a frame trap in itself and a nifty tech throw setup (kinda like sakura’s s.lp). you gotta try that out. even now it’s way underrated.
also that c.mp will be the new BNB ending in hands. (dunno if it’s a block string tho). more dmg + reach + low hitting. and now even less start up, maybe on the same as s.mk. + it’s way easier to input.
//updated first post
eh, well I just finished a 2nd test for an online drama course in college, and about 50-70% of it contained questions already used in the first test. Very little coverage over the plays we’ve been studying the past couple weeks. I’m slightly disappointed, but I’ll take an easy grade.
Looks like Gen’s getting a make-over, and I won’t have to play him as a footsie/intimidation/random element character, as I’ve come to understand.
Isn’t his mantis cr mp hitbox just a little bit longer than his mk? Will cr mp hands be the go to poke?
Too many questions! I’m excited.
Wow… way to totally address none issues and let the real problems go untouched. This is like replacing the tires on a car with no engine. WTF CAPCOM!?
Mantis U2’s hit box was given lower area… REALLY?! Do you think this is the reason Gen is shit tier? Because his U2 whiffed low opponents 5% of the time. Mantis U2 is HANDS DOWN the worst ultra in the game and they do NOTHING REASONABLE to it.
They even have the nerve to list a buff he ALREADY HAD!!
Man, first the Venture Bros. season finale and now this. My body was not ready.
About meter gain: New target combos mean new, longer block strings. That’s an indirect meter gain buff. Like others have posted, previous changes to meter gain went un-posted, so them not being mentioned here is no surprise.
combos to try:
(M) c.lk > c.lp > c.mp xx © roll
(M) c.lk > c.lp > c.mp xx hands
(M) c.lk > c.lp > c.mp xx gekiro
(M) c.lk > c.lp > s.mp > s.hp xx s.mk xx hands
(M) c.lk > c.lk xx c.mk xx hands/gekiro
Dunno how I feel about ©U2. It’s good that it’s better, but that’s only going to encourage me to use it more, and when I use that ultra I do some dumb things.
If this is all the U2 set is getting then it still doesn’t compare to U1 at all.
It all sounds good but are we going to see this on consoles? Never heard if this will get to us here. I know the new characters wont get to us anytime soon but these AE changes should be a mandatory update so we can at least practice for upcoming tourneys and not have to wait 6 months later before EVO.
So fucking disappointed.
I’m pretty sure AE will someday come as DLC. It doesn’t make sense to get Japanese Arcades full of SSF4 post-AE and when it comes to EVO, boom it’s pre-AE.
True but everyone is so excited about the changes yet we wont see it here in the states other than a minute amount of Arcades that will carry SSF4:AE. That is my concern.
True that. If you’re living in somewhere with a huge arcade lucky 4 you, otherwise it’s months of waiting unless they actually release it as a DLC at the same time.
About Gen changes btw, now that c.MP would have same (or faster) startup compared to s.MK, would have slightly less range, but in return would deal more damage, has better hitbox and more active frames and is much safer on whiff, this one might be my new main tool when AE gets here. Ah yes, much easier to cancel into hands as well.
The updates are exactly what I expected to see: more evidence that Capcom is mashing on their balance machine.
What does it say about hands though? I see Hyakurenko mentioned in there, but I can’t actually translate anything.
For anyone that doesn’t know about the back dash: In vanilla, some back dashes would have this weird transition after invincibility, becoming vulnerable and grounded, then airborne and then grounded again. So, if you tried to back dash something like a meaty dive kick from Akuma, the invincibility would wear off and then he’d get a full ground combo on you at the start of that transition.
In super, they made a change (universal, I think) so all back dashes go straight from invincible to airborne, even weird dashes like Dan’s. I have no idea why they keep mentioning it in the AE blog. Maybe they just have no idea what they’re doing at this point.
:shake:
I wish I could say and… i’ve just been wondering… think you might go back to Gen in arcade over these slight buffs?
How is it possible that the one character who stood out amongst the negative changes when SSFIV rolled out gets overlooked when it comes down to a major balance update?
Even though the complete translation is not up I find this borderline insulting that the main issues that the Gen player base had when SSFIV rolled out has not been addressed or even hinted at.
Seth what the hell man, when you lose 99% of players to a at best B tier character to an updated version, you’d think you would pay attention to the voices that have been here and the lists that have been compiled. We were never asking to be Godlike, just to have a few things looked at and we’d be happy.
I can deal with no Invulnerability on EX OGA (even though Akuma who has the same HP can escapes at the cost of no bar, but for some reason it would be too godlike on Gen) But the fact that mantis jump arc has not been tweaked or talked about, this was and still is the major problem with mantis with Gen in that what used to be an extremely viable jump and the source or good pressure and mixups.
But mantis jump arc still remains a blatant advertisement to hit him when he’s supposed to feel like a smooth moving assassin.
We got spoon fed “It’s because of T Hawks height” but Gen shared a very similar trajectory akin to Abel and I don’t see him jumping around like a floaty punching bag, at least if there was a note on changing animations or hitboxs to suit the jump arc then that would have been acceptable.
As is, Gen’s Mantis jump is nothing short or a ridiculous advertisement to punish him, with no option for safe jumps or ambiguity when he moves.
I dreaded reading this blog post, sure I can see the possibilities from the target combos to bring his damage up on his combos (which never reached suitable levels for super) but no address of jump arc, and no change to the far and away worst super in the game, Mantis U2. Still focus damage and a gimmick, how about Alpha 3 style with the ticks of damage then stun. Simple. Or, how bout making it not link off Mantis super and giving it straight up damage with the ability to link of a mantis Hyakurenko FADC
last thing, no mention to Gekiro changes, Gekiro is freaking beaten clean out on wake-up against crouching jabs and meaties in a similar fashion to Balrog’s Headbutt even though this is a Dp on a low health, fast moving character and not a Headbutt from a tank who’s up the top of and still arguably the strongest character in the game.
Fine with it not having a FADC but at the very least it should beat out crouching jabs and meaties, this is a incredibly frustrating ability to be able to read an opponents incoming attack perfectly and when any other cast that has a DP would otherwise punish these moves, Gen lucks out.
I know it’s useless complaining now but this is the second time changes have rolled around and I’m not feeling like you guys have listened to the Gen community. Seth I know your stuck between a rock and a hard place but c’mon man what the hell is wrong with the balance director and why doesn’t Gen get the deserved treatment such as fan favorites like Makoto.
You guys talk big about listening and singling out the legit complaints from frothing fanboy rants but I’m still feeling like you guys aren’t paying Gen the attention he deserved going into AE.
I know you have a tough Job when these posts roll out but C’mon Seth shed some light here.
There were no mentions about hands in dev blog except for “canceling hands from c.MP will be ~”
Some backdashes like Gouken’s actually stayed that way, invincible -> grounded for 1f -> air -> grounded.
I thought when they released Gen’s changes in SF4 -> SSF4, they mentioned about backdash already.
Btw, why blame Seth? Afaik, he’s not the one who makes the final decisions.
This is what I got from that:
Gen
[Overall]
Gen now has his own tier. Makoto has been replaced. We ask that you please enjoy his target combos though!
personally im good with the changes. although it was mostly about his mantis normals, target combos and ultra 2 adjustments.
i wait till arcade version comes out and when the dlc comes to see another changes they did not list.
if he ends up better good because i am a lot better with gen then any of my other characters. if he ends up the same oh well, that why im trying to learn other characters so i can have other options.
I’m not blaming Seth, I’m asking for clarification.
Half the problem with Super changes to Gen was the sub-par PR we were spoon fed, from “Rapid Fire Pads” reasoning on taking away Mk-Hyakrenko loop to the same line of “He’s stronger” quotes in similar fashion to the questions regarding Sagat’s supposed nerfs.
All I want is an honest answer on this, Seth has the Job or being PR to the community and it’s not something I envy, but given whats been overlooked and not even mentioned in the Blog post I would like a solid answer to this, doesn’t have to be right now so Capcom can still have it’s hype engine in motion for AE and not spoil the surprises we’re supposed to look for, but just a solid answer to douse the flames of my concerns would be good. Sooner, or later. Doesn’t matter. Just solid clarification.
I’ll track him down eventually for an interview but in the mean time this is what tools I have at my disposal for airing both grievances and for asking questions.