What would make this really interesting, if he benefits from moving forward twice, is if you can kara throw the mk. Assuming you aren’t landing the throw during block-stun.
to honest i always use that combo after a FADC, without FADC i dont risk it and only do MP, FP, LK Gekiro.
dude tell me at least 1 character you can land that combo on (even after FADC), im not trolling, i’d just like to try it, see it and use it in real matches
I really doubt you can kara throw the canceled MK (it would be like kara throwing chained jabs, which seems to be impossible), and the assumption doesn’t sound to be possible as well.
For the s.MP -> s.MP -> s.HP xx LK gekiro, I think he’s asking for which characters the combo works on, not the confirmation that it’s working.
omg lol, i just hit the lab, no you cannot mp,mp,hp, the opponent just goes too far for lk gekiro, i dont know why i wrote that… i was thinking about mp,mp,mk>hands, then ofcourse mp,hp,lk gekiro
Sorry about the upset man =S, you were right after all.
i bet ariez agreed with me because he thought i wrote mp,mp,mk>hands.
Something similar would be jump-in -> s.MP -> s.MP -> s.MK xx LK gekiro, on Sim and Abel as far as I can remember.
no problem man, no problems at all
i just thought i was missing something
peace =)
yep
and as you mentioned before, on deejay too, then i dont know who else at the moment
Eh. I think they’re very iffy-changes from what is listed. The TCs will help in giving us a bit more damage output from mantis, but honestly, I think they missed what Gen really needed: a viable wake-up option. He just doesn’t have enough to constitute such a poor defense like some other characters. That is to say, he has mediocre pokes in respects to most of the other cast, with an emphasis on Chun, and wasnt really designed to be a rushdown character (at least thats what I think from the way things look) like sakura or ibuki.
I feel like I’ve been given a rubber mallot, and asked to screw this 9-inch screw into some plywood. Sure, I can get the screw in there, but it’s just unnecessarily hard, not to mention will look incredibly sloppy. I just wish capcom would give Gen his proverbial “screwdriver” already to help make him a more solid character.
But hey, maybe we’re not seeing the big picture here. Number 1) there are unlisted buffs, according to Seth and 2) A lot of the other cast was nerfed. Maybe we do stand a better chance but dont realize it yet.
i do agree he needs a escape option if they are going to keep his damage output the same. i do wish they said something about his specials and crane style. just sucks we have to wait to find out anything about his other stats.
good changes on Gen.
2 TC !!
Crane standind MK will now be canceled into his specials
we need some more , we can wait:)
intresting!!
S.MK was already cancelable, so as C.MP… and the Back Dash change was already in super.
But if they are cancelable into Roll and Wall Dives that might be interesting.
Ok, I’ve slept on it and I’m still not feeling good on this.
Even with nerfs to the rest of the cast it still won’t fix the issues that plague Gen in Super; Vanilla he was able to have this sense of building momentum with Gen, like you were able to get on top of characters and actually have a good sense of flow in what you were doing. This was achieved in large part with Mk~Hyakurenko loops and mantis cross ups.
However there’s nothing that can give you that or any sense of flow or momentum with Gen in Super and that’s largely in part to Gen’s abilities feeling like they are broken or incomplete for a better word. Gekiro itself is the most frustrating thing that can absolutely shatter a sense of momentum. In that, Mantis S,Hp is the only option to combo into Hk Gekiro from his normals and yet for some reason, even point blank range(crumples and jump ins included) Gekiro will still cancel out of the S,Hp but will miss like 40% of the cast.
Balrog, Abel, Fei long, Fuerte, Cammy just to name a few, in Fuertes case it will never connect at all, this screams of a broken move that hasn’t been tested properly. In vanilla Hk~ Gekiro was fantastic to use but was over dependent to the point weaker versions weren’t employed at all and EX was only there if you couldn’t get the timing down on the kicks.
Come Super it’s clear that Capcom was trying to change things up with his Gekiro so it wasn’t a one way street in which strength to use, Low~High in terms of strength will give you a corresponding option to deal with height. Problem is Hk gekiro doesn’t beat out jump ins as it once was able and that Lk Gekiro is the only option to punish crouching and sliding moves and yet Gekiro will still be beaten clean out on wake-up scenarios. Even EX Gekiro will wiff against a slide and that’s the option we were given for beating out normals in all other situations.
I’m ok with their thoughts on the changes to it, it’s just Capcom didn’t think Gekiro entirely through and it remains incomplete and feels broken. Safe to say they thought Gen’s meter gain was OP but instead of taking a minimal approach to compensate for that, we were given options for EX without the ability to gain the meter to burn it, they went overboard in the meter chopping direction and if you’re going to win with Gen in Super you have to be an extremely meter-conscious player.
FADC’s and EX’s are just so costly with Gen in super that you have to get it in your head that you’re either going to play extremely safe and conservative to build enough meter for a punishing super or just not have that option and try and risk it with EX burns and FADC’s to try and force your opponent to crumple under your shenanigans.
Meter gain I think will be easier come AE through TC’s into specials but without fixing the issues with Gekiro first it’s a moot point, Gen will still feel broken and like Capcom haven’t paid attention. Third comes the Mantis jump arc, enough has been said already on this point that I’m just not going to go into it any further, it sucks, was a lazy move to give him an arc similar to Chun and Dictator.
If it’s going to remain that way there better be changes to his Mantis air moves to better suit the arc, otherwise please just give him back the Vanilla jump, I don’t care if I can’t jump over T-Hawk in Mantis, I’ll use Oga or Crane jump for mobility and mixups.
I don’t think that people are being unjustifiably negative with that dev blog post to Gen’s changes, mainly in part that we already knew about those TC’s from the loc test and were hoping to hear that there are other changes that have helped rectify Gen’s issues. There is absolutely no problem being negative so long as it’s constructive and from what I’ve read here there has barely been anyone out of line. So if you are going to come into this thread and harp on us for being upset without knowing the unique circumstances that have led to this situation then I think you need to go do some long research on how we all became this way in the first place.
Problem was, and is from the dev post is that it comes off feeling like Capcom have dropped the ball again on Gen, it’s not like there hasn’t been a long list of what we’d like to see happen for future balance and it’s not like there isn’t educated discussions on the Gen forum that would no doubt be beneficial feedback for Capcom to take on board when the issue of balance rolls around.
TC’s are superficial, cool looking, easy and will add some mixups to Gen’s damage output but when you go back to building a sense of flow and having a character not feel broken or hindered. TC’s won’t fix that. AE rolls in about 2 weeks so I’m sure people will find out everything soon, but as it stands it feels like Capcom have shafted Gen again, I give that enough cause for us to be negative or upset.
Can you start labeling chapters in your books, or at least a table of contents. It’s hard to skip around and find the few things that are actually interesting?
I really want to see a complete change list lol… I’m sure there is a huge pile of positive changes unspoken of. Read the complete changes list for Super Gen and compare that to his old dev blog from before Super came out and that’ll give you an idea. I am a smidge upset, sure, but I suddenly can’t shake the feeling there are a couple very juicy things we’re being kept in the dark about. Maybe I’m just delusional though haha!
You read it wrong. nothing said about crane mk. I thought the same thing at first, but its only speaking about mantis s.mk, c.mk.
I am hoping thats what the developers meant though, by saying both “mk’s cancealable.”
Crane c.mk cancel would be his best buff yet!
I think the TCs are great. Right now his best meterless punish is s.mp s.hp xx lk gekiro, and his best fadc is s.mp s.mk xx hands fadc s.mp s.hp xx lk gekiro. If you blow the mp hp link in both of those, you will get punished big time, making them more risky. Since I don’t have 100% consistency on the link I tend to use s.mp (s.mp) s.mk xx hands and s.mp s.mk xx hands fadc s.mp s.mp s.mk xx hands. Less damage but if you blow the link you simply end up pushing your opponent back - though the biggest tradeoff is that instead of getting a techable knockdown you end up half the sceen away, at +9 that you really can’t do much with. Against zoners it kills your offensive momentum and most of the time you have to get in all over again.
With TCs, you’d be able to do s.mp s.hp xx s.mk xx lk.gekiro and s.mp s.hp xx s.mk xx hands fadc s.mp s.hp xx s.mk xx lk.gekiro. If you blow the link in those, you still have a bit of time to confirm it and not hit the followup. That makes them much more consistent and a lot safer and more practical. Never mind the damage increase - I’d take that alone. And the damage will go up, too.
On top of that, it really wouldn’t take a huge meter gain increase for Gen’s super to become a major pain in the ass. All he needs to do is be able to get a super 2 out of 3 rounds, and all of a sudden it becomes a big deal. If you want something for your opponent to be afraid of - at the end of a round when health is low and meters are high, Gen with super touches you once and you fucking die. Plenty of reason to block and eat kara throws.
Not saying that this is going to make him competitive but we’re acting like he gained nothing, when in fact he did.
Changes are superficial besides st.RH range increase.
Proper chaining system would be better then the TC’s they gave.
If i had to have TC instead of chains I would have st.mk -> st.rh or cr.mk -> cr.fp rather then the two they gave.
Well at least now we can do ye olde hit confirm super, but its already easy enough to hit-confirm super so a pretty useless addition.
Mooseking already outlined everything pretty well. So nothing really to add.
I agree even a minor improvement to meter gain will be a huge buff.
im not a gen player but do these changes basically make hands combos (like st.mp,st.mk xxx hands) obsolete?