Don’t know, but it’s a good find. Tough on execution, but certainly worth it.
Roughly estimated, a combo like (PPP) c.LP, s.MP, s.HP~s.MK (KKK) xx HP Roll should connect. Let’s hope this will include chars with a swaying hitbox during hitstun, so it’s guaranteed damage.
My bad. I saw “why he didnt ~” part and thought that you were assuming he didn’t get a lot of other changes. I accepted ex Oga losing strike invincibility it since even though the opponents can bait it out, you still can choose to do close kick and hit them out.
I guess I’ll be the second one to find out, but if his stance changing is working as it is right now (change stance in the middle of chains, but doesn’t actually change stance until the whole chaining sequence is over), then likely it’ll not work. It’ll be the opposite of doing c.LP xx c.LK (change stance) xx c.LP xx c.LP xx Hands, which, IIRC, works right now.
Loving the new TC’s Gen is getting in AE. c.lk to c.mk sets up some decent damage for a non meter combo (c.lk>c.mk>LK Gekiro) and even more damage potential when you factor in Hands FADC. If only they can fix his Counter hit s.MP getting like +1 Frame Advantage and some meter gain back I can see him being used more in tournaments and even getting JiBBo, Asian Tom, & Yeb back to using the old hag.
Anyways, with dudley I was able to do c.LP xx LP xx MP xx MK xx Jet Upper on T.Hawk, which confirms that target combo from a chained jab is possible as long as the first hit of the TC is chainable as well (LP is chainable so I could get it out, but if I try anything from c.LK or LK, which is not normally chainable, TC doesn’t come out). Since c.LK is chainable, it will be possible to do c.LK xx c.LK xx c.LK xx c.MK xx w/e.
I’m going to have to agree that you can’t cancel moves from one stance to another and I sadly don’t see them giving us that much (even though viper and ibuki can cancel into stuff from a super jump, I don’t see why gen cant with stances).
I really like the increased speed on U2. Not so much for the speed but the fact that they understand its terrible. Seth always says “we have no good gen players at capcom”, maybe they will finally start testing shit with him and seeing that anyone can jab him out of ultra and fix some priority issues with it.
I’ll be back later. Dev blog is up and Gen FAQ translation is here. I’m not going to post Question part cuz I’m in a hurry right now.
A: For crane normals, some of them, for example, have reduced hitbox and such. There are changes to make them easier to use.
There are no changes to Roll’s frame advantage on block.
There are no other changes to Mantis U2 except for the hitbox buff.
At the front page about the crane moves, it says Reduced Hurtbox. which makes more sense.
So, Crane Normals are safer now… meh lol
I really which they would make Mantis U2 like it used to be in the alpha games, with a count down.
improved/safer crane normals is welcome. So I guess that wraps up Gen’s arcade changes…hopefully The Hoigek will upload some videos or notes on whether these changes really help Gen out
But what about the push back after doing MK hands…that would be some insane range on c.mp if that was possible. unless you meant MK hands FADC c.mp, hands?
Hopefully there are enough changes for him. Some casts are getting nerfs, but some others are getting noticeable buffs.
I was hoping for s.MK xx s.HP instead of s.HP xx s.MK for a TC to improve his damage from footsies, but no luck to that. I’ll have to wait until some AE information comes out, but currently I cannot even imagine how much his ‘spacing for the best’ will change. Will it stay in his s.MK range, or will it be changed to s.HP 1st hit range, which is almost point blank range? The problem is I cannot see either. If it stays in s.MK range, there will not be a lot of places to see TCs, and if it changes to more of a close range, then his health will heavily factor into that.