SSF4 Gen Arcade Changes

good stuff dude! keep it up.

Thoughts and useless speculation while I’m bored at work:
Unless they changed something about mantis s.mk to make it better, I can guess why everyone likes the other TC more. Forces stand with the s.hp, and both s.hp and s.mk carry Gen closer for a gekiro. Maybe the other TC will come in handy when you’re confirming but they’re too far away for a s.hp or s.mp and you don’t want to have to link the s.mk off a jab.

EASY to do FA crumple -> U2? Sexy. Maybe it got more buffed than its speed. I can only hope.

mantis super -> crane j.hk connects against some IIRC but you can’t combo KKK U1 afterward because they land before you do.

I hope that KKK s.hk’s hitbox/framedata was improved so it’s worthwhile to use it on the ground now.

I’m certain he did the gekirou too late against the ryu, You have a few frames to cancel s.mk into Gekirou my guess is you have to do it asap instead of doing it late.
Similar to how you can do s.hp into HK gekirou but doing it too late will make it wiff on characters.

Thanks so much street!

Sounds pretty good so far. crane j.hk after mantis super sounds cool. I hope someone can check if it can be followed up again.

I’m very excited about Mantis S.hk. If it’s as good and I think, then the chun matchup will be much easier.

You can put a very long delay on his Crane j.hk TC, so I assume that U1 Crane will juggle afterwards. I just hope the crane super/ultra aren’t scaled to shit like they currently are.

good news finally :slight_smile:

wouldn’t it be crazy if you could do super then jump into crane U2 O.o. drooling…

What? A dizzy with Gen on someone with normal stun? Hopefully stun damage is buffed.

similar to the recent post from “street11” :

Gen

? Lots of people talking about Gen’s Standing Hard Punch into Standing Medium Kick into Target Combo.

Mantis Style

? Mantis Standing Hard Kick is a high move and the range seems to be similar to Mantis Crouching Hard Punch.

? Mantis Super into Crane Jumping Hard Kick connects, this could have been the case previously, though.

? Any Jumping Attack, Standing Medium Punch, Standing Hard Punch, Standing Medium Kick, Cancel into Light Dragon Kicks was tried on dizzied Ryu, and the Dragon Kicks whiffed but connected on Ibuki without a jump attack.

? Crouching Light Kick, into Crouching Medium Kick seems to be less useful than Standing Hard Punch into Standing Medium Kick, Target Combo. If you put a few Crouching Light Punches before hand, Gen’s Dragon Kick will whiff.

Crane Style

? It’s really easy to do a Focus Attack crumple into Crane Ultra 2.

? Something feels different with Crane’s Standing Hard Kick, but it wasn’t elaborated on.

source:eventhubs

I think Street11 is the source…

And they included me as one of the “sources” :lol:. I’m honestly impressed (no joke) that they are checking each character thread. They should’ve included Japanese SSF4 AE BBS as a source instead of me though.

I’m actually concerned about this point more than anything else:

  • c.MP -> trade with c.LK -> c.MP comboed

As you can see, currently Crane c.MP has hitstun of 15f, and most c.LKs’ hitstun is 13f, except for the sole exception of Hakan with 14f. So if you trade with c.LK, you’ll be put at +2. If the report is correct, then either c.LKs’ hitstun has been universally decreased (or that specific character he traded with) or crane c.MP’s hitstun has been increased. If latter is the case, it means crane c.MP -> HP Roll will work from any range, since we were lacking 1 frame of hitstun for that to combo.

updated first post.

btw street11 could be so kind and “scavenge” + translate any cody related stuff as well? I’d HIGHLY appreciate it. post it in the cody AE change thread or send me a pm or stuff. pretty please with cream on top and a cherry

Sorta gets off topic, but I’m afraid I cannot translate Cody changes, as there isn’t any posted yet (only some confirmations of what dev blog said and a comment that he doesn’t feel any different from console SSF4 save knife pickup range)

so any luck finding gen vidoes, i found some for Cody and ibuki, but no gen. also zukUu my eyes may have been playing tricks on me but the walk speed seem faster for Cody. sadly i have not found any for gen, which i was expecting.

Been watching in Nico Nico but no videos yet. I wouldn’t expect any videos any time soon either, he is not a popular character. I don’t mind, I’m more interested in the changes posted and such as long as they’re confirmed.

after messaging hoigek on youtube this what he gots to say…

TheHoigek

Re: hey hoigek
I have already played gen in arcade. Gen seems not to be changed so much.Mantis s.hk has good hitting box , it may be very strong.
s.mp>s.hp>s.mk>hands>FADC>s.mp>s.hp>s.mk>gekiro is good.
I should practice this combo to make it perfect.
I want take some videos, but I have no way to do it…

still no low jump mantis :sad: or ex oga.

but i guess that fadc combo makes up for his mk xx hands x2.

hows the meter building?

lol, just thinking about that… its going to be harder to execute… jut the opposite of “target combo = noobish”

if you could just use the target combo alone to deal big damage ok that would just be noobish, but since you have to add that to pre-existing links and combos, execution it’s just going to be harder

at higher level is probably making the 1 frame link cLP>sHP even more important to maximize damage

still wondering how useful the other target combo from cLK will be… not hoping too much about that anyway

and i really want to know how much dmg the TC sHP>sMK deals…

Here we go. I had a lot of people asking why I kept taking a sheet of paper out of my jacket pocket and scribbling notes between matches:

No limit on hits before TC. Mantis j.mk (even on cross up) -> s.mp-> TC -> Gekiro works.

Crane s.mk and c.mk are not special cancelable.

Crane c.mk still projectile invincible. It may have even longer invincible frames because it didn’t get tagged by jab projectiles (hados mostly), even when done a little earlier than usual.

The link Mantis s.mp -> s.hp seems more lenient. Not sure if they sped s.hp up.

Mantis s.mp still very good for frame traps… was able to string 2x, walk up and do another. Doesn’t seem to have changed much.

Crane s.lp may be safer (felt like recovers faster/more advantage on block) Still feels like negative advantage however. Don’t quote me on this because I need to test crane normals more.

Crane s.hk still trades as an anti-air… was trading with yun/yang dive kicks so it may just be that their dive kicks are just good. Might not have changed. Probably didn’t.

Crane c.mp -> hp jyasen (roll) still will not connect full hits (will go into block) if the opponent is too far away on hit confirm. It doesn’t seem to have changed.

Getting counter-hit while doing Crane c.hp still has the beasty damage increase (when getting hit, you still take a fuckton of damage). Confident of this.

Crane U2 is very viable. It is super fast, you can use it in gimmicks to catch back-dashes if you TK it, you can catch people jumping backwards if you anticipate their jump. Lots to say about it… it’s much better.

This needs more testing: Crane U2 may recover faster on whiff. I threw Crane U2 at a Yun using You-Hou (which serves as a good anti-air). I activated U2, and when i was in mid-slide, he counter-ultra’d with You-Hou. Teiga passed right through his arms and his head. Now, it may have just been You-Hou’s hitbox being weird, but (from experience with getting hit out of u2 in super)I was positive I should have been hit. I think they may have moved his hurtbox higher.

I couldn’t get Crane U2 to cross up as easily as before. I don’t know if they messed with its hitbox, but it sorta feels like it was move downwards (which doesn’t explain how it it missed Dudley’s c.hk scoop, but whatever. May just be my imagination or fuck up)

I don’t think Crane U2 has additional invincibility frames, if it had any to begin with.

Mantis U1 doesn’t seem to have changed much. You can tag meaty wake-ups like in Super, but it still has NO PROJECTILE OR HIT INVINCIBILITY outside of that. Kinda pissed bout that.

Brokenjoseph was there at FFA too and he commented that Crane’s s.mp overhead seems to have less advantage on hit and block (it could be a frame trap before). He said that people are able to move and press buttons sooner. I tried it a lot afterwards and I don’t think I agree. It seems the same. It seems like it is still a frame trap for throw, but dunno he may be right. I’ll try some more soon.

I think Mantis s.mk-> hands did FULL HITS on fuerte and a few other characters on CROUCH. However it did not work on Dudley or some other characters. I don’t know what’s up with that.

Other weird hitbox stuff: Mantis s.hp-> HK Gekiro still whiffs on certain cast members. In super, it didn’t work on fuerte and it still doesn’t work. However… I have good news about Gekiro…

Mantis s.hk is a very good poke. Mantis c.hp is still an awesome anti-air and poke, if you don’t get focus->crumpled.

Crane c.mp seems the same. Doesn’t seem to recover faster at least.

Ex. Gekiro hit some low meaty slides that it couldn’t before.

Exciting stuff: Not only does Mantis s.mp->TC -> lk Gekiro work… BUT HK GEKIRO WORKS AS WELL. It seems strange that naked s.hp-> HK Gekiro would whiff but TC-> HK Gekiro works… but yeah. Gen’s new B&B is hit confirm (from jabs or s.mp) into TC into Gekiro. This will help SOOOOO much, not to mention that Gen benefits from the additional TC hits as meter.

Where s.mk -> mk Gekiro would whiff in super, TC any Gekiro works. ALSO, THERE ARE HITBOX CHANGES ON GEKIRO. Mk Gekiro connects in places it wouldn’t previously. I still need to test if mk and hk will hit crouchers, but you should use TC hit confirm to force-stand into HK Gekiro anyway. I couldn’t tell you the specifics on hit/hurtboxes on Gekiro now except to say that mk and hk hitboxes are probably lowered. I am positive of this.

Oga doesn’t seem to pop people up higher, and I never hit one while i had Ultra to test teiga ease. I don’t think Oga has changed. It’s still unsafe as hell. I think roll is still unsafe on block too. Mantis super doesn’t seem to pop them up higher, but I need to test that more since people are saying you can do crane’s j.hk target after super. Doesn’t look like it, but i’ll give it a shot.

Mantis U2 is still garbage. I need to test to see if you can get full cinematic on AA. I couldn’t land the damned thing. There were very solid players there tonight.

I’m so tired, but so excited. Please PM the rest of your questions to messiah and I’ll get on them. I still have so much more to mess around with… but when I land mantis super, people die.

Only reason not to do S.mp->TC->Gekiro is if your s.mp is very far from your opponent so that s.hp will not hit. In these cases, it’s probably best to frame trap or mk->hands. S.mp->(cr) c.mp-> lp/ex roll is still probably good if you really want damage off that hit confirm but are too far for the TC link.

I kept forgetting to try out Mantis c.mp. I had some execution trouble linking it from jabs, but it just may be that I don’t have it in my muscle memory so I’m fucking up the timing.

I’m not sure if Hoigek is doing FADC combos for the stun or max damage, but Gen’s supers are still immensely worth saving meter for. Both the new TC’s make it easy to hit-confirm hands into super, and the s.hp->s.mk TC will force stand for your hp hands so you get all four hits to super cancel on.

Different styles, I guess.

There’s really no way for me to eyeball damage increases or what is the best string for meter/damage without someone recording my matches. Anyway, it’s so damn hard to even get the opportunity to hit these combos in competitive play when you’re fighting people like Combofiend and Clockwork and other great players who know how to block genanigans. Also, it’s going to take a long time to figure out how hitboxes have changed without just extensive time and reporting (or a console DLC port)… so I can’t answer a lot of questions very quickly unless I get a cabinet to myself and a training buddy.

thank you very much for the infos

nice stuff, as i was hoping… even if as i imagined mantis U2 still sucks donkey balls

happy about what you wrote for the new target combo HP>MK

in the future if possible, i’d like to know more about the new mantis crMP (xx Hands) and uses of the TC cLK>cMK

with that thing, “both MK are special cancelable” they were probably referring to those in the 2 new TC