c.lk->c.mk looks like just a sneaky, user friendly hit confirm into hands->super. It is special/super cancelable. Honestly, I really want to see if the new Gekiro hitboxes will allow you to use this TC to combo into HK Gekiro. If it does, bawlz. I’ll test it tomorrow probably.
Cr.mp is faster, sure. I was having a lot of trouble linking into it, but like I said it just may be my lack of using it that way. If I remember correctly it does better damage(range?) in super, so I can’t see why people wouldn’t use it instead to poke->hands. I just keep doing s.mk->hands as habit.
I was hoping the crane normals were special cancelable because c.mk is unsafe on block and s.mk would be great for footsies since I think his hurtbox doesn’t extend under his hitbox. Also would have loved it for Oga genanigans, but oh well…
BY THE WAY: The dudley matchup is absolutely horrible, Yun is OP, Ibuki users should not be unhappy at all since all her tools are still solid and the vortex is still brainless 50/50, Akuma still has his vortex and is now the best shoto, and Zangief’s new and improved U2 is godlike. Zangief in general is godlike, but to be honest I think that Gen is going to be one of the few characters that has a 5-5 (maybe a 6-4) against him now that it’s harder to get knocked down. Guy got a lot of improvements and you’ll have to relearn the matchup… but really he isn’t that difficult to handle regardless. My Crane SUPER got stuffed by one of his elbow drops once though, which was disheartening.
sMK reaches SLIGHTLY further than cMP, just slightly
but sMK’s hittable box is far beyond the red box, while for cMP its the opposite (i.e. better “priority”)
and right now cMP deals slightly more dmg (like +10 dmg)
what now in ssf4 really makes the difference between those 2 is the startup, sMK is 2 frames faster, but if they sped up cMP’s startup to 5 (since they say its linkable after sLP, now +5 on hit) in AE i see no reason to do sMK xx hands for poking anymore… even if i like doing it
I’m really disappointed about Crane s.HK still getting stuffs as an anti-air, but happy about how useful Mantis s.HK is and that MK/EX Gekiro hitbox changed.
Still hoping for meter gain changes and a news that mantis s.MP has less pushback.
Thanks alot Vanesco, I love you (possibly homo, ok no homo im just really excited now)
So basically he retained everything he has in super and got buffed in several ways, that’s great. The new possible Bnbs are really exciting and help him build meter much more quickly I’d imagine.
Did you manage to test out mantis super> crane j.hk>… ? It’s the only thing I’m still wondering about, if it is possible and if the followup crane ultra will be scaled to death.
Sucks that crane c.hk still trades 90% of the time
“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)”
Could it mean that they removed height reset upon Ultra activation?
ahh Guy’s elbow is already annoying…now it can stop Gen’s super -_- anyway thinks for info Vanesco. Gen’s TC will be great to use. but in your opinion wat’s the yang and yun match-ups looking like? I just can’t see the twins beating Gen when it comes to poke range…especially yun.
I didn’t have the mind to mess with active frames. I should mess around and throw it out early to see if it still hits. I really was half-fighting for my life while trying to test this stuff. I’ll look at that and the (crane) j.hk follow-up to mantis super today.
Crane cr.hk was trading or losing to akuma demon flip kick/spike, so i don’t think the hitbox was extended too much. It felt the same as super, but like I said: feeling out hitbox changes will just have to take a long time to say for certain if changes happened.
@street11: I don’t think they took away the U2 height reset. It’s the same as super, teiga just moves a lot faster. From randomly throwing it out and seeing punishes, it also sorta felt like his hurtbox was moved upwards… but I don’t know so much about if the hitbox was moved downwards or widened (still whiffed on Dudley’s c.hk low frames). Hitbox tweaks are so hard to call without a console port.
s.mp feels the same all around. I don’t think they touched it. I imagine the extra hits from TC in B&B will really help him build meter faster for pokes and for hit-confirmed combos. You can TC ->hands with both new TC’s for extra meter on block. How much meter they build won’t happen unless someone brings a recorder to my matches, since I’m too busy paying attention at the fighting and not the super/health meters (I’ll be self-conscious of video and probably exposed with once i get vortex’d, haha).
Did some testing in the lab briefly (on Super, to compare to AE last night):
Mk->hands still does not do full hits on crouching opponents. The reason i saw mk->hands do full hits on crouching fuerte is because his hitbox is so weird. DISCONFIRMED. Still does limited hits on crouchers, but TC should help to get full hits on hit-confirm.
Also, to clarify: Gekiro HAS had hitbox changes. S.mk-> MK and HK Gekiro will whiff on standing opponents in Super, but it will hit in AE. The hitbox must have been lowered on these two moves. Strangely enough, s.hp->Hk Gekiro still whiffs on certain cast members (fuerte, i think dee jay too). HOWEVER, the TC allows them to be hit by the HK gekiro. Weird stuff huh?
::UPDATE:: Even TC into HK Gekiro whiffs on Guile. It looks like they fixed the hitboxes of some of the characters, but not all. Sadz.
I don’t buy the whole “We fixed some of the characters’ weird hurtbox properties so less moves will whiff.” It doesn’t seem like they did that at all, but instead changed the hitbox properties of some problem moves. (eg. Akuma’s U2 hitbox gets lowered only if you do it canceled from a teleport…not a complete fix to its hitbox on say focus crumple)
Unfortunately, they seemed to overlook s.hp->Gekiro whiff and instead recommended subtly that we do TC.
Don’t mind my messy post from last night; I was super tired.
oh i hope to see if mantis U2 is improved and if itll catch airbornes heavily disappointed in this grayscale crap again. i would of sworn they would of removed that pointlessness. also curious to see if people can still hit gen out of his crane U2 like before. cause honestly i find that SICKENING!!!
crane C.HP buff? so beastly on counter even more so? what are we talking here? a WTF the other person doesnt wanna play anymore this game is broken damage?
damn i thought it was meant that WE did more damage attacking with it… what a depressing shame.
you guys get to work on that crane ultra 2. still need to find out if you can just be smacked out of it or if itll be a dp or jumping attacks etc.
I see Mantis U1 still sucks ass but no one knows if itll catch a person in the air yet. By the way if you are actually using money to play this… fucking thank you guys for being test dummies with your own cash.
Looks like Gen has enough time to Mantis U1 on hit against Blanka EX Ball. I wonder if this would work and what different Ball strengths it will work on.
at 2:14 looks like Gen gets half EX meter with mp (hit) TC1 (blocked) Gekiro (blocked)
I bet if this combo actually landed it would give Gen at least 1/2 EX meter. thats not to bad for 1 simple combo.