and also, normal gekiros for consistent AA, if possible
Doesn’t work. Also, without meter, any non lk Gekiro still trades or loses as AA.
Faster meter building is the main thing I really really wanted, so I am quite pleased at these changes so far. Can’t hurt anyways.
FAIL :\
wtf were they thinking when they nerfed a 7 frame startup ““DP”” with almost no invincibility already…
ok then… i’m not raging because all the other buffs look good at least :L
did they fix the annoying landing frame glitch by any chance?
? What do you mean?
hes talking about if you buffer your stance change with a jump in, and you have to wait your 5 frames or your next move is in your previous stance
Yeah it’s still in. I was getting Crane S.mp instead of Mantis S.mp after a deep Crane jump in and getting punished for it.
I’m glad to hear about the other changes but WHY is this still here? Isn’t it a glitch that should be fixed? That accidental crane mp makes me cringe everytime.
BTW, thanks for the reporting on the arcade changes Vanesco - that Dudley game was pretty awesome too…
its sucks because you can never buffer a hit in a different stance after your jump-in attack hits or gets blocked, so your next move comes out on the 1st possible frame after the jumpin recovery frames… like every other character do, and like gen can do if he doesnt need to switch stance
pretty stupid since a big part of this character in about switching stance all the time as fluidly as possible
and as kruldar found out and wrote in the other thread, that doesnt even last 5 frames, youre not switching stance until the game registers a new input, so it can virtually last for the entire round if you dont move, lol… thing’s fucked up
i hate it because after a crossup is blocked you almost always risk getting srked if you press something after the jump
The funniest thing would be the fact that it was present in Alpha 3. I guess this is their “idea” of making him closer to the Alpha counterpart.
more meter gain = more chances of using both his supers and ex gekiro. along with the two target combos and standing hk buff, he doesnt seem too bad.
anything new with ex oga?
of course, jMK blockstun is “basically” never going to be enough, and you still have to try doing that frame perfect…
and with better meter bulding plus the HP>MK>hands TC, FADC combos** might** be even more worth the 2 bars
i wouldnt hope for anything good for ex oga… seth killian clearly said that in a pretty recent interview, he’s not getting it back, gen’s still gonna have to block on wakeup, or do the focus-stance-cancel thing
oh yeah, forgot all about his fadc combos since its not even worth doing most of the time in ssfiv.
armor, along with the throw and fireball invincibility on the ex oga would be nice
Now I think they will be worth doing again, and also, they should do a little more damage and noticeably more stun with the TCs.
I really want to see if the new B&B beats FAlvl3-> Crane S.HP for max damage on dizzy. It probably doesn’t because of scaling, but it sure builds a lot more meter. I’m not gonna mess with FADC combos right now since I really don’t think they’re worth it with all the scaling.
ANYWAY, time for more notes:
-Crane U2 doesn’t seem to have invincibility on the way down. I traded with Lariat once and beat it out clean once, which happens because of lariat’s gaps in its multiple active frames. Sad day. Crane U2 May also recover faster on whiff.
- I did bait a Balrog’s jump back and punished on reaction with TK Crane U2 from like 3 training stage boxes away. Maybe 4. It’s THAT fast. It was awesome.
-Oga is pretty much the same. I can’t tell any difference, at all. Still unsafe, ex is still projectile invincible.
-I’ve gotten used to using his new B&B (S.mp->TC->Gekiro) and it’s amazing. It takes a little execution to hit the link, but it’s all very natural to me now. Even without jump-in attacks, it does about a THIRD of Yun/Yang’s health and puts them in a bad stun situation. It’s a great punish and easy to hit confirm during frame traps if you react fast enough. Add a jump-in, and you’ve got some scary damage.
-Gotta delay U1 Mantis punish on Blanka’s Rainbow Roll, since they screwed with his fall distance on block.
-Even though you can now combo S.mp->c.mp->hands, it doesn’t move Gen as far forward as S.mk does. You will whiff hits on c.mp->hands that you wouldn’t on s.mk if you’re not at the right range. I’m still going to using s.mk for this reason, outside of frame traps. I’m pretty sure this is accurate. I need someone to check character specificity.
Now for some pictures. I wish I could have done them all on the same character, like the previous ones with Cammy (950 HP), but people were too eager to press start and get matches underway in the gap between my wins (lol).
I tested some more combos, since people had asked me to and I was curious:
http://i154.photobucket.com/albums/s268/loveandgravity/mms_picture4.jpg
Mantis c.lk-> c.lp-> TC-> lk Gekiro
The Trapy combo (since he asked about it). It does work. It does a little over 50%-60% of a meter bar, I think. It’s a pretty good hit-confirm from a low attack and it does good damage. Note that this combo is on Viper though (900 HP). You can’t combo s.mp from the c.lp and still get the TC though; it pushes the opponent too far back.
http://i154.photobucket.com/albums/s268/loveandgravity/mms_picture6.jpg
Mantis J.mk-> s.mp -> TC-> lk Gekiro
Note that this is on Honda (1050 HP). This builds a little over 75-90% of a bar. I hope someone can extrapolate and see how much this would do on a 1000 HP character. This works on normal and cross up J.mk.
http://i154.photobucket.com/albums/s268/loveandgravity/mms_picture5.jpg
Mantis J.HP-> s.mp -> TC-> lk Gekiro
This is on Dee Jay (1000 HP). This combo does a fuckton of damage, stun, and builds a hair less than one full bar (box looks full, but isn’t glowing). I imagine it would do much more with EX Gekiro (maybe even his max damage); HK Gekiro whiffs on Dee Jay
I still need to see how much damage/meter using TC->Hands instead of Gekiro does (out of curiosity).
I hope these pictures made your day. Practice your execution, and get hype for Gen.
-Van
depressing indeed about the craneU2 still trading with everything. i guess i can expect to be jabbed out of it by ryu again. (yes this happened)
or elbow dropped out of it by guy (yes this happened)
or have a wind current blow a little hard and gen fall into a trash can for 9999 damage to him (angry exageration)
as for the faster recovery on crane U2 are you sure its not just the fact that it lands so fast now no one can react to it yet?
also is it fast enough to use as an alternative to using crane super for those who jump in or out? i mean i can do it now but ill be honest have to be insanely on point to do so. will we be able to basically flowchart punish jumps now?
I’ve been jabbed out of it as well. But they said the travel speed is faster, so it might not be as easy for them to time it. Guess we will see.
But seeing as Jab only has 3 active frames and lariat has way more, I could see it being harder to jab him out of it.
its been done to me on a consistent basis by a few people. WHILE being ONLINE. so i dont think its that hard at all. not to mention some jumping attacks stuff if too. shoto neutral roundhouse does for sure. sickening thing. made me toss my dualshock and go grab a beer. didnt care that i was in the lead it just ruined it for me when i first saw that.
Same thing happened when I found out mantis ultra 2 had no special properties or real damage.
grabbed another beer.
then when i found out AE mantis ultra 2 DOESNT lock in on characters that are in the air like ken an dseveral other peoples ulras… I grabbed some more…
I am officially a drunk…
hits 3p and 3k
(drunken stance)