SSF4 Gen Arcade Changes

I was thinking that Gen might be the hardest ‘classic’ character to master. His combos, stance changing, and footsies and setups that require massive memorization, not to mention low health and stun. The only one that comes close is C.Viper, and while she is indefinately harder execution-wise, she’s hard for different reasons. Like doing a normals superjump cancel into ultra or meterless fadc-ing. She’s the hardest ‘unconventional’ character.

Yeah. it seems like we got a bad deal compared to Makoto and Hakan players. Plus you are right that we may be too excited. I remember when Super first launched and Jibbo said that Gen was fine, of course we never saw him after that post.

1)The s.mk part of the TC makes characters do the reel-forward animation as if they were being hit in the gut (like ryu, whose reel-back make it very difficult to land certain combos). Both S.hp and s.mk move gen forward, so it puts you deep into the opponent’s hitbox and forces stand once you land it. Is that what you’re asking? Using hands and gekiro after TC flows very naturally.

  1. There really is no way for me to answer this. If you do too many hits (aka the Trapy combo with jabs), the only part of gekiro that does any damage is the first hit because of scaling. I’ve been punishing whiffed DPs with S.mp->TC->LK/EX Gekiro. Ex Gekiro does more damage than LK in the B&B, but not very much more (I think).
    That said, I need to go back and take more photos, since I think maybe I could have dropped combo on one of the B&B variations. I don’t think I did. I’ll feel better when I can has more photoz to confirm.

  2. S.mpx2->S.mk->Hands was a safe string and hit-confirm into Mantis super in SSFIV. Gekiro combos have been the most damaging combos since Super came out if you hit-confirmed off a S.hp or S.mk, but it was much less safe. Because S.mp->TC is such a safer and easier link (and gives you much more time to hit-confirm the Gekiro once you see the TC has landed), it should be the go to, even for hands. If you see that TC was blocked because you dropped combo, you have enough time to cancel the s.mk into hands for some safe chip damage and pushback. You can still play Gen exactly like you could in SSFIV (I did at first), but the TCs add so much more damage, meter, and are much more safe.

4)Mantis S.mp ->Crane c.mp-> HP Jyasen still works. You will still whiff hits on roll if your c.mp hits too far away or isn’t CH, putting the opponent in blockstun. I was really disappointed this wasn’t fixed, but I think if they put more hitstun on the first hit of jyasen we’d have more FADC combos. Also, Crane S.HK is still a situational AA. It trades a lot, so if you’re using U1 Crane or Crane super, that’s good news. ALSO, S.HK is still very good against Blanka-balls. I love it now, especially with his nerfs making him use different ball speeds.

Also, ex and normal Flash kick can’t punish roll on block, but I don’t think it ever could.

I can’t really tell you offhand if anything does more damage, since I’d be eyeballing it and don’t have a picture of damage to compare it with.

Gen isn’t THAT bad right now. Yes he needs some work. But I feel that these small buffs, and no nerfs are a positive thing. The only thing that I see what could be negative is the buffs that other characters got that could make it hard for Gen to play against.

yeah thats a good point and i hadn’t really thought about it before

They really only can reversal you if you drop the s.mp->tc link, and their reversal has invincibility. If you dont do anything after the s.mk, you might be get SPD’d… I’m not sure. In Super, you can get SPD’d on block if the s.mk was meaty. I’m not sure if the TC changes advantage on block, but really, we should throw hands every time TC gets blocked anyhow.

-Roll is punishable by SPD on block. I still need some matches against ken/akuma to test if it is punishable too, inside and out of the corner.

Well I dunno if I’m going to be on before Xmas. ( I probably will, since I have the Tapatalk iPhone app so I can view these forums with ease).

I just wanted to thank everyone who has put so much hard work into Gen these past few weeks. There are too many names to name. But I’d really like to single someone out.

Vanesco

Thank you for all of your money spent(btw how much is it to play a game of AE?) and hard work since AE has come out. I know I speak for everyone when I say I(we) really appreciate it.

Well I must say merry Christmas too all as well. i’m leaving for Cali to visit Family for the holidays. I doubt I will go to an arcade there but If I happen by 1 I probably wont play anyway as it is probably going to be $1 - 1.50 to play a game of AE. (Really ridiculous when you think about it.)

Capcom will most likely hold off for quite sometime before releasing the changes to consoles as they will probably rake in some decent cash in the meantime.

I’m confused by this, because I know you’ve seen this:

Mantis Style

  • Standing Hard Kick’s range slightly increased. There is no hittable box from his ankle, so it might be useful as a footsie tool.

I thought Vanesco or SecretCharacter confirmed this a couple pages back too.

At any rate, rejoice!? This will be of tremendous help in several match-ups. For me, Bison comes to mind first…

About the ankle stuff, they were talking about the extended leg. Or maybe I misinterpreted your post and assumed that you meant his foot on the ground was invincible.

do they mean no hittable box on the kicking ankle or the standing ankle? i assumed this was referring to the fact that the range is extended and the hitbox is further out than the hurtbox… would love to be wrong though.

its probrablly more like balrogs far roundhouse now.

they share simialar hitboxes and frame data in the console version, except balrog leans foward giving his move more horizontal range, while gen leans back

im expexcting it to have the exact same effects now. if it is in fact lower body invulnerable, then it will be even more useful for beating crouch tech

maybe one of you guys could test it in some frame traps after cr.short?

Yeah, well, I don’t want to spread false rumors. I just thought I had read it as lower invincibility, but looks like I misinterpreted it! That would be amazing though.

Believe it or not, Gen’s current Mantis s.HK has slightly longer range than Rog’s Far s.HK, due to the fact that Gen takes a huge step forward.

I’m expecting it to have similar range to Chun’s Far s.MK, or if they buffed it enormously, maybe even Gief’s Far s.HK which would be longer than his sweep. No longer than that since it would be more than his crane c.HP :lol:

i was talking more in relation to the lower body hit box shifts from neutral to attacking, so maybe i worded it wrong. but gen moves his lower body foward(upper body leans away) making his legs slightly more vulnerable than rog would with his rh

IMO gens RH is good in console super so any buff is welcome

Ah I see. apologies for misunderstanding. I had been hoping for more active frames as s.HK before arcade came out but range buff would be really great. Can’t wait for another few months, srsly.

i want our crane crouching HK not to trade so damn much. everyone else has clean regular AA but we have trade central. an dour health is hellishly too low to be trade kings

you arent the only one, Wega has that problem, but worse.

dont know if this has been answered and i forgot or missed it but can crane ult 2 be tiger kneed fast enough to catch a person who is crouching during activation so they cant standblock in time?
Example. a jump in mk blocked. person crouch blocks you tiger knee the ultra and if they are still down on activation its guaranteed hit?

@ Rickytocky

I don’t think that would be possible. Though I don’t know the frame data, I believe if you press down, the game immediately considers you crouching, even if the animations take a moment. The same would be for blocking high, the moment you input the direction the engine instantly changes how you block.

Anyway, because of this, it would be impossible for Crane Ultra 2 to be fast enough because it would take at least 1 frame to fully come out I think. As soon as the ultra freeze is gone, they can block high before the ultra touches the opponent, even at point blank range I think.

I admit I don’t know for sure, but I’m pretty confident that’s roughly how the game works in that instance.