i dared (:D) to ignore switching stance combos because i dont really find them useful since they tend to do less damage compared to ones with the gekiro finisher… i’d be pleased to use them if they were more damaging and now with TC thats even less likely to be
on the other side, as vanesco was saying, yea its a 1 frame link (unless they changed it), but the target combo makes it somehow “safer” since you’re able to actually figure out if you dropped the link before going into gekiro, which is something you cant do right now with that same 1 frame link… i think thats a good thing, way less psychological pressure
too bad we dont have any normal with a 6 frames startup so people at arcades could test it… theres mantis super but it wouldnt bee too practical to test on a coin-op :L
Mantis Super is 1+6, so it’s 7 frame start-up (it cannot punish -6 stuffs, and it cannot be linked from mantis st.MP, which was possible in vanilla). All we got right now is roll.
I agree with you 1-framer being safer, but I’m afraid I cannot agree with having less psychological pressure. Before TC, you only have to either do hands (if you don’t feel confident), or gekiro (if you are sure it’ll connect), and if you do gekiro, it’s either you hit, or you get destroyed. With the addition of TC, you can still do them, but you get one more thinking factor if you want to be more effective: If you hit, you do Gekiro; if it gets blocked, you do hands. Until I get used to it it’s going to break my head (if I play it, of course).
I am not sure if this has been tested/answered, but is the problem with the stance change lag on landing fixed? I hate changing stance in mid air and having that split second of time where I have to go into neutral before I can use moves from the other stance. Also, is there any difference in the charge timing for Jyasen/Oga? it always seemed pretty retarded how long it takes to charge those moves. A shorter charge time on Jyasen would make it use lk. Jyasen more often.
On another note, what is up with cross up mk(any stance) into Jyasen combos? it is like it doesn’t register the charge till you land, essentially making cross up jyasen combos hard as hell to land unless you use hit confirm combos from mantis(cr. short X2-> cr. jab-> st. strong->(crane)->cr. strong) into jyasen. Seems hella retarded. Anyway, just wondering if anyone has tested some of this crap out.
in vanilla i used to look up to SRK wiki for frame data, in ssf4 i actually didnt since it looks like gen’s frame data didnt get update properly… i guess both are not completely correct
vanesco said switching stance while landing is still the same… you cant do it til you reach the ground and you cant really buffer any follow-up or it comes out in the same stance
about the roll… dude i have no idea whats wrong with that… i generally cant pull that out of a combo starting from a jumping attack if thats not a shakudan… if i do a 1 hit crane jHK instead of two, i cant pull the roll out… no idea
well i had no idea they nerfed mantis super too in ssf4 … i was probably too busy to cry on beloved EX oga and MK xx hands loop when that was discovered :mad:
street: It seems that anytime I go for a combo into Jyasen after a cross up, I HAVE to hit confirm the combo from mantis into crane then into Jyasen. I assumed that if I started the charge for the Jyasen during or even before the cross-up attempt that I would have the charge needed for the Jyasen after the cross-up, but it seems like the Jyasen charge doesn’t start till after I cross them up. Just seems silly.
SecretCharacter: Ahhh. For some crazy reason I always thought that you were charging whatever direction you were holding regardless of where you were on the screen, (an auto correction for example) I thought that this would be the case so that charge characters could still have access to their moves after cross up(like srk characters always do).
I’m not too sure how bad having access to their moves if they have the required charge stored would affect balance w/ charge characters.
I think I never noticed it because I always go for hit confirm into specials after cross up (bison/guile/deejay/Etc.), but with gen, if I cross up with (crane) j.forward and I realized I couldn’t hit confirm from cr. jab Etc., (I realized that I could hit confirm from (mantis)cr. short->st.strong->(crane)cr.strong->jyasen.) so I went right into cr. strong->jyasen and nothing comes comes out because I don’t have enough charge.
Anyway, I feel like a total freaking scrub not noticing that charge doesn’t build in advance to crossing up an opponent. Then again, I never noticed it because i always used hit confirm combos on cross up sooooo. meh…
Part of me worries that might be one of the reasons he’s so high.
Not to say he isn’t amazing(even with the best character in the game you need mad skills to get that high) but he’s dropping in the ranking, might be because people are catching on to Gen’s tricks.
Eventhubs.com “published” that today, but its older than the VersusCity.net one released yesterday (look at mago’s and daigo’s points)
Win % got slightly higher for Amiyu, anyway he doesnt play as much as others or with that win ratio he would have even more points
anyway yea… i think many people still have to learn the matchup…
and another thing, its annoying we dont have any new video showing his Gen after 2 weeks… i really want to see how he deals against hardcore rushdown characters