SSF4 Gen Arcade Changes

[media=youtube]B7Nk0_x9xIA#t=1m40s[/media]

Standard s.HP, s.MK, lk Gekiro… sorry but that does a decent amount of damage compared to what we are used to.

he is not taking into account that dudley already does good damage without his TCs

gen needs it

Oh no, the TC is great for Gen, but don’t get excited about the damage. That’s all I meant

TC2, lk gekiro seems to do enough damage for me…

its not gonna be amazing, but 220 for punnish combos isnt gonna cut it. TC pushes it to 240+. gen really needs it. small improvements in damage will go a long way for this character

better than we had. I’d take it over no buffs. that’s my point.and TC2 will make it for easy punishes, especially online.

IMHO, TC2 is there for consistent damage rather than higher damage. We will no longer have to see HP xx LK gekiro whiff -> big punish on some characters just because we countered them out at max range.

Doing TC to LK gekiro works on all members of the cast and does more damage than our previous punish options, is impossible to drop on hit confirm (you can basically mash the TC to gekiro… unlike linking s.mp, s.mk, gekiro in super), and even if the mk is scaled in the TC… the combos I did the math for do more damage than any previous option in super.

Maybe Dudley players gonna hate because their TCs are about 3-4 hits (anything after the TC is scaled to 70-60% damage and beyond), so they hit that scaling penalty much earlier. Gen TCs are only 2 hits, so you start at 80% scaling on anything afterwards. That’s why the EX hands into S.Hk combos are theoretically doing so much damage. TC(1st-2nd hits, 100% damage)->Ex Hands (3rd, 80%) -> S.HK (4th hit, 70%)

Good buffs. Woulda loved ex Oga escape, jump-in stance change patches, and better crane normals though.

Dudleys trade off for damaging TC is stun. He can stun people very easily. I’m pumped to play AE Gen.

To any1 who has access to and plays AE Gen, may I request for a test whether TC2 xx MP hands -> s.HK link works?

I think van is checking it. I asked him to check those follow-ups. I’m assuming you mean EX hands…

wait. are you saying, s.HP, s.MK (TC2), s.MK, Hands?

Crane J.Hp->Mantis TC2->Ex Hands->S.Hk works.

I am terribly sorry. i meant MP hands. fixed.

All we got was 2 target combos? No changes to his crane normals? Has any frame data for his move come out yet? Any changes to his wakeup game?

@ Vanesco. Seriously good job with that calculation man. Must have taken some serious time :slight_smile:

Has anyone attempted serious work on plinking into Mantis TC2 yet? Seems like this will be my new time investment once AE comes out. ATM I delay my Mk~HP(hands 1st input) and I manage Hp when I need it, though I tried this in the Arcade in my brief time and I found this a little more difficult to press the Mk again after >.<

My immediate thoughts go to mp plink into TC2. What are you guys using if you are plinking? And was there much difficulty with the follow-up TC motion :slight_smile:

Because it’s a 2 frame link, I either don’t do anything at all (muscle memory) or I doubletap the Hp. Compared to some other character’s TCs (Dudley’s require fast inputs), Gen’s TC2 gives you a lot of time to input the mk. If your reactions are good, you can even hit confirm from the s.hp into Gekiro on hit or hands if you drop combo.

I really only plink 1 framers because it makes it hard to slide-method hands as a follow up. Sorry if that wasn’t helpful.

j.hkx2, s.mp, tc, ex hands, s.hk

If everything is the same as SSFIV:
348dmg/550stun/-62meter

Less damage than beginning with j.hp, but you get to break armor with the j.hkx2. When you break an opponent’s FA, the attack that broke the armor counts as a counterhit (Counter Hits take off 25% more life… I’m not sure about stun, but i’ll assume 25% too)

If you use the j.hkx2, break the armor and start the combo… it becomes 361/563/-62 meter. Nice FA punish.

All the jump ins combos I was wondering about that end with EX Hands->S.hk work and work anywhere on the screen.

For one meter, that’s some good damage and stun.

I still haven’t checked to see if sweep combos work now anywhere on screen. I’ll try it out soon.

EDIT: Forgot to mention. If you block cammy’s DP, you can just walk up and TC->anything for a punish. Is nice.

stun bonus on counter-hits: Light Attacks 1 Frame Bonus. Med / Heavy Attacks 3 Frame Bonus

Vanesco: I think there might be an error in your FA breaker combo calculation. The first J.hk, the one that gets absorbed, does not count as a actual part of the combo, so it doesn’t add any damage scale.

I think he is talking about stun damage, not hitstun,
and yes it is 25% bonus.

Yeah I couldn’t find info on that. If it does get absorbed, then it all does a lot more damage. I’ll recalc it in a second and post it in an edit to this reply.

Also, if you all don’t use it already, come talk to us in
http://webchat.quakenet.org/ #gensrk