awesome news, Vanesco
hey. if you meaty yun with a low short from a KD, will it make a reversal dp whiff?
I guess day 1 findings, starting on Tuesday, will go here, right? Can’t wait to try out any possible Oga crossups against the twins. And I will also try to find out just wut kinda crane normal buffs they are talking about. I expect some in the s.LK c.MK c.HK and s.HK.
personally, i think it deserves its own thread. outside of what vanesco has been posting, this thread is mostly observations and speculation
Man, mantis crouching MP is definitely Gen’s best normal now. I keep comboing into it on accident from other normals and it always beats out other character’s pokes when I don’t expect it too.
But, I can’t count out s.HK either. Thing got buffed a lot too, but I forget to use it.
Then I guess whoever decides to write all the changes first will make a thread. I’m hitting it as soon as I’m done with my school mid-term exam.
You mean mantis c.MP? It’s pretty hard to combo crane c.MP on accident unless you like changing stances after hitting someone. Yes it is great, and with its great recovery, meatiness, brand-new start-up and the fact that it’s a crouching attack, Gen’s footsie game will get even better. Too bad it currently doesn’t hit something like Gief’s Lariat even though it hits pretty low in terms of hitbox. (probably only hittable with attacks that need to be blocked low)
Ah, damn, you’re right. I meant to have said mantis. c.MP.
I enjoyed testing all this stuff for you guys. Thanks for all the questions and suggestions over the last few months. I hope you guys all adapt and step up your game with the slightly improved old man! I’m excited to see more good Gens pop up, and hope his changes draw more people to playing him.
I think the last notes I can give on (non) changes before DLC drops is that PPP c.lk->TC2 does not combo. I was testing this to see if the start-up of s.hp improved, since people reported that the 1-frame link (c.lp->TC2) was much easier. I do feel like it’s pretty easy, but it’s probably because the link is rhythmic. Maybe c.lp got more advantage, but I really doubt it.
PPP s.lp’s hitbox buff doesn’t help as much as I thought it would. I’m not sure what the purpose of this change was, aside from stuffing blanka balls/sumo headbutts. The problem wasn’t the hurtbox on the move, but that it has very little range and doesn’t hit all crouchers. It’s not even reliable for the bballs and headbutts. People think it would have been good to knock yun’s divekick out, but if the DK is properly done (deep and close to the ground), you will get CH out of the jab. It only works when the divekick is improperly spaced (too far away/too horizontal). I’m not sure what to use it for, if for anything different.
Whenever someone creates the new AE changes thread with actual damage/stun values from training mode, I’ll compile all my assorted notes from this thread and put it up there.
Also, I take all the things back I said about the Yun match-up being even. It’s almost completely hopeless for Gen in high level play, hahaha. I hope it will improve when match-up knowledge becomes more available, but it is very difficult.
lol. wouldnt be suprised if it is terrible. he’s a better ssf4 cammy with a command grab.
cammy was my worst match by far in super.
Vanesco, I thank you deeply for all the tests you have been doing so far, and I will stay that way.
That gives me one more test to do: CH c.LP -> c.MK, or c.LP -> Roll link.
Playing Console AE right now. One change I’ve noticed (Idk if this was stated before) with the Teiga is that it has an extended hitbox now, and has 100% screen range. Back in Super, if Gen was on the opposite side of the screen (With his back touching the screen), he would just land right in front of the opponent and barely miss, but now in AE the Teiga will hit them.
cant find a cross up oga that works on yun.
he does get hit by back throw out of the corner, mk oga
meaty cr.lk on KD makes his mk and lk dp miss
tiega beats palm, but he can fake it to bait you
249 meterless punnish combo st.mp, hpxxmk lk giekro
front throw, lp roll, crane jump mk stuffs his dps
front throw, foward dash, mantis cr.mp, mantis jump in is a 5 frame safe jump. might be 4 fame safe because it whiffs on sagat who wakes up slow
crane stlk seems like it has less recovery, but still looks useless
The new c.MP is very good. Only that change has made my game a little better with Gen.
Other than that, the target combos doesn’t have much utility in my opinion.
c.LP, s.HP is a very tight link, and I find myself dropping it very very often. s.LP still whiffs on crouchers after a previous hit. c.LK to c.MK is ok, but c.MK pushes the opponent too far away for cancel it into LK kicks, and cancelling it into hands doesn’t make much difference.
Yes, you can go for c.LP, s.MP, s.HP s.MK, LK kicks, but chances you drop c.LP to s.MP and s.MP to s.HP are high. Plus 275 damage, or so (don’t remember the exact value) for all that work, and for the risk of eating a reversal in the middle of it, it’s not worth it in my opinion.
So I just find myself just taking really some extra advantage from the new c.MP, but not taking too much attention to the target combos, including punishes (most of the times I prefer to throw and go for a safe jump), so still playing the same way.
man up. and get your execution tight. its the only way to really push your character to full potential
Thanks for the advice, but I know I will not be able to do that combo consistently in my whole life. It’s too tight for my brain/fingers timing. I can only do it like 1/6 times in training mode.
Anyway I’m doing great with Gen with the new c.MP zoning tool, and mixups, tick throws, crossups, etc… I think he’s a little better now, but nothing radical.
Ok. Wow. According to Capcom JP, due to PSN JP Store problems, they were not able to deliver the DLCs. ETA unknown.
Hope it’s not the case with Canada Store, but I’ve got some bad feeling.
This is quite annoying waiting for this DLC. I just want to know if the rank mode has changed to the same format like the JPN arcade cabinets. could someone confirm this for me. PSN is always going through it (sigh).
Well, after a while doing the j.HP, c.LK, c.LP, s.HP s.MKxLK Kicks in the traning room now I can do it much more often Plus s.HP s.MK target combo is safe on block and you have time to see if the combo is connecting or not, to do the LK Kicks or not.
The combo does 281 damage with LK Kicks, and 290 damage with EX Kicks, not worth an EX bar for damage (maybe for knockdown position it’s worth spending it).
This is the combo Amiyu, the top japanese Gen player, usually goes for after a jump in.
I should have shut up until giving the combo some more time on the training room. Mentally noted to not haste things next time.
DLing AE now in PS3. I’ll make a new thread after an hour of training mode if someone else doesn’t do it by that time.
Small things to write besides the ones already written (gonna keep updating):
Mantis Super being back to 1+5 seems to be false. EDIT: It IS 1+5 frames. It linked from CH c.LP and s.LP
CH crane c.HP -> HK super IS much easier. You can simply mash super extremely fast on Ryu and most times you will get it.
c.LP -> s.HP rly feels easier. Frame advantage on c.LP didn’t seem to change tho. WTF is going on? I used to drop this link almost every time and I’m currently connecting it 90% literally.
No changes on Crane c.LP.
Crane c.LK seems to float ppl less further? Or is that my imagination? Gonna confirm this with Fei Long later.
No changes on crane s.HK. It retains its feet invincibility 15~18f, and still trades & loses like fuck as AA.
No range change on crane s.LK, s.MK, c.MK. Mantis s.MP -> s.MK xx LK Gekiro is staying as my bnb when TC2 doesn’t connect after s.MP (eg. Ryu after focus)
Dodging LP Sonic Boom with crane c.MK is much easier.
Forward Grab -> Walk forward LK Oga crosses up on Yun. Probably on Yang too.