SSF4 Gen Arcade Changes

really? why not? cheap?

yes, depending on how much of a gap you left for your opponent to press a button

What is the start up for c.MP again 4 or 5 frames? I forget.

Ohh YEAHHHHHHHHHHH. Hell I’m abusing this as much as I can. Now my match VS the twins are going to be centred on when I grab them lol. Tyvm for this finding.

5

Mantis s.mp is +5 on block, and mantis cr.mp is 5-frame start-up. I think that means it’s a block string if you start cr.mp on the first possible frame. Of course, it’d be a frame trap if you start even 1-2 frames after that. I’ve been using it a lot without the intention of frame trapping, but it sometimes works out that way. :slight_smile:

Yeah, I think unblockables should be left to games like Marvel, or at least be very hard to set up for. Earning it off a forward throw is a bit crazy. At least it doesn’t work on that many characters, and two of them are top tier. I’ll feel no guilt using it on them :).

Nothing is unfair against the Lee twins. Nothing.

anyone else notice how simple it is to hit with crane U2 over a fireball now?

you can pump the down, down+foward motion and tk the ultra without great reactions against a character like ryu’s fireball

really liking AE more and more

Against Divekicks Crane c.lk and on hit or trade into mantis c.hk seems to be a good idea at medium distance. Have yet to see it get beaten unless they are already close enough to you where you are playing footsies and then crane st.hk beats it on reaction.

While I’m not sure if anyone has discovered this yet, but lk Oga can combo into U2. While it seems a little impractical to go for on it’s own, at least the option is there? :smiley:

Was it already possible in Super to hit with 2 crane c.lk while not in corner? If so, I hadn’t noticed before… Anyway in AE Gen seems a very different beast. I love it more and more.

Tbh, Gen doesn’t look very different in my eyes. It is an undeniable fact that he got better though.

And yes, it was possible to connect two c.LKs midscreen (character specific).

Bit late to the party but to the person struggling with the c.lp > s.hp link try doing this:

c.lp (plink hp with mp and piano to lp) forward+mk+lp down, downforward

then based on whether you hit the link or not you can press either hp to get hands or lk to get wtf. That way you can at least prevent chun reversal mk supering you on block :wink:

Are Fadc combos pointless for Gen or am i just doing the wrong ones ?

Was in training mode trying out some and for instance: Crane jHKx2 Mantis sMP TC LKgekiro does around 320.
Doing hands after TC fadc into sMP TC LKgekiro instead does around 340.

The damage for the bars is horrendous.

Are there any worthwhile fadc combos at all to use or is it better to just save up for the Super considering how many ways to land it he has.

well you can get an extra 125 damage or so out of something like
(m)2lk (m)2lp (m)5mp (m)5mk xx hands
by doing FADC. You shouldn’t rely on jumping for damage. If you do land a jump in then you will get similar damage from not doing FADC.

If we replace the sMp sMK with TC xx LKgekiro after cLP whats the damage difference from doing fadc ?

I wouldn’t say his FADC combo is great, but FADC reset would be. (like do one standing jab then forward grab, or do 2 x (M)s.MPs then overhead thanks to its great range) Saying that, I think his Mantis/Crane Super is so great that it’s hard to let the meter go.

It was ALWAYS horrendous in that situation, you’re already doing a big combo so you’re making it scale to hell.

The good FADC combos are done in situations where you would get low-moderate damage normally. For example, a basic frame trap/hit confirm with TC into LK Gekiro nets about 100 extra damage if you do hands FADC instead. A long range s.MK or c.MP into hands can easily net around 170 extra damage with an FADC.

Edit:

I never liked these mixups. Do it in a short combo and you’re sacrificing a bunch of damage. Do it in a long combo and it’s obvious. It just stops working after a while.

His supers are amazing though, definitely. I think that’s actually what makes it important to do FADCs sometimes, so you don’t start round 2 with no meter.

Edit 2: wow got mixed up with vanilla on the longest range fadcs >_>

i generally only go for fadcs in punish combos- s.mp, cr.mpxxxhands,fadc s.mp,TCxxxgiekro- 330ish dmg

or from a poke into hands like yeb was talking.

So rather than in combos it’s better to use the meter to convert pokes into big damage from hands is that about right ?

Yes. Or just save it.