As per usual, Gen updates will come as the last blog post or something I’ll bet
Ya it will be something like. Oh, we forgot about Gen. We will just leave him how he was.
If he gets the much needed buffs I’ll be back with him faster than Bobby brown beats Whitney! I’m hoping for either a more refined version of his alpha 3 counterpart, which is what they were going for anyway I think. More chains, I guess a footsie oriented char like he is now but with actual chaining ability + better meter building. Or I wouldn’t mind him being changed back to his vanilla version, though I think I’ll prefer the aplha 3 option.
I use gen less and less. dunno, atm he doesnt bring any fun to me, and I say this while palying like 24 characters. : X
for the moment I literally dropped him. not because he’s so bad or so, but I just dont enjoy playin him (that includes winning aswell).
i think it’s a gen thing for us to take breaks from our character, or even break from the game. several gens are left us for other characters. we dont have many of the original gens here with us now. the gens that were big names are now with other characters but are sort of nobodies now haha.
i for one am proud of the current “gen mains” for sticking with the abuse and hell capcom put us through. we may stray every now and then when we feel like winning (lol) but we are gen mains foreva!!!
1.5 cents cuz monies tight!
Has the [media=youtube]ghRnXFNG66M&feature=player_embedded"[/media] been posted? Seth is pretty tight-lipped as usual but mentions no invulnerability on EX-Oga (kind of expected) and “Crane style has some interesting changes”.
Take from that what you will…
No invincility on EX Oga is too bad :9 It was the one change I was rooting for so much because his wakeup game really bothers me as it is.
I will still hope for an armour from EX Oga. I’m also expecting they will make crane s.LK, s.MK and c.HP better… Oh wait.
armour on EX oga might be interesting…
i’d like a small buff to crane sLP frame adv, standing jab unsafe on block is ridiculous… :X
and a reason to use MK and HK gekiro… those 4 invincibility frames are nearly useless if the hitbox is so bad, small and far away (which makes it whiff all the time)
I’m going to assume this is going to be the case… Crane Overhead and s.HP as well as possibly other normals like s.lk will gain more +frame advantage on hit so Mantis normals could be 1frame linked into it or to any other Crane normal to combo into say Rolling attack. cr.HK will be quicker/safer and possibly puts airborn opponent in a juggle state when used as AA. Corner combo will include cr.hk w/ or w/o fadc into Crane u2? I’m making huge guesses here who knows what they did to the character.
LP/EX-Rolling attack might get invincibility to throws/attacks on start-up so it can be used as a AA/get off me practical Reversal move, while also getting away(Hope its faster). Considering since its already FADCable and Super cancleable.
Judging by what seth killian is saying in regards to changes to crane.
So I’ve been wondering why gekiro gets hit so hard with damage scaling. It’s 10% for the initial hit + 10% more for every subsequent hit down to the minimum of 10% damage.
I’m just throwing this out there (and I’m not even 100% sure that this is the right place to do so), but do you guys think Gen would get a nice damage boost if it stopped scaling after the 3rd or 4th subsequent hit? In retrospect, it seems a bit OP, but Gen does so little damage as it is, it would just balance him out I think.
Still, I cant wait to hear the specifics of what changes Gen is getting.
Well said. I do hope some veteran gens will return after this storm has pass…I look so forward to dev’s blog but I really wish they stop holding his info until the rest of the cast has been mention. I mean any news on him is always last to talk about, his costume pack is last to be release, his last on the tier list (not really but you get what I mean:p)…(sigh) can the old man get a break.
Depending on which version of geiko was used (LK, MK & HK) probably yes. but then one would have to factor in using geiko in a long combo…so scaling would affect it regardless. and if devs would actually consider doing something like this then I bet they would change the hitbox of each version to balance it out. because I tend to use LK geiko as a wake option/SRK when I’m knock down, so I would be piss if that would missed my opponent or whiff.
As painful as it is for me to say this, I think the low health/stun is canon and should stick that way. Hell, I’d be happy if he got 950, but I’d understand. For chrissakes though, he’s a rushdown character with rushdown health but without the okizime of fuerte/ibuki/dhalsim… it’s stupid.
Also, Killian emphasized crane normals; not specials. All I want from that is cr.HK active frames to be longer, jabs to be safe on block ffs, more lenient links into cr.lk and it juggles them higher, THE c.FP EXTRA DAMAGE CH (TAKEN BY GEN) GLITCH TAKEN OUT, and cr.mk special cancellable.
Mantis is pretty much perfect. All I’d say is make it so that s.mp->s.mp doesn’t whiff on characters with exaggerated wheel-back animations (like ryu and a few others). Maybe raise the hitbox of s.fp’s second hit so i can be used as an AA? This wouldn’t be needed if they just fixed gekiro though.
If they do change his specials, Gen needs a roll that cannot be reversal DP/360’d on block, NORMAL-honda like chip damage from mk->hands, fix mk/hk gekiro’s hurtbox and lower it’s hitbox so they don’t whiff on guile/cody etc, a Oga that puts you at -2 on block at the least-less punishable, an Oga that launches them slightly higher (so TK u2 crane will always connect despite where or how meaty you hit Oga).
Ultras:
U1 Mantis needs longer start-up invincibility. If not that, at least projectile invincibility. U1 Crane is perfect, even if the startup is slow and is murdered by scaling. We can’t give him two instant air grab supers.
U2 mantis optimistically needs to catch airborne opponents for full animation. Hell, at least when fei-long hits his ultra while opponent is airborne, you get SOME damage. At the very least, have it do half if it’s damage immediately and the rest is bonus damage if you manage to follow up a hit. Or maybe diminish the gray bar with normals(temporary tick damage from normals on opponent’s gray bar). IF NOTHING ELSE, PLEASE, If the gray bar damage is enough to kill the opponent, just kill the fucker or leave him with 1 pixel of health.
U2 Crane needs startup invincibility more than anything and speed. I would take a damage reduction on it for these two things.
Don’t give him back mk->hands loop from vanilla. That shit was a gimmick, dumbed down the character, and I hope forever forgotten.
Then maybe he’s not a rushdown character…
I guess you could just play a good spacing game with his normals and win some that way, but what I meant is that I believe he is designed to rushdown (and has the health of other rundown characters). He just doesn’t have a vortex, fast overhead/teleport mixup, RSF/Torilla type mixup or any equivalent mechanic to exploit. Most we have are slow/unsafe overheads, frame traps, and a good crossup.
You said it best yourself: he has nothing exploitable. I do not see this as a negative though, you just have to work harder with solid spacing and footsies. I’ve been playing Gen again after a 3 month hiatus and me playing other characters definately helped my Gen game surprisingly. He just needs some minor additions and tweaks, which all have been mentioned before I’m not going to be repeating all of the shit that has been said these past 4 months.
Right now, I feel, Gen can be classified (lol) as a footsie/poke character. Add to this his wacky shenanigans and solid super+ultras and you have a unorthodox character.
Would gen be good again if he got his old mk hands stuff back and all oga’s were safe on block, or is it not enough?
hard to say
it would be a HUGE buff on his offensive side… his defensive side would remain pretty weak
(huge buff if we are talking about the MK>hands loop and former sMK hitbox and priority)
anyway none of those things are likely to happen
Fact is the old Mk1 hands was the only tactic that made Gen so good in vanilla. That is the reason that it was taken out. It seemed to be the only thing Gen had going for him. I admit the ideas that they had with Gen’s SSF4 change was alright. I like that fact that he isn’t always in mantis and has some good Crane options.
I believe he would be tremendously improved if he had his meter gain back. Of course that is my opinion. I always thought Gen was more of an Rush-down character. Most of these characters have weak defensive options.
I am really eager to see what they have changed.