I’m pretty darn excited for seeing the changes they give him. The only two things I really want to see are his second set of ultras getting buffed and his meter gain to be improved. There’s plenty more he could get, but I’ll be pretty happy with anything. The changes to Crane normals has me super interested too!
After all, I doubt they can do more harm to Gen in AE than they did in Super. I expect him to mostly, if not only, receive buffs. The outcry has been noticeable I want to think. I personally love the changes he got in Super, but he obviously isn’t as competent as before. Here’s hoping for the best!
you guys do know that his meter build in vanilla was borderline broken, right?
so was a 5 frame special cancellable normal that reached half screen that was loopable for 200+ dmg
realisticly and objectively, all he really needs is one more non situational normal in crane and removal of the frame penalty on stance switching. anything else is welcome, but extra
to add to my previous post, im assuming that capcom eliminates most of the cheap shit in the game, and gens matchups are in turn a little bit easier. if that were the case, he wouldnt need much help
in this current version, i think gen would be just fine with some small damage buffs. he is currently on the lower end as far as dishing damage goes among the 900hp characters
Not to mention his counter-fireball ability isn’t as good as other 900hp characters imo, only thing he has that others don’t have is c.MK (but free meter gain for the ball shooter). Oh and Crane U2. I wouldn’t count EX roll in a distance longer than half screen.
Maybe make Gekiro either FADCable, or build more meter than at least a SRK (I don’t need the old Double German Suplex meter gain). My greedy mind suggests his Oga either builds old meter gain or old hitbox, I can see that they tried to make Oga less abusable by nerfing the hitbox thus minimizing the cross-up settings, but at the same time they reduced its return as well. I don’t need minus-2-on-block roll, just make it linkable with jab on FADC, or make it build same damage/stun as Vanilla.
If those changes wouldn’t make in (which I’m almost sure), I would be fine by simply reducing s.MP’s pushback and making MK/HK gekiro back to the old hitbox. And hands making old meter gain considering how we cannot MK after it anymore without burning meter (I know they won’t bring old pushback back).
Well, enough rant. Let’s bring the old TC topic up again. What kind of combos can you think out of s.HP -> s.MK and c.LK -> c.MK?
I miss mk to hands, but I can live without it. I need EX oga back or at least some sort of reasonable way to get away from people because gekiro sucks. And slightly higher meter gain would be nice. I know it was broke in vanilla but it was nerfed a bit much imo.
Hard to say what I want really, I think ultimately ex oga is all I want back, nothing I hate more than just being mauled to death with no reasonable escape besides mashing out a ex gekiro. If he gets ex oga back, that may be enough to get me playing again. Maybe… Cause I’m likely just gonna go play yang if he’s not buffed to a reasonable level.
I havent played this game in months :lol: but one my biggest wants is for him to be able to control the height on his EX Oga, so that any two combination of buttons will determine how high he goes on the wall before he dive kicks back down. So:
I think giving him the option of using the lowest height would allow him to punish full screen FBs more easily, as he would simply be able to jump to the opponent’s wall and kick them much faster on the way down.
Also, a slight health/stamina buff isn’t unwarranted. I still maintain that it’s bullshit that he’s only 50pts away from Akuma in both categories, but Akuma is better in damn near everything–damage, “get off me” shit, stun combos, zoning, walking speed, escape options, etc.
If Capcom keeps track of tournament stats - and they hinted that they did - they can’t help seeing how bad Gen’s tournament performance is. Makoto and Hakan seem like they’ll be getting solid buffs - and both of them have a better tournament win% than Gen. So I’m hopeful. But not too hopeful, this is Capcom after all.
I just want to see him either do a lot more damage from the ground, or have much more reliable wakeup options, or a bit of both. Right now he’s just too fragile for the amount of offense he can put out, and you have to outguess and outwork your opponent by a big margin in order to win. The numbers just don’t line up.
Seth hinted at crane stance changes and more links/combos on counterhit - which, together with his target combos and whatever else they’ve got in mind really could make his offense that much stronger, and that would be great.
THIS. It’s not so much that Gen’s kick takes too long to come down from EX Oga, it’s that it typically misses them completely. Being able to do an EX Oga that goes to the lowest or middle heights would be a world of help against Ryu/Ken/Akuma/Gouken.
That was your idea of broken? Really? Did you never play any other version of Gen where he capable of getting better damage, oki, and meter off of his moves? And once again if the only way Gen gets better is due to other options getting taken away from other characters that only makes the game worse not better.
easy there tiger. broken by sf4 standards. if you gave vanilla meter gain to super gen, he would be pretty close to broken. with supers as good as gen, you just cant hand them out once per round
it dosent really matter any more how bad ass gen was in the alpha games. if i want to talk about past games glory, i’ll go somewhere where nastalgia is relevant
also, if you hadnt noticed, balancing around the low end of the spectrum is going to be the norm for sf4 and its offspring. as evident by the removal of almost anything that could be considered "cheap’ by the masses
I have to agree with this 100%. Personally, I almost always sat on a nearly full meter (3/3.5 bars) in vanilla. It didn’t have to get nerfed to such an extreme, but it did deserve some kind of reduction as Gen’s super is just too mint.
4 days away til dev blog, then another XXX days away for it to come as DLC. I can guarantee you Gen translation will be done here within 30 minutes after dev blog is up. Any1 else wanna discuss TCs? They’ll probably be implemented from what I can see.
Tc’s??? And thanks to you quick translation, I’ll be waiting with baited breath.
Are you serious? With the amount of effort he needs to put out damage and how frail he is? I don’t think he’d be broken but he could be a contender and that’s a good thing just like Cammy and Fei being considered pretty solid as well.
He’d be pretty broken. His super is a bigger game-changer than Sim’s, and he can land it off just about any landed button. Now imagine him having a guaranteed super at the end of every round. That’s like Sagat’s trades into Ultra in vanilla.
Actually, I fully expect Capcom to nerf his super really hard this time around. You can’t really buff his meter gain otherwise, and with target combos and new links, his meter gain’s going to go up.
RE Gen in Alpha: this isn’t Alpha. This is SF4. Different engine, different mechanics. Capcom needs to build a Gen for the SF4 engine instead of recreating how he was in another game. Which is what vanilla Gen was, and that’s why it worked, if only by accident.
I’ll probably think of some more later. I know these look crazy to do but this is only wishful thinking… once we finally get AE Gen I’m going wild to try out what does and doesn’t work. If the only arcade in my city imports AE next month or January then I can try these out sooner.
Hmm, do you think c.MK or s.MK have enough frame advantage to link, or be able to cancel, into sweep, s.MP or KKK s.HP? If he can it’s insanely good, but I doubt it’ll happen. I’m currently expecting those two have same frame advantage as Super, and expecting something like s.HP xx s.MK xx LK Gekiro or c.LK xx c.MK xx chops.
Actually, you know what? If the Loketest player made a mistake and thought c.LK xx c.MK was a TC when it was in fact a link due to huge recovery decrease on c.LK I would be jumping around the streets. Remember how s.MP -> s.HP looked like a TC when Super was being tested, when in fact it simply had a gigantic recovery deduction.
I bet 10 dollars on ‘AE Gen has more frame advantage on his s.MP in both stances’ with my friend yesterday. GL to myself.
I dunno if s.MK will have enough frame advantage to follow up with sweep, haha yea I doubt it will but I think s.MK just might. I also hope Gen will gain more frame advantage but he lose something for it…like damage probably (shrugs). Yea I did thought s.MP -> s.HP lol I actually do (mantis) s.MP -> s.MP -> s.HP in matches and it kinda connects like 90% of the time…depending on how I’m tapping the buttons…I thought to myself like why isn’t this a target combo. I’m too afraid to bet anything on the old man at this point lol, I can see him getting frame advantage on mantis s.MP but I dunno about crane s.MP. You may have to split that 10 bucks down the middle with your friend lol.
think about how much meter you had in vanilla. i built a full super nearly every round in vanilla, except the ones where i was getting fucked up.
no matter how frail he is, gens supers are hands down the easiest to land in the game, and you generally win most rounds where you land a super. having those tools available every round is more than solid
he could use a slight boost to the meter he gets now, but it was a tad ridiculous in vanilla.