I’ll set these up and rerecord them in higher quality for you man, it won’t be PVR but it’ll be 720p at least. It’ll be playback on the dummy instead though
just to show you guys in what im thinking thats all because the video is in bottom quality , all the combos are possible if someone succes them record it in better quality see ya
seems that crane HP is now much faster than it used to be, compared to vanilla Gen is on steroids in AE, but as for the combo and reset if it gets block then you are screwed unless the frames were changed. anyway I wish I could play an aggressive Gen but my playstyle is more of a slow cautious technique, can anyone help me with yomi? or how to get into your opponents head with Gen
Seems to only work on sim right now. Will check everyone else. You can also do it from a jump in. But there are better combos to do after jump in. But if you only wanna use 1 meter this is better than following up with s.HK or c.HP
That’s not really a hitbox issue with Blanka. It can happen against any character if you get them high enough. There’s a lot of freedom with the timing for a Gekiro, so learn to adjust your timing as needed based on the opponent’s elevation.
My apologies if I didnt make myself clear with the “finisher” thing :oops:
I meant the very gekiro (1st hit) as a combo finisher whiffed after the TC connected, twice in a row… only thing i can guess I must have been too far to attempt that combo, both times after a crossup if i remember right… but usually against other characters i dont have that kind of problem once i see the TC connecting, even after crossups
due to his unusual hurtbox, blanka always gave me the most issues especially in console-ssf4 when i had to hitconfirm to LK gekiro from light hits, so range dependent and at high whiff risk… now with the new TC which forces stand and pushes you forward, the whole thing is way better, but apparently its still not 100% guaranteed as I pretty much thought from other matchup experiences
i just hate that character… btw nearly impossible to safejump because of his wakeup, usual setups after front throw or sweep wont work… just hate him :shake:
The two shorts are there to give you the time required to charge the roll, just doing one means it won’t work, if you already have about 14 frames (duration of (m)2lk) then you can drop it.
This also works on Hawk both standing or crouching, there are others it works on but not in both stances.
i managed to find the replay (i thought it was gone) and recorded with cybercrappy audio-video quality
i was wrong when i said it was the same combo
first whiff was on a VERY close sMP, HP-MK xx LK Gek
second was on (the combo I said) **cLK, cLP, HP-MK xx LK Gek **after crossup
that freaked me out in any case, i’ve had some time in training mode with blanka in the past days before tis match (just to see how things might have changed in AE with his hurtbox, and I didnt notice these kind of whiffs on those combos at first)
[media=youtube]ltTI0qgjYfc[/media]
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thank you guys for your advices btw, and talking about pressure on blanka, the fact he is so hard to pressure on wakeup with safejumps also gets on my nerves… i’ll just try to zone him out more and avoid to meaty jump-in (this sucks though) as some of you said next time
LK Gekiro didn’t whiff, you did a negative edge MK Gekiro. To avoid that, don’t even start the DP motion until after you’ve pressed and released MK.
I tried this in training mode, and the only way I could make the LK Gekiro whiff completely was if I was punishing one of Blanka’s whiffed normals, literally from outside the range of Gen’s sweep (if Blanka had been standing neutral.) I had to be WAAAAAY farther than you were in that video.
Basically, if you’re in range to link into s.HP, you’re easily close enough for the rest to be automatic… as long as you do the right Gekiro. There’s nothing unusual about seeing the LK gekiro whiff on the first few frames, only to have the opponent recover into it towards the end of their hitstun and still have it combo. If anyone benefits from a stupid hitbox in this case, it’s Gen.
Now that i think about it I think youre absolutely right, negative edge is the only explanation, funny i had never really consciously experimented that ingame until now
tbh I’ve almost always been starting to buffer the DP motion during the last special cancelled normal and it actually never gave me this problem before AE (not as many chances to special cancel into gekiro from a kick normal move), but that also explains why on very few occasion in AE training mode I couldnt follow up gekiro kicks with LK inputs since it actually came out as MK version during TC combos
wtf I didnt know the negative edge window was this large
well, thank you for making me notice that gotta clean up my execution then… so, once HP-MK connects, LK gekiro should connect as well no matter what… that seemed odd in fact
yup that happened all the time in console-ssf4, now i don’t see that often since i always tend to use the TC which really pushes you closer