No. It was in ae but they decreased the startup from 9 frames to 7 frames in 2012. So ex hands is +9 and ultra is 7 frame startup - 3 frame link.
Alright. It feels far tougher than a three-framer. Maybe I just need to practise it.
Depending on character you’ll have to Kara it with standing fierce (st.HP~PPP) or it will not connect.
In Ultra you probably don’t have to do it, but it’ll be a 2f link, and judging by the pushback of EX hands, it may be a 1f link against some characters.
Oh well there isn’t much need to argue or discuss this anymore. lets wait till we get our hands on the game (me I dont know when that will be) I trust you guys to find alot of new tech.
https://www.youtube.com/watch?v=Hjt-SB1NyOU
Why the hell is danhiru playing like he is scared or something. Or is it this matchup bad now? 34 minute mark. He blew super and ultra because no Gen combo can take that life (cough Evil Ryu 2 meter combo, cough cough)
I actually do not see any reason Gen-Chun would not be in Chun’s favour in Ultra arcades.
i really like the roll buffs. i used roll for step back shimmey’s into crmpxxlp roll a lot when i played gen, and i always hated that i couldnt use it against shotos, and i got nothing really on hit
i’d do mantis crlk, piano 3K from heavy to light for an OS vs backdash and a stance change buffer.
on hit you chain another mantis crlp, then link crane crmp into roll.
on block you step back and do crane cr.mp roll to catch crouch techs and bait reversals and such
ive been back playing gen in preparation for ultra. Forgot how much fun he can be. Really going to miss the meter free vortex from hk geikro.
Gen vortex is very much alive in ultra
I think his offense will still be good against some characters. His defense tho…
LK Gekiro’s odd invincibility saved my ass so many times. I’m gonna miss it so much.
I’m actually worried about Vega match. He had a hard time AAing Gen’s jumps which put Gen-Vega match in Gen’s favour imo, but Vega will be able to AA Gen really good with cr.HP with 4 active frames. AA hitbox is still bad on that move, but so are Gen’s hurtbox during air normals (he doesn’t have a move like Shoto’s j.HP or Fei’s j.MP, for example). This will probably end up being a ground battle.
I don’t think active frames matters when the hitbox is so bad like that. Crane j.mp still good too.
Lk gekiro inv is a big loss, but at least Ex Gekiro is hella good rewarding reversal now I guess. Hard knockdown from a reversal is big deal. But against the likes of Rufus and Yun, we’ll have a bad time indeed.
What makes me most scared with Gen is that I’ll have my ass handled by zoning like never. =(
I actually tried playing Vega when one of my friends played Gen in 2012. Every single time he jumped, I can do cr.HP on reaction in most ranges and it’ll trade at worst, or go for nj.HK if he’s gonna cross-up. It whiffs when he empty jumps but it won’t happen once it gets more active frames.
Yea, EX Gekiro will be great. Just have to remember that the it’s impossible to mash or delay on it.
I think Gen will be fine against zoning surprisingly. Most zoning characters are getting nerfed in some aspects, except for a few.
But dang, it feels so long trying to wait 1 more week to see if air stance change is staying. And then will feel worse for waiting 1 more day because the Xbox version comes out 1 day later than PS3 version.
That video was so disheartening; he wrecked the other guy when using Dee Jay like four matches in a row, then lost when he picked Gen. I’m hoping this is because he doesn’t know how to utilize the new Gen, but I wouldn’t bet on it.
Speaking of EX Gekiro, why the hell have they given HK Gekiro EX timing? EX had that because it cost one bar and was a reversal option, meaning the mash portion made sense. Since we have no reason to mash HK one as a reversal, why would we need it’s timing restriction to disappear? How does that help anyone, and how does it make sense?
I think their idea was to make a hard knockdown gekiro “hard” to perform instead of just mashing. And they just make h. gekiro mashable so we would still have one of them mashable, maybe it could lead to some setups as you can control the height. We’ll see.
Yeah, I think that too, but I just don’t see any reason not to keep the timing for the HK one as well. Feels so random to make it mashable.
Scrubs need something to mash, it is ex gekiro now, in ultra it will be h. gekiro.
On an unrelated note does anyone know how different scaling of red focus is in pc mod and how it is in the actual game?
But hk Gekiro did not get any inv frames, did it? Adjusted hitbox? Maybe it always had inv frames? I never used it as reversal but maybe the problem was hitbox and not lack of inv frames. I don’t even remember any longer.
It has 4 invincible frames but 7 frame start up, so you getting blown up for 3 frames lol
Don’t forget the garbage hitbox.
Also I’ve been playing arround with some red focus combos in combination with roll and if the scalling is the same in the mod as it is in console version then damn.
cr. mp xx heavy roll xx ex red focus on the last hit > st. mp > st.hp xx st. mk xx gekiro - 446 damage, ~500 stun also builds like 75% of a bar. If you use u1 instead of a combo after ex red focus its like ~570
if you want a whiff punish tool in footsies then replace it with a l. roll it still does respectable 376 damage and ~430 stun. And thats if you save ultra or want to use u2.
Even though this stuff costs meter i realy like the idea you can convert into good damage of off crane cr. mp. It does 100 more damage instead of FADC roll combo which is pretty good.
Overall I hope red focus is the same because if it is then red focus might matter more than I thought.
To add the DWU shouldnt affect gen too much, i still think we can adjust setups which is quite strong and not everyone can do that very well.
Good news, m0mo! Let’s hope the scaling is correct, then!
I have to admit I never managed to implement the roll FADC combos into my game. It felt so unnatural to wait till the second last hit before FADCing. Don’t know … the hands combos didn’t feel very hard in comparison.