Oh I wasn't ever going to get rid of my SFIV disk. I never sell things back. I guess I sort of hoard my games.
Hell Yes. If I did something silly like sell back games I wouldn't have my original final fantasy tactics disk!
Although I do wonder where the hell my Bloody Roar game went. Think a friend thief'd it. o_O
Caenem on
But you, pig, are a lucky one. Tell us what we wish to know, and you may yet keep your bacon.
Nemlock for online gaming
-MKxxHands removed entirely.
-All Mantis normals had damage reduced. s.mk does 60 instead of 70, s.mp does 55 instead of 70, s.hp does 70, then 40, rather than 80/60, etc. All of them were reduced by about fifteen percent.
-Oga, EX or Otherwise, not invulnerable on startup.
-If first hit of Gekiro is blocked, Gen cannot continue the move
-Stun decreased on Mantis s.mp, no longer combos into Hands.
-Crane c.hk cannot hit non-airborne opponents.
-Crane c.mp has longer startup, and can no longer cancel into the roll.
-Damage reduced on Crane c.hp and s.hp, other attacks seem to be about the same.
-Hands now has more pushback. As a result, HP-Hands only hits once before opponent is out of range, even in the corner.
-Jump angle, distance, and speed is now the same between Mantis and Crane
-Oga is faster after hitting the wall, but has longer recovery on block.
-MKxxHands removed entirely.
-All Mantis normals had damage reduced. s.mk does 60 instead of 70, s.mp does 55 instead of 70, s.hp does 70, then 40, rather than 80/60, etc. All of them were reduced by about fifteen percent.
-Oga, EX or Otherwise, not invulnerable on startup.
-If first hit of Gekiro is blocked, Gen cannot continue the move
-Stun decreased on Mantis s.mp, no longer combos into Hands.
-Crane c.hk cannot hit non-airborne opponents.
-Crane c.mp has longer startup, and can no longer cancel into the roll.
-Damage reduced on Crane c.hp and s.hp, other attacks seem to be about the same.
-Hands now has more pushback. As a result, HP-Hands only hits once before opponent is out of range, even in the corner.
-Jump angle, distance, and speed is now the same between Mantis and Crane
-Oga is faster after hitting the wall, but has longer recovery on block.
WAT
THE
FUCK
GEN IS DEAD. DEAD DEAD DEAD
Godmutherfuckpissingdammit!
Hiryu02 on
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
-MKxxHands removed entirely.
-All Mantis normals had damage reduced. s.mk does 60 instead of 70, s.mp does 55 instead of 70, s.hp does 70, then 40, rather than 80/60, etc. All of them were reduced by about fifteen percent.
-Oga, EX or Otherwise, not invulnerable on startup.
-If first hit of Gekiro is blocked, Gen cannot continue the move
-Stun decreased on Mantis s.mp, no longer combos into Hands.
-Crane c.hk cannot hit non-airborne opponents.
-Crane c.mp has longer startup, and can no longer cancel into the roll.
-Damage reduced on Crane c.hp and s.hp, other attacks seem to be about the same.
-Hands now has more pushback. As a result, HP-Hands only hits once before opponent is out of range, even in the corner.
-Jump angle, distance, and speed is now the same between Mantis and Crane
-Oga is faster after hitting the wall, but has longer recovery on block.
Hiryu I think you've unwittingly stumbled onto Capcom's logic. Gen is supposed to be dead. Dead people can't fight. Unless they're zombies. Zombie Gen in SSFIV: Turbo will be completely OP.
Barrabas on
XBL - ErrorMacro1
0
WearingglassesOf the friendly neighborhood varietyRegistered Userregular
-MKxxHands removed entirely.
-All Mantis normals had damage reduced. s.mk does 60 instead of 70, s.mp does 55 instead of 70, s.hp does 70, then 40, rather than 80/60, etc. All of them were reduced by about fifteen percent.
-Oga, EX or Otherwise, not invulnerable on startup.
-If first hit of Gekiro is blocked, Gen cannot continue the move
-Stun decreased on Mantis s.mp, no longer combos into Hands.
-Crane c.hk cannot hit non-airborne opponents.
-Crane c.mp has longer startup, and can no longer cancel into the roll.
-Damage reduced on Crane c.hp and s.hp, other attacks seem to be about the same.
-Hands now has more pushback. As a result, HP-Hands only hits once before opponent is out of range, even in the corner.
-Jump angle, distance, and speed is now the same between Mantis and Crane
-Oga is faster after hitting the wall, but has longer recovery on block.
So...
Seriously, what do they want us to do? Kill them with our awesome beard?
As someone not capable of playing Gen, him getting nerfed is really stupid. Don't know why they'd fuck with one of the most fun characters to watch when he wasn't overpowered to begin with and required a high amount of skill to make competitive compared to other chars.
The only positive I see is if Gekiro is blocked, Gen cannot continue the move. That means I might, MIGHT, be able to land before my opponent notices I'm kicking empty air. As for everything it's just f'ing retarded. A punch not comboing into hands is just stupid. Wtf DOES link into hands now?
Caenem on
But you, pig, are a lucky one. Tell us what we wish to know, and you may yet keep your bacon.
Nemlock for online gaming
You know, I'm usually an optimist, like with KoF 12 right until launch I was hoping the rumors of shit netcode were just that.
This kind of shit with Gen really makes no sense. Nearly every time we get new info, it's a nerf. Just wtf Capcom. The only good thing about this is that i get to play less characters. Yay.
Hiryu02 on
Sev: Your gameplay is the most heavily yomi based around. Usually you look for characters that allow you to force guessing situations for big dmg. Even if the guess is mathematically nowhere near in your favor lol. You're happiest when you have either a 50/50, 33/33/33 or even a 75/25 situation to go crazy with. And you will take big risks to force those situations to come up.
Actually, tara, where are you getting the info from? I can't find it anywhere.
I just scanned through the epic Gen Changes thread on SRK and looked at a few other impressions website.
Here's a post from Yeb:
Wow, you're absolutely right. I hadn't even looked at that before.
From what I see:
- Close s.MK reduced to 60 damage (70 before)
- Close s.MP reduced to 55 damage (also 70 before)
- First hit of close s.HP reduced to 70 damage, second hit reduced to 40 damage (was 80/60 before)
- j.MK still 70 damage, individual hands hits still 16, hands scale same as before.
- Increased push back causes mashed HP hands to get only 1 extra hit, instead of 3.
Ridiculous. The j.MK, s.HP xx HP hands combo he did was 204 damage. That exact same combo is 238 damage in regular SF4. A 15% damage reduction is exactly what Gen needed, yeah.
Edit: Please people, stop fantasizing about what you want Gen to have. It's like some of you are in denial and can't accept that almost everything we've actually seen so far is a nerf. The more nerfs we see, the less likely it is that whatever we haven't seen can actually make up for all the stuff he's lost.
However, a couple of other people are indicating that MKHands might still be in.
Okay, here's another post that contradicts the video from before where they try and do MKxxHands like eight times.
Just wanted to quickly give the Gen players some love (so to speak...).
I got to play Gen in Super yesterday (more on that event soon ), and Gen's MK -> Hands is still in. However, Fierce Hands now pushes back an insane distance - 60% screen width!! So, linking two of them is impossible (so it seems). However, MK -> EX Hands into MK -> [EX]Hands is possible. But you're now burining meter.
I didn't even think of trying MK - Hands, FADC, but I'm guessing it would still work.
Hands is still 5 presses, not 4 or anything strange. Tested by doing two double taps of LP and only seeing LP come out twice. Tested again with two double taps and another punch and you get Hands.
One other thing is the frame advantage from Mantis MP seems to be a bit less. It was much harder to link MP, MK than previous.
EX Oga has NO invincibility anymore. But apparently, it's faster. Not sure about that one myself, as it didn't seem that quick to me (all wall kicks felt pretty much the same speed as previous.
New Mantis Ultra (TOD) is hard to hit without Focus crumple. And it works pretty much as already seen in some vids.
New Crane Ultra (Maximum Gen) is really cool though. You can AHVB it, so go but you have to be in Crane to do it (can't be in Mantis and switch to Crane in air). I did try (while in Mantis) and that works but you get the stance change animation during your motion (if you were buffering it within hit/block stun or get up, that could I suppose).
Couldn't tell if stance change has less invulnerable frames.
A guide is done roughly a month before release if not more. That's what I meant by "at the time". Also, I've been playing against a well-known Makoto for some time now and aside from the parry she's just as effective as she was in 3s. 50/50s all day long... and easy combo into Super and/or Ultra. -_-
Emphasis added because of people panicking that she's been nerfed into low-mid tier. We'll have to see for sure when everyone's playing and we've got more evidence.
Okay, here's another post that contradicts the video from before where they try and do MKxxHands like eight times.
Just wanted to quickly give the Gen players some love (so to speak...).
I got to play Gen in Super yesterday (more on that event soon ), and Gen's MK -> Hands is still in. However, Fierce Hands now pushes back an insane distance - 60% screen width!! So, linking two of them is impossible (so it seems). However, MK -> EX Hands into MK -> [EX]Hands is possible. But you're now burining meter.
I didn't even think of trying MK - Hands, FADC, but I'm guessing it would still work.
Hands is still 5 presses, not 4 or anything strange. Tested by doing two double taps of LP and only seeing LP come out twice. Tested again with two double taps and another punch and you get Hands.
One other thing is the frame advantage from Mantis MP seems to be a bit less. It was much harder to link MP, MK than previous.
EX Oga has NO invincibility anymore. But apparently, it's faster. Not sure about that one myself, as it didn't seem that quick to me (all wall kicks felt pretty much the same speed as previous.
New Mantis Ultra (TOD) is hard to hit without Focus crumple. And it works pretty much as already seen in some vids.
New Crane Ultra (Maximum Gen) is really cool though. You can AHVB it, so go but you have to be in Crane to do it (can't be in Mantis and switch to Crane in air). I did try (while in Mantis) and that works but you get the stance change animation during your motion (if you were buffering it within hit/block stun or get up, that could I suppose).
Couldn't tell if stance change has less invulnerable frames.
What the heck is AHVB?
Caenem on
But you, pig, are a lucky one. Tell us what we wish to know, and you may yet keep your bacon.
Nemlock for online gaming
Okay, here's another post that contradicts the video from before where they try and do MKxxHands like eight times.
Just wanted to quickly give the Gen players some love (so to speak...).
I got to play Gen in Super yesterday (more on that event soon ), and Gen's MK -> Hands is still in. However, Fierce Hands now pushes back an insane distance - 60% screen width!! So, linking two of them is impossible (so it seems). However, MK -> EX Hands into MK -> [EX]Hands is possible. But you're now burining meter.
I didn't even think of trying MK - Hands, FADC, but I'm guessing it would still work.
Hands is still 5 presses, not 4 or anything strange. Tested by doing two double taps of LP and only seeing LP come out twice. Tested again with two double taps and another punch and you get Hands.
One other thing is the frame advantage from Mantis MP seems to be a bit less. It was much harder to link MP, MK than previous.
EX Oga has NO invincibility anymore. But apparently, it's faster. Not sure about that one myself, as it didn't seem that quick to me (all wall kicks felt pretty much the same speed as previous.
New Mantis Ultra (TOD) is hard to hit without Focus crumple. And it works pretty much as already seen in some vids.
New Crane Ultra (Maximum Gen) is really cool though. You can AHVB it, so go but you have to be in Crane to do it (can't be in Mantis and switch to Crane in air). I did try (while in Mantis) and that works but you get the stance change animation during your motion (if you were buffering it within hit/block stun or get up, that could I suppose).
Couldn't tell if stance change has less invulnerable frames.
What the heck is AHVB?
Air Hyper Viper Beam.
In Marvel vs Capcom 2, by inputting a fireball motion and then up-forward, then hitting the buttons to trigger the Super, it would start about an inch off the ground.
With Cable this would do his Air Hyper Viper beam. Cable would the land, and you could do the super again allowing it to combo into itself.
It's used now to denote a super or special move that's done in the air being done instantly. It's used for Cammy's dive kick as well.
Posts
Oh I wasn't ever going to get rid of my SFIV disk. I never sell things back. I guess I sort of hoard my games.
Although I do wonder where the hell my Bloody Roar game went. Think a friend thief'd it. o_O
Nemlock for online gaming
SRK stuff can be ridiculous sometimes.
Seriously, that lazy design, for that much? Really?
That's ridiculous.
Viper mirror and xbox messaging sucks. Sorry mate. Whats up
Was just trying to trick you into playing on PC.
-MKxxHands removed entirely.
-All Mantis normals had damage reduced. s.mk does 60 instead of 70, s.mp does 55 instead of 70, s.hp does 70, then 40, rather than 80/60, etc. All of them were reduced by about fifteen percent.
-Oga, EX or Otherwise, not invulnerable on startup.
-If first hit of Gekiro is blocked, Gen cannot continue the move
-Stun decreased on Mantis s.mp, no longer combos into Hands.
-Crane c.hk cannot hit non-airborne opponents.
-Crane c.mp has longer startup, and can no longer cancel into the roll.
-Damage reduced on Crane c.hp and s.hp, other attacks seem to be about the same.
-Hands now has more pushback. As a result, HP-Hands only hits once before opponent is out of range, even in the corner.
-Jump angle, distance, and speed is now the same between Mantis and Crane
-Oga is faster after hitting the wall, but has longer recovery on block.
twitch.tv/Taramoor
@TaramoorPlays
Taramoor on Youtube
WAT
THE
FUCK
GEN IS DEAD. DEAD DEAD DEAD
Godmutherfuckpissingdammit!
At this point, I don't even care. I'm just numb.
Anyone up for some HDR?
twitch.tv/Taramoor
@TaramoorPlays
Taramoor on Youtube
Edit:
Hiryu I think you've unwittingly stumbled onto Capcom's logic. Gen is supposed to be dead. Dead people can't fight. Unless they're zombies. Zombie Gen in SSFIV: Turbo will be completely OP.
how can they possibly justify nerfing Gen into the ground like that
he's not even very good to begin with!
So...
Seriously, what do they want us to do? Kill them with our awesome beard?
And the beard is a nerf from alpha too.
He's not the best, but he was really easy to play, that's what made him so good.
Oh wait.. no that was Balrog. My bad.
Nemlock for online gaming
Well, they say he has a strikingly handsome new beard animation and ultras that don't do damage at all.
XBL Gametag: mailarde
Screen Digest LOL3RZZ
This kind of shit with Gen really makes no sense. Nearly every time we get new info, it's a nerf. Just wtf Capcom. The only good thing about this is that i get to play less characters. Yay.
I really can't find this Gen info anywhere though. Need a source.
I just scanned through the epic Gen Changes thread on SRK and looked at a few other impressions website.
Here's a post from Yeb:
However, a couple of other people are indicating that MKHands might still be in.
DAMNIT, I WANT A CONCRETE ANSWER ON THIS!
twitch.tv/Taramoor
@TaramoorPlays
Taramoor on Youtube
twitch.tv/Taramoor
@TaramoorPlays
Taramoor on Youtube
Emphasis added because of people panicking that she's been nerfed into low-mid tier. We'll have to see for sure when everyone's playing and we've got more evidence.
He just wanted to go down fighting.
Nemlock for online gaming
Air Hyper Viper Beam.
In Marvel vs Capcom 2, by inputting a fireball motion and then up-forward, then hitting the buttons to trigger the Super, it would start about an inch off the ground.
With Cable this would do his Air Hyper Viper beam. Cable would the land, and you could do the super again allowing it to combo into itself.
It's used now to denote a super or special move that's done in the air being done instantly. It's used for Cammy's dive kick as well.
twitch.tv/Taramoor
@TaramoorPlays
Taramoor on Youtube
"HYPER VIPER BEAM."
edit: beat'd
but i fucking suck at it. so playing online is like a death sentence.