Ok, so he has a crappy scaled hit-confirmable combo into his PPP super (which he already had).
He can trade ultra/super with his KKK stance (which you could just j.rh and beat out most people in the air anyways).
You can use his new PPP super to pass through fireballs at point blank (which you could do with his old PPP super).
The only new thing that's useful is punishing fireballs with the new KKK ultra. Useful, but PPP super blows through fireballs anyways. The biggest problem is taking away his EX oga invincibility, which nothing can compensate for. He has low health and no escape options on wake-up.
Ooooh that U2 is gonna be awesome for projectile spammers
Lol Are u done?!?!?! Seth you cant smooth talk ya way outta this one lmao
The game still hasn't been reased officially yet so just wait until more skilled players experiment with Gen before we come to the conclusion that Gens terrible. On the other hand, from what we're shown in the video, Gen has more variations then just sticking with rapid hand slap combos or dive kick to ultra or super.
Gen imo will have better matchups and I can see the KKK air ultra being used a lot. New mind game mechanics for Gen. It's just like Seth said. Gens about techniques and skill vs raw power and damage
wait did ryu take damage like he was using focus??? thats lame.... sure it does half life but still....
@17...I thought Gen's new ultra was pretty creative...much better than just super damage combo...
This vid didn't show much... the trade to ultra is nice...but it looks like it's going to be hard to land that..
They really should've left the mk => hands alone...this is like getting rid of Sagot's DP => FADC => F.HK => U1...and I would've preferred you get rid of that instead...but that's another story...
My question, is on Gen's new mantis ultra. Ok, it does damage in the form of "temporary" damage for the lack of a better word on my part... how is this different than his old ultra? I mean, they wanted to introduce new types of ultras and stuff, why this? Damage that can be recovered? How is that beneficial to Gen? It confuses me.
I mean it's done and over with now. But my two cents is this. If the MK Hands MK Hands etc.. was a big deal change the damage. It was scaled anyways. It also made for exciting matches. You play against good zoning Characters like Ryu and Sagat, hell we should have that combo available, because we worked hard to get in. I think they should've left it in, changed the scaling after the 2nd MK. So it doesn't do as much damage. I guess. or make it so they don't build meter as fast. You have to use 2 bars for the FADC, and you are stupid to continue so you have to use two more. It's a waste. Anyways, rant over. New gen, new tricks. Back to the drawing board. The one thing people to remember is things are still possible. Take him to the labs share what you find out.
What's with all the haters? I thought this video was pretty interesting, if not old news. Everyone calm down.
Also, I love the temporary damage aspect of his U2. Maybe it's not a great ultra, but think of the awesome tension that it will bring to a match! They'll play keep-away while you hunt them down.
Maybe he's playing on the debugged pirate copy. I saw a Dudley training vid where U2 did less damage the rocket/jet uppercut/dudleys dp. If he is it could be a possible reason why Gens U2 delt focus damage or Ryu magically got a FA window at the last second.
@17 and @18
yup and now that the scale damage has reset you have little time either hit him with a regular or use your super for full damage :p IMO I think it can be a nasty ultra
Ryu was already dead before he threw that fireball.
@#9
Ahem.
"Ok, so he has a crappy scaled hit-confirmable combo into his PPP super (which he already had)."
That combo was certainly unimpressive. The good news though is that both his mantis MP and MK are faster, and crouching LK seems to give a better frame advantage now, opening up better combo oportunities.
"He can trade ultra/super with his KKK stance (which you could just j.rh and beat out most people in the air anyways)."
Gen's jumping attacks are not good anti-air moves unless done very early. The real news is that he now has a decent anti-air normal.
"You can use his new PPP super to pass through fireballs at point blank (which you could do with his old PPP super)."
You mean ultra. Anyway, yes, almost every single ultra in the game can counter fireballs at point blank, another unimpressive attack.
"The only new thing that's useful is punishing fireballs with the new KKK ultra. Useful, but PPP super blows through fireballs anyways."
No, it doesn't, unless you're very close. The new crane ultra can punish from far away.
Plus of course there are all the other faster crane normals, which weren't demonstrated.
That ultra does do focus like damage but what happens is that it slowly filters over to gen's life.
I think the point of Gens U2 is to create a space where your opponent is constantly running away from you and never attacking you for fear of being hit and loosing all that life. It does a good amount of damage anyways considering you don't take to long to hit, so I don't see what the problem is.
This video doesnt show much at all. But I mained Gen and pretty much only played Gen. Not to brag, I played him pretty well.
Anyway. After toying around with him last night I can honestly say he got more buffs than nerfs. Mk hands is still in. But the push back on the hands is too far to follow up with another mk. But. in Vanilla, you could only cancel the 1st hit of the hands. Now you can cancel the 1st 3 hits. which means a lot easier to pull super and FADC loop.
His normals are wicked fast. you can link almost all his normals. EX; c.lp, c.lk, s.mp, s.mk, c.fp works.
His kkk super will hit even if you are only 1 frame off the ground.
KKK U1 does more damage.
His ppp c.RK has more range.
kkk j.RK is faster so easy to combo the little people.
easy to change stances in string combos. Ex; ppp c.lp, c.lk, s.mp, kkk, c.mp, roll works.
I had already decided to give up on Gen in Super, but after last night, I think Im sticking with him. He is just a lot easier to use now.
The only thing I think really nerfed him is the high jump arc.
I think some of you guys are missing the point. In Alpha series Gen's super (ultra now) drained the opponent's life until the timer (over their head) went to zero, then they were dizzied. In SSF4 I think it will work similarly to how it did in da Alpha series. The gray life (focus ) bar that Ryu has after the Ultra may in fact decrease instead of the normal regeneration. Basically, if the opponent is not able to hit Gen then they will lose all the grayed-out life bar (which would make it similar to how it was in the Alpha series).
@ Teinted_Gene
I think you're overestimating capcom with that guess. 20 bucks in monopoly money says it just does grey damage, because capcom doesn't like gen. I laughed a bit when you mentioned the alpha series, because the sf4 team didn't like the way gen was played in sf4, so they decided to tweak his good bread and butter, and still give him no resemblance to his alpha version (safe on block wall dives, chains are still absent, etc.)
he does not have all his old tricks... EX OGA invincibility is garbage now it cannot evade anything except projectiles. his new jump is basically taking away "having 2 jumps" and giving him 2 that preform the same even if they are marginally different. i like his new crane ultra but time will tell if he has setups for the new mantis one, atm it has extremely short range and dosnt trade well imo. i wouldnt say "he got more buffs then nerfs" but a few of the nerfs are turning out to be not as bad as they sound, and they did buff some of the frames on his normals which he really needed so kudos for that. and for uploading this video it was nice to see some new tricks and someone putting time in with Gen.
this video wasnt impressive at all . they said mk-hands is gone, because people said 'thats not how gen fights'.. i thougt in sf we should develop our own fighting style.. they also said the new oga is faster and if it hits its a free ultra.. well, IF it hits. or its free punishment.
so how does gen fight? let your opponent beat u up until you have the ultra, then start to fight? until now i've seen NOTHING that makes up for the loss of his combo..
aaaaand i hear people complaining gen would spamm his mk hands in SF4... never happend to me! online its like 90% hadoken spammer, so why not take that move out? xD
of course i'll still buy the game and normally i hate when people do that, but in this specific case i have to say 'f*k u capcom' XD
but besides that, thanks capcom for giving new life to the beat em up genre!
@50
Calm down. As said plenty of times before, and as demonstrated at the event last weekend, MK -> hands is still in, and the tricks possible with it are still there. The window to do it is just shorter.
So Gen's real nerfs are just with his EX-Oga and (arguably at least) his jump. He seems to have several buffs though (I also hope he's one of those people that didn't get much of a damage reduction), so we'll see how things work out.
| Name | Viewers |
| PJS Winning | 502 |
| TBT Gang | 24 |
| Team Khaos | 24 |
| Phonytoast | 17 |
| 8WayRun 24/7 | 9 |
Most commented stories over last 14 days
1. Ed Boon begins unofficial poll for potential future DLC characters in Injustice: Gods ... | 272
3. Asking users to disable their ad blocking software, and why it's important for ... | 206
4. East Coast Throwdown 5 results, stream archives and more featuring ChrisG, Justin Wong, ... | 193
5. Guilty Gear Xrd -SIGN- announced, Arc System Works celebrate 25th anniversary | 183