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Taken from todays dev blog post.
Tsukamoto: In America, many people are saying that Gen has gotten weaker, and those rumors have infiltrated Japan as well. So I imagine there are many people who want to hear about this.
Okada: Yes. Word on the street is that Gen has gotten weaker, but I think that rather than saying he's weaker, our adjustments to him have been to make him more like Gen. The most important point was to give him more variation between his Crane and Mantis styles. Being able to effectively use his Crane and Mantis styles is what will bring Gen to life.
Sano: First, we've changed the jump for both Crane and Mantis. In Mantis style his jump arc is a bit higher than in was in IV. Also, in IV, if he does a backdash and the invincibility runs out, he was considered to be in a grounded state, which meant that he could also eat a big combo as well. But for S4, he will be considered airborne, so all he will eat is the counter attack, so this is pretty good for Gen. Also, for Crane style, during a jump he will stay in the air a bit longer, so it will be easier to land jumping attacks. While there were many people who felt that the low jumps made attacking easier, in IV there were a lot of instances where Gen would hit the ground before he could get his attack out, so we made our adjustments with this in mind. We also sped up the startup on his strong punch and forward kick, that many people felt were slow and heavy. Now it should be much quicker to get out.
Okada: For his specials, we've made his Oga wall dives faster, so it should be easier to hit opponents with. If we were to put this in numbers, in IV after clinging to the ceiling and then going for his attack, the attack came out on the 10th frame. In S4, now it comes out on the 3rd frame. So, its 7 frames faster.
Sano: We've shortened the recovery on the Mantis super to 4 frames after hit, and the startup on his Crane super has been shortened by/to 10 frames, making it easier to hit with. Also, for his crouch fierce punch, which is pretty important for him, we've increased the hit range of it, and on counter hit Gen will take airborne damage. In the Alpha series, this was a move that if Gen landed would lead to big damage, but on counter hit Gen would take big damage, but this time around we've done things a little differently.
-- From what we've heard it sounds like Gen has gotten stronger - what do you think his rank in the tiers are now?
Sano: Having moves that come out fast and with good priority don't always make for a strong character. Gen has always been about technique, and that hasn't changed. Now, I just feel that his ease of use has gotten fairly better.
-- What other areas have been adjusted?
Okada: For Gen, basically there's nothing we haven't tweaked - we've adjusted more or less all of his moves. He has been strengthened to really bring out his technique. The adjustments we've made that are a bit off-course from that is that his forward kick into Hyakurenkou (MK -> Hands) loop combo is a lot harder to do now. With this loop combo, even if the opponent blocked, Gen could bully them with this, and it was kind of one-sided for Gen. The flow is basically MK -> Hands -> MK -> Hands - maybe this is something that people can't ordinarily do, but with a rapid-fire pad then you can keep this up continuously. We had a lot of Gen players telling us "This isn't how Gen fights!" and as its not really Gen-like it was taken out.
-- Tell us about his new ultras.
Okada: The Mantis ultra is based off his old "Shitenshuu" touch of death move, and the Crane Ultra is a powered-up version of his Oga wall dives. For the Mantis ultra, in the same way that you can combo his Crane Ultra I from the Waterfall Kick, Gen can combo the Mantis Ultra II from the Waterfall Kick as well. If you have confidence in your rushdown, Mantis Ultra II should be interesting. Crane Ultra II is a mid-air ultra, so if you match up with your opponent's movements there should be plenty of ways to hit it. It's especially good against opponents with projectiles. For example, it can be a good counter against the Hadouken. So if your opponent is just randomly throwing Hadoukens against you, Gen can use this ultra to really make him pay for it.
all I wanted was a logical explanation about why MK ~ Hands was removed, instead I got the stupidest decision making process ever assigned to balancing a game.
RAPID FIRE PADS, @#&$ YOU CAPCOM.
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