Yeah it was kind of hard to watch because that Gen was not solid and very reckless and because I’m very familiar with the match I wouldn’t have let him get away with a lot of that.
-He has 2 jump arcs that you need to get used to and his primary jump-ins from the front will be mantis style j. MK and crane style J. HP (which has a ridiculous hitbox vs. standard AAs but Chun can cr. MK to hit it easy and follow up with some cr. lights or cl. HK -> combo). Good Anti-Airs vs. him in general are st. MK, forward j. HP x 2 and nj. HK if you don’t want to deal with the jump angle. St. HP is good versus mantis style jump-ins, but it gets beat by crane J. HP a lot, so stick with the former AAs or do cr. MK if your Gen has a habit of doing only that.
You can also just walk under most of his jump-ins and counter with cl. HK from the other side.
-j. MK in crane stance is just gimmicky when he uses it over and over like the Gen in that video. You can walk/dash past that as well and sweep him.
-He’s not using ultra 2, so this matchup actually becomes easier since he’s surrendering a lot of space control for the guaranteed damage. Once you know how to deal with his jumps properly, you should get comfortable using FBs again to set the pace more in your favor.
-On the ground, he has very good buttons, but you can whiff punish a lot of them pretty well with Chun’s far reaching pokes. One important thing to also use on the ground as a “poke” is her HP Kikoken, because a good Gen will know he can trade with his cr. HP vs MP kikoken and HP kikoken avoids that 99% of the time and will counter hit a lot of his shit on the ground if he tries to challenge it. Other than that, use your pokes to control the ground like you would in any other match. Obviously with super and Ultra stocked, he will be more dangerous.
-Focusing vs. him is very hard to do and generally not a great idea since almost every poke he has can be buffered into Hands (which IS his true armor breaker btw). A trick I use sometimes is to focus absorb the normals -> backdash to avoid Hands and then whiff punish with st. HK… gimmicky, but it’ll get them thinking about it.
-If he’s gonna be disrespectful with upkicks, just bait and let him hang himself. No point in going for frame traps if he’s just going to give away free openings. I’m also pretty sure he can only do a followup kick (that gimmick) if the 1st upkick is blocked. You can still eyeball it and punish before he recovers anyway as you started to do in the last match. He was literally just mashing that shit out, but don’t let him frustrate you with that BS… bait and take the free damage.
-His st. MP is like +5 on block. If you block one it’s a trap, but if he has the tendency to go for more than just one, you can cr. MK under the 2nd one. Keep that in mind. Watch out for his kara throw… it’s far as hell.
-On knockdown, you should be blocking most of the time. Gen has a lot of ambiguous setups designed to just beat reversals. I still do EX SBK to test the legitimacy of the player’s setups, but most of the time I just block it out. In the corner, he has a fake crossup setup you should know about: forward throw, dash x 2, forward j. MK (mantis)… Chun Li can avoid that completely by jumping back or neutral jumping.
Vs. a good and conservative Gen player, this is probably an U2 matchup, but I honestly think you could use either Ultra if he does a lot of sweeps and/or pokes xx Hands that you can U1 punish. He also full juggles from U1 in the corner. I’ve made the switch to U2 for this match because a good Gen will force you to be mobile and break your charge a lot. Most of the openings I get are in the middle of the screen and not close enough to combo ~MK Legs -> U1 on the ground, so I get more mileage from U2 instead.