sHP second hitbox is on the 7th frame but I dont suggest you use that as AA. anti air for neutral is crHP or AA MP.
sMP crHK
crLK sMP
sMP sMK or crMP
crLP crane crMP xx roll -3 on block
crLP sHP sMK chain.
sHP second hitbox is on the 7th frame but I dont suggest you use that as AA. anti air for neutral is crHP or AA MP.
sMP crHK
crLK sMP
sMP sMK or crMP
crLP crane crMP xx roll -3 on block
crLP sHP sMK chain.
thanks for the suggestions
what are some reliable ways to setup crane s.MP overhead? i felt this was really missing in my game during a balrog match i fought
mantis super > crane s.HK > overhead
only know this one but it requires super
and, how does gen “instant overhead” work? mantis j.MK doesn’t seem to connect on crouching opponent
there is no reliable way to setup overhead, it is slow so your best bet is to feed your opponent reasons to block low like always using crLK (which hits low) and dash up sweep, also for some reason everyone crouches whenever they are under pressure because a crLK can lead to full combo, so as you do any of those thats a good place to chip in an overhead.
Instant overhead for Gen is crane jump mk then instant crane jump medium kick or medium punch
I’m coming back to AE after moving on shortly after the 2012 patch. If anyone plays on PC I could use the help getting back into the swing of things. I already feel myself hitting my old plateau of relying on gimmicky Oga setups and blatantly obvious crane MK crosssups. Could use help with timing AAs and learning how to FADC correctly. I can still MK>Hands from before, but I can’t get the FADC part down.
what’s the general approach against opponents that like to mash tech throw?
good stuff
how do you link U2 mantis after mantis super? U2 never seems to go into its cinematic mode
You are too slow. Only the first active frame goes into full scenematic.
ok. i got it working now
how come i see players on youtube rarely using focus attack cancel (via plinked stance change) into grab? wouldn’t that be the ultimate anti-crossup technology?
Hmm, the same reason you’re not using it. The risk and reward ain’t worth it, you are better off focus backdating.
*backdashing
That’s the very reason I got hit by Dakou’s j.MK every single time in CC2013. If you time it wrong (earlier) by 1f and your input at the 1st frame of wake-up is stance change you will get stance change and be vulnerable.
I believe it useful when the risk and reward is in Gen’s favor and that’s vs shotos, at max range crMK hadoken is not a true blockstring so its the best place to use it, if u fail u get hit by 70 damage if u get it free ultra punish,
yup thats it. and this is a more dangerous use for it
yup thats it. and this is a more dangerous use for it
awesome…
yeah. that parry technique is definitely out of the question in terms of practicality
ok. my gen is starting to get pretty decent now (~2500pp/~6000bp), especially after working on my footsies, although i have some few questions left:
does gen have a punish against juri’s pinwheel kick when it’s blocked?
is there a safejump/cr.LK option select against bison? most bison’s online i see usually go for EX psycho or teleport on wakeup
is there a safejump setup after a sweep? for example, fei can do cr.HK (hit) > walk forward a split second > safejump j.HK
what is the safejump setup done after HK gekiro. i dont see a column for it in that huge table of safejumps and oga setups
1, Parry tech is viable for low risk high reward situation
2. There is no auto safe jump just meaty sMP after sweep
3. There is no lk option select vs Bison that covers most options rather just peform an oga and sMP forward dash option select
4. Juri pinwheel (Insert Punish of your choice here)
5. Safe jump after hk gekiro wiff medium gekiro jump crane mk
I try to use parry in one of four situations:
Basically, Gen should be able to do sweep -> walk forward a lil -> safe jump. It’s hard as you manually have to time it.
so gen’s fadc combo is mp, hands,(4 hits) fadc, hp,mk, lk waterwall kicks?
i can never get the fadc into hp if that is the correct combo