practice
you can also try linking s.MP > s.HP after hands instead. It’s 1 frame easier, 2 frames if you double tap
About Gen’s FADC combos and FADCs in general, Are there any good tutorial videos out there showing how to FADC reliably?
I cannot dash cancel for the life of me, and rarely even use focus outside of baiting. This is a major hole in my gameplay that I really need to patch up.
Any pointers or drills you can share would be greatly appreciated.
Do a youtube or google search first, found this in like 30 seconds.
Just a quick question.
What are some ideal ways to deal with a screen full of fireballs?
For the most part I’ve just been plain dodging or FADC’ing through them, but sometimes it doesn’t seem like the best option.
Great video. I had no idea you can just c.mk under some fireballs, lol.
I’m finding that I have trouble chasing down the opponent as they try to get their health back from Ultra II. Any advice?
Choose Ultra 1.
ultra 2 choice is generally for teiga(anti fireball + anti anti-air moves so u can jump for free = guile matchup) but i personally always go with U1
No advice, Mantis Ultra 2 is just bad. As previously mentioned you’re only taking it for the Crane Ultra, which has way more practical uses than the former including:
- anti fireball
- Extremely good for jump-back baiting a reversal as the opponent is getting up from a knockdown
- Counter anti-air happy folks by activating ultra right before their anti-air hits. Not the safest option but when they do fall for it, it makes them think twice before attempting to anti-air while you have ultra stocked.
As a personal preference, I almost always pick Ultra 2 vs Akuma, E.Ryu, Oni, and sometimes Dhalsim. Especially for Akuma and Oni; your Crane Ultra 2 can pass through air fireballs to punish a reckless Akuma just as any Gen would do with Mantis Ultra 1, except Crane Ultra 2 has the additional benefit of countering his standing fireballs, plus his feint fireball (to make you jump) into his Raging Demon, even neutral jumps. Just remember when neutral jumping to avoid fireballs, always do it in crane stance.
I’m sorry that I can’t offer any advice for Mantis Ultra 2. For me it’s just too much of a gamble to waste all your ultra meter, only to fill up theirs and get punished for making a wrong guess.
I just prefer Ultra II. I have a lot of success with it when doing feint jump ins, and it’s nice to blast through people who try to FA or grab on wake up. My problem is that since I play Gen pragmatically for the most part (which basically means I antagonize and constantly go in and out of poke range) I have a hard time getting at the opponent when they’re running. They can always counter poke better than me until alllllllllllllll their health comes back. :sad:
I should probably be using the anti-air Ultra more often.
Like I said, pick Ultra 1. I just use U2 if I want to troll. Especially vs balrog
I’m not picking Ultra 1. I’m playing the character in the ways that I have the most fun with.
If you don’t have advice for it, that’s fine, but I like how Ultra II works and I’m seeking for the optimal way to utilize it. You’re talking to a guy who uses Ultra II on Cammy, too.
If I wanted the easier way, I wouldn’t be playing Gen in the first place.
Lol, ok. Have fun then. Until you realise how many matches u lost due to picking up that ultra.
Since u desperately cling to it I will help you out.
Mantis ultra 1 has 7 frame start up with 9 frame invincibility on block its -10 and very hard to punish due to pushback, on hit it gives u enough time for a follow up mixup, if uou don’t have faith in your mixups you shouldn’t bother, fortunately there are unblockables and cross up Oga to help. Other than that you want to land it in the corner, as long as you touch them within 60frames you can halt the health regen if you force them to block an attack every second.
Keep an eye for reversals because of people who have less confidence in their defensive ability, use frame traps into low hitting attacks to keep them from jumping away.
If they block, watch their attempt to jump over you since you have them cornered.
Wish u all the best.
If they block most, insert an overhead from max range.
Because winning is the most important factor of fighting games, let’s be demeaning to those who want to play a character differently than how you (or most) would play him!
This is what’s wrong with a good portion of the FGC, smh.
Either way, that’s the kind if help I’m looking for. So thank you in that regard.
I wasn’t demeaning, I was testing your resolve. And no two people play Gen the same way.
You may skip to 1:50 for the Ultra 2 part. As soon I landed from LK Gekiro, I anticipated a reversal move from the Oni player and did the Crane ultra motion as I jumped backwards. The bait failed, expected a fireball which also didn’t come out. Judging by his random HK anti-air around the 1:57 mark, it seemed he was aware that I was waiting for a fireball and thus wanted to hit me out of the air. So I baited that and it worked just as well as if he had did a fireball instead.
In a situation like this there wasn’t any great opportunities to land a Mantis Ultra 2, and even if I did it might not even guarantee a kill. Any feint jump in attempts would immediately get anti-aired before you have a chance to land a the mantis ultra; this Oni does that well. If you’re going to Ultra 2, might as well use it for all its good things and discard the bad ones!
as done F.A. with kara? to increase their range?
is useful?