Gen General Discussion Thread: Theory Fighter!

match up question

gen vs dhalsim…does any of u have this match up figured out…cuz im lost…just played a set in an online tournament against arturo sanchez, well he isnt
an ordinary sim…lost 2-0…no suprises there…but talk about ur average online sims…any pointers?
for sanchez i was basically like crane stance for 80% of the match cuz i needed the faster walking speed and farther jump to get close to him…that along with oga shenanigans…got him once or twice wit those…and ex roll to get through his ultra and fireballs…

Dhalsim match up isn’t too bad with Gen. Like any other character, jump over fireballs and FA the limbs. When you get in, keep up the pressure. Make sure you ready that (m) j. hk to anti-air when he jumps. Do NOT jump at Dhalsim unless you know that the jump is safe, since his b. hk not only does a lot of damage but also has a huge hitbox.

Be careful of some stuff such as lk slide to super. A lot of sims like to do that. Also, fireball x-up IAT is common.

All in all, just keep up the pressure and the match should be yours.

in the video indico posted, there is quite a good tactic on how to deal with long range limbs: crane c.lk as counter poke.
on hit it’ll knock him down, leaving time to close in.

id add that roll combos are much better here. every hands combo pushes sim away in a standing position where he can just start zoning you again

best are gekiro combos tho (well they are the best anyway, but not for block strings due to obvious reason) knock down means wakeup mix up. and you can counter ports with option select super and ultra.

it seems like i cant do a shit about ANY good ken, dj, bison, honda and (surprise) guile.

good kens (or at least for my level) mix up their karathrow patterns pretty well so i cant read them and cant crouchtech them properly…
bisons s.mk seems to have almost the same range like gens s.mk does (feels like). when he scores knockdown i cant escape that easily and if i do i have problems to do damage at all…
dj… dont know what to say… his ghetto vortex or whatever (with his strange airborn knee drop mixup) is retartedly good cuz if he hits i see gen flying to the other corner with a 1/3 healt loss and have to deal with his zoning.
honda wouldnt be so brutal if he had no command throw…but then he wouldnt be honda i guess. same problem like ken while not beeing able to tech his throw…
guile… this is simply imbalanced. probably i should crossup him more when im in range but then again, his lp sonic boom has SO F/"/&§ LESS recovery that they can mash c. hp while i try to crossup … HIT TRADE

i would be really glad for any suggestions… SO MUCH IN RAGE NOW

First off, this should be in the match up thread.

Ken - The main thing you want to remember when you’re playing Ken is that, whenever they do their jabjabshortjabjab (I don’t even know what it is) xx EX Tatsu mixup, you would rather take the throw than take the mixup. The reason for this, especially with Gen, is that you normally have more options when you’re on wake up and less health is lost in the process.

His air game can normally be shut down with using Gen’s anti-airs: © cr. hk, (m) cr. hp, and (m) s. mp to be used sparingly. Gekiro can be used if you are fast enough, since its invincibility should be able to cover the first few startup frames. One thing to note is to stay away from © super, since Ken’s pressure is so good, you’re probably going to be needing to use EX Gekiro often.

Another thing to look out for is Ken’s footsie game. f. mk, cr. mk, and f. mk kara throw compose a major portion of it. Try to read when a f. mk or a cr. mk will come out, and counter-poke with mk > hands and cr. mk > hands. Learn the range of the f. mk and stick at just outside of it. Once you AA him, most Kens will tend to resort to their f. mk to get inside. Stay at the edge of the hitbox and counter-poke with mk > hands.

With Ken, and basically the rest of the characters you’re having trouble with, jump-ins should be limited to either safe jumps ((m/c) j. mk on wakeup) or recovery jumps ((m) j. mk or © j. hp after a close hadou). Anything else is just asking for an AA shoryu or cr. hp.

Some last notes: (m) FA has a huge hitbox. Abuse it to beat out hadous that are a little too close for comfort. lp shoryus have enough recovery for a throw or mp > mk > hands. Decide on whether or not an okizeme would be more beneficial to the situation than pure damage. Also, after a jump-in, don’t forget to shove in a throw every so often. Block strings are nice, but knockdowns are better.

That’s all I’m going to write for now. If I have time later, I’ll write some for the other chars. Hope this helps.

^ I wrote write-ups in the match-up thread on most of those characters mentioned, better read around next time before you post.

More info never hurts.

Who says I was talking to you?

I was talking to the dude asking the question, as he had clearly not read the matchup thread.

does anyone have a link to the basics for SSF4 frame data? By that I mean a list of Frame info that relates to everyone. I was able to link Gen’s Overhead on hit to PPP s.MP, Hands. But the overhead is only +1 on hit, and because it was a counter-hit I believe that would give it more frames? I’m sorry but I never got into frames that much, Just the basics.

counter hit gives more frame advantage. usually +2 for light attacks and +3 for medium, heavy and special attacks. however, yeb mentioned that gen is a special case. s.mp only gains +1 on s.mp hit as counter attack - that’s the reason you can’t link mantis u2 after it.

anyway, dunno how much crane s.mp gives. but it can be gain the normal +3… or not.

but this topic is VERY undiscovered yet. that is for gen at least.

How to read Frame data:
How to read frame data: Super Street Fighter 4 : EventHubs.com

Gen’s Frame Data:

You most definately hit a counterhit, which would give it +3 (I believe), which would explain the ability to link s.mp.

I usually go for a lk gekiro after a counterhit s.mp crane hit

Also counter hit works on the very first hit, so in order to do CH crane s.MP -> mantis s.MP link you need to strike opponent only at the 2nd hit of overhead. Not sure how many frames of hit stun it gives if 2nd hit completely whiffs.

No need to be so hostile. You used an up arrow. Up arrow points to my post. Logic.

Hostile? Simply pointing out I am not talking to you.

I have all that and seen all that. Recycled over and over. And I have gen’s frames down pat. But thanks. What I was looking for was something to tell me the Exact advantage after counter hits etc. Which these don’t. But thanks for giving me what the advantages might be. So just as a tip to other Gen’s Crane s.MP overhead was able to link into Mantis s.MP, HP Hands if no one knew that.

Was there even a gen at evo?