Gen General Discussion Thread: Theory Fighter!

Should still be one punch, you need five inputs, but if its the final you’ll always get EX. so ex hands would be 12314 hypothetically.

i converted to gen from ryu 2 weeks ago, and i’ve never felt better. lol.

just figured something out about fierce hands that should help out a lot in a few matches. namely bison and rufus

we already knew that the fp version of hands was 3 frames, the harder part, at least for me was getting it to come out consistently with reversal timing. this helps with bison scissor knee lockdown, and low blockstun dive kicks like rufus.

i previously thought you needed to either lay on fierce like a turbo controller, or time your piano/slide so that the hands came out as soon as you came out of stun.

in reality you can buffer any version of hands, and as long as you pepper fierce in there eveyr now and then, the fierce version comes out. i gues this is how you can start with lp hands, and switch to fierce when you want, if you were to keep hands active on whiff (from full screen for instance)

so, for example, if you block a scissor knee, you can piano across all 3 punches repeatedly as fast as you want, and when you come out of block stun, fierce hands will be your reversal. every time. as long as you dont double up inputs, which would give you EX hands

really simple, but it may help someone

…simply mashin HP while in block stun should bring hands out aswell.

At the risk of doing 2 sets, which makes it quite punishable.

Just stop mashing when the first set comes out, always worked for me.

it should, but sometimes you get crouch fierce which does not get you out of anything

Hmm…

What exactly is KKK super/U1?

It seems to be a hit grab, seeing how I can grab EX Oga escape before it reaches the wall. However, it grabs Gouken’s air parry unlike other hit grabs such as Fuerte’s guac or Abel’s Sky. Even though it grabs air parry, it doesn’t armour break, only when you reversal it can you see the armour breaking effect on Gouken.

I guess it doesn’t matter much since I rarely use it outside of combos and punishing poor wake-up offense, but I’d still like to have more information about it if any1 could help me.

feuertes isn’t a grab persé. it’s a hit => animation thing.

indeed is gen’s super/ultra very unique in that matter. I can’t think of another move alike. Normal Airthrows could be the same, or hakans u2 which acts similiar but on the ground.

Exactly. I refer to them as hit grabs, or strike grabs. They break armour on reversal like Gen’s Super, otherwise it’ll not grab the air parry. Gen’s Super cannot be pure grab (the one with blue solid box) since it will counter EX Oga before it can reach either wall unlike Gief’s Air Ultra. Afaik air grabs cannot grab EX Oga until its EX status ends (his two feets touch the wall). Hakan’s U2 should connect, but whether it breaks armour or not is beyond me.

I’m going to test it more tonight with Guy’s EX izuna (which is supposedly strike invincible ONLY) and then I’ll be able to decide if it has the grabbox along with hitbox, or not.

EDIT: I tested it just now, and Guy was able to grab Gen out of super with EX izuna, so it doesn’t have any grabbox.

Gen apparently has the best dash in the game, with a little trick. It’s not really something to make a new thread about, since dashing is obviously risky as hell.

Some might know about it already, but cancelling PPP s.MK into FA will cover 2.5 extra squares in training mode, similar to the kara throw. When cancelled into dash immediately (don’t know the exact frames), Gen will cover that extra distance.

(PPP) :r::mk:(:mk: ~ :mp:):r:

It is correct. His forward dash, coincidentally, has the same number of frames and distance traveled with Adon and Dan. Difference from Dan would be Gen has a bit lower hitbox during dash. Only problem with canceling s.MK would be that you would be put -5 on hit if I remember correctly =[.

I just realized that ((shoto’s j.LK + mash on block) * major lag)^my offensive nature = destruction

Thanks for the feedback. I tried crouching, DP’ing and mashing hands, but I don’t notice any slowdown other than the regular dash recovery.

Which ones of Gens Ogas are unsafe on block.

All of them.

I play alot of Gen players that seem to know only Oga, makes for easy matches!

depends on range and height. there is an “safe” block hit. at least it’s lower than -3.

All of them huh? I swear Gens all around throw them around like their free.

Afaik you can shoryuken pretty much all of them, regardless it’s still to variable to just throw it out hoping it’ll work based on the assumption it may hit. Against actual good players the best use of Oga is for chip damage finish or feinting your Oga, or conditioning your opponent to not expect one (i.e. not using it, only to use it out of nowhere).

or if you are looking fir that home run when youre desperately low on life. slightly safer than a random ultra

Remember that Oga’s block stun is so short that they usually cannot catch the reversal timing without mashing :lol:. Think of it equal to the opponent blocking one jab and then immediately doing a reversal.
Even though you can make it safer by timing it, reversal SRK will always catch it from what I tested (so will reversal HP hands on Gen mirror match, but don’t forget that Gen is crouching on ground recovery frames of Oga). I was able to make it as safe as -3 (and even reversal KKK super whiffed!), but no better than that.

Against good players who block and punish, it’s a good idea to stop using them until the last chip (or maybe whiff with super close and do w/e if their reaction isn’t so fast). Against good players who punish on reaction, you can get in some Oga kicks by mixing the follow-ups.