Gen General Discussion Thread: Theory Fighter!

Maybe. Either that or my short memory term is preventing me from improving after 1 week without ps3.

Nope, I think I dismissed both s.LKs from my gameplay. Wouldn’t s.MK work better tho, with longer range and same start-up?

A bit off topic, but in Calgary, AB (where I live) there will be a tournament called Calgary Cup in November. I’m gonna get my day off unlike last time when I missed the whole thing. Any other Gen players living near here?

^s.mk is cancable and therefore only a half option select. if you input s.mk xx super, you’d punish his backdash with super, but you would cancel the s.mk on block into a blocked super. you can do that with ultra however.

You can do it with st.mk too, but the action isn’t to just stick out a normal and cancel it into super. Buffering in the super afterwards means that if the normal connects, it’ll cancel, hit OR block. The range of st.mk, hinders its use. When you do it, you want to catch another normal, e.g. Rufus does a df.mk to get in range, so you st.lk to stuff it on startup and cancel into super, since the normal is not in range.

It MAY also work on the shoto cr.mk, in that case st.mk would definitely whiff even though it’d be in range. I’ll make a vid later, If I get the opportunity.

Edit:

I found that to counter the dash punch, lp super needs to be used for the added invincibility, hp will trade. Also had an idea since honda floats weird when you try to do Falling kick after oga to gekiro, so hk.gekiro to ultra might work. I know it’s confirmed on Abel, but I dunno if this was confirmed on Honda.

Vids
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It depends on the spacing, what you’re trying to beat, and the read as to which normal you might want to use. If you’ve got the read and you’re confident st.mk or st.hp all the way. St.lk if you’re not sure and just want to stick something out there if they’re being too aggressive and want to catch them trying to dash up or walk up after a tech or something.

Ty for explaining thoroughly. I guess I’ll stick with using s.MK simply because I feel too negative to use s.LK.

Btw, didn’t Gekiro to Crane U1 work with most characters, as long as you launched them high enough?

the answer is Yes all characters, as long as you launched high enough

Question, and I’ve been trying to find some for a long time. Does Gen have any frame traps?

S.MP>S.LP all day?

Frame data of S.MP & s.LP

To find frame traps, start with any move that’s + on block. PPP s.mp, s.lp, and c.lp are the most obvious candidates.

Mantis s.mp +5 on block, +6 on hit
They block your s.mp. Let’s assume their fastest punisher is a 3-framer special or normal (we’re ignoring invuln moves). Because you have 5 frames of advantage over them, their 3-framer would become active on the 8th frame at the earliest after blocking your s.mp. So you have any move with less than 8 frames of startup that will trap them after they block the s.mp if you perform it immediately afterward. s.mk is one of the most obvious choices because you can frame trap them into s.mk xx hands xx super

Someone correct me if any of this is inaccurate.

doesn’t seem too effective using a s.Jab. Doesn’t s.MP on block push you way too far?

I don’t think that would be a frame trap unless you meant s.LP -> s.MP, or if you delayed the jab manually.

But then again, my definition of frame trap is only if the opponent can throw something out in between and will get countered out unless there’s some invincibility. I refer something like s.MP -> s.LP as a block string, thanks to that damn auto-block.

Well, normals are pretty straightforward, you can do s.MP -> wutever you damn well please on block (j/k), and s.LP -> s.MP or s.HP on block (1 or 2 frame gap)

Crane s.LP xx c.LP on block is a frame trap (it can counter reversal SPD unless you input the second attack late, so yea), and you can link it with Mantis jab for further damage if you hit them out (I personally think it’s one of the hardest links due to stance change)
Max range Crane c.MP xx LP roll on block

Others are usually on hit (such as Max range Crane c.MP xx MP/HP/EX roll on hit), so I don’t find them as useful. I’d rather combo.

yes a frame trap is where you cause the other player to throw something out that is unsafe and you counter them. s.MP, s.LP is a block string, unless like you said you delay it.

gen has tons of frame traps, but what specifically are you trying to beat? jab mash? crouch tech? standing throw tech?

I’ve been trying to play around with some. I know what they are but haven’t had any luck that’s why I’m asking. I’m sure you can already guess by now that I’m back.

Anyways how about this… I’m looking to beat, jab mash, crouch tech, standing throw tech. :stuck_out_tongue: why not just list all? Makes it easier :slight_smile:

Yes, I can see that you came back xD.

So you’re looking for anything that can beat 3-frame moves, which means the trap has 1 or 2 frame gaps.

Like I said before, I won’t list any normal links here, so I’ll continue on with the chain/cancel. But s.MP -> s.MK or s.HP works like a charm especially if you’re not good at 1-frame links lol.

Additional list:
Mantis c.LK xx late c.LK cancel on block. You won’t believe how many ppl fall for this.
Close range Mantis s.LP -> s.MP -> Crane c.MP xx LP roll on block (Too many frame traps)

One Frame trap I am extremely fond of but kinda unsafe is the following:

Jump in combo into crane roll and watch. If crane roll HITs, Frame advantage is +1. Do a Lk. Geikiro. It would beat most opponents options if they are too aggressive and not blocking (which is usually the case since they think Gen is free lunch when I select him). There are only few exceptions that it will whiff when opponent is not blocking. One such case is when Ryu use a c.MK after being hit.

If the crane roll got Blocked, Frame advantage is -3. I just spam EX-Geikiro. Beats alot of options especially when the opponent is not using some extra fast reversals.

This tactic will usually make them at least pause abit before sticking something out.

Not a frame trap

A frame trap you could try is mantis st.mp walk forward st.mp. The st.mp has so much frame advantage on block that this works. The walk forward makes people want to press the tech button making it very effective. Pretty much combos into anything you want because it’s +9 on counter hit, giving you DAYS to hitconfirm.

A bit different from the frame trap discussion, but it was confirmed by yeb that it’s actually +8 on CH. I had tried CH s.MP -> Mantis U2 more than 200 times and no luck lol. He also said that c.MP is +2 on CH (I also tried CH c.MP -> HP hands myself).

O yeah, blocked Hands FADC gives you +2, so you can also do jabs or s.MP after that (for the cost of 2 bars!)

All 3 of those sir…