Gen General Discussion Thread: Theory Fighter!

Yeah, I use s.MP too. I think the range is comparable to s.mk (i can’t personally tell the difference), and if I mess up but land a counterhit, I can use the s.mp as a hit confirm into s.mk->hands/lk gekiro.
If i’m ever in crane and need to kara for some reason, I also use s.mp… so one less thing to worry about.

what is THIS [media=youtube]oe7in9VZpmw&feature=player_embedded#[/media]

at 4:00??

Just the fall back from being killed on hit?
Ive never seen Jayesen into crane super before!

super cancel, if you want to try it out, do [C]cr.lk xx lp.roll xx super . Works like a charm. The roll juggles on the last hit too, but it’s so ridiculously hard to hit it as an AA not very useful IMO.

So is oga safe?I was fighting a gen and after a blocked oga i coudnt punish with cr.jabxxrekka but i remember fighting gens whose oga i could dp after block.

No. However, most ppl seem to think it’s completely safe if blocked at low spots.

To summarize, Oga has 10 frames of blockstun and 13 frames of ground recovery. At best he’ll be put at -3 (and worse if he hits you at higher spots). Most of the times reversal dp will catch it, and perfectly timed cr.Jab will catch it all the time.

Cool thanks the jab probably wasent reversal timing.

Kara Throws

i had the doubt so i checked gen’s main and “best known” kara throws, comparing ranges in training mode

MK kara-throw does slightly more than 2,5 squares
**LK **kara-throw does around 2 squares
MP kara-throw does around 1,5 squares
MP (crane) kara-throw does around 0,5 squares

for a comparison with the 2 godly kara throws in this game:
Ken’s does around 4 squares
Vega’s does around 3 squares

but gen’s MK kara throw, with the added extra range you get by using his back throw, is still really good, and by many chances better than the rest of the cast (except those 2 above)

im no good at doing kara throws. i want to learn, but i can get the timing down!

Is there an easier way? … or is this one for the training mode.

I didnt get what you meant by that ?_?

Anyway, kara throws are really easy in this game if you use a stick (on a pad i think it might be much harder D: ) even super-scrubby ken players with poor execution skill are able to use it consistently

If you know the technique required (are you familiar with plinking? its similar)
[media=youtube]9We8ZsutK_c[/media]
… just go in training mode and start whiffing kara throws fo practice =)

You can press LP+LK right after MK, almost simultaneously… its easier than you think, really

And start mixing up with that too, thats really cool and effective (of course not against hardcore-mashers)

Was just wondering. Everyone knows Gen can combo (M)s.MP, c.HP on counter hit right? and (M)s.MP, sweep.

Also on a good meaty too. I figured out a funny meaty setup over the weekend at NCR. Mantis forward throw, Foward jump, st.mp.

or sweep, jump foward, s.mp

so like empty jump into s.mp?

yes. no timing necessary for the jump; just sweep and hold up+forward (tested against guile)

Has anyone discovered any fuzzy guard setups for Gen?

assuming you are talking about instant overheads, there was a japanese vid a while back where gen hit with mantis U2 vs abel. then he safe jumped with crane fierce, then immediately jumped back with crane mp

@Trapy

Take three fingers, place them on lk lp and mk, and if you are using your right hand, you’ll touch mk first, and just hit the buttons like that, all three fingers, one slightly ahead of the others naturally, and a direction (usually) and you got it

k seriously I’m still having throw teching problems. I dunno if it’s because it’s online, but I barely have problems with Akuma or Rose. Gen is really the only one that gives me problems. My Mantis Crouching+LP+LK keeps throwing out c.LK and I get thrown. But when people god damn use theirs on me, I get hit. I have my tick throwing down. I don’t get why my c.LK comes out misses them then they can throw me. They aren’t that far way, it even happens after they use a close 1 hit jab. It couldn’t be frames because Akuma’s c.LK has the same start up frames. I try to delay my techs and I still get thrown. Also if Ken uses his Kara throw, do I have to use my kara throw to tech or can I just use normal tech? This is really pissing me off. I can see when they want to throw from a mile away, yet I still get damn thrown. I could sit back and let them hit me all day and I could yell out when they are going to attempt a throw. I never had this damn problem in Vanilla. Same with Walking forward and absorbing fireballs, I find I eat a ton of them now. Once again, in vanilla I never had that problem.

Not entirely sure about crouch teching, because I gave up on them mostly. I now stand up right before I do that. Of course, the reason was I got thrown a lot of times. Not sure why you didn’t have that problem in vanilla tho, c.LK was 5 frame start-up and I had problems back then.

For the Ken teching, yes normal tech works from my experience as long as a whiff doesn’t occur.

Vanilla VS Super latency problem for the fire absorbing maybe? Or his hurtbox while working had been altered when Super came out.

You could be too soon with the crouch tech and yeah, it’s a problem in online play.
If you can’t late tech on reaction, it’s a crap connection. Crouch tech won’t help you all the time.

What also might be a problem is that you don’t press jab+short simultaneously. It happens to all decent players, since that stuff gets overlooked fast in training mode.