Gen General Discussion Thread: Theory Fighter!

Here is when and why I do and don’t

Online… I find hitting c.LK, c.LP, s.MP, LK gekiro online is a bitch sometime. I’ve started to use c.LK, s.LP, s.MP a lot more, especially using s.LP for walk forward pressure.

When I use it, is if I use a neutral jump and hit confirm. Also I like using it for punishes. Too many times I’ve tried to charge vs Light SRKs and eat and 2nd one. Or I only get one hit because I didn’t have enough charge. I like to use s.HP, HK Gekiro or. s.MP, LK Gekiro as a punish. Why? Because just doing that simple punish does more than hands combo with no Meter, or c.LK, c.LP, etc etc into something. I even tested it to see if it was worth trying to do combos with short and jabs in it. It’s not. I do use it a lot more now, but since characters like Ryu who have a garbage hitbox, I tend to be careful when I use it. Hell I can hit s.MP, s.MK, LK Gekiro 95% of the time online, but I’ve had problems vs characters like Vega. even on jump in, I find he recovers really fast after getting hit from s.MP. Basically I try to hit confirm most of my follow-up combos. meaning if I’m not hitting him between c.LP, and s.MP I try not to use hands. I don’t want to have to work to get back in. So I tend to wait or use another move like c.LK after s.MP. Also if anyone is wondering and didn’t know.

Mantis c.LK, c.LP, s.MP on block is super unsafe vs SRK Mashers and grappler’s with meter. Why? frames between c.LP and s.MP on block leave you open. So now I try to use c.LK, s.LP, s.MP. Just some food for thought.

Its funny I was wondering why most of the Gens I see comboed into Hands myself yesterday I dont see the point. I use Gekiro for all of my BnBs for damage because he needs it. Versus the vast majority of the cast I just cLK, cLP sHP LK Gekiro all day. Since teaching myself pianoing for hands I have been plinking much better and that combo I can do 95% proficient. Its also easy as hell to hit confirm off a jump in. Aside from damage Gekiro also does a nice job of pushing them to the corner if you finish it or you can end it early to pressure their quick rise. And like Messiah if I get an easy punish situation I just sFP into the strongest Gekiro I can. Side note: Fuck Guile since the FK and MK Gekiro whiff in that situation even if you are up his ass.

hahah I’m having so much fun finishing people off with FA3, Crane Neutral j.HKx1, Crane Super. It’s a perfect way to end a match if you stun them or if you do end up landing a FA3 vs some before the round is over. Usually I save it for when I stun them. And most of my Stuns are from pokes so scaling isn’t that bad.

Shoot I have only gotten one stun in my Gen career. Its crazy how little stun he dishes out in super. But it was still a highlight since I stunned a Guile of a landed back grab. So it was kidney poke instant stun it activated before he even fell down so he was lying on the ground with the dizzy stars swirling over him. That was a good day.

I think I got about 100 or so in online, and approximately 85 of them are from when my BP was less than 2000 :lol:. I’m not giving up yet trying to dizzy as much as possible with him.

I find a get a lot of stuns on people. I’ve got 6 today all vs pretty good players. First round is even then I figure them out, 2nd round I body them, then 3rd is back to even. I just use a lot of AA’s, pressure, and Air to Airs on reaction if they jump in. Instead of Gekiro. I try leave Gekiro as a AA for high jumping characters like Chun, DeeJay and Sim. The rest I like to use instead jumping Hards to beat their jump ins.

I finally learned to piano mk-hands semi consistently (70%) and now you guys are downgrading its importance.

Curse you all!

I should play Blanka just to spite you all

D:

mk hands is still bread and butter dude. keep it up, get better at it, and remember that some people here are honestly criticizing it based on empirical data and experiences where they could’ve used it but benefited more from using an alternative roll/gekiro combo, while others are criticizing it simply because they suck balls at doing it and are trying to justify their suck-ballishness :wink: (not specifically referring to anyone in the last few pages, but rather a trend I’ve noticed since mk hands were first being used in vanilla)

And not even counting the confirms into mk xx hands, you still should learn it as a poke.

EDIT: Regarding stuns, learn safe jumps. That will immediately help with your stun game. It’s all about keeping the pressure on, and doing this after they’re knocked down is one of the easiest ways. Safe jumps and mixing up wakeup pressure helps with this.

yeah, its still important, just not 100% necessary like it once was. you will still want to learn that and mpxxxhands so you can mix it in when people think its okay to focus against you

I still believe its essential. Gen has a lot of footise that can be focus crumpled and hands stops that BS cold. It just for BnB damage I dont use Hands much.

hehehe

Its capcom’s fault, they first nerfed sMK’s hitbox to poop and maybe felt bad about it after a while xD
Especially now in AE they are buffing cMP’s startup, which has better hitbox and damage than sMK, and in AE should be more effective both in hands-related combos (better damage and now linkable after sMP, if youre too far for sHP>hands obv) and in footsies

Range is quite the same if they dont change anyhting, just SLIGHTLY in sMK’s favour

Well, for some reason they decided that Gen users were going to use cMP>hands instead of sMK>hands from that moment on :looney:

and atm i freakin suck at doing cMP>hands compared to how easily i do sMK>hands after all this time maining gen :L

do you piano?

when i do mpxxxhands, i keep the latter part of my piano the exact same. just instead of putting my index finger on mk+lp, i put it on mp first instead

you may just be over thinking it

yeah i decided to go for piano since vanilla since i didnt want to use a pool-glove or having my skin ripped off ._.

for MP xx hands i actually plink the MP with LP, and then i just piano the 3 punches… plinking is not necessary but with that i just do the whole movement in a quicker way

so to summarize its… MP~LP LP MP HP

the only thing is, up til now I tend to get EX hands out of it because the 2 final inputs are different from what i’m used to do for sMK>hands (where I end with LP-HP), and i push too fast

well no big deal, if in AE sMP gets the same startup as sMK, we’re all gonna be using it A LOT more, and in short time (hopefully) it’ll become more natural

I used to get EX hands out of MK>hands too at the beginning, but after few weeks making big use of it in matches, the problem was gone

but i didnt undestand how you do MP>hands ;_;

index finger hits MP, then ring on fierce, middle on mp, index jab, ring fierce

its the same as when i piano mkxxxhands, except my first button press is my index hitting mp

Is there ever an advantage to using mp xx hands over mp, mk xx hands?

Its easier execution wise. At least in my case because I cant plink the MK because if the way I piano MK xx hands.

if you do that I’ll come up there to Montreal I swear… and step on the Montreal Canadiens logo :wink:

This is how I play. I use s.MP to stuff during footsies, so if I’m playing vs say Gief, and they are poking with their jabs, which is a great poke. I’ll use s.MP to stuff it a few frames after they poke, or at the same time. I like s.MP because it comes out 1 frame faster and because the hit/hurt boxes are better. Then to keep distance I’ll use s.MK.

s.MP, s.MK can be tricky on certain characters, like Ryu and Ken. That’s why I don’t use s.MP, s.HP, Gekiro for a punish vs them. Unless I get a jump in.

well those are two totally different things

you use cMP>hands or sMK>hands alone for poking (almost) at max distance

you use sMP, sMK>hands at much closer distance for punishing (even if gekiros finishers are better unless you want to fadc out of hands) mistakes or for successful frame traps you want to hitconfirm

or, if you were just talking about sMP>hands… well, at close distance you can do it and its safe in case they block, anyway i personally think that doing sMP alone first, allows you to apply more pressure without pushing them totally out of range, and if it hits you can easily hitconfirm for further damage

Some glitch I found when I was practicing crane c.MK to dodge Seth’s EX sonic boom (in the video it shows Dhalsim, but it happens with Seth as well):
[media=youtube]7kEx6LrisUs[/media]

No, no audio. I recorded with my over-5-yr-old digital camera, so the quality of the video is terrible. Youtube made it even worse, since I’m sure it wasn’t that bright for the first 9 seconds.

I’m on my third pool glove. The other two now have holes on the middle finger’s sleeve :looney:

I still slide for mkhands pokes and in bnb combos following a s.mp. But I also piano a lot too nowadays. In my vids I showed the most obvious methods for doing it, but since that time I’ve pretty much just mashed out the hp after a small piano. I never get ex hands doing this. At worst, I get no hands

s.mk xx hands: mk, lp, mp, hp, hp, hp
s.hp xx hphands: hp, mp, lp, hp hp
c.mp xx hands: mp, lp, hp, hp, hp

A benefit of piano’ing s.hp and s.mk for hands is you can kara/plink them in combos more easily. mk,mk~lp,mp,hp,hp,hp and hp,hp~mp,lp,hp,hp. Makes the link’s a helluva lot easier. I don’t use the s.mk piano too much but if I did I’d use it after c.lp’s push them too far away for s.mp, mk hands links. I do use the s.hp hands method a lot to land a combo on a croucher I’m chaining c.lp on because s.mp will miss them sometimes (crouching ryu or blanka for example)

If you want to get really good at piano’ing like this, play Blanka and work on his s.lp xx hp electricity, walk forward, s.lp xx hp electricity blockstring. When you go back to playing Gen it’ll feel like you have all the time in the world for the piano lol