ive had it whiff against some characters crouching on block tho. cant remember which ones specifically…
or maybe im thinking of crane st.lp. i know ive crossed up and did crane st.lp as a hit confirm into the launcher against a crouching ryu and it whiffed. right into dp fadc death
There is no best Gen imo, way too few real showings in tournaments. The only thing I could do is pick one based on which playstyle I prefer because most of the better ones are evenly skilled it seems. I’d pick Thehoigek, because of his technicality and great use of oga cross-ups. He is not afraid to play risky either, makes him more interesting than other Japanese Gens. The only real USA Gen I know of is Redwolfx currently, and nubb who had a good showing at norcal regionals. Super has been real bad as far as Gen exposure goes.
Best Canadian Gen’s, Rhyllis and Jugot. Best Japanese Gen, I’d say Hoigek. Best American Gen’s, I’d say Nubb, Redwolf and Dante. Asian Tom still played a very solid Gen, but not sure how he’s making out these days. But I’d still give him credit.
I know that, but last time I saw him play in a tournament, he was playing pretty good. So I was just basing it off that. I’m hoping he will come back after the AE changes.
So I wasted 2 years playing Vega exclusively. Want to use stick, so I liked Gens’s since you kinds need stick. Like normals and how they interact with each other and other characters. Gen is top tier character design. Can you guys answer a few questions?
Mantis st.hk - It looks and feels like a good move. It almost feels like Blanka’s st.mp or Sagat’s st.mk. Good at stuffing stuff. Should i use this during footsies? If not what move is better, at stuffing stuff and shifts your hit box as much. I know crane cr.hp kinda does this, but to slow.
Mantis st.hp - For AA, it works great and stuffs a lot of Honda’s stuff. Is there better AA? Jb.hp feels great as well and so is crane cr.hk.
Roll Attack - reminds me of Vega’s RCF, and it’s actually useful. I like it, problem is, is there anything i can do after a blocked one? Or am i at the mercy of what my opponent does depending on how block stun left me away from the opponent.
Wall Dives - I dont like them, and seem like its all shenanigans, and every time i see someone do them its a shenanigan. Is this true?
Piano or Slide?
Super stuff - HK is not that good at stuffing stuff. Mantis C.HP is good at stuffing stuff from a decent range, so is c.mp into hands.
Arcade Edition stuff- This move is a wonderfull stuffing the stuff stuff. Its the stuff stuffing stuffer!
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crane Cr.HK and mantis cr.hp are good at AA stuff. Gekiro can be to with good timing and a little E.S.P. and EX Gekiro works great as a stocking stuffer!
depends on the match-up and stuff. Moves with 3 frame start-up like dp’s can reverse it. Most of the cast doesnt have stuff like that so you can throw in a backdash, s.mp. lk. Gekiro, c.mp roll again, and just walk up throw.
We call that stuff Genanigans! And Yup, thats about all the stuff it does! learn how to use it as a cross-up!
Roll isn’t as safe on block as vega’s rcf, anyone with a three frame crouching attack can hit you on your recovery, and of course there’s oiled hakan, gief, and T.Hawk.
Similar to chunli, Gen has quite some normals that can be use to AA, for far away jumpins I always use mantis c.hp aswell, on top off mantis s.hp, crane s.hk and c.hk.
Roll attack leaves you at the mercy of blockstun, you can FADC it (I do that against grapplers to get away, since they can spd you). However it depends alot on position and which button roll you’ve used. Most pople don’t know this anyway, so a roll will usually go unpunished.
-Check out the shenanigans thread, it has alot of information on walldives. It is useful as a feint tool (by going to a wall and doing close kick instead of the full kick), and the ceiling drop version is useful for chipdamage finishes. More importantly, there are numerous Oga cross-up setups (such as mantis c.hk opposite MK walldive, if times right it will actually hit them at the front again) and recently it was discovered you can cross-up about 80% of the cast with a simple forward throw> walkforward (buffer walldive)> LK walldive. Great stuff when mastered.
crane, when do is use it. It feels like a footsie/zoning thing especially with st.mk, cr.mp, and the light moves. Or is mantis better suited for that. Mantis feels like an offensive poke machine.
and is chiping with hands a good thing? I find myself doing that way to much
-I use the same input for that, nothing wrong with that.
-I switch alot, Crane has great air normals (j.hk and j.hp, j.hk can combo into super/ultra) and ofcourse j.mk cross-up. Also don’t underestimate the difference in walkspeed (crane is much faster) and jump arc difference between stances. They can really throw your oponent off, like when someone throws a fireball and you read it crane jump arc can reach like half screen real fast for the punish jump in combo. I jump in with either j.hk or j.hp and hen switch stances to combo into whatever mantis combo usually. I’d also learn some crane combos like j.mk s.lp c.lk mantis c.hk/c.hp and j.hkx2 (target combo) into c.mp hp roll.
Crane also has some uses because of c.hk anti-air and mp overhead, be creative and mix it up. when attempting footsies mantis is indeed the way to go though.
-Hands is safe on block, so s.mp mk hands gets blocked it’s like whatever, but it does not do much chip damage, if you want to finish someone with chip use walldive ceiling drop.
-Dhalsim matchup is kind of hard, he can keep you out if he’s competent, read up on the matchup thread for more info on that.
You could do MP->MK xx Hands easier like this:
MP, LP, MP, LP, MK, HP
(cred to tha messiah?)
Crane light moves are ass, but c.mp and s.mk are good for poking/counterpoking, and while poking in crane you got easy access to good anti airs.
But mostly crane is a situational stance, best used at some distance or when you’re controling the pace.
Chipping with Hands is good, as it builds meter for you. Though in some matchups you don’t want to push the opponent away, like against Dhalsim for example.
dont get caught in close range while in crane (due to no good crouchtech in kkk, not good at close game etc).
switch stances while in blockstun (x-overs or fierce/hard attacks).
kkk c.mk is neat for some stuff like fireball evading or “AA”.
IMO dont use the overhead at max range, will hit only once. chances are the other person counters with FA (since mk hands without super doesnt hurts them too much)