Gen General Discussion Thread: Theory Fighter!

looks like AE leaderboards will be separate from super, according to srk front page

AFAIK, the dev blog said that Blanka’s forward hop is considered grounded for longer, but the overall duration hasn’t changed. Not saying that the frame data is always right though.

Mook says Gen’s Crane cr.lp is special cancellable now. I don’t know if that is an actual change since I don’t play Gen.

its not. thats a dev blog restatement

Yet from what I heard Mook has same airborne frames written down for Blanka. Crane cr.LP was always special cancellable.

I just went to Japanese wiki, and they have a separate section for wrong information from Mook, like Seth’s U2 being full invincible for 89f. (nerfed to 12~89f being projectile invincible only on its way to AE) Blanka information was already written down there.

We might as well wait until the game comes to console. IMO there is no point in guessing, or going with phony leads.

Does anyone use jab chains canceled into hands? I thought since Gen is the only character who can cancel into a special from non-TC chains, maybe I could incorporate that into some use.

I do, but I dont really see its uses, i just use it as to gain space.

Question.

If you had super in a match and got a hands combo in… would it be better to use the SUPER or FADC combo ending with gekiro?

depends on what round it is, and whether or not the super would kill. if im down a round i usually wont burn my whole bar in round 2 unless its absolutely necessary to win that round.

also, i wont use a super or fadc on a hands combo that starts in a jab/short hit confirm, unless its going to win me a round/match. too much scaling on either combo

I never do FADC combos. I like the fear of the super way too much.

I completely agree with this. I strongly believe it’s better to just save the meter for a full super, because it’s the thing that makes Gen most threatening. Most of the time when I use the super, it’s to either finish off a round, or to attempt to save myself from losing a round.

but what if the fadc combo would be enough to win the round? you just save the meter and hope they dont make a comeback? or you say fuck it, and burn it all?

TBH I find that I can build meter where I have enough to use a few bars then be able to use a super in the match. Using overheads and underhands more def give gen way more meter. I still think after all this time, both are greatly under used. I usually don’t end up using my super until near the end of the round. Sometimes I will use it if it’s not the round to finish the match, but at least it gives me the round where I know FADC wouldn’t finish it.

Currently I’ve lost my ability to switch to crane and crane super on reaction. My break away from SF really hurt my AA game.

But it’s not really just about damage, FADC combos are also good for positioning.

Gen is about as good as Dhalsim in corner, if I can get a mkxxhands to hit when I’m getting cornered against the likes of Bison, Balrog, etc, I’m burning those meters.

I do it all of the time. Jab hands into super & ultra is a big surprise for my opponents. its usually alot more then what they were expecting… and boom game over.

anybody know what frame gen goes airborne on a lk giekro?

It becomes airborne at the 5th frame

and its inv up to frame 4, so it should never get stuffed for a full combo in an AA situation.

i know ive had that happen using the other versions. probrablly because they dont go airborne till frame 7

i asked because ive been taking the AA trades from using st.mp and st.hp against the great jump ins, like bison fierce or sakura anything, but i was thinkin i should start doing more damage and get a knockdown if i know im going to trade anyway

No, it’s invincible up to frame 3, and is grounded & invincible to throws only on frame 4.

Nevertheless, LK Gekiro is a great AA, provided opponents jump to a spot slightly in front of where you are.

oh, ok. the wiki said strike inv up to 4. i guess they got that bit wrong