Gen General Discussion Thread: Theory Fighter!

Dee Jay as of right now more or less owns Gen. If your combo’s aren’t onpoint as soon as you get in mix him up to death. Any Dj player that can machine gun upper into Ultra OWNS you. because after that combo all they have to do is play Keep away.

deejay is tougher than before, but he is very manageable if you can get a kd. you just have to remember that you cant jump at him without being frame perfect on your safe jumps.

ken is just as tough as before for me. a small tip i just picked up is to not qickrise after he gets a dp combo. if you quickrise he gets a lot of ambiguous BS. just laying on the ground a sec can mess up his momentum

on a side note, i think rufus is still harder than both twins for gen. with the twins, you have more margin for error, and their dive kicks are easier for gen to handle with standing fierce. with rufus you pretty much can lose from one knockdown

i also figured out you can whiff punnish the twins palm spam for building meter on reaction with a sweep. you just have to make sure you have let the active frames pass. but timing isnt as tough as i initially thought

I find Rufus’s dive kicks very easy to stuff with s.lp, he has to OS me with spin/messiah kick if i focus absorb > Dash back. Rufus players who dont move forward with anything but dives usually cant get close to me. I met a solid Ohio player at winterbrawl who did it correctly and definitely made me wish I had a better rufus player to learn that matchup.

I actually had a really close set of games vs Steve H’s sakura at Xanadu a couple weeks back, he got me best out of 3 games, but it was close. I was happy to win the second game and reset his winstreak >:)

was it a really tall goofy looking dude with glasses. if were talking about the same dude, he beat me this past weekend at a cleveland tourney 2-1 in singles and 0-3 in teams.

made the mistake of playing 10+ games with him before the tourney

AFAIK, rufus can’t O/S ex.mk on hit. He can whiff dive kick and buffer in ex.mk as an option-select that will be activated if you raw backdash, but if you FADC backdash he has to manually input the ex.mk. It’s a nit picky clarification, but it’s true. e.g. if you were to non-cross-up safe jump balrog with j.mk and O/S crane super/U1, if he did ex.ru he’d just hit you or you’d just block (if it was meaty). where if he did headbutt (depending on his strength and whether or not you did super or ultra), it would activate the O/S and you’d win or get beat out.

Off hand I only know of two characters who can safe jump O/S on hit/whiff and that’s Adon and C.Viper (maybe Oni with his air-dash, O/S air demon, dunno how he’d set it up though).

Just wanted to introduce myself to fellow Gen players.

Heya.

If any of you guys have a solid secondary and play on XBL, please send me a message or a friend request. I’ve finally realized that I’m autopiloting every single fight I go into. I need matchup experience against everything. ( I have a friend with a solid Chun/T. Hawk but I’m sure there are multiple ways to play them )

Hi Shareware!

Definitely him, very tall and lanky with big glasses. He had a jumping fierce safe jump I didnt figure out he had until game two, by then I was beat mentally :frowning:

Well if you need to practice against Vega, I’m open. I also play a decent Seth if you need exp against him.

EDIT - Wait, scratch that, I just remembered I still haven’t bought AE. lol

yeah, that dude is really good. no shame in losing to him if you have never really played against a high level rufus, which i havent

i think i had a chance at beating him if i hadnt showed him a lot of my tricks before hand. when we played in singles i was on match point with full super stocked, and a near perfect in round 1, but he got in, and i never got a chance to use it in rounds 2 or 3

on a different note, i think i can be really outstanding with this character, if i ever can develop an AA game strong enough to stop people from attempting to jump at me

main reason im losing matches right now is free jump ins

Gekiro is usually my go to AA. I’ve rarely had it stuffed, but trades aren’t uncommon. If your opponents are smart, they’ll think twice about jumping in at you after being smacked by an EX one. The only thing that can screw you up is if you’re crossed up, which more often than not causes Gekiro to whiff, leaving you open for a reset at best, an Ultra at worst (taking a Metsu Shoryuken to the face after a whiffed Gekiro is painful in more ways than one).

Still, it’s my favorite AA to use. Air to air works nicely at times, too. j.hk (mantis) will usually do a decent job of slapping them out of the air.

i know. i hate the trade. but worse yet, against the sakuras and blankas of the world, you just get stuffed clean sometimes into full combo. it sucks

Okay, so I’m becoming worse at this game the more time goes on.
Could somebody test something (an option select) for me?

forward throw > dash > dash > neutral jump hp (safe jump) [OS qcf+uf] db (so you get a block if they reversal), qcf+KKK

so you are option selecting a jump forward with it TKing u2.
My thinking is that if you have both super and ultra stocked then Viper cannot do anything at all. But my execution is getting worse and worse the more I try it. I’m hoping that it will beat Viper’s backdash clean with the U2 [probably not], fierce knuckle will eat super on block (you already have the motion buffered), and ex seismo will eat u2 [again, probably not].

This probably won’t work at all though. Maybe I’ve been playing too much and my mind is melting from all the Yang…

as far as i know you can’t buffer in single directional normals or taunt/focus attacks, you can buffer in grounded specials/ultras/supers but not a tk motion. (e.g. you can buffer in a dash as far as directions go, but not walking forward/backward/jumping/ducking).

You can probably get the effect you’re looking for with the same safe jump and a buffered mantis st.mp

My mind IS melting. Needs less Yang.

[EDIT]: that’s against Yang, not as Yang [/EDIT]

I think Gen’s additional strength mainly lies in the consistency of his TC2. You’ll always get the knockdown on any character, providing you connect the s.HP. This combined with his alright mix-up game makes him a feared character up close. In Super nearly every non-grappler/dive kick character usually got the win by shutting down my offense, either by zoning or outpoking me. Poking definitely got a bit easier with the mantis s.HK and c.MP, but TC2 was the deciding factor for me.

I agree with Dante Valmont’s description of match-up changes. Ryu got MUCH easier, while Ken only got harder :frowning: Aside from the recent twin allergy, I try to work people into the corner slowly but surely and go nuts in a moderate way. Most of the time it works, sometimes it doesn’t. In all other cases, I just play balanced. No chance to survive with a sucky defense.

I feel Chun still has viable AA options against Gen. Either that or I just jump at the worst possible angle every time.

s.fierce beats everything and trades with (kkk) j.fierce. Then c.fierce beats my (kkk) j.fierce. Maybe I’m doing something wrong, but my jump ins are stuffed easily.

Having a hard time using Teiga effectively at all.

Whiff whiff whiff. It’s as hard to aim as XFLAT for me. I always *always *seem to miss by half a pixel. -_-

Mike, I strongly STRONGLY reccomend a defensive playstyle with Gen. Infact, I would say that Gen has some of the best Air to Airs, anti airs, and jump ins in the game. I literally am dominant in the air 90% of all my games. Mind you, Gen doesnt get much punish in all of these situations, however, if you learn to use the right* tools per situation, then you can literally guess at what they will use to defend your jump ins, and beat them, beat them air to air, or simply stop an offensive jump in.

These are fundamentals (I think that is right) that you learn one of two ways. Learning matchups by playing endless randoms online, and swiss army knifing moves over and over, getting a feel for their hit and damage boxes… Or actually looking at the hit and damage boxes of the moves, and then doing what I originally suggested.

I can say right now Gen beats the twins dives so much that they cant do it outside of wakeup, and they have to do it REALLY meaty to get away with it at all.

If you guys want me to post my knowledge of matchup specific “normals” that beat most people in air to air, anti air, and jump ins (jump ins are pretty universal, but a select few characters need to be dealt with j.mp mantis) then I could post them.

To be honest though, if you CANT anti air someone, and its not meaty as hell then you can probably focus absorb backdash. Thats one of Gens most effective methods of defense.

When I suggest jump ins as a method of offense, Gen has a ton of damaging tools to choose from. And while you may want to use the most damaging, really, the one that will* land in that situation is the one you should use. You should always take a single landed hit over the possibility of more damage.

When I refered to jump ins, Teiga is your suprise response to people who get wise with spacing vs your jump ins.
Earlier tonite I had many games with a good yang player friend of mine, who’s ideal range was in my face, and he found this ideal range to be far enough from me where I couldnt jump in and expect to not take a s.hk, which was funny to me at the time, I let him hit me with it 4 times in the 3rd round, and when I could kill him I jumped just inside his range and buffered teiga, and guess what? he palmed, and I killed him with it.

Not saying that this is how you MUST use this, however, Teiga isnt just a fireball punish tool, its an anti air punish tool. You can buffer teiga and not use it until the opponent throws out something and gets hit by it.

Does that count as a counter hit? If it does then the damage is even better >:)