Gen General Discussion Thread: Theory Fighter!

Thanks! Although a good 70% of my whiffs happen when I attempt an air to air Teiga, but I’ll be working on it.

Had a rough night tonight online. Ran into a Bison I sufficiently trounced with my Ken, and he wanted a rematch. So I give him the rematch and beat his Bison again with my Gen, but just barely. After that, I used my other favorites and started to get beaten. After that I started to get *really *bodied. Even when I switched back to Gen, I couldn’t beat anyone he picked. Eventually he picked randoms, but by then I was so beaten down I barely even felt like touching the controller.

It’s something that I always end up doing after a few losses. I get so down on myself and just feel depressed, and once that starts, I stop trying to even press buttons at all, because I feel like there’s no point in trying.

:confused:

First problem, your using a controller. Second of all, you let a player download you, without learning his habits and beating him* not his characters.

Always play the player, not just the character. Even if a character is capable of doing things you havent seen the player use yet, you should fall into the habits of the opponent, do things that he doesnt punish, and punish things he does, or figure out how. This is the battle of wits and character knowledge between two players. Learn to do this every time you want to win.

Lol, I’ve always been more comfortable playing pad. Also, I’m poor, so I can’t afford a stick.

Anyway, I do try my best to learn players’ habits and how they react to mine, that’s how I won the first fight. The second fight, he surprised me by breaking his habits, which I still ended up adapting to in the end.

The problem was more about attitude, I think. I lost 3 matches in a row after picking my lesser used characters and, as always, I spent more time beating myself up than beating *him *up. Instead of getting over it and using the loss to learn, I focused entirely on the fact that I lost and stopped paying attention to the fight.

I’m not saying I’m perfect at adapting, I’m just saying that a big problem is that I take losses way too hard.

I need to learn how to move past losses and refocus, or I’ll never get better at adapting.

Guys, sometimes entering this thread is so depressing… Gen may not be a beast now, but I’d definitely list him as a mid-tier character. Above many others. I’m surprised especially regarding the Dhalsim match-up, which is in my opinion a good 6-4 or even 7-3 for Gen. Guile? Deejay? Other 6-4 for Gen. I cannot say about Makoto or Sakura… the ones I found online weren’t that great probably but I fight rather frequently the other characters I mentioned and this is what I think :slight_smile:

Schiff if there is anything to be positive about, Gens matchup vs the twins is AWESOME. Amiyu alone makes it look like a 4.5/5.5 in Gens favor. Twins simply cant dive kick him. Gen owns twins ideal range and stops dive kicks, he punishes with sweep outside of block strings and has safe jump opportunities ALOT.

Man you need to play with people better than you repeatedly, offline. People who can coach you and answer your questions. Who can give you ideas and options on how to respond. But mostly you need to just repeatedly lose, and pay attention to the match, not the result. Little things you do in the match are the steps that take you from 1 hit to 5 hits to enough hits to win the match.

I suggest playing arcade mode with ranked matches enabled to “same skill” players for hours. Its alot of fun, just try to “know” exactly whats going on every match, whenever you dont know why something happened or what it was, analyze it. Only thing you wont see is option selects.

Chun does have very good anti airs, but her only answer to a crane j.mk to the dead center of her head was that flip kick, which has been nerfed. Use it like Amiyu does, he will either land it on someones head and let where it hits be a mystery, or he will jump over the opponent letting the hitbox literally be like a half circle of counterhits around his opponent. (I believe Amiyu is a trap, so I shall refer to her as a him, not 100% sure)

Hate to sound lazy here but can anyone point me in the right direction to a list that shows who the st. mp to st. hp link dosent work on. I’m working on incorporating the target combo into my bnb.

That’s the main place I try to jump, and then Chun no longer does her far fierce, but her close fierce which stuffs it. Maybe I’m still doing it wrong.

You mean that push-like attack? Ive never seen ANYONE use that as an anti air

Edit: I might suggest a empty jump in that situation, every single time people beat your jump ins you can feel your way back into it, but dont risk it with an opponent who has a life lead

Yea, he doesn’t mean to do that but for some reason it happens and it will stuff, but I figured out the appropriate spacing for the (kkk) j.mk. playing him right now if anyone wants in.

if finally had its fight to the death, It happened while using Rog, was holding a charge then I heard a snap

It works on everyone at the right range (point blank) standing or crouching without jump in or FADC. Some characters have recoil animations that make the link harder but it works on everyone [Crouching Dudley and Dee Jay can play havoc with recordings and I find it harder to do on crouching Cammy but other than that its pie].

You need to learn the range of the first hit of (m)5hp. It only takes 10 minutes to record the dummy doing (m)5mp > (m)5hp and cycling through the characters on P1 side (20 if you want to test against stand and crouch), so yes it does sound very lazy :wink:

not sure if this is new but KKK j.mk, cr.lk into PPP cr.hk doesn’t work on DJ. If you try to hit confirm with st.lp it doesn’t help of course.

What do you guys do about Chun air-to-air?
Her aerial hit box is so stupid, i’ve stopped trying to fish for Shakudan’s into Ultra.

My friend who plays Chun doesn’t jump too much. Whenever he does KKK J.hp usually does a decent job, though I find my aerials always get counterhit.

Shareware, I do the exact same thing. I’ll lose to randoms on ranked, and get so frustrated, I forget how to remain patient and start being random myself. Speaking of random, I lost to a blanka masher at a Tournament. I wasn’t using Gen, but I was so salty I had to go outside and drink some Gatorade to dilute the Sodium Chloride coursing through my veins.

(m)8mp and ©8lk/lp are the best for Chun I find. I’m not jumping at her though, this is if she jumps at me and I want to a2a her.

she will beat you air to air more often than not. the only thing ive seen stuff her consistently is crane jump lk. most crane air normals lose tho. i think its because of her hieght on her jump

mantis air fierce and roundhouse can win too, but you have to have your attack out well before hers.

Jumping LP and LKs for both stances for Mantis, and Jumping LP for Crane.

Crane S.MK.

LP Hands.

MK Gekiro.

These are Gen’s normals and specials that I don’t find good use for, or if I do use them it’s for a rare circumstance or two, not often at all. I’d love to know anyone’s opinions on these particular set of moves, and how you all personally use them in your game effectively, if at all. If there’s one thing I love about Gen, it’s how so many of his moves all have their place in a fight, so any chance to give some extra love to these few would be great.

For the jumping attacks, I know they come out quick, but is that all? I’m sure Crane S.MK is a decent poke, but surely it’s use as just a poke leaves it wanting. I’m hoping to hear some interesting applications :).

I’m glad you found a use for crane s.LK.

I use crane s.MK when opponents are coming in to jab me. I also do it to go for trades and reset the situation when the things look dire (its long hit stun helps you get back). It is also a good counter-poke against random pokes relying on the opponent hitting a button because your hurtbox never moves forward during start-up.

I never use Mantis j.LK and LP Hands, while I use others only in some occasions (or by mistake).

I don’t like how Mantis c.MP doesn’t hit low (and I mean having to block crouching). Moves with upper body invincibility like Gief’s Lariat and Cody’s Zonk is only vulnerable against low attacks so Mantis c.MP cannot counter them out during their upper body invincibility period despite the fact that it touches their ankles.

I use mantis j.lk as a jump in for people who are ready to block it. Often times I am swapping stances alot for jump ins, and to be specific about this one, I use it when my opponent expects a j.hk from crane. Mantis j.lk can be used as an easy fuzzy block if you hit the corner of an opponents standing hitbox, by following up with cr.lk, and at the distance you land you can actually link cr.lk four times after.

A fuzzy block for those who dont know is an attack that hits high and then low rapidly, leaving the opponent in blockstun for high so long that they cant block the low attack after. Fuzzy block attacks are pretty rare, and usually require fadc or some kind of obvious setup, but this one is almost a matter of luck.

This is ambiguous as hell because mantis j.lk looks like Gen crouching, and when I land I try to cr.lk right after, so sometimes if they’re really confused or expecting a safe jump I will jump in with this just outside of their hitbox much like how I do with a far crane j.hp because I often either stuff their attacks or land before they hit me being right infront of them.