Gen General Discussion Thread: Theory Fighter!

I assumed that was wrong given that one of the buffs Gen was supposed to get was invulnerable > airbourne with no frame in the middle where he was grounded. I also trust nothing on ehubs :confused:

Much prefer the mp OS on elf though, with my previous timing he is grounded so eats hands combo and its much broader to time.

the dashing stuff is mostly the same with the exception that every character is airborne right after the inv passes

Ta muchly

i just saw something i’m rather :[ about. it looks as if the startup for gen’s crane super has been increased from 1+0 to 1+1. It’s still a small change, but definitely not mentioned afaik.

twins dash data is toward the end of the thread.
Here too:
http://www.eventhubs.com/guides/2010/may/02/walk-speed-comparison-super-street-fighter-4/

I haven’t noticed any difference with it, and I use it often in matches, but it wouldn’t be an easy thing to notice unless you specifically went and tested it. I’m hesitant to believe it’s any different from Super though! We were told he received no nerfs! Surely they wouldn’t LIE to us, would they :(?

I’m back niggas!

i think practically it doesn’t really matter if the invincibility is still the same, it can already be safe jumped, but this makes it a bit easier in theory.

Wb messiah.

@3nigmat1c

I think, the 1+0 was false to begin with. If it was true, then it wouldn’t have been safe jumpable (eg. Hakan’s U2 according to SSF4 wiki)

The best thing to do is test though. If a forward grab -> dash x 2 -> crane neutral safe-jump setup doesn’t work against Gen, then start-up is still the same.

@street11, there’s a big distinction between Hakan’s U2 and Gen’s crane Super. his super is a lot like Ryu’s super, in that it’s a small hitbox moving forward versus Hakan’s where in one frame you have a huge hitbox. With gen’s super (and ryu’s super), you can space a jump-in where it’s still meaty (e.g. Balrog’s j.hp), and you avoid the super because it doesn’t come into contact with the safe jumper while he’s airborne. Unlike a 3f srk, Gen’s crane super can’t hit while airborne, so as soon as you go into grounded recovery (where you can’t block), you’re safe from his super since you’re no longer airborne.

I’ve safe jumped his crane super consistently with Balrog using cr.hk, cr.lp, j.hp. Hakan’s u2 has an instant huge hitbox in one frame that covers a large area.
Gen crane super hitbox
Hakan U2 hitbox

Try it, I could be talking out the side of my face. I don’t think safe jumping Gen’s crane super has anything to do with it’s startup, but more to do with the properties of the attack. (Going to try the Gen setup once i get some dinner in me).

@3nigmat1c

Actually, all 4f safe-jumps avoid Gen’s crane super, regardless of spacing (Ryu: sweep -> j.HK, Gen: Forward grab -> dash*2 -> Mantis neutral jump). No 4f safe-jumps can avoid Hakan’s U2 in contrast (iirc). If you try 4f safe-jumps against Gen’s crane super, you will notice that you will land while Gen is getting ready to jump.

Ryu’s Super will either hit or not depending on spacing, and Gen’s Super will either hit or not, period. Spacing wouldn’t matter much if you are meatying Gen, because his crane super is a strike grab like Fuerte’s Guacamole and can still grab you in the arm. Oh and let’s not forget Ryu’s Super has 3f start-up in total, so only certain 4f safe-jumps (well spaced) will be able to block it.

I think thats about right, wrong safe jump though (for balrog) it was cr.hk walk back j.hp. But it still loses to 4f invincible reversals though (e.g. Ken ex/mp.dp) but wins against Ibuki’s ex.dp. So it’d lead me to believe one of two things: either A) the safe jumper is grounded before Gen goes active or B) When gen’s hitbox comes into contact with the opponent he’s no longer airborne.

That sounds interesting and dismal at the same time. If it loses to 4f reversals but not to 5f, and if it makes Crane Super whiff, then it doesn’t sound so great. Gen, however, successfully grabbed another Gen doing a 5f safe jump setup (forward grab -> dash*2 -> crane neutral jump).

Either way, if Hakan can catch something that Gen cannot in an identical setup, then it sounds unlikely that they both have 1+0 start-up.

Don’t think about it so much, supers in this game make no sense. I still remember testing Gen’s frame data back in vanilla, only to find that one move could be punished by Chun’s 2f super… but only if she used MK, while the LK and HK versions were blocked.

All we need to know is that it can be safe jumped by 4f setups, and it has some hitbox issues. They aren’t actually changing anything in the game, just changing the way they list it in the guides.

I think I’m gonna make a Teiga stuffed video. Just preformed U2 vs Makoto’s overhead chop on reaction. and it stuffed me. or traded, can’t remember.

I just wanted to stick my head in and say I love Gen in AE. Sure some matchups are tough, and sure the twins have their crazy offensive toolbag, but AE is still a so much more fun game for a Gen main than Super.

Don’t feel bad, that thing has a really awesome hitbox. It has stuffed Balrog’s headbutt before, really awesome hitbox, it’s like her j.hp, just on the ground.

^this is kind of what I was talking about, but yes, i tested it and the setup i was referring too just seems to be ambiguous enough to land quite a bit.

I still reccomend it as possible mixup though. The only instant overhead I know of is jump back crane mp, Dantevalemont did this to me several times when we sparred in super.

Gen is ssooooooooooooooooooooooooooooooooo hard to use, I used him in a tournament but I didnt go really far as I was seeded into a tough group.

In this video at 0:25 onwards Hoigek does super into crane c.mp into Oga. I have tried this for hours now and yet to hit it even once, am I missing something here?

For crane c.MP reset Oga crossup against the twins after Super and a cross-up Oga, you need to hit c.MP exactly on their crutch. Higher than that would make you whiff, lower than that would result in a non-crossup.