Gen General Discussion Thread: Theory Fighter!

Lol, no, but his ultra was the first thing that came to mind when I thought about something insanely punishable that goes full screen :confused:

Just a few things I came across:
Ā©cr.mk is able to go under both Evil Ryu and Oniā€™s fireball Ultras. Oniā€™s is tighter to time, but easier than an lp Sonic Boom for sure. Keep it in mind if a random Ultra comes your way.:rofl:
Ā©j.mk against a cornered opponent lands you on the other side on the right corner, but does not on the left. Not quite sure why, but timing the mk late on the left side allows you to cross over. Probably already known, just thought it was weird.

Tiega is amazing vs Vipers who want to seismo spam full screen. It can punish burn kicks as well but can be limited on how affective it is vs it. Also vs the twins as long as you donā€™t get caught by the fake palm strike

I was playing around with the


forward throw > lp roll > crane jump mk

safe jump. I recorded the dummy doing it and to my surprise it was softblockable - that is I could block it in either direction. Iā€™m sure this is because my roll did not come out on the first frame possible but canā€™t figure out the region in which it becomes like this. Anyone help out with it?

[media=youtube]mnHyOqBuUHs[/media]

@tha massiah I actually like u2 against the twins, tod can catch dive kicks too.

Some characters can block j.MK both directions even if done as early as possible eg. Ken, Akuma, Guile, etc.

ugh the twins are the most boring fucking matches ever. same old shyte, spam palm until I have meter, get in for free. Mix you up with shyte you canā€™t defend against. Free pressure all day. Opps I messed up, thatā€™s okay because my one and only move that is punishable makes me go half screen so you can barely reach.

Not sure if anyone has used this yet. But Iā€™ve used it a few times vs players who like to block high. Iā€™ll do s.MP and if itā€™s blocked, Iā€™ll do TC1, Hands into super. I havenā€™t tested it fully, but itā€™s something to look at maybe.

Hey everyone. Total Gen noob here with a simple question: Is there any way to get a ā€œtrueā€ reset out of crane cr.LK? Iā€™ve been trying to find a followup that would give me the option to dash underneath, but I canā€™t seem to find anything that works - when the opponent is knocked off their feet into a juggle state, they seem to travel too far for it to work, but Iā€™d love to be wrong!

Thanks.

Nope, theyā€™re too far. Well, outside the corner.

Bah, I figured. OK, thanks. Iā€™ll have to figure out some other setups then.

Yes, you have to monitor which stance you are in. Playing on pad can be tricky. Even on stick it can be tricky. Switching stances may have to be lightning fast so you can get a move out from that set of normals/specials. Example would be while in Mantis having to switch to crane then crane super.

Using his AAā€™s can be tricky, it takes time to know which AA to use and when. Some are situational and some are character specific. He can be frustrating when playing certain match-ups. IMO if you have trouble with a match-up, you really really have trouble with it.

Genā€™s combos and setups can also be some what confusing. There is a lot of information to make your game as best as possible. Sometimes you really need to take advantage of unblockables, softblockables, Cross-ups, etc.

I wonā€™t lie he isnā€™t a character you can just pick up and roll people with. He takes a lot of time to get used to.

IMO he is the hardest in the game. The execution for some of his combos (bnb 1 frame link, pianoing hand combos, combos with stanceswitching in between, not to mention all the shenanigans like walldive cross-ups and stuff) is hard as hell. But what makes him really hard (besides everything messiah said which is spot on) is the fact that he has to work really hard for a win even if you ā€˜masterā€™ him. Unlike viper, which is also very hard if not slightly harder executionwise, but once you get good with her she does massive damage etc. Gen doesnā€™t really have that, you gotta play footsies, be on point with your anti-airs, and so on. No easy way out when playing Gen bro.

What inputs do you guys prefer for c.mp hands? Iā€™ve been using c.mp hp mp lp hp but it feels a bit awkward because the second mp input is limited by the release of my first.

Iā€™d probably start doing s.MP, TC2, Handsā€¦ more damage.

weā€™re talking pokes here
s.mp doesnā€™t reach nearly as far as c.mp

I completely disagree about Gen being hard to play. He was hard to play in vanilla, sure - he had nothing even resembling a bnb combo outside of MK hands, which most people couldnā€™t even pull off. His FADC combos were some of the hardest things to learn in the game.

Now though? Genā€™s easy as hell to play, up to at least an intermediate level. His bnb is the target combo, nothing more - if you want to punish something, youā€™re not going to start the punish with a c.short. You can also hit confirm purely with the TC, which means frame trapping into the TC. You can do a crane j.MK straight into the TC if you want; itā€™s the ambiguity of the j.MK that gets people, not a c.short afterward. I think Iā€™m going to start leaving out the c.short myself sometimes actually, because it reduces the damage. His only other really important link is s.MP to s.HP, and thatā€™s 2f. He doesnā€™t have to worry about memorizing a bunch of character specific combos either, his bnb is reliable against everyone.

His stances arenā€™t hard to learn when you think of mantis as the default stance. Crane exists for specific tools, and you switch when you need them.

Anti-airs? His DP isnā€™t very good, but mantis c.HP and crane c.HK are both awesome, and together they cover every angle you could want. Gen has some of the best AA normals in the game.

FADCs? Not necessary anymore. They arenā€™t totally useless, but his supers are a much better use of meter.

The only thing I consider really important thatā€™s difficult at all is c.MP to hands, for turning footsies into a super/ultra. Learning to deal with the landing frame glitch could also be an issue, but thatā€™s the only type of stance change combo that even matters. Even crossup wall dives can be very easy depending on the setup and matchup.

Yes, Gen has a useful 1f link now. That doesnā€™t make him fucking Viper. Lots of characters have useful 1f links for hit confirms or for high damage combos, and most canā€™t hit confirm after the 1f link.

I slide from MP to LP, pass the button entirely, then go back across LP,MP,HP

I wouldnā€™t say he is such a hard character to play, but would say that he is pretty challenging to compete. My answer would depend on what you exactly meant by ā€œpick upā€. I think yeb meant this by mentioning ā€œat least an intermediate levelā€. Tbh, I think messiah, Warlike and yeb are all right about their own opinions.

I personally find him hard to compete compared to other footsie characters because his mantis stance walking speed is really sluggish. Other footsie main characters like Dict, Chun, Claw all have top walking speed in the game, and it takes less time for them to space themselves, defensive or offensive, into an ideal range. When I want to be faster I have to walk around in Crane, but then changing stance takes 5f of vulnerability, equivalent to adding at least 5f start-up to any mantis normal to be used afterwards. About half of Crane standing/crouching normals are really not that useful. His wall dive having 60f of charge time is sometimes annoying as well. It may be just that I need to adapt to his characteristics.

Iā€™m afraid I have to disagree with c.MP xx hands being difficult. That thing seems to be mad easy. Then again it may be just me being used to MK hands. I go MP HP LP MP HP (mid->ring->index->mid->ring)

Iā€™m sure you know this, but how competitive a character is has nothing to do with how hard they are to play. A character can be easy and terrible, or they can be difficult but god tier. Gen is easy to pick up, and pretty solid I think. Heā€™s not unusually difficult to master either.

Iā€™m totally incapable of judging the difficulty of hands combos at this point, so Iā€™m just going by how rarely I see other Gen players use c.MP hands into super. That might just be because they all waste their meter on worthless flashy FADCs, though.

I agree, I agree. I am just not sure what he meant by ā€œpick upā€; I mean, Iā€™m not sure whether he wants to just play around with a character in local/online for fun or to go up to the point of winning tournaments.

I will only say that compared to s.HP hands or s.MK hands, itā€™s really easy. It whiffs some hits of the hands more often than MK hands from further range, so I still use that more.

I agree almost entirely with Yeb. Execution wise once you spend an hour or two picking up hands its pretty easy, that hour is mostly spent seeing which method you prefer for doing it. Blanka players have s.lp xx lightning and donā€™t seem to big it up half as much as we do. I donā€™t think that saying ā€˜bnb has 1f linkā€™ is a valid excuse - given that plinking it automagically makes it a two frame link as well.

The hardest things I think there are to Genā€™s game are resisting pressing buttons when you are forced to block and overcoming his terrible matchups.

I find c.mp xx hands pretty easy by doing c.mp hp~mp~lp hp but thatā€™s the same method Iā€™ve used for mk xx hands for about 18 months so I probably have an advantage on that front.