Gen General Discussion Thread: Theory Fighter!

I’ve seen a few top ryu players use forcus attack as part of their pressure game…why is that?, whats stoping the apponent from using an armor braking move …

Can Gen use focus pressure as part of his attack string?

know when you are safe to hit another move, and when you have to block. meaning if you do a mk, you should have more than enough time to do hands to break their armor break. But if you do MK Gekiro you might not (this isn’t 100% just an example)

I know j.MK to Gekiro gets beat by Focus Attack.

Is it bad that I have recently been following the Keep it Simple Stupid thought process? I have spent a bit of time in training mode and I am finding sometimes the tricky combos that I see people do are… silly. I am finding very simple combos that work well as Gen frequently has to work to get damage opportunities so to miss out because you messed up the s.MP->s.MK link just plain out sucks.

I dunno I guess I decided to keep it simple when I saw an awesome combo in an online match even, the gen did a crossup mantis j.MK->c.LP->c.LP -> s.MP -> (crane) c.MP xx LP roll. I didnt know this combo was even in the game and immediately I went to training mode… After many many failed trys I got it… I was elated, I shouted “Hell yeah!” and then I looked up at the damage… 186. My simple as hell combos that I use almost all pop over 250 or so and usually leave you in a better situation then the roll does (honestly you are right next to them and kinda in a bad way unless you focus attack on the last hit and dash back.) These are the combos i have decided to use.

On a hit crossup from either j.MK: j.MK(either)-> (mantis)s.MP->s.HP xx LK Geikiro
On a blocked crossup (or pressure combo if you take out j.MK): j.MK-> c.LK (mantis) -> c.LP -> s.MP xx Hands (or if you hit the c.LK, s.MP xx to LK Geikiro for more damage)

I would go into focus attack/dizzy combos but there you can pretty much do as you please… I still prefer to keep it simple with a s.MP-> s.HP-> LK Geikiro

I mean there are some cool tight links to do with Gen, but they are so very rarely worth it >.< Is it bad that I have started to do this, Should I keep working on the links for that extra 10 damage or so, or should I work on purely mastering the simple combos that work and do good damage… i dunno, back in the days of mk-> hands at least there was a clear answer what to use… whats that, you got a crossup? Mkxx hands -> mk xx hands xx FADC -> MK xx hands -> mk xx hands, focus crumple? same thing! Oh you need to do some pressure? Well what do you know >.<

I guess it makes sense why they changed gen at least. They were tired of seeing mk-hands loops all the time.

j.MK->c.LP->c.LP -> s.MP -> (crane) c.MP xx LP roll has been there since Vanilla. It was easier to land PPP s.MP, KKK c.MP, Roll.

As for the Dizzy, the best combo that requires no meter is KKK j.HKx2, c.MP, HP Roll.

For FA you are pretty much spot on, also HP, HK Gekiro works well because you don’t have to worry about timing s.MP, s.HP as it can be tricky online sometimes.

As for some of the combos that you seem aren’t worth the risk, just work on your links man. They are easy as hell. s.MP, s.MK is really easy. s.MP s.MP is a bit harder but easy if you look at Gen’s animation and press s.MP again when his arm comes back. You could even plink it with s.LP~s.MP. But the thing is getting some of the bigger combos is more effective. Especially for Stun. I find the best thing to do is keep applying pressure so you can Stun. Once you stun you have a free KKK j.HKx2, c.MP, HP Roll.

Another Cross up combo to try is KKK j.MK PPP s.MP etc etc. Works really well. Also on Blocked KKK j.MK cross up, use Neutral jump KKK j.HK.

And just to argue MK hands loop. Tired of seeing it? I’m tired of seeing, SRK, FADC, Ultra by Ryu, or Sonic Boom, AA, Sonic boom, jump throw, rinse repeat. IMO the only thing Gen needed removed was that loop, but it was effective and wasn’t that easy. It made for exciting fights and high light matches. You still had to burn meter.

The mk->hands loop was just a joke lol, I definately miss all the meter. Honeslt yI just never saw the combo, but it honestly seemed like way too much work for way too little damage/stun) even if it is very very cool.

As for s.MP-> s.MK bieng easier then s.MP-> s.HP, I dunno the s.HP timing just comes out easer for me, I dont know why s.MP->s.MK comes out okay, but I can rarely link it after c.LP/c.LK (I can link j.MK-> s.MP -> s.MK fine, but if I try to link c.LK->c.LP->s.MP -> s.MK I wonk out while c.LK-> c.LP->s.MP-> s.HP comes out just fine for me…). As for s.MP-> s.MP… I don’t know the key issue I have with that is it frequently pushes me too far away to combo into Geikiro. That is why I prefer the s.MP->s.HP link as Gen takes a step forward with HP (and the extra damage is nice) which mean I can combo to Geikiro most of the time, even combo to MK/HK sometimes (depending on who I am fighting/just how far). Is there a reason I would choose MP->MP/MK over HP?

As for j.HKx2->c.MP xx HP Roll, Yeah I did know that was a surprisingly easy combo (and lots of dizzy). but I have trouble utilizing it mostly because I rarely jump in (unless the character has no solid anti-air) unless I am crossing up. I have tried to use it a few times, but most of the times going for a jump in gets me anti-aired (mostly due to how floaty gens crane jump is now)

I find that, gen’s juggle combinations can be used as a (vortex?) so to speak, with j.mk (crane) into c.lk (crane) into s.hk s.hk (crane) repeat

With variations of replacing -c.lk repeat- with
-walk s.mp (crane) lk.Gekiro,
-walk s.hp (crane)
-or throw

With consistent s.mp I condition opponents to block high for s.hp (crane, 200damage!)
As I know a “vortex” is a consistent series of untechable knockdowns starting from different combos, and that there is a moment in my description of this strategy that my opponent can block, however, how you use j.mk (crane) can vary. After every j.mk, c.lk, s.hk, s.hk the opponent lands at the exact distance for another j.mk crossup, which does have a few frames to decide whether you want to jump immediately or take a step back and not cross up j.mk, which IS AMBIGUOUS (and still overhead). Furthermore, you can take a step back, make the jump, and use shakudan, c.mp, jaysen, FDAC, something flashy insert here. You can use j.lk (mantis)which hits in front but lands you behind, or my favorite j.mk, c.mp hands. I find this strategy works alot against people unfamiliar with gen and I only have to change it up against my local tournament players (two of which are going to EVO that are supposedly good, dunno what alias they go by)

I also want to say that with no other character have I felt the need to be in the air. As a fairly well trained (by others) player Ive been given the browbeat for this practice, however only with Gen do I jump so much, I find j.mk (mantis) to stuff alot ALOT of attacks and anti airs with the proper spacing. Granite, online is not a good example. Offline tournaments however, I tend to hit confirm c.mp hands, use footsies like c.lk, c.lk, c.lk., c.mk, s.mk (once landed 4 c.lk’s, and the s.mk feels like its 1 frame from linking, but seems to stop anything that isnt block)

Another reason behind my need for air, is that conditioning an opponent to AA me one way makes me use another attack, specifically if they meet me in the air. If they choose to c.hp I find jumping deep with j.mk (crane) is the proper response as it will lead into c.lk (crane) and so on.

Shakudan and j.hp also have very different hitboxes and are useful depending on the matchup, what the opponent seems to be using, or what he is going to use~

Probably one of my most common and worst matchups is Chun, I find meeting her in the air is met with the double mp into juggle combo, if I see it coming I meet her with mantis fierce, and her AA is really far forward which loses to my crane mk, depending if they see it coming.

Generally a player who does AA me well enough will leave me with c.mp hands and c.mp jayasen (both crane) but really the only characters who make my strategy fail are those with counter special attacks such as gouken or dudley, who counter => hard punish, leaving me with empty jump throws as weak bait.

And as far as meter reduction goes, getting into hands > super is the easiest thing in the world, and that super juggles right into more heavy damage, or the ultra if applicable.

This is not something that should come easy!

Unfortunately your ‘‘vortex’’ is pretty easily countered with any character that has a DP (which pretty much autocorrects anyway). Well, like you said it only works well on people that do not actually know Gen well, which pretty much is the whole issue people have been having with the new Gen. Also in what heavy damage does the super juggle into? Gekiro? That is hardly heavy damage. The whole crossup and non crossup thing is actually also described in the Gen shenanigans thread I think.

Relying on j.mk>c.lk is a horrible habit in my opinion as c.lk is -7 on block and can be punished really hard.

With block after the first attack on, crossup j.mk combos into c.lk in training mode, but if they do block j.mk crane you have time to decide to throw*
And knowing they have a DP, a properly timed deep jump in will hit the DP in active frames while they fly up behind you, having good judgement dictates whether or not you can use it per situation. (At least as far as I can tell, I rarely get wakeup DP’d)
When I say properly timed, I think* that if you time your jump to be on top of them as they can wakeup reversal they do it in the direction you were recently facing, while you fly behind them~

I do admit I havent scoured every part of these guides for the probability that these methods arent already in use :S
But there is no reason to prove me wrong, right? :smiley:

Edit: also if I dont have or want to use ultra due to damage scaling, i often go right back into crane s.hk s.hk and continue the frustrations

If my strategies work, and I land full gekiro’s, my opponents frustration meter fills up quite nicely, as time runs out :slight_smile:

It trades at best when you hit you j.mk in the DP’s active frames, which is not in your favor.

These methods you describe are actually fully covered (with more even) in the Gen Shenanigans thread as I’ve said before. Also obviously j.mk can combo into c.lk but it is alot harder due to trhe fact you have to hit it really deep now (thanks Gen’s new floaty jump…). You can throw yes, but the DP comes out quicker so that’s a no go. Besides, a advanced opponent will tech your throw in all probability.

Fact is people that actually know Gen (so basically not many people online) will block your initial j.mk anyway, so it is never smart to do c.lk due to the negative frames on block it leaves you with. This is where other options come into play such as crane j.mk and then just backdash, or crane j.mk> mantis s.mp> mk hands (whatever really). There are alot more footsie based options that are more safer and add a mindgame to his j.mk, I would still not use it too often though.

well usually when i land the super into ultra it a the end of the match so i want all the damage i can. as for the crane j.mk into straight low kick it was risky in vanilla to go right into it and it even more risky with gen floaty jump as warlike said.

that the thing if you think about it if reversals timing window was more strict it would help a lot of characters in street fighter 4. still gen rather fun to play i would just rather play his alpha version. i dont know street fighter 4 just seems like a uh game right now. although i play it mostly because almost everyone else plays it and it going to be having tourneys. more and more i see my seft wanting to play 3rd strike, alpha 3, hdr and st. a lot more then street fighter 4 because of how the game works.

I find I can use Gen’s meter a lot more if when I stop using his Jabs and Shorts in combos. Now I use a lot more s.MP, s.MP and overhead. Meter feels a lot better, not like Vanilla, but def better than it has over the past few months. That way I have more room to use FADC here and there.

It only trades if you time your jump to get DP’d in the crotch

And in training mode the computer cant block crossover j.mk into c.lk if you time it right, so the risk factor is in your ability to land the attack, just be ready to press lp and lk if they do block

Thing is, j.mk>c.lk has gotten harder and usually is blocked by good opponents anyway which leaves you wide open. I can’t tell you how many Gens I have faced that relied so badly on their j.mk only to find out that everytime I blocked the following c.lk I could srk fadc them for free. There are some exceptions, but usually it trades, and who in their right mind would like to take that gamble with a 900 stamina character? It doesn’t matter if you press lp or lk after they block c.lk because it is -7 frames on block, meaning plenty of time to punish.

Basically, you have to be sure it connects with the j.mk all the time, and iyour opponent blocks j.mk well you definately should not follow up with c.lk obviously.

I would because the computer cant block it, so it can be done 100% of the time with practice.
Your argument is that you shouldnt gamble if your not skilled enough, but what Im saying is if it links, which by training mode it does, then just go practice until it doesnt matter the skill of your opponent.

Training mode > chance, and online play doesnt allow good execution, so how many different, practiced, gens have you played offline.
(no offense, its just feels like your saying you cant tell me how many gen players you’ve met online…)

Edit: one other thing, you dont record offline games with battle log, so anything in endless battle or ranked, so considering the stupid nonsense players get away with online sometimes means nothing to me, maybe if it was japan vs japan, thats it :frowning:

to COMBO j.mk => c.lk you have to do it very late. against good opponents you’ll often eat a srk if you do a late crossup. even if j.mk hits, c.lk will often be blocked. in particular against big characters like sagat. ofc it does function, but it’s unreliable and shouldnt be abused. better opponents nearly never get hit by crossups.

What’s worst is the lack of time you have now to hit confirm, it feels like Gen has to hit the c.LK a lot faster now, because of the recovery window after j.MK. However, Using Mantis s.MP or Mantis c.LK would be a better block string. It takes practice to get used to, but would be the safer move.

Try using this more and you will probably have more success. The better situations Gen can put himself in where he will take less damage helps him a lot. Gen can’t afford to take dumb hits like after a blocked Crane c.LK. Hey don’t get me wrong I’m guilty of using it too, but I noticed it works a hell of a lot more. Give it a try if you haven’t or use it more, and let me know how you guys do.

if you dont hit confirm c.lk then throw!! Hell jump late, make them think they’ve got it already and block/throw

You guys ever do combos and links in training mode vs a computer player who blocks after the first hit? To confirm whether or not something combo’s, this combos! I dont understand why you guys keep saying “Its hard” when if it combo’s you just practice it, its like practicing ultra setups in training mode, and there are many with Gen!

who doesn’t… everyone practices in Training mode. And of course you should have auto block on, it will let you know what the timing is for each combo.