no character can safe jump 3 framers in the traditional sense.the way the game works, you have 4 recovery frames after you stick out an air normal. shoto dps start in 3, so they usually hit.
however, some characters have hitbox safe jumps. they jump in with a normal that out ranges the DP on its first active frame allowing them to block. gen has that with his back throw, crane jump mk cross up.
then there are the set ups that make reversal dp miss. like the forward throw, lp roll, crane jump mk
saw amiyu do forward dash mantis cr.mk, crane jump mk. that works simialarly to the roll
His character is unknown, by design, as Kung Fu strikes from the shadows with deadly accuracy. As fast as the wind, as quiet as the forest, as daring as fire, and immovable as the mountain.
Hey guys, wanted to share this article I wrote, it’s primarily for Balrog as usual, but there are a ton of concepts that are applicable across the board. Some of the notable points are how to beat un-crouchable command air-throw setup (e.g. meaty hooligan combo throw with Cammy, or meaty oil dive with Hakan). You can beat them by timing a reversal normal, since that prevents crouch delay and gives you a crouching throw box, and you can either whiff an attack and punish their recovery or use a crouching normal to hit them and air reset. There’s also character specific punishes for Ryu, Sagat, and Zangief, toward the bottom, that although geared for Balrog, might give you guys ideas for punishes with Gen.
Hi all, looking to pick up a new character and start fresh for 2012, thinking about starting with Gen. Any tips for someone who knows the game, but is for the most part new to the character? I’ve mucked around with him but never taken him too seriously.