Gen General Discussion Thread: Theory Fighter!

You can. In vanilla you were able to do st.MK xx hands -> st.MK xx hands. You just can’t do this anymore. st.MK is still special cancellable.

Well is MK worth using? It’s harder to do, with no loop. Yet you get better range.

Should I just learn MP hands?

There are some differences between st.MK and cr.MP:

  1. st.MK has a slightly longer range
  2. st.MK moves you forward more, so connecting all hits is easier
  3. st.MK is better at stopping early jump frames because its hitbox is located higher
    but
  4. cr.MP has a much better recovery
  5. cr.MP has more active frames, making it easier to CH
  6. cr.MP is better against low profile moves because its hitbox is located lower

Both are worth learning because you will end up using both normals in different situations.

Yeah I forgot there can be no shortcuts with the old man. Thanks for your help.

Once you get past the initial block, this character is so rewarding. Although I fear I may be relying on Crossup Oga too much online :frowning:

I love trying crossup oga, for some reason if i get one off i am doing it endlessly. Sometimes oki is what YOU need to take use take a breath in an intense match.

Here is a thought, round 1 is to test out the players knowledge of the match up. Usually you want to use cross up oga if its going to give you a KO or a STUN. that mentally fucks your opponent big time, especially if you have multiple cross up setups (Ibuki) for the oga. If he doesnt punish it then for the love of heaven ABUSE IT! if he punishes it try it again during a pressure string trust me it works. except against Makoto, her DP is HORRENDOUSLY TERRIFYING!!!

I use it in round 1 regardless. It works on more or less everyone. But Y’know. I’d rather work on Footsies and AA first. It’s damn hard to reaction Crane HK.

But, Mantis s.MP is a pretty good ghetto anti air tbh. Get’s blown up by a lot of jump ins, but in a panic. It’s aight.

Mantis cr.hp is the best mang, i deed it.

Naw dat Crane cr.HP is for real playas

mantis s.MP is boss against yun/yang divekick bullshit. I haven’t even traded with it when they’re trying to get in and I actually time it decently. It just beats it fuckin’ clean.

I tried stealing info from japanese wiki VS some characters, and I saw Fei Long’s page:

:lol:

How do you play against a Guile that simply walks backwards / Downbacks constantly?

I use Crane s.MP a lot, but I need something more substantial. No gimmicks or tricks?

Reacting to Oga is too easy with Guile, so none of those either. For me, it’s mostly a game of patience, just foward walking + blocking in Crane stance. As soon as I get in range, it’s Mantis pressure time. Cross-up that @#$% with crane j.MK and don’t let go. Not to be too predictable with that though, Guile players who know their stuff would probably be waiting for it with an air-grab.

Yeah it’s a pretty shit matchup. Pokes are really useless when it’s used against pure Downback.

I personally feel Guile is Gen’s worst match-up.

Until you can get a good guessed jump, Guile can AA every jump Gen does and all he has to do is throw Sonic Booms until you decide to jump. U2 is mostly useless because you cannot tk crane U2 against his boom and the best thing you can do is guess his cr.HP AA. The best thing to do is control the range to jump right in front of him so that you will at least trade with cr.HP using your own j.HP. Unless he decides to go offensive (but he has no reason to), you’ll have to make a smart read. NJing all booms and aiming for a lame time-out might be a way though; it can make some Guile players impatient :lol:.

Ultra 2 does give some hope to this matchup IMO. To make him guess his anti air choices is actually what works agaist him, and that’s the only tool Gen has that can help him on doing that. Play super turtle, crane walk forward and focus backdash his booms, and only then start your approach. He also loses his options of walk behind a Lp Boom and anti air your neutral jumps with normals. Teiga is mostly safe if you miss it, just go and try to get the ultra meter filled again. Just make the fight super boring for the other player too and if you’re going to lose, lose by time over.

It’s not a great strategy, but at least I’m not free anymore to all and every Guile player in the world once I started using it, it even helped me eliminate a not so bad but complete auto pilot Guile player during my last tournament. =P

Easy 7-3 for Guile, but I still think Honda is a bit worse. Oh, DeeJay sucks too.

Honda is really terrible too, yeah. I think it is the 2nd, if not the 3rd most difficult match-up for Gen.

Actually he CAN AA your neutral jumps. He just has to guess when you have U2, but you have to guess as well. This match-up is super lame and is not ideal for an impatient player like me, so I tend to try parry jumps and EX LP Roll pretty often. Super-ing through Boom doesn’t work either so it’s really annoying.

Oh yeah, as you can see I registered for EVO. It’ll be my first major tournament to go to besides Canada Cup 2011 (in which I got bodied), and will likely be my last as well. I’ll see how much I can take myself.

lol, we will leave the Gen for the pros lol! as for me I have maxxed out my potential lol

Risk/reward is kinda bad for him there, most players just let me get away with those jumps once they get hit by ultra once. But yeah, if he’s feeling ballsy he can get that damage.

By the way, Honda maybe his 3rd worst matchup? Who could be the second?

My matchup rank for Gen is kinda like this:

3-7: Honda, Guile, Deejay (not sure if he is that bad or it’s just ultra lame 4-6. To be honest I still get hit by random ultras pretty often against this character)
4-6: Guy, Cammy, Makoto, Akuma
5-5: Most characters
6-4: Rose, Dudley, Zangief, Cody, Yang, Oni, Hakan, Dan

Might be forgetting something, I really need to be seeing the select screen when talking about matchup ranks. =P

I’m thinking Sim/Fei, tho I cannot numeralize the match-up.

The way I consider match-up is: the more the Gen player has to make a correct read on neutral game, the worse the match-up is, unless the opponent is absolutely free on wake-up.

Fei’s rekka outranges all the moves Gen has including mantis focus, and you will have to be able to counterpoke him. A smart Fei player can rly wreck Gen in neutral game. He has to be careful when Gen has Super and Uptra, but so does the others.

As with most fireballs, you have to guess Sim’s fireball correctly, and his AA knee is going to counter any air normal Gen does + it’s fast. If he uses slide for AA you cannot guess crane U2 either. Luckily his pokes are easy to counter and his fireball is tk U2-able, so I believe this match-up is much better than Honda. However, it is not enough to convince me that doing a VS against a great sim player is the one in Gen’s advantage.

I’d like to say it is a big maybe for Honda to be the 3rd worst match-up instead of 2nd.

Cannot comment on Deejay I’m afraid.