Gen General Discussion Thread: Theory Fighter!

Advice that isn’t viable = bad advice.

No?

HEy

Hey guys…im new here…i gotta say its amazing how much love u guys are showing gen :)…its fukin awesome…i started using gen late into vanilla…was using rose before then as i was bored of ken n ryu. gen is by far the most challenging character to use in this game…its so easy to loose a fight even if u have the upper hand so u gotta be on ur toes till the end. im gonna give my own 2 cents on a few questions asked earlier…

ultra choice: if u wanna play flashy, go for U2, but if u wanna win…definitely U1. crane U2 sucks balls (unless it hits :D) i traded with ryu and ken’s jump h.k a million times. its ideal situation is using it to go through fireballs…but u gotta know the fireball is coming…that takes sum reaction cuz u gotta do the inputs in the air… a lotta people online still cant block it tho so u get a free cheap ultra and good damage if they dont kno how to block it…which rarely happens these days…mantis U2, immediately after landing it…i usually go for the overhead…they hardly see it coming…if i bin doing it to em for a while i go for the wake up throw or crane HK or MK cross up

colour: original black, alternate 1 colour 8, alternate 3 colour 6 :slight_smile:

taunt: taunt 3, simply because they always jump at me before it finishes and i hit em with AA mantis super :slight_smile:

right…my hands hurt…type the rest in a bit…
yea im that lazy :frowning: lol

another thing…i use a pad so sadly i have been playing gen all this while without mk-hands…just wanna kno if u guys feel its a must have for a gen player, i do well without it even though i kno i would be a lot more dangerous if i could do it. i spend a lotta time in crane stance, but once i jump in, usually with jump in crane H.P i use triple punch to do the HP so i land in mantis and i can chop em up a bit :slight_smile:

and also did u guys know gen has a kara throw?

http://shoryuken.com/f274/gens-basic-info-moveset-usage-framedata-hit-boxes-links-etc-239616/

it is in there (now). added the kara throw info from tha messiah posted in that thread aswell.

@warlike, I think he just wanted me to say WHY it was bad advice. I thought I did that. Next time I’ll be less succinct.

@sparxx no mk xx hands isn’t a must have, but it is very useful to be able to do - especially as a mid-range poke hit confirm into super, good for keeping characters out or getting your way in. You can get by without it and still do very well.

If you see me online and pick alt 2 colour 9 and deny it me prepare for me to lay hands on you and hit you with taunt 6. :nunchuck:

Super Turbo shit would be nj. over fireballs, for me. cr. mk is usually reserved for characters with incredibly fast fireballs or Gouken.

And correct me if I’m wrong, but in vanilla, blocked green hand meant a free throw. I knew with EX, I could backdash, but normal gh was a definite throw. Has it changed now?

But the rest of your stuff is pretty solid. Good info for any Gen to know.

lp green hand is -7 on block and -5 on hit. -8 / -6 for mp. -9 / -7 for hp and -9 on block for ex.

@Xijiryo, sorry for any misunderstanding. Super Turbo shit is walk forward slowly and n jump fballs. I put a full stop in there to indicate a new idea, sorry if it wasn’t clear.

Green hand (jab) if it hits on the first active frame is -7 on block. If the spacing is correct then it can be -6 (it has 2 active frames). The talk was was for online so I wouldn’t take the risk of eating SPD. Offline its always a free throw yes. EX GH is -9 so its still a free throw. Offline its a throw all day, but I either misunderstood that they were talking about online or tried to give the advice for the situation.

Hope I at least clarified the super turbo bit.

Goddamit zUkUu, beat me to it :wink:

Thanks for the love brother.

Would U2 be great for pressuring people? Whenever I land it people often make mistakes in their game trying to get away. And me getting the win because of it.

Not sure how well that translates towards tournament play. Still something to look into.

even if u hit them afterwards. a few back jumps and you’ll have much much less damage than with u1.
u2 is really worse - both of them. only matchup where teiga could be usefull is vs guile and sagat. mantis u2 is okayish vs abel, gief etc cuz u can combo from hands into it. but timing is so strict and scaling is so huge that it net like 100 SCRATCH damage :X which isn’t impressive.

yea mantis ultra 2 seems like a waist of opportunity, i like the crane one i just wish it had some invincibility frames. i would love mantis ultra 2 if they brought back the timer lol.

well i got suspended for two days because my bio had fuck and bullshit so im guess im going to be in training mode haha. word of advice if a buddie of yours kick someone out and he sends you a message dont ignore him, because that ass will report you.

The MK to Hands is a great Move, but it’s not as effective as before since it’s been nerfed, but anyone who is willing to learn it will find that it is worthwhile to use. I use the 360 Controller,
and it’s possible to do the MK to Hands on it, but it takes a lot more effort then doing it on the Stick, so I don’t bother. I use another Substitute for the MK to Hands instead, I do the Crouching Mantis MP to Hands, which has a little less range and a slightly slower startup, but it’s just as effective as the MK to Hands. I adjusted without using the MK to Hands, and I’m
fine without using it.

It’s good for pressuring people, but the U1 is much more effective because both U1’s do permanent damage. I can see where they we’re going with the Mantis U2, but in SSF4 with Gen being
more easily overwhelmed by other Fighters, it’s very ineffective. Here’s a great example of what I’m talking about. Yeb uses the Mantis U2 in this Vid against this Abel Fighter, and it looked like Yeb was going to win the Match with the Ultra towards the end, but Yeb ended up losing because the Ultra didn’t do permanent damage. [media=youtube]L5qjwxxakao[/media]

actually c.mp has more range, does more damage, has slightly more frame advantage and less recovery. its only inferior in terms of start up. having 2 frames more. (mk having 5 frames)

I found out that I was having problem against some mashers because I thought they would learn and stop mashing, when of course they did not. I trust in human beings too much.
Btw, I just looked at gief hitbox thread, and realized that every single special move that he has, including EX version, is vulnerable to throws during start-up frames. Quite ironic.

Crane U2 will rarely trade with jumping normals if your Ultra is started at the same height as the opponent and if you are touching the opponent as well. If you happen to teleport and consequently are placed lower than them, then you’ll usually trade at your disadvantage. I’m mostly against mantis U2 because calm opponents will stay calm, and there is a possibility that the player can make mistakes trying to get some damage in lol. Even though it does the highest damage among his Ultras, it’s only 45 points higher than his lowest damaging Ultra.

c.MP xx hands is what I like to use as well, with myself being a pad user. I’m pretty sure c.MP has less range than s.MK, but has more range than s.HK. I hit the training mode to make sure of it.

@street11 they took away throw invulnerability on his SPD? I’d rather also not try to throw him out of his running bear grab :slight_smile:

I also have the same problem against mashers. I did mk xx hands FADC to get in and in an online situation my frame advantage gets eaten into quite a bit and I ate a reversal EX sure you can. Next time it came around I did the same thing, was playing a little more savvy and was going for jab > fierce xx gekiro and ate ultra - only to be told that mashing ultra is legit :’(

I still won probably because this really annoyed me and forced me to play the rest of the game dry. This is why I much prefer just playing endless battles with players I know are good.

Okay, what am I missing? I see so many people using ©c.lk (m)c.hp but I’d much prefer to sweep. Outside of corner situations why is no one taking the chance for an untechable knockdown and further pressuring their opponent? I’d much rather that than take an extra 15 damage.

Also, has anyone found a use for ©c.mk being super cancelable? Either I really need to improve my stick speed or its useless.

endless battles FTW!! thats where the fun is for me…

about cr mp-hands…never really used it much…if i try it after a jump in i get d.p’ed b4 the cr mp comes out…so i try not to use it in that situation…but ill try it more for ground poking pressure…i also like his mantis cr hp…i get counter hits of it a lot, the range is nice and they hardly see it coming.

what do u guys think about gen mirror matches? most gens i met hate em…i find it tests my defensive skill a LOT cuz ur defending against ur own tricks and his cross up is a problem lol

I like using c.HP because it’s easier for me to land and has better range(I think?)
I think they made c.mk super cancelable just to make fun of us, unless you can somehow antiair someone with it and go for C super. Don’t think it’s possible to cancel to M super.