Gen General Discussion Thread: Theory Fighter!

I usually do mp-lp-mp-lp-hp, especially if I am poking with c.mp

Haha thanks for the vids. I’ll watch them tonight. How long did it take you guys before you could properly perform cr.mp x hp.hands in matches? I only use hands atm when I have 3 meter + and my frametrap cr.lp st.hp->st.mk gets blocked. I cancel st.mk into ex hands and fadc grab to deal the finishing blow. And which normal should I use for safe jumps? Crane hp?

Random question: As Gen players, do you guys really think he’s so bad that he’s bottom of the game like everyone else thinks? I was dabbling around with Gen and Evil Ryu yesterday, in training mode, and he’s (hard) but hella fun to play. I remember trying him out in Super, but in my opinion, I was very basic with him. I just kept relying on crossups. I’m a Bison player looking for a secondary atm. I know most players lately seem to be afraid of Gen because nobody knows him, but still assume that he’s bottom tier. Seeing as I’ve played Bison-Gen matchup 64680456476 times vs friends, I’m comfortable to play against him.

No. He’s not as bad as some people make him out to be, he’s also not as good as some people make him out to be. He’s a solid mid-high tier if you ask me, like most of the cast.

Agreed. High mid. He’s good but definetly not one of the best.

I may consider picking him up, just finding info on where to start. I was thinking “screw it, pick a top tier”, but at the same time I wanna play a character that nobody really plays at tournaments. I have 2 friends who both main Gen, but one always goes for gimmicks, the other just bitches about Gen being bad.

Just like any other character; learn his BnBs, his best pokes & his main safejumps.

Pretty much got the BnBs down. Dropping combos where I switch stances in between though.

Obviously, as Teiga pointed out get the fundamentals covered. Bnbs, pokes, anti-airs, and a few safejump setups. I would suggest working after that on cr.mp xx hands, and then cr.mk/st.mk xx hands. His fast pokes cancelled into hands is one of his strongest tools, especially when you have super. It makes everyone deathly afraid to get hit by a poke cause one potential hands into super into ultra can spell the end if you’re 60% hp or below.

Aside from that… just play and figure out what playstyle you prefer. I personally favor heavy footsies as I think very few characters have pokes on par with Gen, let alone pokes into hands which can convert into whatever.

His crMP hands on block is now a liability, characters that punish it include and not limited to Ryu, Ken, Chun Li, Sagat. Fei, Cody, Cammy, honda, Dee Jay, Vega. Even fei can punish it on hit. Sheesh.

Just wondering but why is st.mk xx hands so important? ( it has a bit more range and cr.mp but it’s way harder to perform)

There are times where cr.mp>hands will whiff the last few hits allowing characters to punish you i.e Ibuki, Fei, Cammy & so on. There are situations where this won’t happen with st.mk.

Oh and there’s the obvious uses in footsies via whiff punishing etc.

St.mk hands is so hard :frowning: but thanks for the info.

I never use cross-up oga and I tried a couple of times to learn them but I can’t land them in training mode nor matches. When I do lk.upkicks and immediately a l.oga off the wall on the opponents side, I don’t get a cross-up. ( Ryu/ken with quickstance )

What am I doing wrong? And which are easy setups for cross-up oga’s for me to learn as a beginner? ( https://docs.google.com/spreadsheet/ccc?key=0AkrirTmUNWXtdEM1b2RRQWpQVmd3Z1FGbXZmbVB6N2c&hl=en_US&pli=1#gid=0 <— tried a few and they don’t really work. )

Your best bet on crossup ogas are generally from either HK.Gekiro which forces a hard knockdown or forward throw in most cases. You’re gambling a lot trying to get a crossup Oga from a guess on whether or not they’re going to quickstand. An easy crossup oga is tc2>hk.gekiro(juggle medium)>mk.oga on Cammy; I believe this was found by Street11? Check the unblockables and shenanigans thread for more.

Oh, also remember that quite a few of the crossup setups from forward throw require you to walk-forward Oga.

My apologies, double post.

You must conquer your fear of the cross up oga, the best way to practice it is on training mode with the dummy set to gen and record the oga setup and then set to playback then try to block it.

  1. For Ryu or Ken its lk oga high juggle followed by Medium oga. With practice u should be able to get it consistently. Even I use the uncrouchable oga setup even through its high risk but once I land it I can condition my opponent easier.

If u can’t land cross up then learn baiting reversals with oga feint.

Ooooh I kept doing lk oga high juggle l.oga for a crossup on ryu/ken, explains alot xd. I’ll practice the ken/ryu crossup and cammy crossup tomorrow :slight_smile: ( Busy atm )

I use oga feint’s but they never do a reversal :frowning: ( Atleast some super meter gained )

I almost wanted to quit gen yesterday. Played against a c.viper player and the damage output for the same input difficulty is just retarded. ( And gen’s health sucks ass) But I’m sticking with gen, I just have to practice a lot.

Hi I have a question about his target combo cr.lk - cr.mk.

I’ve seen this target combo used a lot after an empty jump in, usually cancelling into Mantis super. However every time I try this trick, my opponent always lands a throw after my landing. I don’t think it’s a matter of distance since the people whom I watch on youtube do it from a cross up jump in, which lands them quite close. Is this likely due to all the people I fought against are just grab-happy? Is this a tactic that only works on higher level players who don’t grab as much?

It’s not really a question of empty jump TC1 but it’s a question about landing empty jump low attack. It won’t work if it’s obvious that you will land after they wake up, or it won’t work if you do a random empty jump on a standing opponent because an average player will go for a throw in those situations.

It’s pretty viable when you’ve already done the same safe jump setup couple of times and trained them to block. Now they know they need to block and it’s your chance to catch them blocking high when you land.

You can also go for a fake jump in and then do the target combo. I’ve found this by mistakes when I wasn’t as proficient with stance control, I used to do Mantis jump-ins and thinking I’m in Crane stance. Which would result in a j.hk (you know the hit-box) whiff and an immediate sweep which usually hits. So you can use mantis j.hk to whiff your jumping attack and do the target combo. This is good for doing it on standing opponents rather than knocked down opponents, even though you don’t make use of j.hk’s hit-box you are making use of it’s block-box. It’s also obvious you should use this against opponents that can’t anti air.

That makes sense, in fact I pretty much never do empty jumps into a low attack when I don’t have super. I know all about the conditioning but people do the grab nonetheless. Doing it while they are not waking up means eating an AA to the face most of the time. But fake jump in with Mantis HK is pretty new to me, I’d love to see it used in a match.