Gen Shenanigans Thread!

I learn Japanese for this reason. HEY GURLZ I PLAY GEN AND KNOW JAPANESE ARENT I SUGOI DESU NE? They won’t be able to resist my zetsuei.

In the corner:

If you happen to backthrow Cody while you’re in the corner (which may happen quite often if you get to block one of his moves), dash forwardx1, wait for a few frames, and LK Gekiro. LK Gekiro crosses up.

Loses to reversal Ultras and EX Zonk

It might takes a lot time… Tks a lot…

Well. Sometimes we use crane cr.mk to anti air… But its has poor active frames very hard to tell when to press mk… As so many character can jump and land in different time. So it can be really risky to use cr.mk to anti air… But if Gen success we can do the mix up after cr mk…

hmm… food for thought

Just to make sure with yours guys.
These character can use the HK gekiro after tc.( Sagat Cammy Seth Cody Juri Guy Makoto both Zangief Dudely Haken)
Did I miss someone?

I believe it works on Hawk, I may be wrong. just finished fixing my laptop, now I can get back in the lab.

It does work on Hawk.

Thanks

Make sure it’s nearly point blank range st.HP tho (after cr.LKxxcr.LP I guess?); any further range will make it whiff on characters like Cody, and using as a whiff punish will make it whiff on a lot of casts that are supposed to work consistently, such as punishing Sagat at the very tip of his cr.HP (heck I even whiffed a TC2 xx LK Gekiro once while punishing Blanka)

lol! and sometimes it seems that the speed you pull it off also matters

Yea, I think you get either 10f or 11f to cancel at the 1st frame of st.MK part (thanks to hitstop), and you still can cancel at the 2nd or 3rd frame. Cancelling it at the later active frames makes sure that you’ll whiff HK Gekiro on Cody because he got pushed back a lil.

Wow.

Some times it might be mistaked to mk gekiro.
As the tc (hp mk). When the I release mk…The input sysytem read that release… So I chose to keep pressing the mk until I see the Hk gekiro happen.

Tks for tips.
What I am worry about the unstability of distance. Each time when you doing the hk gekiro. Of course we can control the melody of gekiro to have different posion and distance. The that distance can be impact by other fator…
Just like…
The distance after “bnb hk gekiro high posion finish” between “sc than hk gekiro same high posion finish” is not the same…
Is there any idea to make these setup more stable?
Now we have Hp,hk gekiro
cr.lp, cr.lp ,Hp,hk gekiro
sc,hk gekiro
…may use the hk gekiro to anti air.
When these hk gekiros finish. The distance between the opponent and the old man… is really not easy to control…
How can we make it stable.?

You can walk forward or back depending on the distance between Gen and the character. The cross-up spacings for most characters are somewhat lenient. Or you can control the juggle height (eg. juggle lower when the character is further away from you)

:frowning: Which means we should recite more things…

still not totally reliable though

I’ve been thinking of this as a Meaty counterhit into u2 setup. I have posted it before, but since knowing about sweep>f.jump>st.mp being meaty, I have thought of this…

Sweep>f.jump+QCB>QCB+st.mp then PPP if you connect

Its just like connecting the sweep after the meaty st.mp in this series: sweep>f.jump>st.mp>sweep

It depends on which frame the st.mp connects, because sweep startup is 8 frames, U2 is 9 frames. I know it works on counterhit, but maybe we could insert U2 instead of sweep.

last time I checked U2 was 7 frames not 9. thats why you can kara sMP after ex hands into U2 on shotos and it will still connect (although its a bit tight though lmao)