tha messiah’s explanation is as good as it gets. You have to hold up+forward longer than usual if you want to go to the other wall.
exactly. I tried not to make you sound like an idoit man, sorry. But trying to explain it with text really doesn’t give me much choice. Basically if you are facing to the right aka On player 1 side, and you want to oga behind you, like you already know, you charge down and go to the top left corner… simple. But, if you want to Oga behind them you would use the Top Right. What I’m saying is, hold the stick in the Top Right position a little bit longer than you normal would. I was having the same problem as you. Gen would go in the totally wrong way. Now what I do, no matter which direction, is hold it just to make sure it’s going to work. Hope this helps without making you feel like I’m calling you an idoit.
lol got it! was just a little hazey, it was the “second longer” bit that was going over my head, I should have an improved bounce game now thanks for the help guys!
P.S I am an idiot lol
Hardly. Don’t sweat it.
Remember you must be holding the direction you want to go until Gen leaves the ground. Otherwise Gen will default to the closest wall. In other words; you can charge down and press up/any direction and k, then let the stick go to neutral and Gen will go to whatever wall is closest.
I bet what you are doing is pressing the direction that you want to go and pressing kick, but then you prob release that direction, or input your next direction before Gen leaves the ground. I think this is your problem because I experienced it in Vanilla a few times, and It knocked me out of a tournament once too!
Hopefully that helps.
Cheers!
Yep totally got it now, I used to always go MP from LK in crane, gonna have to start using LP now. Thanks for all the help totally gots it
Kickin’ it - The uses of Oga
Oga (aka Walldive)
I got the idea for this thread when someone said a general oga topic would be handy to talk about its uses.
Offensive uses
Oga has 2 stages: the first being the jump to the wall itself (hold :ub: or :uf: for direction, goes past your opponent so you can cross-up which ill get into later). The second stage being the actual kick.
You can:
1.choose to either let your stick go after doing the first stage for the close kick which should be used when your opponent is close to you/the wall you're standing at.
2. Or do a far kick, which speaks for itself, crosses pretty much a full screen unless your opponent is at the edge of it, in which case it will whiff/miss.
3. You can also do a ceiling kick which is performed by performing the oga while holding the stick :u: until you are above your opponent, then simply press :d: and Gen will perform the ceiling kick. This move is great for dealing the final blow (chip damage) or hitting deep when you scored a knockdown.
Alternatively you do not have to go straight down when you are above your opponent, :db: or :df: will make Gen in that direction. This is handy to surprise your opponent when he's expecting a normal one and jumps back (just an example). I found that this works well against characters such as Balrog who get Headbutt-happy.
resets/cross-ups
Oga is sometimes used to cross up and opponent after scoring a knockdown. When you knock someone down you can attempt to do Oga from the other side and (far/close) kick just as he is getting up. Timing is vital though.
Something I do on occasion, is resetting into an Oga. One example of this is: j.mk (crane)>c.lk>c.lp>immidiately oga to the other side of the screen and far/close kick. And I'm sure there are other nifty little resets! After landing an Oga for example you can pretty much do any normal move. I usually do s.lp and then quickly do j.mk (crane) to cross them up after the reset. Another cool one (requires some practice, as the timing is tricky) is landing an Oga and while the opponent is still in the air from the hit doing a j.mk (crane). If timed properly you can actually hit them with the back of Gens foot and land behind them!
It's also possible to do a cross-under after an oga. An cross-under is basically when the Oga hits, you walk forward a tiny bit (a few frames), jab, and dash under them so you switch sides from them. This is great to mess with your opponent and with practise you can do a cross-under and follow up with a combo afterwards. My favorite is doing (mp,hp) into lk or hp gekiro(character dependant).
This ofcourse allows for some nice mix-ups so experiment with it as Gen has a great mix-up game which I feel is sometimes underused/undervalued.
This vid shows some of the possibilites:
[media=youtube]09ZHn85R37Q#t=1m48s[/media]
'Defensive' uses
Oga can actually be used to travel from one side of the screen to another by performing the ceiling kick but instead of pressing down at the apex of the ceiling you just let the stick go into neutral. Gen will just fall to the other side. Be careful though! A smart opponent might anticipate it and punish. So use sparingly.
Not really a defensive option, but still interesting for mindgame purposes, is the doing a Oga into nothing. You do this by starting the Oga and just hold the stick to the direction of the wall, Gen will return to the ground. It is great for getting in your opponent head and seeing them attempt to shoryuken your feint Oga is a fun sight! Do not use it if you're in a corner and your opponent is close, as he might be able to punish, common sense really.
Combos
If your Oga hits you can at the very least do a free Gekiro kick for some extra damage. If you have super you can combo into both his mantis and crane ones for some nice damage. Both of Gens Old (U1) ultras also work. It is possible to combo into his new crane U2 but it requires hard timing and probably isn't worth it due it's difficulty to land. I'm not even sure how to do it 100% I'll have to check that out.
To sum it all up here are pretty much all the combos and resets/cross unders including Oga:
These were tested on ryu (1000 hp) and did not account for damagescaling.
Oga > Gekiro (Hk, completed) 251 dmg/ 269 stun
Oga > J.hk (crane) > KKK super 464 dmg/ 390 stun
Oga > PPP Super > PPP ultra (or PPP ultra2) 680 dmg/ 150 stun
Oga > Gekiro (2 hits will do best damage) > KKK super 432 dmg/ 238 stun
Oga > s.HK (crane) 220 dmg/ 350 stun
Oga > KKK ultra2 443 dmg/ 150 stun
Oga > KKK super 420 dmg/ 150 stun
Oga > PPP Ultra 424 dmg/ 150 stun
Oga > KKK ultra 419 dmg/ 150 stun
Oga >PPP Super > HK Gekiro 516 dmg/ 249 stun
Oga > c.hk (mantis) 185 dmg/ 250 stun
Resets/Cross unders
Oga > jab > *dash under opponent* Possible follows ups can be hp > lk gekiro or any variation on that. You can also do mp > mk hands if you can as it is safer and allows you to do super afterwards.
Oga > j.mk (crane) > Possible follow up can be c.lk into super or ultra (ultra is character dependant) or any of Gens Bnb's.
j.mk (crane) > c.lk (crane) > c.jab > (cross-up) Oga > Assuming the Oga hits, see list above for Oga combo possibilites.
The last Reset mentioned has some character specific problems. The following list includes characters that are hard/unreliable to hit with the jab:
**Chunli-:** Only works if you time the jab late, when she almost hits in the ground.
** Dhalsim-:** Same as Chunli, time the jab late.
C.Viper-: Very hard, spacing dependant and you have to time the jab late aswell.
** El Fuerte-:** Same as viper, depends on spacing and jab late.
Sakura-: Time the jab late.
Cammy-: Same as Viper, spacing dependant, jab late.
Fei Long-: Slightly delay your jab, not that hard.
Guy-: Very hard due to his weird fall hitbox. Could not get this to work consistently. Heavily spacing dependant.
** Rose-:** Slightly delay your jab, same as Fei Long.
** Dee Jay-:** Seemed nearly impossible to hit, worked a couple of times. Very unreliable.
Adon-: Again, depends on the spacing, and delay your jab.
Reposted for the purpose of conserving useful information. Figured this old topic of mine fits the genanigans topic perfectly.
So weird you posted this as I was just about to ask some more Oga questions, also strangely enough the question I was going to ask wasn’t covered! And here it is…
I know EX moves sometimes have invincibility frames so EX Oga out of corner (when under pressure) may be possible BUT I find I can sometimes be jabbed out of my oga, is there any point or system of using EX oga? Or is it just a little faster start-up and not worth the meter?
No, sadly it had invincibility on startup in vanilla but it was nerfed. So I find it’s not worth the meter now.
ahhhh i’ma go cry in a ditch >_<
EX Oga is still useful for escaping lockdowns with projectiles. That’s about it. Only really useful where EX Jyasen doesn’t cut it.
Example: escaping Yoga Catastrophe in the corner, since Sim can hit overhead, low and IAT. At worst, you get reset and chip damage. Aside from that, I try to use EX Oga only when I read a fireball and want to be on a particular side to put people into the corner.
If any fellow Gen players feel like helping me out I need 2 people to fill a team for a 4 v 4 over XBL, nothing professional just a friendly with a clan You don’t have to play as Gen but it’d be nice! I’m new to this and don’t have much political weight so I didn’t wanna go splattering my plea to the world but i’d love to throw this clan around mucho lovo you beautiful Gen players.
Im down. Send me a Friend request. When is this going down?
When I have 1 more person I guess, who will you be playing? by the way…
TKO:
buzzeo = guile
soldier = ibuki
rimz = bison
(i forgot) = cody
bird = T.Hawk
I think it’ll be bison ibuki cody and guile that we’ll be up against.
Not sure if this is addressed yet, but I saw from a Japanese BBS site that forward grab -> 2xforward dash (as fast as possible) -> mantis neutral jump is a safe jump. Tried it and I successfully blocked Dan’s Koryuken, which has a 4-frame start-up. I don’t think it will work on characters with a wake-up faster than Ryu, however.
as far as i know there is no safe jump able to get past a 3 frame start up reversal. you can empty jump it but no safe jump.
Adding to this:
KKK j.mk, s.lp, c.lk, PPP c.hk
PPP ex hands, c.hk
both of these set them up for oga distance with either lk or mk (character-specific). works against ryu, ken, akuma, and almost everyone I’ve found on the roster. So now for every setup I know of (some restrictions may apply see opponent for details)
any completed gekkiro (if not teched)
PPP c.hk knockdown (most common setups are after KKK c.lk or ex hands)
forward throw with KKK c.hk before oga
back throw
PPP U2 (this is a big deal here)
If timed right, I don’t see any way Gen can be retaliated against for trying this. Even if blocked correctly, ducked, dashed, or reversal’d out of, they don’t have time to hit Gen before he’s safe again. Just make sure if you’re gonna fuck it up, you err on the side of caution: do it too early so you’ll miss but be 100% safe. If you do it too late they’ll block it, it’ll hit deep, and you’ll get owned.
EDIT: if you do it too early I’ve discovered characters with a slide move like ibuki can punish it. But in that same match where I figured that out I slowed down the timing a tad, still missed her, but she slid the wrong direction
Props to that research, nice find.