Does Gen’s PPP j.LK work as a safe jump, I would assume it would as it should have low active frames.
any jumping attack will work, so always try to go with the one that first hits them (i.e. I have a bitch of a time connecting j.hp to Gen in that setup, but j.mk hits him…short bastard) and secondly does max damage
also it should be noted if you forward throw the aforementioned into the corner you can still safe jump cross them up by changing j.hp to j.mk
so if crane c.lk anti-airs someone, it makes PPP Ultra ridiculously easy to connect. PPP super follow up becomes trivially easy too of course
tatsu, tiger knee, rufus dive kick, blanka ball, yoga air teleports for flame combo…fuck even random jump-ins. You could try to Ultra on reaction but you never know which version they’re using so you might fall short and get blocked (or blow invuln frames and watch your ultra get beat clean). Using c.lk to confirm into Ultra alleviates this problem. It’s your meatiest ground normal with 6 consecutive active frames (runner up: PPP s.hp 2*4) so you don’t even need ninjar timing to pull it off. Spacing…hell sometimes they’re halfway across the screen when I Ultra and it still connects
I’m beginning to think we all need to get much better at AA…
gekiro AA (cancel it) into KKK Ultra
KKK c.lk AA into PPP Ultra
KKK s.hk (trade) into KKK Ultra
shakudan into KKK Ultra
if you have super all of the above combos become even easier
Come to think of it, I don’t think I ever used MK/HK Gek as an anti-air (EX as most jump-ins, LK as jump-ins from a bit far). It’s probably because I had them both to get beaten out clean by Claw’s j.HP/j.HK head-to-head, once, but that once was enough for me to lose my faith on them seeing how I expected the Claw to jump at that moment.
Sounds hard, but I’ll try using c.LK as AA. Don’t expect someone like me to be successful with it though =[
according to hitbox data, the MK gekiro should have a slightly better hitbox (than the HK version) position for his anti-air use
i never tried crane cLK actyally, sounds interesting
and also cMK (xx Hands ( xx Super) ) works surprisingly good on many occasions
whats the skinny on the AA giekro into crane U1?
does it have to hit high?
is it character specific?
does it have to be a specific version?
how many hits should i go for?
there’s a way to do it off the ground but it’s hella hard and I think character-specific. What works on every character is using U1 after AA’ing them with it, mashing out kicks (so you hit them twice…or 3 times…I think it’s twice…then fall fast) then going into U1. The easiest way to do this is once you input the gekiro start mashing 3 kicks (cancels gekiro + switches to Crane).
lk gekiro works but is too tricky as it’s only good for far jump-ins anyway. at that range I’d be looking for shakudan into U1
hk gekiro works but mk gekiro works better because of his super-high hitbox. the higher you hit them the easier it is.
Absolutely, but most importantly we need to stop playing online all the time, where jumps can be spammed due to delay.
Yes. It’s too easy to develop bad habits online and too difficult to punish your opponent’s bad habits (although it absolutely can teach you matchups to an extent). I’ve been trying to improve my AA and my wakeup pressure with safe jumps but it’s frustrating as hell with network delay. Hard to tell when you screwed up or when lag screwed something up for you.
The worst thing with online to me was:
Through experience, I was able to time AA, meaties and stuffs very well online, then I jumped into offline; missed my AA/meaty throw cuz I always did it too fast, eating a full combo. Next match, I did everything too late and I always got countered out, eating a full combo. Not to mention I was using pad all the time then suddenly switched to stick in the offline match (which convinced me to buy a fighting stick). The only saving grace was that my muscle memory retained the timing of links.
Yea it def sucks going between the two. SF is def not a great online game because of how tight some of the combos can be. Getting Headshots on a laggy server can be easier than pulling off some combos online.
yeah i hear ya! … thats why i rarely play online. Im always in training mode practicing those god like combo’s!!! hehe!
On the other hand those combos won’t be useful if you cannot replicate them in a battle situation under pressure ^^
… thats why im always training so my muscle remembers it, even if my mind is fucked… i’ll be banking on my muscle memory to kick in… LoL
I have managed to do the combo’s online but with the connection being yellow… i tend to drop them, but i dont let it bug me because its online crapness… offline is where i would get pissed if i drop them al the time.
Been getting back with Gen full time (probably, I’m hoping for good changes in AE) and I noticed something funny/interesting. I did it by accident to be honest but it’s awesome, especially against characters that don’t have srk.
‘Feint Crane j.mk’
lolwut? Yes, basically jump in (preferably on knockdown) and do j.mk earlier then you’d do when it hits, if you do it correctly (assuming you cross-up jump) his leg will be almost in your opponent but the active hitbox has already weared off. This allowed me to mindfuck my opponents (who were no scrubs by a long stretch) with feint j.mk>throw or feint j.mk> (mantis)c.lk >clp>s.mp>gekiro or just do a regular cross up every once in awhile with actual j.mk. It’s so simple I can’t believe I never did that in the enitre duration of sf4 and ssf4! Warning though, doing this against a srk character can result in a srk which will trade like 90% of the time you try this, which in ryu’s case = super/ultra afterwards So be wary of that. Conditioning your opponent and all that jazz…
*Might’ve already been posted or something, I haven’t checked these boards properly in ages.
As most of you will know the LP version of Mantis super has invincibility frames allowing to travel through certain projectiles (while standing reasonably close to your opponent, since the range of the lp version isn’t great). It can be used from a maximum of 2 (and a half) tiles distance in training mode, otherwise the lp super will stop before reaching the opponent. I feel like not many people know/use this cool little advantage. Although it is nothing gamebreaking, so I figured I’ll post it in the shennanigans thread
I’ve made a list of all the projectiles (including possible supers+ultras) the LP version can travel through aswell as some good uses for it. You have to be very close to the opponents projectile for it to work aswell, as the invincibility frames are not too long. Everything was tested with a 2 tile distance in training mode unless said otherwise.
Sagat: U2 on reaction. Low tiger shots (all versions).
Ryu: U1 on reaction. His super. Hadoukens (all versions).
Guile: U2 on reaction. (does not work on sonic booms, Guile recovers too fast)
Dhalsim: U1 but only on startup, the projectile is too big htibox-wise to fully pass through. Yoga flames have hard timing.
Ken: Hadouken on reaction (all versions).
Chun-li: U2 only on start-up (tested 2 tiles distance). Kikouken (all versions).
Deejay: Air slasher (except EX version) on reaction (hard timing, have to be close than 2 tiles…)
Gouken: U2 on reaction (have to slightly closer than 2 tiles). Hadouken (lp + Ex version are the easiest, others you need to be closer.)
Sakura: U2 on reaction (horizontal version). Hadouken (all versions).
Rose: Soul Spark (all versions).
Seth: Sonic boom on reaction (except EX version).
Some are harder than others, but I’ve already had quite some success using the invincibility frames. Examples such as baiting ex hadouken from Ryu while I am in the corner (ex hadouken>U1) only to use LP super, go through his fireball, and wreck that shit. Every little bit helps, your opponent doesn’t know shit about Gen (most of the time anyway) and this is just another small thing that is still handy at times. The way I see it every little bit helps!
cool. does it work better than the mp version in your opinion?
i also found out that mantis U1 can pass thru fireballs and hit the opponent on fast moving projectiles. like a sagat high HP tiger shot
timing it is strange. you have to wait until the fireball is about to hit you. like wayyy after you would normally think to go thru a fireball
In my opinion it does work better than the mp version as it has more invin. frames.
Interesting about the U1 going through fireballs. I was actually trying to do that just now when making the list, but I had no success weirdly…Timing issues I assume?
probrablly. i think the I-frames wear out right before he starts moving foward
you have to activate right before the projectile makes contact, but i got it on sagat from about half screen
makes me wonder about EX sonic booms…
I don’t think it’ll work on EX sonic booms since even if you’ll pass the first one the second sonic boom would always hit?
Added a bunch of crap in the OP btw, mostly ultra resets and super cross ups on wake-up.