Gen Shenanigans Thread!

oh, i was talking about guile. his EX boom is the fastest projectile in the game

anyway, i tested it, and it works, but only from a range where you would be guessing between EX, and slow boom. maybe you could react to the EX yellow flash? i dunno. probrablly not worth it

Hey… I have a question… It may have been taked about but imma go for it.
We all know the focus change stance glitch. Does this only work when gen absorbs a hit or will this be combo friendly?
If so things like mk - hands - focus stance change - c.mp - roll or something could be possible without bar consumption. Or would this only make combo videos lol?

From my experience, EX Focus Attack has higher priority than stance change, so no.

Btw, Gen doesn’t need to absorb a hit. From what I can see, it’s exactly the same way as how kara throw works, only absorbing gives you a bit more time to change stance.

I think it’s pretty important to note that his mantis U1 and his super has some active frames where he’s ducking down (hence going below Seth’s sonic booms and high tiger shot completely). If you try psychic HP super on Seth’s EX sonic boom from full screen, it’ll go completely below depending on your timing. During that time, his hurtbox goes as low as shoto’s c.MK comparatively.

EDIT: Here are some spreadsheets I made for Gen’s cross-up settings.
DOWNLOAD

You need Excel to view them.

Actually gen DOES need to absorb a hit to do the focus stance change. It works in the same way as balrog/zangief/makoto/abel’s armor cancels.

Exactly as you said, it works in the same way as other armour cancel ultras. Believe it or not, those armour cancels do not need to absorb a hit. However, since you need to input two commands in a really short time (like kara), it’s virtually impossible. Absorbing effect has a few frames of freeze (or w/e ppl call it), and that’s when you input your second command, making it possible.
I currently do not have a recording device, so if you want you can try it out doing focus and stance change right away so the input is exactly like kara throw (mp+mk at the first input, lk+mk+hk+mp at the second input), then record it and count it frame by frame. You’ll see 1 frame where he makes a focus motion.

But then again, this is not really related to Shenanigans I guess. Apologies in advance for bringing it up in the first place.

I’ve been wondering, is Oga really that unsafe? Like in this match of Thehoigek (check at 0:23):

[media=youtube]OU1NVopHv5U"[/media]

It would seem to me that if spaced properly and by doing the lk version you’ll hit their lowest possible hitbox, seems to make it hardly impossible to reversal it on block?

I tried various reversals and stuffs with Oga for hours some time ago, and here’s the result I came up with:
All versions of Oga, maybe except for Super Close which I couldn’t test, has 13 frames of ground recovery (as in wiki), and it has 10 frames of blockstun. At best you’ll be put at -3.

Heh, so much for wishful thinking. It just looked reasonable safe at that situation haha.

Actually, it was safe, because the Cammy player would never know the block disadvantage of Oga xD. I don’t think the official guide has the block stun of Oga as well. It applies to Element 05 and Element 07.

As an extra, same thing applies to the Oga near kick cross-up settings as well, because mashers will counter those out with SRK, Lariat, w/e. Those settings are more useful against ppl who are solid and who give blocking higher priority than mashing.

Btw, I think the cross-up spreadsheet in the first post should be updated, because there was a Honda setup after a regular Oga which I didn’t notice at that time, not to mention I added some situational (and some useless) ones.

Ok I’ll change the link, so you liking your stick then? Also, fuck Gouken. :stuck_out_tongue:

That’s true about people not knowing shit about Gen. You can get away with so much it’s crazy at times.

Thanks for the change.
I consider the new stick as decent (though octo gate would have been much better). Any normal -> Hands became really easy, but I had a huge problem in stance change -> c.HK for AA and maybe inputting QCF*2. Otherwise it’s good as it is.

Using Gouken is fun actually, it gives me a change of pace after playing Gen primarily like forever. As I said in some other thread, I decided to not drop Gen yet. I’ll consider that choice after I get used to utilizing the stick.

I found another mindgame tool that probably wasn’t mentioned here: Crane j.MK (hold down as soon as you jump) -> c.LK xx LK Oga (needs to be canceled late if you didn’t hold down fast enough).

If you hit j.MK, then you do w/e you want after c.LK. If the opponent blocks j.MK, you cancel into Oga after c.LK. In this case, j.MK -> c.LK part is used as hit confirm.
If the opponent gets reversal out, then you can either hit with Oga depending on which reversal it is (eg. SRK) or simply walk up and sweep after whiffing a near kick follow-up. If he/she doesn’t do anything or if you actually hit them with c.LK part, then it’s an extra meter gain for you unless the opponent is expecting it. Use sparingly.

I’ve actually been playing really lame lately because I have’'t played Gen in forever, that’s really cool actually I’ll add that to element 5.

Something fun to do: after knockdown do a Oga (cross-up if you will) and do the lk version, before they wake-up completely. As soon as you land next (or in) them do (ex) gekiro kick. It is a huge shennanigan but still, if your opponent is mash happy on wake-up it’s funny. I sometimes do that except I just don’t gekiro them and wait for their reversal and block.

Yes I do weird things like that with oga too.

My opponents know that its generally unsafe…

So setting up an early oga after I knock them down that lands just a bit past them can open up some mind games. Some stay blocking high because they try to block an oga…so I sweep. When they start cottoning on to doing this I wait and do crane mp, or do an actually oga that will hit them.

Some try to mash a jab srk or similar reversal, but im far away and have a low enough hit box that the arc of their counter goes over me, so I punish.

And sometimes they get the directions mixed up and end up just mashing a normal instead of their reversal…–> punish.

So in some situations Oga can be used to make them think that you will actually hit them, when in fact you’re using it for mind games and placement (almost like a pseudo safe jump).

I haven’t posted for awhile and I’ve done my fair share of grinding on ranked (not the mark of a pro but hey! nice to be up and nearly in the top 10 of europe :slight_smile: woo!) I suffered a large burnout, playing SSF4 day in and day out rendered my brain a bit into mush. But after a hefty break I’m back and I was hoping you guys could shed some light on something I want to be able to do, I think my reading game is really good (I make up huge amounts of damage predicting jump-ins using C.HK) but my combo’s and inputs are really what suffer the most so I went into the training room and got some nice stuff together but I can’t for the life of me FADC out of Hyakurenko into anything, is this something I should/could work on with timing? Or is it just about some raw freakish speed? or is it not worth trying to learn it for practical use in a game? Thanks you beautiful Gen players :slight_smile:

P.S does anyone know a site where I can see a list tournament locations/applications? I’m not expecting to win or anything but I’d love to play in 1 and I think SVB in London is coming up next year but I have NO idea when or where or how to enter.

Neo Empire! is usually a good place to find out UK based tournaments, but I don’t really follow it so I could be wrong.

Ok can any of you guys give some pointers on the cross up Ogas? I have been working off the spreadsheet on the first page for some time and I am not getting anywhere.

I am testing this On Fei Long first (random select and have the dummy set to back up) and if I am reading the sheet right all of the below should work on him as xups after crane cLK around mid screen
-clp lk Oga (Blocks it normally)
-clp MK Oga (This is the only one that has ever hit but its like 2 out of one hundred and I think its hitting when the dummy is resetting the back up animation cause it doesn’t look like a cross up to me)
-cmp LK Oga (Whiffs on his hit box as he is backing up every time)
-cmp MK Oga (blocks it normally every time)

I am sure this is just me being dumb and missing something obvious but any help would be appreciated

I think you’re reading the sheet wrong. None of the settings work against Fei Long.

N = No, it doesn’t work

Ah so I am just stupid. Good to know this is what I get for not getting enough sleep last night.

Why do people record the dummy walking backward to test crossups rather than just recording your Gen doing the crossup setup and then just trying to block it yourself? In the rare situations where you have to account for timing changing based on distance of a move, you can just set to record, ‘Restart’, do your setup, Playback, then just keep restarting…
Something I’m missing?

Some random stuff I’ve been doing/messing around with;

  • crane s.hk is pretty good AA at times and you can charge during the animation to immidiately do a lp/mp roll to retain pressure. If it hits once it’ll result in a blockstring (thus chipdamage) if it hits twice it doesn’t matter anyway and you’ll be right on top of them on wake-up.

  • I’ve been doing alot of crane j.mk into mantis s.mp. This is great against characters that don’t have a srk because if they throw something out it’ll most likely get stuffed. If your opponent blocks (which is +3 in your favor) you can still do a combo (mk hands) for some chipdamage + some meter. If times correctly you can even combo the crane j.mk into mantis s.mp which opens up some nice options which everyone knows. I don’t see this used much but I feel like this multi-stance trick is pretty good actually!

  • I’ve also been trying to work on my corner game. If I have someone cornered (say, Guile) I’ve been using crane jab into lp roll alot and it comes out rather quickly, in combination with mantis s.mp which has strong frame advantage thus stuffing out alot of the pokes your opponent will throw out. It works great.