this is one of my favorite things to do. Even just s.HKx2 block works because people might mash. or I do KKK s.HKx2, mantis jab, block. The jab baits them to do something. Even Mantis super, KKK c.MP(reset), MK oga cross up is fun to do. I like doing it vs blankas with no meter.
VERY EASY safe jump on adon (until they fix his retarded wake-up in AE)
mantis sweep > switch stance for crane > hold the stick in UF position > jMK
or crane ** jHP** if youre sure youre not going to crossup, but jMK seems guaranteed for all situations
probably gens easiest safe jump i’ve seen, pretty much no timing required
i think the safe jump topic should have its own thread, if you guys agree
You could make one, make sure you copy the list that is in my OP aswell if you do. As long as it will be kept up to date as it may be due to changes in AE.
Has anyone tried using crumple reset shenanigans? I’ve used it a few times and it works for the most part. I crumpled someone then waited until they were almost to the ground then jabbed, then dashed under them. Basically Dudley stuff. I probably would never use it in a ranked match, but in casuals its fun.
Something that works surprisingly well is doing mantis c.mk immidiately followed by mantis c.hk in a footsie battle. I did this quite abit (sometimes I did, sometimes I didn’t for mixing it up) against a very solid Akuma player that loved to s.hk (roundhouse).
About EX Oga
I’ve been experimenting with it for the past few days and thought I’d report my findings and what I think is actually pretty useful about it in certain situations.
- We all know it was nerfed form vanilla (it had full invincibility frames going up to a wall) to the state it is now: full projectile invincibility on the start-up. Something I’ve been doing successfully is conditioning my opponent -let’s say a very solid defensive Ryu who you have trouble getting into- by doing a feint Oga when he throws a hadouken. Ofcourse as soon as I land I will be hit by the hadouken. My opponent is happy, all is well. Over the course of the match I will sporadically do this process, which is seemingly useless in the eyes of my opponent. But here’s the fun part: 99% chance is that my opponent has no idea that EX Oga has projectile invincibility. So after awhile I will do a cross-up EX Oga as soon as he throws a projectile (or even better if you read him and do it slightly before he throws it, giving him less reaction time, or none at all). Now this is just a shenanigan obviously and should be used very rarely. But it does work quite well, even against very good opponents. It gives you an oppertunity to get in so don’t waste it! Because if your opponent is keen it won’t be working twice and you’ll just end up wasting meter. It’s kind of like crane s.mp (overhead) I use it very rarely but when I do I make sure it’s a surprise and it hits.
Moving on. The worst losses are the ones that you just barely lose due to chipdamage. EX Oga can actually avoid quite a lot of projectile Ultras (like when you’re in the corner). I made a list of which Ultras (and supers) can be avoided by EX Oga. I used this twice so far against a Ryu who trapped me in a corner and did U1, which would surely finish me off. Instead he got EX Oga into ultra It should be noted that against most you can also escape if you’re knocked down and they try time it just so you get hit on wake-up. This list does not include all the projectiles that do chip damage (all of them, lol) which can to my knowledge all be avoided by EX Oga.
**Ryu:**U1 + super (super is hard since you cannot charge during animation, too short).
**Chunli:**U2
**Guile:**U2
**Sagat:**U2
**Dhalsim:**U1
**Gouken:**U2
Seth?: His U2 is very weird. Even though it is not a projectile I was able to dodge it in the corner 3/10 but still got ‘stuck’ in the U2 hitstun animation on the other side of Seth. Did recover faster than him though. Not reliable so far…
**Sakura:**U2
**Rose:**U2 can be dodged but due to the insane fast start-up can dodged at any point except point blank, still very useful to get out the corner. + super.
All tested in the corner, on both wake-up situation and normal standing situations. EX Oga might be pretty shitty, but in certain situations it definately has its purposes, especially for a tool that has been neglected by the Gen community for pretty much the whole lifespan of super, which means that opponents have no idea of it either too.
And congratulations to Tha Messiah, who’s video about handling projectiles as Gen has not only made the frontpage on Eventhubs, but also the shoryuken frontpage news!
On the safe jump subject, something I’ve been using a lot and I never saw someone else doing was timing the Gekiro “wrong” to set one. It’s not some Superman kinda of trick, it’s fairly easy to do versus 5(+) frames reversal character. Land Gekiro, wait (tip: watch for the oponents height), mash kick, hold up. Hit the training mode for 20 minutes and you won’t be completing your Gekiros against Chun, Ibuki, etc. no more. =)
Really useful, guys. Don’t skip this tip.
4(+) frames startup reversals, for all safe jumps
anyway, i find this setup very interesting but i didnt quite understand how you do it… but that sounds interesting if its really that easy to do as you say
He basically means that if you do gekiro on someone you just mash the kicks causing them Gen to drop a tad earlier with them (as the gekiro is not complete, he doesn’t kick them far away), creating a safejump situation.
Yep, just wait a bit after the initial hits, then mash your kicks. Timing isn’t braindead easy, but is easy enough for you to never drop it after spending sometime in training mode. If you can’t do it the way I’m saying, just find your own rhythm, you already got the concept, there might be many ways to time a safe jump after Gekiro.
Your options after that are numerous too, option select sweep/super/ultra during safe jump, empty jump c.short, Shakudan mixups, etc., and the best part is that everything can lead to another Gekiro. It’s kinda of a obvious trick that may have gone unnoticed for too long. Try it, you won’t regret, it really changed my persception about Gen’s offensive potential. I’m actualy getting stuns.
I thought this was known already? I used to do this all the time back in vanilla even. Weird how these smalls things fall into the abyss of forgotten knowledge sometimes. The best tricks are usually the most simple imo.
I’d love to add all this to the Op but I forgot to reserve some posts
[media=youtube]USEUAMjLGqs[/media] got some wacky tricks, combo and glitches? lol worth checking out guys. Oh yea and good music too.
So, is going from a couple of crane cr.LP into a cr.MP into HP Jazen an actually decent trick to catch people off guard? It seems to work quite a bit. I’m always scared that someone mashing a reversal will hit me in between Gen’s terrible jabs, though.
well i think the key is just to mix up…
every gen’s blockstring outside chained mantis light hits is at risk of reversals (well sMP>sMP too but the pushback is insane)… even the most commonly used cLK>cLP>sMP blockstring… i myself tend to do this one a lot and as soon as good players notice it they tend to use invincible move to pass through
i dont think that cLP>cMPxxRoll is a lot more unsafe than other stuff (unless they can punish the -3 on blocked rolls)…
just dont abuse it and try to mix up… but that goes for everything
it works good against focus, often gets counter hits thanks to cMP’s nice hitbox, connecting with the full roll dealing good damage
PS: well i’d try to minimize the crane cLP usage anyway, i wouldnt do it 2 or 3 times in the same “blockstring” too much…
Thanks. I have just been playing a lot lately with really good folks locally and online, and they fall for that pretty much 9 out of 10 times. It just seems so crazy that the cr. LP’s aren’t easily punished, though I know it can be. A friend mashed an EX messiah over it, a heavy flame kick whiffed and Ken’s U1 didn’t hit me when I would just sit there hit them with it for a while.
Roll, roll, roll, roll, roll. I feel like an elderly Blanka.
Ive been using s.mp s.mp cr.hk as a frame trap alot recently, by the 3rd hit theyre too far away to respond with anything other than ex shoryuken
FA2 > Backdash > FollowUp
well nothing REALLY new again I guess… but lately i’ve been trying the crane cHP follow up when i do FA2> backdash and realize the focus actually hit… it has been working pretty good
crane cHP is Gen’s normal move with the best range, and if you didnt backdash hyper-far it should usually connect, dealing the most damage (and stun too) you can possibly get without using super/ultra… or you can also slightly walk forward and then do the crane cHP, timing is not strict
on characters with cheap wakeup options, un-safejumpable reversals, or just when you dont want to safejump after mantis sweep for whatever reason, crane cHP should be useful
FA2 > Backdash > FollowUp
walk/dash forward > mantis sweep - 158 dmg / 230 stun
walk/dash forward > crane cLK > mantis sweep - 174 dmg / 260 stun
walk/dash forward > crane cLK > mantis cHP - 184 dmg / 330 stun
crane cHP - 234 dmg / 390 stun
big difference in terms of damage and stun actually
of course if you dashed forward after FA2, youre better off going with “classic” punishers
Been playing Gen for awhile and I’ve seen so many different tricks, styles and setups. A general question to the Shenanigans thread.
What are your top 3 Genanigans and why?
Like Messiah said in a post from the combo thread (I think?) nice to know every option and then pick the best for your playstyle/opp style, I’d like to know what people do and why they do it, and hopefully include it into my own game. Thanks you beautiful crusty Gens!
Funny crap against Seth and Seth only.
Forward Grab -> 3 x Forward Dash -> neutral jump Teiga on his wake-up. If he holds back it works as a cross-up, if he holds forward it works as a non cross-up. He can crouch and reversal something out. Reversal SRKs will whiff.
fuck off really? damn bro nice find. Gonna test just so I can confirm so no one doubts you.