What do you think the best use of Gen super moves? pls give me your thoughts on them
Hands;
Gekiro;
Roll;
Oga;
When is the time to use them or not. pls help me out guys
What do you think the best use of Gen super moves? pls give me your thoughts on them
Hands;
Gekiro;
Roll;
Oga;
When is the time to use them or not. pls help me out guys
You mean EX? I’ll just post my own opinion and am open for discussion on how to use his moves more effectively.
EX Hands is strictly for combos or to frame trap further on block, but IMO the practicality of frame trap is diminished because Gen loses his Super. I use it only when I want a hard knockdown that bad or to link to U2. I use it once in 4~5 matches I guess.
EX Gekiro is like SRK without FADC. I do not use it much as a wake-up reversal, but rather after I block a jab. I also use it when I see someone neutral jump on my wake-up. It is Gen’s best move to kill time when he is turtling. I rarely use it offline tho, like once or twice a whole match (2~3 rounds) unless I really feel like doing it.
EX Roll is the move I use when Gen either 1. is knocked down and I know that my opponent is doing a walk forward frame trap or a throw after making me block the fireball or 2. is turtling down-back style against someone with a fireball waiting for the time out. I never use EX Roll for focus crumple combo, and I only use LP distance to poke them. To me this move is nearly non-existant.
EX Oga is the one I use when I know they will chip me out with a meaty fireball on my wake-up from more than half screen.
That’s it I guess. I rarely use any EX move and instead uses meter on FADC and Super. On wake-up defense I prefer blocking or focus backdashing to EX Gekiro.
Thanks but I meant all versions of the moves. I fear my Gen ability now is at 20% of his whole potential, I want to know what the moves are for and when to do them safely.
Is the move really that bad, I don’t know but I sense that this move may be a hidden gem for Gen, does the ex version have hit/throw invincibilty?
Does gen have any viable chiping move? his ultra does no chip except U2. mantis super does a little, hands chip is pitiable, maybe the roll?
Been using Lk gekiro during blocking and on wake up and getting bodied for it even by AI, seems it has no invinicibility anymore,
Is Crane sHK a viable anti air for jumpins outside the cHK range?
Ah sorry. I assumed “super” as “EX”. Will be taking quite a while for my next post.
ok, waiting with HUGE anticipation. sometimes playing Gen is an effort in frustration for me lol!
His EX Roll has projectile invincibility, and no hit/throw invincibility.
I’m not going to analyze the move itself fully but will rather state when I will try to use each version of the move. It may not be the best use of the moves.
= Hands =
= Gekiro =
= Roll =
= Oga =
Crane st.HK is terrible as an AA. Its hitbox is really bad + it has little active frames. It will lose straight to moves like shoto’s j.HP or Claw’s jump-ins, and you will get hit grounded. On trade you can do a crane Super tho, so it might be something to think about against characters with a dive kick with a height restriction.
wow thanks for the breakdown. THANKS
my analysis won’t be as deep as street11’s, but I’ll tell you my opinion anyway:
Hyakurenko
I only use the hp one, after pokes (cr.mp/st.mk) or sometimes to interrupt the opponent’s string. Ex Hyakurenko…. I think I almost never use it, except for situations where I really need that extra damage and I want to play it safe.
Gekiro
Probably the move I abuse. lk one is usually my finisher in combos, of course and its wide horizontal hitbox makes it useful to punish some wiffed moves. Sometimes I uses it after a oga that flies above the opponent. If I land in a good spot, I wiff a lk gekiro, many times it catches the opponent while he tries to punish me…. and otherwise I’m generally too far away to be punished for the gekiro.
Mk gekiro…. I’ve to admit I don’t know when to use it and I don’t use it. Hk gekiro against some characters after TC2 or some silly vertical jump in.
Ex gekiro is a good card in most situations, anti-air, wake-up, etc.
Jyasen
I sometimes wiff the lp one, otherwise I use the hp jyasen in combos. Ah, jyasen is good also to punish things like Akuma’s jump fireball. You roooooll under the incoming fireball and hit him as soon as he lands.
The Ex Jyasen is a move I adore, because you can find tricky uses for it. The short one is very good on react against fireball characters who shoot you from short distance…. I love it especially for characters like Guile or Rose, when they shoot and then walk towards you (especially Rose with its Ultra 2 activated). The long one instead if I need to roll out of a dangerous jump in on wake up. I never use the medium Ex jyasen though….
Oga
The unblockables somebody found out then I use the short one to build meter if the opponent turtles. I often use the mk straight one after a knockdown, when the opponent is cornered. It’s rather safe and it often baits out a reaction you can punish. Ceiling drop is my usual move to chip the final pixels of life out after a knockdown. No other uses.
Ex oga instead…. I use it quite frequently in some match-ups like Akuma (he cannot jump fireball anymore at all), Gouken, Ryu, Sagat…. all fireball characters. You fly on the opposite wall and hit them from behind if they attack you from distance. You CANNOT do it from full screen, otherwise they’ll recover on time. Opposite wall, straight Ex oga is also a cross-up against all characters after Mantis U2.
Crane st.hk is very bad as AA. I’m instead focussing on Mantis st.mp as (situational) anti-air.
I find myself barely using the Jyasen, lol! tried playing arcade mode in crane stance only and it was so HARD
I can agree here thatI most of the ex moves are not worth delaying super for.
I poke into hands, i combo with lk.gekiro, i AA with mk.gekiro, I combo into jayesen(roll) and i use mk.oga for crossups.
I need to toy with forward throw into hk.oga, and i never use it to chip, always punished for that.
Ex.oga as a reaction to a fireball is the only necessary meter i will use unless i know a setup off of backthrow for it.
Seriously, play honest, save meter, land super, and win. No need for fancy FADC combos, they are not worth the threat of Gens super.
I like using ex hands into sweep for a knockdown, isnt that a good meter use?
If you really need it. Gen has a good okizeme but it’s not its best card. Against some characters it helps a lot (Guile, Dhalsim for example), but with others…I don’t see it as a strategy that can turn the table. As Kahmos said, the point is Gen has TWO of the best supers in the game. So…meter is even more valuable for this reason.
Lets not forget tha EX hands into sweep whiffs on standing Guile. Makes it that much more annoying.
wiffs on Guile, Sakura and Juri. but cHP packs alot of stun
Am I the only one that thinks EX is just better saved for super? (Like almost exclusively?) I use EX Gekiro for a quick AA and rarely on wakeup. But I just think the Super outclasses them all by far, it’s easy to land and leads to potentially fatal resets / ultra. How can Ex Hands > sweep touch that?
To None EX. they all have uses, but Hands and Gekiro are my most used. Oga is just for shenanigans, and Jyasen? I rarely use it when I think I should.
No you are not. Like I stated, I rarely use EX to save meter for FADC / Super. However, I do not go ‘no meter use until Super stocked’ mode to show the opponents that Gen has options even before he has Super (the ones I fight usually try to go crazy on me and kill me before I can have Super, and a rare use of EX or a long FADC combo calms them down a little, allowing me to be more offensive on them.