"Lay Hands on'em!" Gen Video Thread

Correct me if I’m wrong, I just checked the hitbox info and it shows the reach of those three moves as:

c.mp = 1.210
c.hp = 1.200
s.mk = 1.145

I’m new to this level of depth in fighting games, but it seems to me that c.mp is the longest by a hair. It looks like it even has better frame advantage than the other two moves.

block/hit
c.mp = -1/1
c.hp = -5/-1
s.mk = -2/-1

That’s correct :slight_smile:

Besides, who the hell uses crane c.hp anyway?! Never saw any use in it at all, not in Vanilla not now.

http://img10.abload.de/img/crane_crouch_hpbe2q.jpeg 1.239 range. so i think i was right. but it’s rarely usable in a normal poking game. but it’s our best meaty poke by far, thanks to the smaller hurtbox. to be clear: u can use it to punish any srk or other wakeup move but dash and block. u hit them clean and can’t be hit. but the spacing is strict, maybe we’ll find some “setups” were the correct spacing is giving. like oga setup

as for normal pokes, s.mk => hands is a poke itself and best used in normal situations since it breaks any focus attemp. u’ll be punished if u use the other 2. tho, c.mp is okay every now and then.

Ooooohhhh shit you’re right–I think I was reading the wrong values for the range in the hitbox thread. So yeah cr.mp is longer by a fex pixels. Honestly I wouldn’t be too concerned with the frame advantage on hit/block since we’re mainly comparing cr.mp xx hands and mk xx hands. St.mk does still have a 2 frame faster startup though.

I sure as hell know I never use it, a move with 10.000 (:clown:) frame startup? No thanks.

Setups? I have no idea what could possibly set it up, might check it out later this this week.

with setup i mean ofc if the opponent is knocked down. it’s a REALY great move if used as poke on wakeup with the right spacing.

as u can see the hitbox is longer then the hurtbox making this area a free hit if they try to revearsel with any move. but in an actual fight, it’s hard to tell when this is given, so i thought after back throw or gekiro etc this might apply.

I didn’t know c.MP had the longest range, seeing how I always whiffed where I could hit with c.HP.

Shouldn’t it be the 1.845 for s.MK, 1.900 for s.HP, and 1.810 for c.MP though (The second values I mean.)? I find c.MK’s 0.527 and s.LP’s 0.704, along with crane s.MP’s 1.442 at frame 2 extremely hard to believe, since crane s.MP now has definitely shorter range than crane c.HP, which seems to be 1.239 at the first value. If it was the second value (s.MP 2.042, c.HP 2.139 for crane normals) I would believe it.

I think c.HP can be a great poke not only at wake-up, but at certain resets as well if you find your opponent to be a non-blocking style.

My patented use for KKK cr.hp is to forget what stance you’re in, go for a mantis cr.hp and find you’re actually in crane, and then think “oh shiiiiit” as time slows down and you cringe, averting your eyes and praying nothing bad happens as Gen prepares himself over the 9423857 frames startup. As you reassert your gaze, you then either rofl at your opponents health bar looking like they’ve just been SPDed, or weep profusely at your own health bar looking like you’ve just been SPDed three times in a row.

the FADC combo that “TheHoigek” gen player did against the Abel player was ok. But that was a bit of a waste of meter IMO, he dint build a decent amount of meter back from either. i think what he should’ve done is FADC at the 4th hit of his hands, that would maximise the damage and build better meter.

I know gen does’nt build meter well any more, so it might not be worth doing a FADC combo. But if your gona do a FADC combo, then you should wait till you have about 2 1/2 EX meter. This is because when you finish the combo you should have gained at least one EX bar from it. what i’ve noticed is, if you start your FADC combo from a jump-in, then you will deffently gain one full EX bar.

This is all that needs to be said about crane c.hp. Jesus I hate it when it happens to me, same with crane c.hk sometimes.

Oh yeah, Zukuu, you’re right. I skimmed over “crane” and thought you meant mantis. I was wondering what you all think of c.mp > hands. Although s.mk has a shorter range, it has a quicker startup time by 2 frames. Which do you find more advantageous, range or speed? I suppose at the very least c.mp > hands would be a solid replacement for c.mk >hands.

I use both, mainly for mixing it up, most people don’t know that you can do c.mp into hands so they tend to expect mk hands and block high.

You can block cr.mp high too. Or at least you could in the last game.

Sometimes starting out with a s.Jab then crouching to c.Short can throw people off.

FADC can be used as a good thing. Building stun if you know how to be an aggressive Gen. Using it twice in a row, yes, I totally agree Total waste. Even someone mentioning EX hands to FADC, again total waste IMO. I would’ve waited until the 4th hit as well. Then used MP > Gekiro.

hey, this dude is using HP hands after blocking lk scissors to stop bison from locking him down just like i was talking about in the other thread. lots of really smart little things. jump back crane mp instant overhead after landing ToD ultra on abel was very nice

Did he just say instant overhead? o.O

Oh and crane cr.fierce is okay to use sometimes, just not really in footsies.

I was about to perfect a Guile and tried Crane c.HP on wake-up. He used Sonic Hurricane taking me down to || <–this much life. Luckily I still pulled it off, and could hardly stop laughing afterward.

C.HP saved me in another match against Chun-Li, though. I tried backing off just enough to make it difficult to hit me before the strike connects. Chun-li leapt too eagerly to the 3x damage opportunity and took the full power counter hit.

Must work well on Rufus’ tornado (probably prevents him to jump to you?) or a tiger knee, anyone tried that?

The instant overhead is nice, but such shit damage… not only do you have to land the ultra, but you also have to confirm it, all this for like 150 damage? So stupid…

Gen has an instant overhead? Since when?

I’m not sure what instant overhead means, but I thought it referred to jumping backwards from near the opponent and instant crane strong, which has always been there. I remember seing Yeb use it all the time against a Vega player in a vid somewhere.

That’s the Abel vid, watch at 3:10.