"Lay Hands on'em!" Gen Video Thread

I guess you are right. However in most cases when I use Hands, Super. It’s near the end of the round. I’ll remember this when I need to use it before I know it will kill him.

After testing the following - PPP s.MK, HP Hands, Super, PPP Ultra 1.

21 hits - 559

24 hits - 607

He missed the inputs for ultra. Not on purpose obviously. His head was in the right place, but his fingers didn’t follow.

Obviously, but that is just horrible. I cannot believe anyone could miss something like that, hell even if you mash you get it out 100%…

Pretty harsh for a mistake so minuscule lol. It happens and it’s hardly worth mentioning. I’d be more concerned with the way he thinks or maybe noting his lack of AA and his over eagerness to jump. Something constructive haha.

Basically lol

Yea, kind of a disadvantage to not being able to practice because I don’t have a console right now :frowning:

I dropped a lot, but I’m getting better lol

It’s cool Tommy, honestly though you’ve improved a whole lot since the last time I saw you play Gen. A lot more patient and you hit are hitting your combos!

http://shoryuken.com/f274/ssfiv-gen-combo-thread-234425/index7.html

I tested scaling a while ago and confirmed that it always leads to more damage in your combos, even in the extreme 2x FADC combos.

Simple answer: If you have a guaranteed setup for every hit of the hands hands to connect in your combo, you should try to cancel on the 4th hit of hands and get that max damage (i.e. after level 3 focus, after dizzy, after a jump-in normal that connects and leaves you point-blank in their face).

However if you can’t guarantee every hit of the hands will connect for an FADC combo (especially against characters with smaller crouching hitboxes), you should cancel on the first hit. mk xx hands against these characters will only connect a few hands; instead of 5 hits you get 3, for example. To avoid canceling a hand that didn’t hit (and didn’t cause any hit-stun to keep the combo going), you should cancel on the first hand. In the case of crouching ibuki, a point-blank mk xx hands hits her three times (once from the mk, twice from the hands). First try FADC’ing after the first handslap to keep the combo going. Then try to do it after the second handslap that connects. It’s possible, but much more difficult and for little gain (16 dmg). Also, even if you do manage to cancel a subsequent handslap successfully, the second or third handslap (can’t remember) isn’t combo’able; you’ll land the FADC and they’ll recover before you can hit them if you canceled on second or third handslap. Canceling on the first hit prevents this as well.

Thanks. That’s all I’m trying to do lol

And tournament jitters and such lol

The last PF was really good, the vids aren’t up yet though

I dropped Super > Ultra in that one too though haha

Asiantom shouldnt be here,he isnt Gen anymore!!! -throws rocks-

-walldives and angles south east and inputs motion-

I aggree with ya shits stupid easy, no excuse there. Tom got some good points as well there are other mistakes in both matches greater than that. Dude empty ogas when able has ultra thats a NO NO! Hes scare to throw out Mantis s Strong, which is arguably one of the best normals in the game, ( long active frames, deceptively LARGE hitbox, and it gives you 5 frames on block! THE SHIT ONLY TAKES 4 TO COME OUT!) on blanka i started fuckin around with u2, just cuz i can punish blanka balls with TK crane ultra, and that ultra hurts! and the mantis version of it auto corrects when knocked down and is relatively safe on block. But thats just my 2 cents

Cancelling into Mantis Super is still possible if u dont get all the hits. Like vs crouching Blanka. Ive had it where he was pushed back really far with only like 2 hits and it still linked.

LoL… Yeah that was interesting C’mon man rep gen right.

@the messiah

Yeah, so far I tested before, no damage scaling on Hands 1st - 4th hits. This applies to other chars like Honda and Chun Li. Thats why some of their HHS combos are rather painfull. c.LP - HHS - s.HK can easily go 300 in vanilla days.

@kruldar

You have a point there, I did get my combos dropped a few times before which I wasn’t sure if it was the 3rd hit or 4th hit. So I’m guessing that the 1st & 4th hit gives more frame window to connect combos. Will take note on this. Also, I had a similar situation with the messiah against a crouching Blanka. I even canceled the Super slightly late but it still connected for a combo. I got shock ont it as well.

@messiah
Thanks for the correction. I’m not surprised about Blanka (I’ve noticed the same thing and his crouching hitbox was always fuggin whacky for everything) but when I try it on crouching Ibuki now I’m seeing the same results: even from max mk xx hands distance when only the first hit of hands will connect, you can still cancel into super pretty darned late. It actually looks like he’s missing a slap or two before he cancels into super. It causes that same whacky “Look I’m stunned but I’ll recover before the super–not” effect where they’re pushed back all the way before they get clobbered the super.

It wasn’t so much as a correction. You are right in a way. It was more of a FYI. At least some thing is in our favor.

The first four hits of hands only scales once, each 3 hits afterwards is an extra set of scaling. Though this was applicable(though not practical in most cases) in vanilla the new pushback from hands doesn’t really allow extended hands as much unless you ex.

Because one set of hands is four and the other three hits are coming from the second set, i.e. someone kept mashing the punch. That makes sense since you’re just repeating the same move twice and it combo’s into itself.

Yeah I don’t even think using ex-hands to mk hands is really worth it any more. What is it, 40ish extra damage for one bar? Unless you’re using ex hands to ppp c.hk for the knockdown, that one bar could be used instead for ex gekkiro or you could save for 4 bars for mantis super for a 400+ dmg combo. The only combos using meter that seem to be worth it for their stun and pressure are mk xx hands FADC combos, and even then their use is questionable sometimes. approx 1.5 bars for a full mk hands rep and you get 100ish extra damage and stun. The only reason I even still use these combos (other than saying “oh, he’ll die if I extend this one”) is to help push them into the corner along with the poke-roll combos. Gen with U1 in the corner is sick, especially with his faster overhead. Nobody ever remembers he can hit-confirm right into PPP Ultra1 in the corner with KKK c.lk against ANY character…overhead…overhead…oh sorry bitch that one was low, you’re eating an ultra now xD

EDIT: oh and then there’s the KKK c.lk FADC -> KKK U1. I can’t remember for sure, but I think I recall that you could get more damage AND stun AND get some super meter back AND save your Ultra meter if you instead skipped that KKK c.lk FADC nonsense and just combo’d into s.mp mk xx hands FADC into something else like another rep of s.mp s.mp mk xx hands or s.hp xx hk gekkiro…which is good because the timing changes on that KKK c.lk FADC combo anyway based on what character you’re fighting
EDIT 2: i know I rambled off there, but maybe some noob wanders in and learns something from these nebulous ramblings of mine xD or I’m misunderstanding something and you all can correct me. either way…“The more you KNOW!”

imo c.lk fadc crane u1 is gen’s best 2 meters he can spend. net over 200+ damage.

Cr.lk fadc crane U 1 is a funny thing. Horribly not worth it in vanilla because it did barely over a full mk hands fadc combo and left you with only 6 frames to do anything before the opponent got up as compared to a sweep at the end of the mk hands combo. Maybe with the nerfed damage it might get another look in super? BUT imo, don’t do cross up crane mk>cr.lk. Shit’s horribly unsafe and hard to hit confirm. Instead hit confirm off of mantis st.mp.

[impractical but fun combo]Against some characters(sagat i know for sure but i think there are others) you can actually dash under if you fadc fast enough. Sometimes i would just practice cr.lk fadc(dash under) cr.lk fadc(dash under) Crane U1 just for funsies.

KKK j.mk, c.lk FADC Crane U1 == 341 dmg/220 stun

KKK j.mk, PPP s.hp xx hands FADC (on last hit of hands), s.hp xx hk gekkiro = 326 dmg/406 stun
KKK j.mk, PPP s.mp, mk xx hands FADC (on first hit of hands), s.hp xx hk gekkiro = 298 dmg/414 stun
KKK j.mk, PPP s.mp, mk xx hands FADC (on last hit of hands), s.hp xx hk gekkiro = 334 dmg/456 stun

You get slightly less damage from the two fadc combos, but you save more meter than the crane U1 combo (because you’re building some of it back as you continue the combo, more than you do from the U1 combo), you cause more stun, and you’re still left with your ultra afterward, AAAANNNND you cause a knockdown that gives you more advantage to fuck with them than if you landed your crane U1, which leaves you pretty damned neutral with them after landing it.

confirming off s.mp has its own problems. you’re frequently too far away after connecting s.mp to connect the kkk c.lk, so off a kkk j.mk it’s very difficult to land deep enough to finish the combo. However, if you jump in with KKK j.hp you usually land close enough to complete this. And here’s the numbers:

tries unsuccessfully with KKK j.mk PPP s.mp against ryu for fifteen minutes, gets pissed, switches to starting with KKK j.hp, still can’t land it, picks Zangief, still can’t land it, throws his controller, smokes a cig, picks abel

KKK j.hp PPP s.mp KKK c.lk FADC KKK U1 385 dmg/400 stun
KKK j.mk PPP s.mp KKK c.lk FADC KKK U1 345 dmg/300 stun

Looking good. BUT in these same circumstances, either landing deep enough to finish those combos or fighting a character like abel/guile with a larger hurtbox, you can then switch to using s.mp s.mp before any hands FADC combo. So now we’re looking at…

KKK j.hp PPP s.mp, s.mp, s.mk xx hands FADC (on first hit of hands) s.hp xx hk gekkiro = 354 dmg/561 stun
KKK j.hp PPP s.mp, s.mp, s.mk xx hands FADC (on last hit of hands) s.hp xx hk gekkiro = 384 dmg/597 stun
KKK j.mk PPP s.mp, s.mp, s.mk xx hands FADC (on last hit of hands) s.hp xx hk gekkiro = 344dmg/497 stun

Moral of the story: I use crane u1 after connecting a shakkudan. I use it after a level 3 focus followed by KKK j.hk (shakudan again). I use it as a psychic dp punisher, I use it when I’m absolutely sure I can catch a jump-in with it (even then I usually fail), and I use it when I want to finish some n00b off with style points after a PPP super. I need to use it after AA gekkiro (2-hits, then drop them and combo ultra) or KKK s.HK more but am still getting used to looking for those openings. Other than that, I almost never use this ultra. I’d love to hear some more uses for it though.