"Lay Hands on'em!" Gen Video Thread

I think he means hit confirm for other things. Like KKK j.MK, PPP s.MP, s.MK, LK Gekiro.

u get much more less for ā€œ2 barsā€. count ONLY the damage after the FADC and you’ll see what i mean :wink: - because the damge before, wasn’t part of the 2 bars ^^ anyway, that’s nutpicking^^ so nvm.

but the fact remains: more damage is more damage. and it’s alot easier to do. the effort you’ve to put into the FADC combos is insane compared to just FA…DC u1.

Haha. You did say ā€˜best 2 meters he can spend’ and that’s subjective I guess :stuck_out_tongue: If best to you is best damage and ease of execution then I see what you mean. I just like the options the other FADC combos afford. Just to make the c.lk safe you MUST spend the meter to FADC; I don’t have time to confirm that the j.mk hit before using c.lk (sometimes yes, oftentimes no), so there’s a good chance I’ll waste my meter on a blocked c.lk setup for Ultra. Combo’ing the other ways affords you some confirmability; you can nail them with one or two s.mp’s (character-dependent) and then decide if you want to FADC for more damage/stun/wakeup options…and you get to keep your ultra

Those other FADC combos are more difficult, for sure, but it’s my belief they’re worth learning and mastering. Of course I’m far from pro so I could be very mistaken.

Just something I’d like to add regarding Mantis s.MP - s.MP - s.MK - HP Hands combo, there is a weird fact I found out that I’m not sure everyone knows it or not. You won’t be able to connect the 2 PPP s.MP against Ryu (So far I tested, havn’t test on the rest of the cast) if you were trying to punish, lets say a whiffed dp (even after a Focus crumple at times). However, strangely enough, its easy to connect it after a jump in attack (but not a crossup).

If this was old news, then I’d be glad to remove this post and start searching better in the forums for ā€œfactsā€ like this.

I believe it misses on a few characters as well. It’s old news to me, but bringing it up isn’t a waste of time. It’s probably buried deep in the threads, so others might not see this. It’s when people make new threads about the same thing, over and over that gets annoying, so no worries.

However with Ryu, it depends on his animation. You can still hit him it’s just really really hard with one of the animations. The best thing to do vs him is always hold forward.

[media=youtube]7DqcfPPUJOw[/media]

Here is my proof.

not doubting it’s possible. But record it w/o counter hit on next time :).

my bad, I thought the damn thing was off. Super loves to randomly save options. It still works with out it.

@the messiah

Thanks for clearing up on my post. Guess its still manageable but having a better chance to get mashed out with dp in the middle of pressure strings, better stick to what we know is a sure thing :bgrin:

s.MP, s.MK, Hands.
s.MP, s.MK, LK Gekiro.
s.MP, s.HP, LK Gekiro.

These are your best bet for punishes. I need to start doing them more often. I just do MK, Hands, so used to Vanilla. What works is s.HP, HK Gekiro as a very good punish vs I think almost anyone if you are close.

Actually hp-h gekiro will miss a few characters at times if you use it as a punish. Characters that come to mind include DeeJay, Guile and surprisingly; Sagat!
It can still work if you are super close but during match situations when you are trying to punish whiffed Tiger uppercut you know understand what I mean.

Regards
Gecko

Whiffs on Cody as well.

Please read again.

I would never use HK Gekiro ever, let alone use it as a punish. Even after Oga. Sure you get more damage if you complete HK Gekiro, but the stun you get from doing Crane HK worth it.

[media=youtube]Mh3ObgplJOs[/media]
Final Round is where its at.

Wow I don’t think that ryu knew what hit him.

Always use LK gekiro in a combo due to reliability.

On the vid posted above: he kept doing j.hk and you kept walking/jumping right into it. Try to counter that shit. Maybe use some more gekiro combos too, since theyre where it’s at supposedly in super (haven’t touched Gen in months).

It’s all about knowing spacing. If you know your spacing or do the right Mantis Super (lp, mp, hp) you will never miss HK Gekiro. Just know what characters can’t be hit by HP, HK Gekiro and your good. But it’s all preference.

That’s basically what I meant, instead of memorizing a whole list of which version works on what I would just use LK gekiro just to be sure.

Anyway, was some local tourney past weekend, and a Gen player showed up, I kid you not. As expected he got raped pretty badly but he had pretty good execution actually so that was pretty cool. He isn’t the first Gen to come to the Amsterdam ā€˜ā€˜scene’’ and lose badly, they seem to think that their executional skill will win them matches.

The list isn’t that hard to memorize at least for me. Sometimes its worth using s.hp hk gekiro vs someone like ryu where u need to deal as much Dmg to him as possible

yea what an idiot for trying, if he doesnt win the tournament, why the hell even try? I mean, I don’t play for fun, I only play to win. If I don’t win, I quit the game… /sarcasm