"Lay Hands on'em!" Gen Video Thread

Not to sound arrogant, but everytime I see these ‘scrub’ Gens (you know what I mean) I get so carried away lol. I keep yelling like ‘OMG DO THE MK HANDS COMBO OMG’ or ‘THE FUCK? RANDOM SUPER?!!’ and mosy of all ‘WHY JUMP SO MUCH COME ON’

Feel my game is improving. Defiantly playing a lot more strategic, and not doing dumb things as much. I still do risky stuff, but not as much. I try to play more solid when it comes to playing footsies, I just try to keep it simple. I still can’t get into the habit of using Gekiro as a AA anymore, unless I have EX. It’s funny, every since Vanilla it’s been like this. Akuma I would always be hesitant and Gen I would do it all the time and punish people for jumping in. Now it’s vice versa. Anyways, I as the description says. I was at a buddies, wanted to record this but he didn’t want his name plastered all over the internet; go figure since he’s on XBL. Enjoy.

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I like how that Dudley did a 1 frame link in the first round, yet apparently has not mastered basic throw techs.

I almost never use gekiro as an AA either, I find that mantis s.hp (although it trades alot) and crane c.hk do the job just fine. Hell, even crane s.hk can be used if your opponent if a little farther away. I like how you read the dudley in the first round when he did a s.hp by focussing the second one into dash throw. Dudleys love doing s.hp to move forward/pressure haha. Clean finish as usual, the way it should be :slight_smile:

You really,really have improved. It’s good to see!

One thing I’d recommend is going for s.mp->s.mk->Gekiro hit confirm on Dudley. I saw that you were going for the (m)s.mp->©c.mp-> roll combo, which is much harder to execute on mantis cross ups and does less damage if your cross up doesn’t land you close enough to get the fierce roll to combo (if you were doing lp roll, i can’t remember but i think it’s less damage than the gekiro combo anyway). The knock-down is extremely useful against dudley since he has a poor wake-up game without burning EX.

Also, the knock down is preferable to the jyasen combos because roll will put him at the range he wants to be at (his forward fierce range… and close enough so that your slow pokes/sweep will get CH on follow up). I’d rather make him play wake up games than a roll (standing reset for minor damage advantage).

Ex Gekiro and ©c.hk are my go-to AA unless they’re at a range for me to do (m)c.hp. I’m very conservative with my meter so i just EX Gekiro only when I need the invincibility frames.

Also, in some of your other videos I noticed that you default to doing the LK Gekiro after Ogas and Supers. Even after (m)s.hp. Do you have trouble getting the full bicycle kick cycle or have you just trained yourself to lk because of character specific whiffs with hk Gekiro?

In any case, go for max damage with those juggles!

Hk gekiro is so easy. But it whiffs on a lot of characters like ryu. Id rather lk gekiro or crane s.hk. Also i like to use roll as i allows me to add pressure and take away dudleys momentum. I dont think range plays a factor as much as momentum for dudley. Hes like sakura. Both sre very good once they have momentum. Also its online. I find gekiro combos from grounded normals drop a lot. I dont like taking chances like that. I save them for offline meetings and tournaments.

As for s.mp s.mk. Unless its a jump in so many characters make it hard to hit that.especially ryu. Even plinking it. Its still not worth it online. Imo

I beg to differ. I have very good success with s.mp-> s.mk-> lk gekiro on ryu. It’s great because his reel-back doesn’t allow for 2x s.mp but the s.mk gives his reel animation that moves his hitbox forward enough to combo the gekiro. It’s actually quite easy, in my experience… and it looks so weird. It looks like it didn’t combo, but you hit him with the later active frames of the Gekiro.

You’re probably whiffing it because you’re hitting with the furthest part of the s.mp hitbox… which then when combo’d into the s.mk makes it too far for gekiro to follow up. The thing about this though is that if you go into anything other than ©c.mp-> lp jyasen with this similar spacing, you will hit the first roll but the opponent can block the rest (which against ryu = shoryu fadc ultra). If I feel like I’m too far for either the gekiro or the hp roll follow-up, I will opt to throw mk hands instead.

Also, in regards to HK Gekiro… I meant that I saw you doing lk Gekiro on free juggles like Oga or Mantis Super. Just didn’t know why. I recommended the Gekiro combos because I fight a lot of dudleys with very good footsies, so I prefer to knock him down instead of contesting his scary s.hp on reset.

I use LK after super and oga’s because it whiffs a lot. Yes there are many times where I could with the Oga and it’s a sure thing. But I’ve also had countless Super setups where HK whiffed. I was getting tired of loosing out on damage. And doesn’t do that much more damage, so it’s not worth it. I do HK for punishes like s.HP, HK Gekiro, or I do, s.MP, LK Gekiro. I pick the best for vs what character I’m playing as. And you can beg to differ all you want. I can land combos, it’s online. I choose to use what comes out with the highest success rate. It’s not a fact of how and when I’m doing things. It’s a fact of online links dropping. Even when I plink. It’s not my connection it’s just random routes that we get. So instead of gambling, I’d rather just stick to what I can land almost all of the time online.

Also. s.MP, s.MK, LK Gekiro only does 3 damage more than just doing s.HP, HK Gekiro on characters that works. and Ryu is one of them. I use HK, Gekiro on the characters it does work on, like Bison, Rog, Ken, Ryu, Etc. So why try and be fancy for 3 damage? I didn’t check stun, but really it doesn’t matter.

MK, Super, HK, Gekiro - 464 dmg
MK, Super, LK Gekiro - 456 dmg. IMO splitting hairs.

i also use lk after super and oga because of whiffs. probrablly because i always use hp super, and i travel farther. if i used lp super, hk giekro would make more sense

I’ve whiffed on LP super with Ryu. I just don’t take chances like that. I’d rather just use Crane c.MP, reset, Oga cross up.

it’s common sense really, but you have to have decent reactions. after oga, if you see you are close enough for HK Gekiro, do it. if not, mantis sweep or LK gekiro whatever you want for the knockdown. knockdown is important

SSF4 AE Footage of Gen. Starts at 2:38 and ends at 4:29. [media=youtube]FWd9WJZ5XrQ[/media]

3:51

  • c.LK xx c.MK TC. Blanka blocked the first one but got hit by the second one. This means if the opponent blocks the c.LK, he can mash SRK and it’ll counter or trade with c.MK. Some TC. c.MK’s damage out of TC seems to stay at 70, seeing how the damage looks similar to lvl 2 focus.

That was the only interesting point to me, besides hitting out of his Roll with j.MK and not trade. Maybe Oga close kick will stop trading with his Roll.

man those blanka balls were really nerfed bad >:) even the distance on ex version was quite short…I’m loving it. first TC was pretty fast but second didn’t even seem like a TC…maybe we ca should follow up with LK geiko if its possible to stop any mashing

That was a really good Blanka player. i think the Gen player was trying to figure out some his ‘new tools’ as well as some of the others loosing to him. Seems ball nerf is justified. That player only used them in combos and some psych out moves. If his combos missed then they should be punished just like any other character.

I hate blanka, but those ball nerfs are pretty stupid imo. They were already very dangerous to do against 85% of the cast when they’re blocked. But now it’s even worse.

that hp mk TC is so fast i hope there still enough time to buffer mk~hands.

There is. I adjusted to it within a few matches. It’s good.

@street11: the c.lk->c.mk TC felt like a true blockstring. Weird… I’ll ask someone to spam shoryu on block or try to spd it.

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