"Lay Hands on'em!" Gen Video Thread

I meant to say c.mp myself, well I did, but not the first time. But my last statement still stands, it can whiff. It’s an amazing poking tool, but people shouldn’t forget s.MK, hands

Well given that I have two years of practice on mk xx hands now it’d be hella wasteful to just forget about it :smiley:

Have you seen 2mk xx hands whiff the last hits in any range where either of the other two options are viable? I’ve only seen it whiff them at pretty much max range. Then I’m still cancelling on the first hit (a habit I’ve never managed to break) anyway.

To me, Mantis c.MP gives me the feeling of shoto c.MK - Low Profile + More Range + Less Recovery + More Startup (won’t be necessarily the case in AE). Mantis s.MK feels like Claw’s c.MP.

c.MK xx Hands seems to whiff some hits at max range like you said.

Oh shit, it’s Koichi! His I-No was bonkers, hopefully he gets his Gen to a similar level. =)

Some casuals with a pretty decent Sakura. probably the best since I’ve played citiofbrass.

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I know one thing I need to stop doing, neutral jumping after a landed cross-up. I dunno why but it’s just habit now, and one I need to stop doing all of the time and only do every so often. These match are back when I was doing nothing but make my combo video. So now I’m trying to stop myself from that bad habit.

You know what I’d like to see? More combos into roll. Watching tha messiah’s first video makes me want more of it.
I’m working on getting (m)2lk (m)2lk (m)2lp ©5mp xx lp roll consistent but its only at about 6/10 atm so nowhere near what I’d break out in a match yet. Thankfully the (m)5mp ©2mp is better for me right now.

It leaves you much closer than hands, +1 and able to continue pressuring.

Is it that people are afraid of missing their one frame link and ending the roll -3?

I’d also like to see people pick Gen’s yellow pyjamas (alt 3 #9).
And people jumping less.

@tha messiah, you know you jumped forward unprompted 13 times in the second round of that second video?

I’m not trying to criticise, just trying to help.

just endless my friend. i normally don’t play much footsies when it’s just endless, these arent a race to anything.

plus these are old. I was playing one match every other week.

I actually just started playing at least 1 hr a day since last weekend.

So long as it doesn’t become a habit :slight_smile:

well it was. but because I hadn’t played in a long time, it was kinda a old habit. but if you watch my wolfkrone matches vs his dudley. I do jump, but not without purpose, or at least my intentions were with a purpose. I tried to play footsies then fake then jump. near the end of the matches, i got desperate and because it was endless, I just went for broke.

My main goals for AE are the following.

  1. AA better
  2. better spacing for counter poking. I find I get counter hit myself.
  3. Stop pressing too many buttons when they are in close and applying pressure.
  4. Jump less. I jump less than I did before. But I want to jump even less. I’ve been neutral jumping a lot more which has been helping me.
  5. Stop neutral jumping so much after landing a cross-up attack.
  6. Stop dashing so much and just use walk speeds to move in and out, then use the odd dash in to catch them off guard.

Mine would be to make sure I absolutely know 2 bnbs against all characters, the most useful OS against them and to get used to doing combos into roll without dropping that damn link. Also get back to 100% confidence with poke xx hands so I stop (m)2hk/(m)2hp as much.

Nice list.

Ya I keep posting videos where I do things that I shouldn’t. Thing is, I know I shouldn’t be doing them. It’s just habit, and like I said habit I need to get rid of.

You mentioned Confidence. That’s what I’ve been lacking all super. I dunno wtf it is, but in Vanilla I was able to AA with akuma and gen with no problems. Now in super I let people jump in so much. I was doing very well with AA’s before I started working on my long project (Combo Break Down). Now I’m very tentative when it comes to AAing

New Rokotsu
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I commented on that when it first was uploaded. I said “I wish I could get away with so many raw Oga’s”

Yeah Rokotsu is a bit like Redwolf - a player that takes crazy risks, hoping they’ll pay off. On the other hand, once he gets an opening, he’s very good at capitalizing. But, like Redwolf, I’m a bit baffled at the high PP he’s able to keep. Online is online and all that, but playing a low life-low damage character like that is ballsy to say the least…

My apologizes to Nubbb. I totally forgot that I didn’t upload the last video. When I tried my net went down and i thought it uploaded. Anyways, here is the 5/5 of the interview.

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Gen builds the most meter from Oga whiff, compared to his other moves. Combined with the 3 frame start-up of HP hands, he was pretty safe on a lot of chun’s options. The chun could have tried to dash up and c.hk or c.mp to stop him, but I think the chun’s playstyle was to just build meter and turtle while waiting to df.lk if the Oga came towards her. That would have been free ultra. The Oga finally came at 1:55, but it was deep so df.lk wasn’t going to work. Instead, chun’s 3 frame short>ex legs>ultra punished him.

Maybe the chun was just being cautious and trying to build meter while avoiding doing them in a pattern that would get punished by Oga. Maybe Rokotsu was looking for the pattern while building meter.

I loved his use of rolling combos. It was super risky to use them, though: If he dropped combo, Chun could c.lk > ex legs > ultra. You could see he knew this by his FADC of roll in a blockstring. It looked like he fucked up a lot of cross-up Ogas, or just didn’t know them.

I guess I’m starting to see why JP players use c.lk->c.lp->s.hp-> w/e after a cross-up. This entire time playing Gen I thought they were idiots because they’re scaling themselves when c.lk->s.mp->s.hp/mk->super is better damage and stun. I mean, they’re both 1-frame links so why not do it.

Really what they’re doing is hit confirming from the c.lk. Normally, c.lk linked to anything afterward will get reversal dp’d (only +1 on block). If they hit the cross-up and the c.lk, they have enough time realize it and chain into c.lp (which is safe on block) and then link into the rhythmic 1 frame link s.hp (which is safe when you cancel into hands afterward). Actually, even the chain is safe on block.

If they block the cross up, then Gen can c.lk (starting a low-hit confirm). If at that point they still don’t hit confirm, it puts Gen at +1 so you can frame trap a throw/s.mp. Or you can block and wait for the reversal.

I was really the one being a fool. They’re playing it safe and using two hit confirms. I’m hit-confirming from the cross-up for the sake of more damage, but I give up the chance to try a low-hitting SAFE string afterward. Instead by doing c.lk>s.mp on blocked cross ups, I do a string unsafe to anything 3 frames or less just to score some more damage.

TLDR: When doing cross-ups:
If you can hit confirm from the cross-up, do s.mp follow ups. This is when you know it’s going to hit, or on block want to frame trap upon landing. You could c.lk>s.mp on block for good damage, but the c.lk is unsafe.

If you jump in deep or aren’t sure you’re going to hit your cross-up (like safe jumps, OS setups?), it’s smarter to take the lesser damage for the chance to hit confirm from a low attack (c.lk) which is safe on block at all points. Also, some people find the c.lk>c.lp>s.hp link rhythmically easier than c.lk>s.mp.

I am enlightened.

ive always felt that chained lights as a hit confirm were more versatile than st.mp, or any other variation of a bnb. as you said, lk, st.mp isnt safe on block, and while st.mp is a very good tool, it dosent hit low, and cant be used for OSes in the simplistic way that light attacks can

from a cr.lk or cr.lp you can-

keep your opponent honest by forcing them to low block instead of just backdashing or mashing stand throw
hit confirm into st.hp
OS your second chained light with cr.fp or cr.hk to catch most backdashes
set up a simple frame trap with cr.lk walk foward a bit, st.mp
create a stance change buffer and still confirm into a roll

not that the other bnb starters are horrible. they just arent as flexible

Yo Messiah, don’t even worry about it homie!

did you get my PM?