SSF4 AE 2012 Gen Match-ups & Strategies (New)

well, today I had my first match with Amiyu :slight_smile: it was very laggy (Europe/Japan) but I could clearly notice his skills. After the match he seemed even more excited than me for having played against a foreigner. Lol. Looking forward to play a match against his Gen again!

Grats man. That makes me feel like actually buying xbox so I can go against ppl I know/look up to. He seemed to have been rly excited.

Full Screen
You just have to play it patient here, in my case I discover that just staying back and dealing with the fire ball is more rewarding, just focus absorb the low shots, and crouch the high ones, nJ the low ones too, when he sees you are building ultra he will stop throwing (or throw and ex if he has meter) and this is your chance to walk into mid screen

Mid Screen
At this range I just try not to jump but pray that he throws a high tiger shot, I just crouch and walk forward a bit, the only safe move sagat has at this range is the ex knee which is -1 on block, also at this range you can crane style jump over tiger shot on reaction and land in front of him (I use crane HK for Higt Tiger shot and crane MK for low) since tiger shot has 50 frames of total animation and Gen crane jump is fast and low arc.

Close Range.
I just play footsies, basically since Sagat tiger uppercuts are all 5 frames am not really scared of going for a cross up jumps here and there and he has to react to me, at close range you have to only worry about UME shoryu from sagat.

Thats my style.

tip how to beat juri i idk but i alway get hit with her ex wheel kick move i use crane walkspeed to stay on her it seem if i aa it get out poke with her crmk then her combo start or she use ex wheel kick move it beat everything only think i can think of is watch out for overhead kick /grab and block her wheel kick then punish idk maybe i need more patience but the wheel kick really break me

Question of the day: how to beat Adon’s Jaguar Kicks?
After a few hours in training mode, it seems that trying to stuff them is completely unreliable (and even though HK gekiro has a better vertical hitbox than LK, it also starts slower, so it’s harder to use on reaction against Jaguar Kicks). Specials don’t work, and neither do normals.

I believe the answer is to simply stay at poking range and pressure him. Jaguar Kick’s startup is slow, and he won’t be able to use them if you’re on top of him.
Still, I find this matchup to be retarded. He can use Jaguar Kicks indiscriminately, and you can’t even backdash for the most part, since it catches backdashes more often than not. Can’t be focused, and he’s completely safe against Gen.

Sure, it’s -3 on block for LK and MK version… But his frame advantage varies depending on the opponent’s height. Meaning: he’s unsafe when Seth/Sagat block standing, not Gen, who happens to be a pygmy.

HK version is -4, but reversal Fierce Hands won’t do much damage (unless you cancel into super, or FADC it), specially if doesn’t land very close to you, and trying to hit a perfect 3f jab right there is increadibly tough. Also: you gotta block standing. Blocking crouching will net him less disadvantage but it’s inconsistent.

Overall, it’s one of those matchups where you either guess and do HK Gekiro on reaction (and risk trading in his favor as well), or you’re fucked.

Remember that he’s at a disadvantage after the Jaguar Kicks, so you can always attempt a poke after it, but you must also remember that you’re playing Adon, and that they’re gonna do random Rising Jaguars more often than not to keep you from punishing them.

Here’s the important part: HK Rising Jaguar will hit you every time if you try something other than backdashing after blocking a Jaguar Kick. Unless you do Fierce Hands of course. LK Rising Jaguar will whiff if you do crane c.mk. It’s only 80 damage, so, it sucks.

By the way…
Why is it that some Crane normals are cancelable into super… am I missing something here? Seems useless.

I treat Adon similar to Bison. How? Well a lot of players that use those characters use Jag Kicks or Scissor Kicks to gain space. So at first they will use one that will probably miss. I neutral jump to poke them out or catch them on the way down. Or. I use Mantis c.Fierce to poke them on their whiffed special. Keeps them at bay and shows that they can’t just use it to gain space. Then if they get desperate and use a Jaguar Tooth. Mantis s.Fierce or Gekiro kick.

The best way to handle Jaguar Kick pressure is to keep blocking and allow him to do his block strings then wait until he realizes that you are blocking everything and he does his neutral jump, or tries to jump over you to cross you up. Mantis nj.Fierce or dash forward. Once again you really have to treat Adons pressure like Bison.

If you try to do Crane Super vs his Jaguar Kick do it late or you have to do it so it hits during his start up frames. I’ve been stuffed before.

It’s possible to use Crane c.Round House, but like you mentioned Gen doesn’t really have anything very reliable. So it’s not perfect.

I’ve played dictator since Super Turbo and played him until very recently (when I finally got tired of getting mauled by Dhalsims).

I can guarantee ya they are two completely different characters to deal with. Dictator’s scissors are easily stuffed by hands, a simple jab, and several other things. Not even a trade, they’re stuffed.

After dictator does short scissors you can do a reversal fierce hands, and it usually beats anything besides invencible moves that he might do.
Since he doesn’t have the range to hit with c.lk anymore, all of his options will be above 3f startup.
Fierce Hands on the other hand is a 3f startup move with a decent horizontal hitbox. It beats everything they do for the most part.

I throw a few short gekiros in there for variety. The second hit catches their s.HK very often if they attempt to punish it too soon.

Also: you can’t neutral jump Adon easily since Jaguar Kicks also beat neutral jumps unless they’re perfectly timed (like anti-air gekiros vs Jaguar Kicks).
And neutral jumping after Dic’s scissors means that you’re bound to get hit by a s.HK.

I’ve played Dictator against my Gen friend. We’ve done that matchup since Vanilla came out and although each character got their own set of buffs and nerfs, it’s still a pretty balanced matchup. I can tell you he’s good. If he wasn’t so busy with college right now, and if he hadn’t sold his x360 just recently (he still has his PS3 version), I’d arrange you a match with him and you’d see it for yourself.

There are barely any decent games from him online. Everytime they’re uploaded it’s because he lost. He gets a shit ton of hate.
Just recently in our biggest national tournament everyone was rooting for the Yun player to win against him (which he did) in the Grand Finals.
That’s how much they hated him taking every tournament.

(For shits and giggles, this is what they did after the tournament: http://www.youtube.com/watch?v=46FJ0xR4Slw
Afonso- Gen
Divine- Yun)

Here’s his channel with some matches.
http://www.youtube.com/user/AfonsoM1890?blend=23&ob=5#p/u/12/EyTIIZ0Io80
(Before I forget: he plays on a pad. He changes the whole settings to acommodate his execution)

1- Read again. I’m saying those players who have the style where they use Jag Kicks or Scissor Kicks can easily be reversed by c.Fierce Meaning they are out of range of hitting you, but you aren’t of them. If they don’t use them to get in, simply continue your footsies. You are looking to deep into my statement. Actually beyond it.

2- HP Hands just like Adon

3- Neutral Jump MP all day. (Sorry, I didn’t mean to imply you should NJ vs Bison. Just handle his pressure where you don’t press a lot of buttons. But with Adon you can NJ that would actually beat him, unlike Bison. Since Adon’s do like to jump quiet a bit once they realize you are blocking all their pressure.)

I’ll have to give that a try.

BTW I’m not saying NJ Spam, cuz for the most part they will keep doing some block strings then Jaguar kick. I mean at the point where you have them changing it up and either they NJ or try to cross you up, in those two situations, that’s when I would suggest dashing forward, NJ, or Gekiro, even Crane c.Round House, but only if it’s a NJ. So you have multiple options incase you are bad at AA, or dashing on reaction etc etc (Not implying you are bad at any of them, but if someone else reading this is does then they have multiple options)

Depending on distance, I either do a forward dash of courage or do a st.MP or a standing jab. Those three are the methods I use to BEAT them; I usually just block it.

Hello Gen seniors, I need some help dealing with E.Honda. It seems like there is little I can do to punish his moves except for that butt slam, and jumping in mostly gets stuffed by his Psycho-crusher-like move. From my experience his pokes seem to beat Gen’s too. What’s the tactic for facing Honda?

Honda you will need to learn patience. If he likes to jump in, use Mantis c.Fierce. If he likes to do Neutral Jump Fierce, use Mantis c.Fierce. Try to knock him down so you can cross him up or do a safe jump. Gen’s pokes are way better than Hondas you just have to practice the spacing. If he is standing back building meter with his Command grab, use oga over and over to build your own. But be careful he can Headbutt it, so don’t over do it. If you have the reactions you can poke him out of his headbutt as well.

A lot of Hondas will out wait you, so once again you really need to learn patience. you should be taking baby steps towards him. Use Crane so you have the walk speed.

Yeah the Hondas I met vertical jump a lot to knock me out of the air with his heavy punch. Just to be clear, c.Fierce is c.HP right? I actually just won a match using this patience tactic, whereas I have been losing when I rushed in the last time. There were a few lucky moments though. The thing is I still don’t really know what to do once I’m in range. A random headbutt will knock me out of pokes, so I’m afraid to do it at times (afaik the headbutt is relatively safe even on block right?). My only option is to cross up with Crane MK. If they block I’m back in poke range and it’s the same thing over again. I only seem to have won that one because he was impatient, kept jumping in and I got him several times with crane c.HK.

You can punish headbutts with sweep for the most part, and save your super for the situations where he’s out of range.

Jab headbutt is the safest.

Every headbutt has shitty startup and the only one which you should be worried about because it has invencibility is EX headbutt. And even then, it has 8f of startup. Extremely easy to safe jump. As soon as you knock him down, cross him up twice in a row and go back to playing frametraps. He can’t do shit about s.mp unless he has meter.

Don’t try to play footsies against honda. Not because you can’t, but because it’s irrelevant. You’re poking a wall and doing no chip damage. He’ll just stand there.
You have to punish his mistakes (jumping amongst other stuff) like Messiah said, and rush him down as well whenever he stops jumping.

Kara throw after s.mp is hard to tech (it’s a tick throw if you time it right). If they like to press buttons (jab/cr.tech, etc), then follow s.mp with either c.mp xx hands or s.hp xx s.mk xx hands (and I say hands instead of gekiro because we’re talking about frametraps here, not hit confirms). You can also use cr.hp after s.mp.

Also, to wrap it up: Honda can’t punish Rolls. Abuse them along with crane j.HK.

Only thing to worry about midstring besides EX headbutt are the buttslams since they are invencible on startup. You’ll just have to learn how to focus them. There’s no need to punish them. Focus the downwards splash and immediately hit them with s.mp. They’re at -2 minimum, so there’s nothing they can do to stuff it besides Ultra 2 (or an invencible move, of course, but if you can’t focus, it’s because they crossed you up during your focus, which if they did, means they lost charge… so no Ultra1 nor EX Headbutt to worry about).

Oicho throw has 5f startup, meaning that s.mp also beats it.
s.mp is your best friend against characters in the game with no proper 3f moves or meterless scary reversals.
Abel and Rufus get raped by it, for example. Specially abel and his awesome hitbox.

Yes that’s c.HP.

Also like Theorical was saying s.MP is your best friend, especially in the corner. walk forward about 2 frames then press it again, you can keep them in the corner and if they jump you punish it.

Also most honda’s really enjoy doing neutral jump hp, which is a free mantis U1 punish from anywhere on the screen and it’s even easier if you’re anywhere within U1 crane ultra range, that works aswell. Don’t allow him to get cocky with those neutral jump hps.

Noted everything… putting s.MP to more use now. I play against shotos, Blanka and Boxer so much that I always forget about this awesome move. Also I’ll try out Mantis U1 against neutral jump HP in the training room for a bit. It sounds rather risky because if I do it too early (before they throw out the punch), they will block on landing right?

I don’t want to go ahead and contradict Warlike, but Honda doesn’t stay in the air for very long, so either ultra (mantis or crane) on reaction is indeed a hard thing to pull off. Extremely easy if they just don’t stop jumping. Then again, I’d rather use super. If they keep doing it, just build meter from afar. Whiff short gekiros (just in case they do headbutt, since it stuffs them).

U1 Crane has such horrible startup that the only way it’ll hit is if they’re very close to the apex of the jump (due to our reflexes; if you are expecting it, then you can land it when they’re falling down). Also, remember that just because it lands after a focus>focus reset (with them floating extremely close to the ground), doesn’t mean it lands easily in other situations. Focus>focus reset’s air time has a relatively big window.

U1 Mantis gets hit by nj.HP. It’ll only hit them if nj.HP’s active frames are gone, or if your started the Ultra close enough that nj.HP will whiff on U1’s startup frames. Tested it to be sure.

I find hitting mantis U1 ridiculously easy, but whatever. I haven’t played a Honda in ages so my memory might be fuzzy but I remember it being easy in super and his jump-arc with nj.hp didn’t change afaik? I 'd list in it in same row of easy punishes as akuma’s airfireball and Ibuki’s kunai, personally.

It’s all about reflexes tbh, same with crane U1.