I’ve only been able to use HK/EX Gekiro against it.
Crane cr.HK works, but has to be done relatively early, and staying in crane against Deejay up close is not the best idea (slash covers his front while he walks forward unscathed). Mantis cr.HP doesn’t seem to work.
It’s one of the few jumping normals that seem to beat Crane j.HP (comes out faster and stays out for 18f). Increadibly tough to jump on them. And then preventing them from jumping on me is not an easy task since I can’t AA it consistently either.
Got stuffed. His hitbox is odd. He’s supposed to have average airtime (37f) but his knee looks like KoF’s small jump. Not visually, just the feeling I get, since I hardly have the time to react to the knee. It’s easy to counter his other jump-ins or his crossup.
I haven’t tested cr.mk xx lk gekiro at all. LK gekiro gets stuffed by it if the cr.mk whiffs and gekiro happens to come out while the knee is still out.
Knee shot, if done too early, does whiff against shoto’s c.mk, but if they time it properly (apex of the jump), I believe it might hit gen’s c.mk. I’ll have to try it out in a match to make sure. If it worked, it’d be the solution to my problems.
From what I’ve read on Deejay’s forums, it seems like Knee Shot stuffs almost every single air move in the game, including some reversals, like messiah and flash kick when timed properly. It has an even better hitbox than Gen’s Crane j.HP. Which honestly makes me feel like shit. I abuse that normal If something stronger shows up, I cry.
And knee shot makes deejay land earlier. Cuts some frames from the jump.
Motherfucker…
First of all, that knee is BS, but not hitbox-wise. Its hitbox is much worse compared to Guy’s non-flip elbow, and crane j.HP’s hitbox should be better during active frames. It also has a terrible downward range that even a well timed mantis cr.LK and cr.LP can make it whiff and hit him during ground recovery. Problem is its fast start-up of 4f and that weird fast change of his jump arc (as you mentioned) that throws the timing off. Maybe cr.HP was caught here, because its hurtbox doesn’t go lower during start-up.
Gen’s cr.MK goes lower than shoto’s, but only up to active frames. During most of recovery his knee whiffs as well but you’re wide open until you fully recover. Knee shot can hit out up to the 2nd start-up frame of Gen’s mantis cr.MK, but it’ll whiff completely against 3rd start-up frame~most of the recovery frames.
But Knee is OP online. It’s also hard to deal with when you’re tired.
hey guys, I need some help. How can I deal with a frame-perfect Ibuki vortex? I never understood it well… usually I manage to beat it with super/ultra but if the opponent is really good at it, I don’t manage to land the previous options.
The best thing to do is block man. You can try to FADC it but I think a perfect vortex = 1 frame window to FADC. I dont’ want to jump to any conclusions; however, I’ll just assume you don’t know how to properly block it. If you do disregard. If she throws the dagger before she’s on top of you, block normal, if she’s on top than block as a cross up. I watch where she is located above me then block that way.
You can try to EX Gekiro but it’s not always the best solution. Before 2012 ultra/super is your best friend. However, if my memory serves me right, they made it so she will recover faster when she lands. before if you blocked it, you’d have time to punish her.
I’d love to hear another way to handle it other than super/ultra/EX Gekiro myself, but other than that, blocking correctly has served me well so far.
thanks Tha messiah, yes, I had tried to FADC with no use. So the best option is to block… I had no idea about the kunai depending block. So, I’ve to see where she is when she throws it, before deciding how to block it. Sounds a bit complex… but well, it’s the only way, I guess! Thank you a lot!
Bison vs Gen must be easy for you guys. Also could I get some insight as to why Gen is considered a bad character because I’m getting humiliated against Gen players at the moment, and I don’t see anything wrong with this character so I must have missed something grand. Today was also the first day I saw EX-psycho trade with a normal move…and that normal hurt.
Heh. I actually came in this thread to ask how to deal with getting out of Bison pressure, since right now my friend can basically scissor kick pressure me for free. What are the best normals/specials for getting out/hitting him once he’s spaced out a bit?
can anyone offer any advice vs Blanka? Especially a defensive one.
An offensive one is easy since you just let him do stuff and punish but a defensive one has been a nightmare for my Gen. I stuff balls with cr.jabs, sweep electricity, try to punish blocked balls with U1 or super, pretty much I can punish everything he does (poor Blanka, I play him a bit too) but a defensive Blanka is rough.
Best plan, is use your EX Gekiro, it’s your best reversal move, and depending how quick you are, you can counter a scissor kick with a lk gekiro. That will keep some pressure off you.
Defensive Blanka is a pain. He easily snuffs your best moves to get close. My opinion, is to bait him into getting close, get him knocked down with a throw (works best), then begin your cross-up and mix up game.
Now this is my opinion and may not be the best, but this is how i deal with them.
The best thing I find is just mash hands after you block the initial SK. It gives you a lot of room to breathe and you have enough time to do it. At the worst (depending on which button he used for SK) you trade and bison flies halfway back the screen essentially resetting the pressure game.
@Bison: After I block initial SK I just continue blocking. If I mash hands I eat cr.mk > hk.SK.
I usually block the first SK, then block whatever else he does next. If another SK or cr.mk>SK (which happens often) you should be out of range for SK pressure and they usually either get close to throw, or st.hk/st.mk to keep you from jumping out. Now you have to make a decision/read. You can try to FA the st.mk/st.hk, tech or blowup the throw or jump.
if you eat a c.Forward you are doing it too late. Fierce Hands come out in 3 frames. c.Forward comes out in 7. Bison isn’t at any advantage at all on any blocked SK. Short = 0 so your hands will come out faster. Once you start blocking start mashing out Fierce Hands. Never fails.