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

Honestly, I just found it and didn’t realize how much work the Gen board had put in. You guys put in a lot of work.

I just like it because it can’t be quickstanded and that makes it super reliable on top of being requiring no tempo for the gekiro for it to work. The problem I have with quickstand setups (It kills me because I have so many with Makoto) is that quickstand gives the opponent up to 5 (I believe) frames to do the quickstand, which can throw the entire setup off even if they quickstand anyway, let alone the dissaray it throws you into if they don’t quickstand at all. It also sets up the perfect spacing and timing so the middle man of guessing is cut out.

@ Streets, I saw the XU Supers, and that stuff is pretty nifty. I wanted XU U1, but I guess that’ll be my next lab task.

I’m gonna be adding these for each respective character.

EDIT: Are all these setups not the full Gekiro or?? Cuz the HK Gekiro, c.HK, Oga ones would make me think they are and the ones without would make me think it’s a early drop then go into oga.

I feel like an idiot for asking this, but does Gen have any decent defense against Vega’s Izuna drop, particularly the EX version? If I block, I get thrown. If I jump, I get thrown or slashed. If I duck, I get slashed. Is there no sure-fire way of dodging it?

Crane Cr.HK works most of the time, other wise jump back crane HP, or jump back crane. HK. Crane super grabs it on reaction if he’s stupid enough to do it when you’re not knocked down, mantis U1 punishes any whiffed wall dives or any wall dives that land in front of you or on you. Gens front dash can sometimes be used to dash under the Izuna since it’s so fast and he ducks down when he does it (similar to Codys). If the Vega is crappy you can usually just focus it.

I tend to Neutral jump with both Mantis and Crane Fierce. If I use a neutral jump kick it’s mantis Round House. I find crane Round house doesn’t work as well. If I jump back I use the same normals, Mantis Fierce, Roundhouse and Crane Fierce.

Thanks for the tips. I’ll try it out next time I meet an annoying Vega.

Perhaps the Izuna info could go into the Vega matchup advice in the OP, by the way?

Things will be added when it comes. there is a lot of information per character.

They are all full Gekiros, and the spacing is really tight for every character except for a few.

Okay so just to clear it up, every gekiro you listed no matter what the setup is, is the full gekiro? I’m just trying to save myself some work.

Yes. All the setups are from the full HK Gekiro hit (ie. hard knockdown)

today I had the chance to test the improved crane cr hk and it works perfectly… I mistimed some against jump-ins from a Ken player and still hit him clean

K thanks :slight_smile:

In my experience, mantis jump forward HK works wonders since it has an upward pointing hitbox. I ays do it as soon as Vega toches the wall and hit him 100% of the time. (loses to Sky High claw though - when I want to cover both options I just neutral jump and HK if I see the walldive, or HP/MP if I see the SHC.)

Sort of a weird question but does anyone have any gems for the gen vs gen matchup? Some scrubby Gen who calls himself Sharingan Mo has dared to challenge me! >=( Got me wondering how to actually approach another Gen!

so im getting my ass kicked by chun li lately. help.

turtle chun li that plays like guile is really tough. i can only manage her footsies if im in mantis, but then it feels like i cant anti air her unless i have ex meter

should i be trying to reaction stance change AA her with crane cr.rh?

She floats enough that you should be able to HK Gekiro her on reaction no problem. Score the knock down. Unless she shields herself behind her FB. Focus and dash under. Then punish her on her way down. If not, you can hit her with Crane c.RH but she is still one of the harder ones to hit. I’ve been a lot more successful vs jump in Vegas but Chuns are still a bit tricky as that double hit makes her hurtbox awkward. I’d only try it if she’s over top of you. But some like to jump from pretty far out. You should be able to Mantis c.Fierce her. If not once again go to HK Gekiro. If they aren’t using her FB to setup a jump in, you have all the time in the world to HK Gekiro.

Are you playing the type of Chun that does this at all? FB, dash up, normal back off. rinse repeat or once in a while… If so, back off just a bit then Mantis c.Fierce. Learn how long the FB lasts then poke them before they try to poke you.

Try meeting up in the air with a very early air move, but on reaction. You see her jump then you instant jump up and press a normal similar as if you were going to do fuzzy guard over head.

Not sure if you need any other suggestions, so here are only AA stuff.

yeah. them be the bastards. i’ll check that fireball fizzle thing and hk giekro. i hadnt tried that before, but it usually feels like im walking myself to the corner when i try to let it fizzle out

also, maybe im having old man reactions, but im getting trashed air to air vs her

double post.

little juri tip.

if she has FSE, if she activates, just eat throws. only worry about blocking and looking out specifically for the overhead. shit does too much damage from stray hits into combos

Perfect time for wake up EX Gekiro :wink:

Any tips against a high lvl viper? And what are some safe jumps i can use against her. Is there a safe jump list i can find in one of these threads for 2012?