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

While I agree, I think that if carefully mixed in with some overhead and regular cross-up mindgames it could be an effective tool. Especially for those playing over XBL or PSN as internet connection lag can be an issue.

The problem with it is that they have to do exactly what you did in the video - what if they jump back? You would stay your side of them and they get a free a2a. How about if they are aware of reset into wall dive shenanigans by having played a Gen in the last two years? If they move even a few pixels less then it won’t cross up. It’d be more useful if it were a meaty - for example watch TheHoigek’s videos on youtube to see his meaty crossup dive kick setups. I don’t think that something that requires a dog standing next to the border in Venezuela whilst your Grandparents eat noodles whilst you do the wall dive can ever be particularly useful online or off.

[EDIT]: Sorry, that probably sounded a lot more harsh than I intended it to. Having a bad day. [/EDIT]

Shoutouts to DanteValmont ignoring my cries for help in the middle of our ranked match.

Gen V Gen just seems to be a poke war. One that I lose.

Um… ok. So ETA of any information being put in this thread?

So, what do I against a really zoney Oni? Say that three times fast.

Can I punish any blocked F+HPs he throws out? I keep getting destroyed by his pokes when I play a friend’s great Oni, so I’m kind of lost as what to really do in the match-up since I can’t jump or poke.

6HP I find quite easy to punish on startup with a ©2mk given its projectile invulnerable properties - but they are also punishable on block unless its max range iirc. I’ve played many good Oni’s and never had the problem of being out poked… (m)2mp seems to be better than all of his ground normals and just outside their range (m)5mp has great priority.

You can punish close blocked F+HP with [KKK] c.mp xx lp roll, [PPP] s.mk/c.mp xx Hands, c.hp, s.hk or c.hk. Far F+HP is punishable with a [PPP] c.hk, but if you block it super late even that won’t reach. Hope this helps.

EDIT:
Damnit cr0nt you’re too fast!

fucking sakura. bitch must be one of the worst matchups for gen. she must have had some hitbox buffs because her normals are either out ranging me, or out prioritizing for big damage.

i may just be unfamiliar with her new ground game, but i was always able to out footsie sakuras in super without much thought for baiting and whiff punnishing.

also you cant really stop her from jumping without meter, and you cant jump at her at all.

i need to explore it more, but it definately feels like 7-3 for her

you guys got any tips

the Sakura I played against didn’t seem very different from before… yeah, you have to be very careful on jumping in… I do jump in only to cross her up, besides that, I play offensively against Sakura.

Only thing mike is that crane jump hp owns her crouch fierce. Other than that its avoiding the now stupid range on her cr.mk and keeping her out. God, I hate having to play lame but it seems that more and more of my matchups have to be played that way.

I think this matchup is 7-3 for Sakura too. Her normals did have some hitbox changes, like her S.MK. In terms of playstyle though, I play much more defensively against her in AE. The problem though, is that sometimes I run into a Sakura who can lame it out just as much as I can, and once she gets the lifelead she just sits on it. If I keep playing lame, I’ll lose the round, and so I’m forced to come after her. It’s hard to compete with her on a grounded game and so sometimes I find myself having to resort to jumping in on her, which is super risky as we know. Once I’m in on her, I try to keep close to her until I get the lifelead and then I sit on it and make her come after me.

It’s really hard. Whether she’s turtling, or upclose and personal with you, both ways she has the upperhand. She can keep Gen out much more consistantly then he can keep her out, and once she’s in on you all she needs is just a few openings (Which she can capitalize tremendously on), and it can almost be over.
I really believe it’s best to be very patient, get the lifelead on her, sit on it and make her come after you.

Thanks a lot, Cront and MTS for the Oni tips.

Gen will conquer all and win EVO

I finally had the opportunity to play good yuns, man, his dive kick game is way better than Rufus…i did try the “unblockable” thing after throw, but the moment in wich i had the oportunity i miss something, cause the thing turned out so bad for me :frowning: lol…really need some tips

some matches got slightly good thanks to Gen buffs, but now i have to deal with stupid twins :x, not to mention those bitches sakura and makoto

you forgot Ken :wink:
Having played one of the best players in the UK with his Yun I think that the match up isn’t that terrible. I played a first to ten with him, it took me 6 matches before I even mentally turned up to the party (partly because of the new kitten scaling my spine) but once I did the next 7 games ended 4-3 to him. I feel with a bit more technology we could get a 5-5 out of this.

Hey I’m having some trouble vs guy. Especially his elbow drop move. I can sometimes anti air with crane c.hk. But most of the time i have to stay down and block it and then it gets bad…My brother is pretty good with guy and uses guy’s run pressure to basically to keep be in block and pushes across the screen…I’m pretty lost against guy…Not to mention his guy ball/ Michal Jordan dunk grabs you out rising…So any ideas??

Best all-round anti-airs:
(PPP) c.MK xx hands. Beats it and prevents guy from getting into range.
(PPP) c.HP is the next best thing, but it has considerable startup. Trickier to perform as Guy’s elbow delays his landing now and then.

Situational but far from useless:

Far range:
(PPP) c.HK, a.k.a. sweep.

Mid range:
(KKK) c.HK is good and damaging, but the long recovery will hurt Gen if it whiffs. Guy can control his own jump arc, so it’ll happen eventually.
(KKK) s.MK needs to hit with the foot, since only that part has no hurtbox. Solid 100 damage and plenty of active frames, but has a slow recovery.

Close range:
(KKK) c.MK. This can actuallly be performed pretty late, since Gen ducks really low. But it leaves Guy in attacking range and with frame advantage.
(KKK) s.HK trade xx Jyakoha (super). Obviously you need super, but it means guaranteed 390 damage while you receive about 80. Whenever you’re on more than 50% health, I’d say bait out the elbow.


Burn this into your memory.

ok thanks! I just want to understand this correctly…When guy does elbow drop catch him on landing with (PPP) c.mk xx hands…

Also Close range is really when i got punished.But thanks for the tips i will try that out…Damn I hate his priority on that elbow drop…

You can use (PPP) c.MK xx hands from any range as far as it reaches. On landing, or else you’ll get a reset and the hands will whiff. In fact I use that combo for about 80% of the times I need to AA the elbow.

I forgot about one -> sweeeeeep.

80% is very much better then mine 45% (kkk) c. HK…I will playing around in the lab with that thanks again!