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

St.hk>j.lk crosses up deejay in both corners

And it works on cammy as well.

It seems a perfect crane j.hk while holding down back and proper timing crosses up with one hit, and lands in front in the left corner.

I need some very solid MU advice on Rufus. I never play a godlike Rufus but i met one today and it was terrible. Haven’t felt so bad and lost so much in a long long time.
The match is generally ok and goes even…until I get knocked down. The divekick pressure is just overwhelming and just when I remembered that Rufus specific OS (c.lk>c.lp + c.mp crane) it seemed like it didn’t work for shit which made me even more salty. He kept doing divekicks just a little higher so the c.mp wouldn’t hit. He really makes gens lack of defense stand out, and although I hate using EX gekiro I just had to do it quite a lot just to get some room to breathe.
Had to switch to Cviper in order to destroy this fool, and it didn’t feel good. :frowning:

Dive kick pressure is something you must learn to deal with :frowning: there is no trick against it. I usually just block in crane stance and try to counter it with crane cr.lk, which beats it clean (if you manage to make it come out on time). Other things…ah, Rufus cr.hp can be punished on block with mantis hp super, no matter the distance

I’ll add a few considerations… it’s very important to understand the height of the dive-kick. If it lands on Gen’s chest, use Mantis st.mp. this beats any possible grab, second dive-kick or lk. And if blocked, you’ve the advantage. If the dive-kick is lower, you already know the OS. Training to recognize the height of the dive-kick is the only important advice I can give :frowning:

Good stuff, thanks.

I never really play Rufus so I probably also lost due to the mindfuck factor coming in. I’m glad cr.hp of his is punishable with super on block, he was throwing those out a lot during footsies. I guess the most annoying part is that there’s no one way solution to it, crane c.lk, s.mp, or the crane OS.

I st.lp any dive kicks he does that are not deep. Rufus also does not move forward fast so cr.mp>hands him into the corner and bait ex.messiah. If you can rid him of his meter and put him in the corner he will have a hella hard time getting out.

yes, Rufus with no meter is pretty easy :slight_smile: but Warlike asked specifically about what to do after you get a knockdown… st.lp? I’ll try that, too! I’d really like to find a universal answer to those falcon kicks…

JWong seemed to do a lot of smart df+MK (low attack that is even on block) and sweeps. At least that is what he abused against me when I didnt have much Rufus MU knowledge (back in April). However, Warlike asked after knockdown, so…

The answer I came up with is that it’s a guessing game. It can be a true blockstring if dive kick is low enough. I feel that it’s better to eat a throw by blocking everything than a dive kick for an attempted tech, since Rufus’ setups seem to be limited after a throw, making your guess somewhat easier.

Anybody got some Advice with Cody? It seems like a bite the dust the second he starts applying pressure. I get CH and eat 30%.

I know I can keep him out for days because my normals are better, but is this the entire matchup? Keep him on the ground and out of range?

Yes.

Well, not rly, but you can play the match that way if you want.

Cody himself is quite weak against frame traps and pressure, so Gen’s st.MP is a pain in the ass to him.

Cody’s b+MP can hit Gen out of any of his jump normals from neutral game, except for really late crane j.MK (unless Cody player changes the AA timing). His b+MP will whiff and you get to give him a combo + a hard knockdown since TC2 HK Gekiro works on Cody as long as you don’t cancel it late. It really gives the opponent a huge mental damage as well since his AA is “unbeatable”.

I never, ever, put myself in the corner, then focus backdash seems to be pretty good against his frame traps.

When caught in codys blockstrings, focus backdash any f+mp (the slide punch?) And try to space him out with cr.mp>hands.

Cody loves to anti air, so definitely stay out of his idea range (dont let him get to cr.mp range) and frame trap/karathrow.

I believe his blocked cr.mp>hurricane upper is not a true blockstring, and the hurrricane is considered a projectile, so I think theoretically an ex.oga can go right through it if you get caught blocking his bnb low in crane.

I dont play against him often, but when I do, I try to knock him down as often as possible.

Any tips for the Fuerte matchup?

I seem to always go for FA>backdash or in a last ditch attempt, EX.Gekiro when Fuerte gets his knockdown game on. I’m sure there’s something I’m missing but I have almost no exposure against Fuerte.

If he goes for the splash, you cane either press crouch fierce or you focus crumple his ass
if he goes for the grab then either backdash or neutral jump (if the grab is not meaty)
for his dash, cMP hands, or TC2 gekiro
Avoid jumping at him when he has meter, EX Guacamole throw beats everything
if you get knocked down you need to calm down, he has three moves: the slide, the spinner grab, the splash, what I do is hold down back to counter the slide, the watch him carefully if you hear “SABAAAKUREE!!” or just “SAAABAAAA!!” then press fierce (Crouch fierce makes ur hurtbox move so he lands behind you: thanks to Khalmos), for the grab I dont have much of an answer, you have to anticipate either grab or splash, if you hold up you get blown by the splash but you get knocked back also, but if its grab the it will wiff then punish him hard.

The rest is just footsie bro

Khalmos???

lol

Ultra 1 is great. I haven’t really tested but played a good Elf and would do it on wake after confirming a splash coming in. *not random wakeup ultra

my bad. Apologies my friend

I promise that as soon as I’ll finish this session of exams, I’ll continue with the specific matchup threads… meanwhile I found something against Rufus (probably most of you already knew about it, but I’ll just remind it then): if he does Ex Messiah Kick on wake-up and Gen is very close to him… Gen’s Mantis cr.hk/Crane cr.mk (and probably others, I had no time to test) make so that Gen gets hit by the first part of Rufus’ move, but then Rufus flies above Gen’s head and lands behind, leaving plenty of time to punish. :slight_smile:

I would like to request MU knowledge for Honda. I have huge problems against him and he seems to be my first opponent in Evo.

well, tough matchup… mainly because Honda players love to turtle, so once a single mistake gives them the advantage, you have to work hard. It may sound weird, but lately I’m using Ultra 2 against Honda… because in this way I can (hopefully) use Teiga with the Tiger Knee motion to hit Honda when it falls down after one of his abused neutral j.hp or Sumo Splash. Otherwise, if you pick Ultra 1, there’s a useful OS with Crane Ultra.
Other things… well, since Honda is a charge character at his core, crossing him up makes him lose the charge, although you’ve to be very careful at his auto-correcting headbutt. What else… his normals are generally quite good and safe on block but have no good range. Other specific things… ah, sumo headbutts can be punished on block with Mantis super.
My suggestion is mainly to play his game. He’s a monster in defense but rather lacking on the offensive side, if you’re careful.