SSF4 Gen Combo Thread

ya just through me off. like ex was different than a fa.

hehe gj, even the double ‘s’ - that sh!t are even do the most mothertongues wrong lol :slight_smile:
tho, I’d say for “This is (just) another option.” “Das ist (einfach / nur) eine andere Option [or Alternative].” xD

anyway… I killed only one person so far with a FA after a roll on hit due to the extra damage.
btw what does “EXFA” means? i know what you mean, but not the name - why EX?

That through me off too. I thought I was missing out on a better version of the Focus Attack.

FYI my Deutsch is super rusty, so I don’t even know if I got it all right.

btw your comment didn’t seem like a “this is another option” it came off like “why are you using Ultra 2” Ultra 2’s aren’t 100% garbage. So I was just throwing out the fact hey guys, some people don’t even use the FA after the Roll, a lot of the times you get a counter hit.

It’s what capcom calls it, as can be seen in any trials requiring it. There is good old regular Focus Attack that you can use anytime, and then there’s EX Focus Attack which costs 2 Super meter bars and cancels the recovery frams of a move.

meh focus attack is focus attack to me. If it was that big of a deal it would be exfadc

that’s FAC ^^ yep good ol’ F U C K ^^

I specifically said EX Focus just in order to make sure I’m talking about the one that costs meters, and not the roll to the end -> FA after recovery.

On hit it seems to combo, and on block it seems not to. Gen has too many cancels that applies to this concept, which can throw ppl off, but at the same time can make you weak against mashed out SRK if you do it lots of times.

Messiah: Your video really cleared that up for me. Thanks! I came to the same conclusion myself, and I posted here hoping I was just over-complicating the whole thing, seems like I just have to hold forward the whole time and try to make a habit of it.

Sheesh, we Gen players catch no breaks whatsoever…

No thank you. I made it basically for you, then just decided to go all out on it. I’m going to start turning up the production value with a intro splash etc since I now have a HD capture card. But right now, just trying to get them out there so people can learn and see what I mean better.

Ya holding forward just makes the Dash that much faster. Also if you wait until the 3rd or 4th hit… I believe you get a little more of a window, plus more damage. I don’t know what the Hit stun is on all of the hits, not sure if it’s different. but IMO if you cancel after hit 1, compared to hit 4, hit 1 feels like they recover faster. Maybe it’s just me. I wish people started posting block stun. I don’t see any frame data list with that anymore. At least not for Super. Some characters have it for Vanilla. I guess you can always see what the -/+frames are, but is that taking into account the block stun as well?

random guess: frame data on block IS basically the block stun. lets say a move has 50 recovery frames and on block +3 frames, means that it has 53 block stun while 50 frames recovery. meaty even gets more frame advatange due to less recovery (recovery of normal hit -(read MINUS) unused active frames = new recovery in that matter also new frame advantage, but has no impact on block stun - stays same, but u r able to react again more quickly).

also note: you can’t throw while block stun. spoken to general.

again, keep everything with a grain of salt. just my understanding of the gameplay mechanism.

ya I know someone can’t be thrown in block stun. But if you look at some charts they list the actual block stun. o well. I’ll just go by the -/+

That reminds me of a strange case I had.

In training, I was practicing blocked c.LP -> throw for fun. However, in some cases, the throwing part completely whiffed, and I was sure that it wasn’t the range problem. At the same time, blocked s.LP -> kara throw seemed to whiff sometimes as well. I was wondering if anyone can explain/duplicate this, as I don’t have an access to PS3 til Thursday yet again.

I think it would depend on which cr.lp you were using, crane is +3 and mantis is +5. Mantis is probably more likely to whiff if you do it too early since the op is still in block stun, while crane is probably much easier since you do it right after and it should connect just as the op is coming out of block stun.

The problem could also be related to character specific hitboxes and ranges, e.g. if you do it at max distance, or not point blank, gen may not have been in range for the grab. Frame data states that back throw has more range too, that could have played a factor.

my two cents, could have been something else entirely though.

Thanks for the reply. I was using mantis, however it was on block which should make it +2. Also, I always tried it from blank range where I let one jab block and pressed grab right after recovery. That is confusing me for obvious reasons.

you usually have to wait a split second or you’ll catch trough them.

ahh…on block. Mantis st.lp seems to be the best since its +3 on block. I usually tick throw from blocked wall dives since the frame advantage depends on how close to the ground you are it becomes increasingly hard for ops to know when to attempt to tech. Or sometimes I whiff an angled ceiling drop to bait ops into attacking because of his lengthy recovery and throw their attempted attack.

fyi, I thought Gen’s roll was safe on block. Um Ryu can punish with his LP SRK. I didn’t know this until a few matches ago.

Gen’s roll is -3 on block, and any reversal SRK can punish it, but you won’t get knockdown against Ken’s MP SRK and Akuma’s MP&HP SRK, and then you’re free to punish them. That’s exactly the reason I sometimes use FADC on roll block.

Heck, his crane standing jab is punishable on block with SRK even when chain cancelled into another normal. Only FADC is safe from reversal SRK’s wrath. When your opponents starts punishing every single blocked roll, overhead and crane c.MP, life gets much harder.

I feel your pain man, I thought it was completely safe too…
I found out a few matches ago too lol =/
… Now that just sucks

So Gen doesn’t really have a super safe move. The only thing he has is his Hands on block but that pushes them out way too far and resets Gen’s offense because he has to try to get in on them again. The best you can try to do is dash right after, but you might eat something. Gen can’t even return the favor in a mirror match, his LK is the only 5 Frame start up and that’s too slow.